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128 行
4.7 KiB
128 行
4.7 KiB
using System.Collections;
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using System.Collections.Generic;
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using Unity.MLAgents;
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using Unity.MLAgents.Policies;
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using Unity.MLAgents.Sensors;
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using Unity.MLAgents.Sensors.Reflection;
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using NUnit.Framework;
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using Unity.MLAgents.Actuators;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Tests
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{
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public class PublicApiAgent : Agent
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{
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public int numHeuristicCalls;
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[Observable]
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public float ObservableFloat;
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public override void Heuristic(in ActionBuffers actionsOut)
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{
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numHeuristicCalls++;
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base.Heuristic(actionsOut);
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}
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}
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// Simple SensorComponent that sets up a StackingSensor
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public class StackingComponent : SensorComponent
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{
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public SensorComponent wrappedComponent;
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public int numStacks;
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public override ISensor CreateSensor()
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{
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var wrappedSensor = wrappedComponent.CreateSensor();
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return new StackingSensor(wrappedSensor, numStacks);
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}
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}
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public class RuntimeApiTest
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{
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[SetUp]
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public static void Setup()
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{
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if (Academy.IsInitialized)
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{
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Academy.Instance.Dispose();
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}
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Academy.Instance.AutomaticSteppingEnabled = false;
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}
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[UnityTest]
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public IEnumerator RuntimeApiTestWithEnumeratorPasses()
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{
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Academy.Instance.InferenceSeed = 1337;
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var gameObject = new GameObject();
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var behaviorParams = gameObject.AddComponent<BehaviorParameters>();
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behaviorParams.BrainParameters.VectorObservationSize = 3;
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behaviorParams.BrainParameters.NumStackedVectorObservations = 2;
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behaviorParams.BrainParameters.VectorActionDescriptions = new[] { "Continuous1", "TestActionA", "TestActionB" };
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behaviorParams.BrainParameters.ActionSpec = new ActionSpec(1, new[] { 2, 2 });
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behaviorParams.BehaviorName = "TestBehavior";
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behaviorParams.TeamId = 42;
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behaviorParams.UseChildSensors = true;
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behaviorParams.ObservableAttributeHandling = ObservableAttributeOptions.ExamineAll;
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// Can't actually create an Agent with InferenceOnly and no model, so change back
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behaviorParams.BehaviorType = BehaviorType.Default;
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#if MLA_UNITY_PHSYICS_MODULE
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var sensorComponent = gameObject.AddComponent<RayPerceptionSensorComponent3D>();
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sensorComponent.SensorName = "ray3d";
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sensorComponent.DetectableTags = new List<string> { "Player", "Respawn" };
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sensorComponent.RaysPerDirection = 3;
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// Make a StackingSensor that wraps the RayPerceptionSensorComponent3D
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// This isn't necessarily practical, just to ensure that it can be done
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var wrappingSensorComponent = gameObject.AddComponent<StackingComponent>();
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wrappingSensorComponent.wrappedComponent = sensorComponent;
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wrappingSensorComponent.numStacks = 3;
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// ISensor isn't set up yet.
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Assert.IsNull(sensorComponent.RaySensor);
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#endif
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// Make sure we can set the behavior type correctly after the agent is initialized
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// (this creates a new policy).
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behaviorParams.BehaviorType = BehaviorType.HeuristicOnly;
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// Agent needs to be added after everything else is setup.
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var agent = gameObject.AddComponent<PublicApiAgent>();
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// DecisionRequester has to be added after Agent.
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var decisionRequester = gameObject.AddComponent<DecisionRequester>();
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decisionRequester.DecisionPeriod = 2;
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decisionRequester.TakeActionsBetweenDecisions = true;
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#if MLA_UNITY_PHSYICS_MODULE
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// Initialization should set up the sensors
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Assert.IsNotNull(sensorComponent.RaySensor);
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#endif
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// Let's change the inference device
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var otherDevice = behaviorParams.InferenceDevice == InferenceDevice.CPU ? InferenceDevice.GPU : InferenceDevice.CPU;
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agent.SetModel(behaviorParams.BehaviorName, behaviorParams.Model, otherDevice);
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agent.AddReward(1.0f);
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// skip a frame.
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yield return null;
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Academy.Instance.EnvironmentStep();
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var actions = agent.GetStoredActionBuffers().DiscreteActions;
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// default Heuristic implementation should return zero actions.
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Assert.AreEqual(new ActionSegment<int>(new[] { 0, 0 }), actions);
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Assert.AreEqual(1, agent.numHeuristicCalls);
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Academy.Instance.EnvironmentStep();
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Assert.AreEqual(1, agent.numHeuristicCalls);
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Academy.Instance.EnvironmentStep();
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Assert.AreEqual(2, agent.numHeuristicCalls);
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}
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}
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}
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