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128 行
4.3 KiB
128 行
4.3 KiB
namespace Unity.MLAgents.Sensors
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{
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/// <summary>
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/// The compression setting for visual/camera observations.
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/// </summary>
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public enum SensorCompressionType
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{
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/// <summary>
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/// No compression. Data is preserved as float arrays.
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/// </summary>
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None,
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/// <summary>
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/// PNG format. Data will be stored in binary format.
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/// </summary>
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PNG
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}
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/// <summary>
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/// The semantic meaning of the sensor.
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/// </summary>
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public enum SensorType
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{
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/// <summary>
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/// Sensor represents an agent's observation.
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/// </summary>
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Observation,
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/// <summary>
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/// Sensor represents an agent's task/goal parameterization.
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/// </summary>
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Goal,
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/// <summary>
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/// Sensor represents one or more reward signals.
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/// </summary>
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Reward
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}
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/// <summary>
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/// Sensor interface for generating observations.
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/// </summary>
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public interface ISensor
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{
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/// <summary>
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/// Returns the size of the observations that will be generated.
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/// For example, a sensor that observes the velocity of a rigid body (in 3D) would return
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/// new {3}. A sensor that returns an RGB image would return new [] {Height, Width, 3}
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/// </summary>
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/// <returns>Size of the observations that will be generated.</returns>
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int[] GetObservationShape();
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/// <summary>
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/// Write the observation data directly to the <see cref="ObservationWriter"/>.
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/// Note that this (and <see cref="GetCompressedObservation"/>) may
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/// be called multiple times per agent step, so should not mutate any internal state.
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/// </summary>
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/// <param name="writer">Where the observations will be written to.</param>
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/// <returns>The number of elements written.</returns>
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int Write(ObservationWriter writer);
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/// <summary>
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/// Return a compressed representation of the observation. For small observations,
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/// this should generally not be implemented. However, compressing large observations
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/// (such as visual results) can significantly improve model training time.
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/// </summary>
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/// <returns>Compressed observation.</returns>
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byte[] GetCompressedObservation();
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/// <summary>
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/// Update any internal state of the sensor. This is called once per each agent step.
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/// </summary>
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void Update();
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/// <summary>
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/// Resets the internal state of the sensor. This is called at the end of an Agent's episode.
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/// Most implementations can leave this empty.
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/// </summary>
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void Reset();
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/// <summary>
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/// Return the compression type being used. If no compression is used, return
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/// <see cref="SensorCompressionType.None"/>.
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/// </summary>
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/// <returns>Compression type used by the sensor.</returns>
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SensorCompressionType GetCompressionType();
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/// <summary>
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/// Get the name of the sensor. This is used to ensure deterministic sorting of the sensors
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/// on an Agent, so the naming must be consistent across all sensors and agents.
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/// </summary>
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/// <returns>The name of the sensor.</returns>
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string GetName();
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/// <summary>
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/// Get the semantic meaning of the sensor, i.e. whether it is an observation or other type
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/// of data to be sent to the Agent.
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/// </summary>
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/// <returns>The type of the sensor.</returns>
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SensorType GetSensorType();
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}
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/// <summary>
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/// Helper methods to be shared by all classes that implement <see cref="ISensor"/>.
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/// </summary>
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public static class SensorExtensions
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{
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/// <summary>
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/// Get the total number of elements in the ISensor's observation (i.e. the product of the
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/// shape elements).
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/// </summary>
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/// <param name="sensor"></param>
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/// <returns></returns>
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public static int ObservationSize(this ISensor sensor)
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{
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var shape = sensor.GetObservationShape();
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var count = 1;
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foreach (var dim in shape)
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{
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count *= dim;
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}
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return count;
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}
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}
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}
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