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81 行
2.3 KiB
81 行
2.3 KiB
using System;
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using Unity.Barracuda;
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using System.Collections.Generic;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Inference;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents.Policies
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{
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/// <summary>
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/// Where to perform inference.
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/// </summary>
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public enum InferenceDevice
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{
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/// <summary>
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/// CPU inference
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/// </summary>
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CPU = 0,
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/// <summary>
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/// GPU inference
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/// </summary>
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GPU = 1
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}
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/// <summary>
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/// The Barracuda Policy uses a Barracuda Model to make decisions at
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/// every step. It uses a ModelRunner that is shared across all
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/// Barracuda Policies that use the same model and inference devices.
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/// </summary>
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internal class BarracudaPolicy : IPolicy
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{
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protected ModelRunner m_ModelRunner;
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ActionBuffers m_LastActionBuffer;
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int m_AgentId;
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/// <summary>
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/// Sensor shapes for the associated Agents. All Agents must have the same shapes for their Sensors.
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/// </summary>
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List<int[]> m_SensorShapes;
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SpaceType m_SpaceType;
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/// <inheritdoc />
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public BarracudaPolicy(
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BrainParameters brainParameters,
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NNModel model,
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InferenceDevice inferenceDevice)
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{
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var modelRunner = Academy.Instance.GetOrCreateModelRunner(model, brainParameters, inferenceDevice);
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m_ModelRunner = modelRunner;
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m_SpaceType = brainParameters.VectorActionSpaceType;
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}
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/// <inheritdoc />
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public void RequestDecision(AgentInfo info, List<ISensor> sensors)
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{
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m_AgentId = info.episodeId;
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m_ModelRunner?.PutObservations(info, sensors);
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}
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/// <inheritdoc />
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public ref readonly ActionBuffers DecideAction()
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{
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m_ModelRunner?.DecideBatch();
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var actions = m_ModelRunner?.GetAction(m_AgentId);
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if (m_SpaceType == SpaceType.Continuous)
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{
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m_LastActionBuffer = new ActionBuffers(actions, Array.Empty<int>());
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return ref m_LastActionBuffer;
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}
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m_LastActionBuffer = ActionBuffers.FromDiscreteActions(actions);
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return ref m_LastActionBuffer;
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}
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public void Dispose()
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{
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}
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}
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}
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