您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
247 行
8.8 KiB
247 行
8.8 KiB
using Unity.Barracuda;
|
|
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Serialization;
|
|
using Unity.MLAgents.Actuators;
|
|
using Unity.MLAgents.Sensors.Reflection;
|
|
|
|
namespace Unity.MLAgents.Policies
|
|
{
|
|
/// <summary>
|
|
/// Defines what type of behavior the Agent will be using
|
|
/// </summary>
|
|
[Serializable]
|
|
public enum BehaviorType
|
|
{
|
|
/// <summary>
|
|
/// The Agent will use the remote process for decision making.
|
|
/// if unavailable, will use inference and if no model is provided, will use
|
|
/// the heuristic.
|
|
/// </summary>
|
|
Default,
|
|
|
|
/// <summary>
|
|
/// The Agent will always use its heuristic
|
|
/// </summary>
|
|
HeuristicOnly,
|
|
|
|
/// <summary>
|
|
/// The Agent will always use inference with the provided
|
|
/// neural network model.
|
|
/// </summary>
|
|
InferenceOnly
|
|
}
|
|
|
|
/// <summary>
|
|
/// Options for controlling how the Agent class is searched for <see cref="ObservableAttribute"/>s.
|
|
/// </summary>
|
|
public enum ObservableAttributeOptions
|
|
{
|
|
/// <summary>
|
|
/// All ObservableAttributes on the Agent will be ignored. This is the
|
|
/// default behavior. If there are no ObservableAttributes on the
|
|
/// Agent, this will result in the fastest initialization time.
|
|
/// </summary>
|
|
Ignore,
|
|
|
|
/// <summary>
|
|
/// Only members on the declared class will be examined; members that are
|
|
/// inherited are ignored. This is a reasonable tradeoff between
|
|
/// performance and flexibility.
|
|
/// </summary>
|
|
/// <remarks>This corresponds to setting the
|
|
/// [BindingFlags.DeclaredOnly](https://docs.microsoft.com/en-us/dotnet/api/system.reflection.bindingflags?view=netcore-3.1)
|
|
/// when examining the fields and properties of the Agent class instance.
|
|
/// </remarks>
|
|
ExcludeInherited,
|
|
|
|
/// <summary>
|
|
/// All members on the class will be examined. This can lead to slower
|
|
/// startup times.
|
|
/// </summary>
|
|
ExamineAll
|
|
}
|
|
|
|
/// <summary>
|
|
/// A component for setting an <seealso cref="Agent"/> instance's behavior and
|
|
/// brain properties.
|
|
/// </summary>
|
|
/// <remarks>At runtime, this component generates the agent's policy objects
|
|
/// according to the settings you specified in the Editor.</remarks>
|
|
[AddComponentMenu("ML Agents/Behavior Parameters", (int)MenuGroup.Default)]
|
|
public class BehaviorParameters : MonoBehaviour
|
|
{
|
|
[HideInInspector, SerializeField]
|
|
BrainParameters m_BrainParameters = new BrainParameters();
|
|
|
|
/// <summary>
|
|
/// The associated <see cref="Policies.BrainParameters"/> for this behavior.
|
|
/// </summary>
|
|
public BrainParameters BrainParameters
|
|
{
|
|
get { return m_BrainParameters; }
|
|
internal set { m_BrainParameters = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
NNModel m_Model;
|
|
|
|
/// <summary>
|
|
/// The neural network model used when in inference mode.
|
|
/// This should not be set at runtime; use <see cref="Agent.SetModel(string,NNModel,Policies.InferenceDevice)"/>
|
|
/// to set it instead.
|
|
/// </summary>
|
|
public NNModel Model
|
|
{
|
|
get { return m_Model; }
|
|
set { m_Model = value; UpdateAgentPolicy(); }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
InferenceDevice m_InferenceDevice;
|
|
|
|
/// <summary>
|
|
/// How inference is performed for this Agent's model.
|
|
/// This should not be set at runtime; use <see cref="Agent.SetModel(string,NNModel,Policies.InferenceDevice)"/>
|
|
/// to set it instead.
|
|
/// </summary>
|
|
public InferenceDevice InferenceDevice
|
|
{
|
|
get { return m_InferenceDevice; }
|
|
set { m_InferenceDevice = value; UpdateAgentPolicy(); }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
BehaviorType m_BehaviorType;
|
|
|
|
/// <summary>
|
|
/// The BehaviorType for the Agent.
|
|
/// </summary>
|
|
public BehaviorType BehaviorType
|
|
{
|
|
get { return m_BehaviorType; }
|
|
set { m_BehaviorType = value; UpdateAgentPolicy(); }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
string m_BehaviorName = "My Behavior";
|
|
|
|
/// <summary>
|
|
/// The name of this behavior, which is used as a base name. See
|
|
/// <see cref="FullyQualifiedBehaviorName"/> for the full name.
|
|
/// This should not be set at runtime; use <see cref="Agent.SetModel(string,NNModel,Policies.InferenceDevice)"/>
|
|
/// to set it instead.
|
|
/// </summary>
|
|
public string BehaviorName
|
|
{
|
|
get { return m_BehaviorName; }
|
|
set { m_BehaviorName = value; UpdateAgentPolicy(); }
|
|
}
|
|
|
|
/// <summary>
|
|
/// The team ID for this behavior.
|
|
/// </summary>
|
|
[HideInInspector, SerializeField, FormerlySerializedAs("m_TeamID")]
|
|
public int TeamId;
|
|
|
|
// TODO properties here instead of Agent
|
|
|
|
[FormerlySerializedAs("m_useChildSensors")]
|
|
[HideInInspector]
|
|
[SerializeField]
|
|
[Tooltip("Use all Sensor components attached to child GameObjects of this Agent.")]
|
|
bool m_UseChildSensors = true;
|
|
|
|
[HideInInspector]
|
|
[SerializeField]
|
|
[Tooltip("Use all Actuator components attached to child GameObjects of this Agent.")]
|
|
bool m_UseChildActuators = true;
|
|
|
|
/// <summary>
|
|
/// Whether or not to use all the sensor components attached to child GameObjects of the agent.
|
|
/// Note that changing this after the Agent has been initialized will not have any effect.
|
|
/// </summary>
|
|
public bool UseChildSensors
|
|
{
|
|
get { return m_UseChildSensors; }
|
|
set { m_UseChildSensors = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether or not to use all the actuator components attached to child GameObjects of the agent.
|
|
/// Note that changing this after the Agent has been initialized will not have any effect.
|
|
/// </summary>
|
|
public bool UseChildActuators
|
|
{
|
|
get { return m_UseChildActuators; }
|
|
set { m_UseChildActuators = value; }
|
|
}
|
|
|
|
[HideInInspector, SerializeField]
|
|
ObservableAttributeOptions m_ObservableAttributeHandling = ObservableAttributeOptions.Ignore;
|
|
|
|
/// <summary>
|
|
/// Determines how the Agent class is searched for <see cref="ObservableAttribute"/>s.
|
|
/// </summary>
|
|
public ObservableAttributeOptions ObservableAttributeHandling
|
|
{
|
|
get { return m_ObservableAttributeHandling; }
|
|
set { m_ObservableAttributeHandling = value; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the behavior name, concatenated with any other metadata (i.e. team id).
|
|
/// </summary>
|
|
public string FullyQualifiedBehaviorName
|
|
{
|
|
get { return m_BehaviorName + "?team=" + TeamId; }
|
|
}
|
|
|
|
internal IPolicy GeneratePolicy(ActionSpec actionSpec, HeuristicPolicy.ActionGenerator heuristic)
|
|
{
|
|
switch (m_BehaviorType)
|
|
{
|
|
case BehaviorType.HeuristicOnly:
|
|
return new HeuristicPolicy(heuristic, actionSpec);
|
|
case BehaviorType.InferenceOnly:
|
|
{
|
|
if (m_Model == null)
|
|
{
|
|
var behaviorType = BehaviorType.InferenceOnly.ToString();
|
|
throw new UnityAgentsException(
|
|
$"Can't use Behavior Type {behaviorType} without a model. " +
|
|
"Either assign a model, or change to a different Behavior Type."
|
|
);
|
|
}
|
|
return new BarracudaPolicy(actionSpec, m_Model, m_InferenceDevice, m_BehaviorName);
|
|
}
|
|
case BehaviorType.Default:
|
|
if (Academy.Instance.IsCommunicatorOn)
|
|
{
|
|
return new RemotePolicy(actionSpec, FullyQualifiedBehaviorName);
|
|
}
|
|
if (m_Model != null)
|
|
{
|
|
return new BarracudaPolicy(actionSpec, m_Model, m_InferenceDevice, m_BehaviorName);
|
|
}
|
|
else
|
|
{
|
|
return new HeuristicPolicy(heuristic, actionSpec);
|
|
}
|
|
default:
|
|
return new HeuristicPolicy(heuristic, actionSpec);
|
|
}
|
|
}
|
|
|
|
internal void UpdateAgentPolicy()
|
|
{
|
|
var agent = GetComponent<Agent>();
|
|
if (agent == null)
|
|
{
|
|
return;
|
|
}
|
|
agent.ReloadPolicy();
|
|
}
|
|
|
|
}
|
|
}
|