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72 行
2.7 KiB
72 行
2.7 KiB
using UnityEngine;
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using UnityEngine.Serialization;
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namespace MLAgents
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{
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/// <summary>
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/// A component that when attached to an Agent will automatically request decisions from it
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/// at regular intervals.
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/// </summary>
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[AddComponentMenu("ML Agents/Decision Requester", (int)MenuGroup.Default)]
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internal class DecisionRequester : MonoBehaviour
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{
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/// <summary>
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/// The frequency with which the agent requests a decision. A DecisionPeriod of 5 means
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/// that the Agent will request a decision every 5 Academy steps.
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/// </summary>
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[Range(1, 20)]
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[Tooltip("The frequency with which the agent requests a decision. A DecisionPeriod " +
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"of 5 means that the Agent will request a decision every 5 Academy steps.")]
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public int DecisionPeriod = 5;
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/// <summary>
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/// Indicates whether or not the agent will take an action during the Academy steps where
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/// it does not request a decision. Has no effect when DecisionPeriod is set to 1.
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/// </summary>
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[Tooltip("Indicates whether or not the agent will take an action during the Academy " +
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"steps where it does not request a decision. Has no effect when DecisionPeriod " +
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"is set to 1.")]
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[FormerlySerializedAs("RepeatAction")]
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public bool TakeActionsBetweenDecisions = true;
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/// <summary>
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/// Whether or not the Agent decisions should start at an offset (different for each agent).
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/// This does not affect <see cref="DecisionPeriod"/>. Turning this on will distribute
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/// the decision-making computations for all the agents across multiple Academy steps.
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/// This can be valuable in scenarios where you have many agents in the scene, particularly
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/// during the inference phase.
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/// </summary>
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[Tooltip("Whether or not Agent decisions should start at an offset.")]
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public bool offsetStep;
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Agent m_Agent;
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int m_Offset;
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internal void Awake()
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{
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m_Offset = offsetStep ? gameObject.GetInstanceID() : 0;
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m_Agent = gameObject.GetComponent<Agent>();
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Academy.Instance.AgentSetStatus += MakeRequests;
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}
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void OnDestroy()
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{
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if (Academy.IsInitialized)
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{
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Academy.Instance.AgentSetStatus -= MakeRequests;
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}
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}
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void MakeRequests(int count)
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{
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if ((count + m_Offset) % DecisionPeriod == 0)
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{
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m_Agent?.RequestDecision();
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}
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if (TakeActionsBetweenDecisions)
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{
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m_Agent?.RequestAction();
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}
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}
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}
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}
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