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303 行
11 KiB
303 行
11 KiB
using System.Collections.Generic;
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using Unity.MLAgents.Sensors;
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using UnityEngine;
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namespace Unity.MLAgents.Extensions.Match3
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{
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/// <summary>
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/// Type of observations to generate.
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///
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/// </summary>
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public enum Match3ObservationType
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{
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board. If there are special types,
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/// these will also be one-hot encoded.
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/// </summary>
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Vector,
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board, but arranged as
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/// a Rows x Columns visual observation. If there are special types, these will also be one-hot encoded.
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/// </summary>
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UncompressedVisual,
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/// <summary>
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/// Generate a one-hot encoding of the cell type for each cell on the board, but arranged as
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/// a Rows x Columns visual observation. If there are special types, these will also be one-hot encoded.
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/// During training, these will be sent as a concatenated series of PNG images, with 3 channels per image.
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/// </summary>
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CompressedVisual
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}
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/// <summary>
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/// Sensor for Match3 games. Can generate either vector, compressed visual,
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/// or uncompressed visual observations. Uses AbstractBoard.GetCellType()
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/// and AbstractBoard.GetSpecialType() to determine the observation values.
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/// </summary>
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public class Match3Sensor : ISparseChannelSensor
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{
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private Match3ObservationType m_ObservationType;
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private AbstractBoard m_Board;
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private int[] m_Shape;
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private int[] m_SparseChannelMapping;
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private string m_Name;
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private int m_Rows;
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private int m_Columns;
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private int m_NumCellTypes;
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private int m_NumSpecialTypes;
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private ISparseChannelSensor sparseChannelSensorImplementation;
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private int SpecialTypeSize
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{
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get { return m_NumSpecialTypes == 0 ? 0 : m_NumSpecialTypes + 1; }
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}
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/// <summary>
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/// Create a sensor for the board with the specified observation type.
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/// </summary>
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/// <param name="board"></param>
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/// <param name="obsType"></param>
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/// <param name="name"></param>
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public Match3Sensor(AbstractBoard board, Match3ObservationType obsType, string name)
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{
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m_Board = board;
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m_Name = name;
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m_Rows = board.Rows;
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m_Columns = board.Columns;
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m_NumCellTypes = board.NumCellTypes;
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m_NumSpecialTypes = board.NumSpecialTypes;
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m_ObservationType = obsType;
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m_Shape = obsType == Match3ObservationType.Vector ?
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new[] { m_Rows * m_Columns * (m_NumCellTypes + SpecialTypeSize) } :
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new[] { m_Rows, m_Columns, m_NumCellTypes + SpecialTypeSize };
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// See comment in GetCompressedObservation()
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var cellTypePaddedSize = 3 * ((m_NumCellTypes + 2) / 3);
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m_SparseChannelMapping = new int[cellTypePaddedSize + SpecialTypeSize];
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// If we have 4 cell types and 2 special types (3 special size), we'd have
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// [0, 1, 2, 3, -1, -1, 4, 5, 6]
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for (var i = 0; i < m_NumCellTypes; i++)
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{
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m_SparseChannelMapping[i] = i;
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}
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for (var i = m_NumCellTypes; i < cellTypePaddedSize; i++)
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{
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m_SparseChannelMapping[i] = -1;
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}
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for (var i = 0; i < SpecialTypeSize; i++)
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{
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m_SparseChannelMapping[cellTypePaddedSize + i] = i + m_NumCellTypes;
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}
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}
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/// <inheritdoc/>
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public int[] GetObservationShape()
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{
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return m_Shape;
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}
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/// <inheritdoc/>
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public virtual SensorType GetSensorType()
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{
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return SensorType.Observation;
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}
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/// <inheritdoc/>
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public int Write(ObservationWriter writer)
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{
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if (m_Board.Rows != m_Rows || m_Board.Columns != m_Columns || m_Board.NumCellTypes != m_NumCellTypes)
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{
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Debug.LogWarning(
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$"Board shape changes since sensor initialization. This may cause unexpected results. " +
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$"Old shape: Rows={m_Rows} Columns={m_Columns}, NumCellTypes={m_NumCellTypes} " +
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$"Current shape: Rows={m_Board.Rows} Columns={m_Board.Columns}, NumCellTypes={m_Board.NumCellTypes}"
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);
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}
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if (m_ObservationType == Match3ObservationType.Vector)
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{
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int offset = 0;
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for (var r = 0; r < m_Rows; r++)
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{
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for (var c = 0; c < m_Columns; c++)
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{
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var val = m_Board.GetCellType(r, c);
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for (var i = 0; i < m_NumCellTypes; i++)
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{
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writer[offset] = (i == val) ? 1.0f : 0.0f;
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offset++;
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}
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if (m_NumSpecialTypes > 0)
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{
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var special = m_Board.GetSpecialType(r, c);
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for (var i = 0; i < SpecialTypeSize; i++)
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{
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writer[offset] = (i == special) ? 1.0f : 0.0f;
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offset++;
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}
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}
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}
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}
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return offset;
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}
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else
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{
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// TODO combine loops? Only difference is inner-most statement.
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int offset = 0;
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for (var r = 0; r < m_Rows; r++)
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{
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for (var c = 0; c < m_Columns; c++)
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{
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var val = m_Board.GetCellType(r, c);
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for (var i = 0; i < m_NumCellTypes; i++)
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{
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writer[r, c, i] = (i == val) ? 1.0f : 0.0f;
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offset++;
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}
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if (m_NumSpecialTypes > 0)
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{
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var special = m_Board.GetSpecialType(r, c);
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for (var i = 0; i < SpecialTypeSize; i++)
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{
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writer[offset] = (i == special) ? 1.0f : 0.0f;
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offset++;
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}
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}
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}
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}
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return offset;
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}
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}
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/// <inheritdoc/>
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public byte[] GetCompressedObservation()
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{
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var height = m_Rows;
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var width = m_Columns;
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var tempTexture = new Texture2D(width, height, TextureFormat.RGB24, false);
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var converter = new OneHotToTextureUtil(height, width);
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var bytesOut = new List<byte>();
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// Encode the cell types and special types as separate batches of PNGs
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// This is potentially wasteful, e.g. if there are 4 cell types and 1 special type, we could
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// fit in in 2 images, but we'll use 3 here (2 PNGs for the 4 cell type channels, and 1 for
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// the special types). Note that we have to also implement the sparse channel mapping.
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// Optimize this it later.
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var numCellImages = (m_NumCellTypes + 2) / 3;
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for (var i = 0; i < numCellImages; i++)
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{
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converter.EncodeToTexture(m_Board.GetCellType, tempTexture, 3 * i);
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bytesOut.AddRange(tempTexture.EncodeToPNG());
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}
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var numSpecialImages = (SpecialTypeSize + 2) / 3;
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for (var i = 0; i < numSpecialImages; i++)
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{
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converter.EncodeToTexture(m_Board.GetSpecialType, tempTexture, 3 * i);
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bytesOut.AddRange(tempTexture.EncodeToPNG());
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}
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DestroyTexture(tempTexture);
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return bytesOut.ToArray();
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}
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/// <inheritdoc/>
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public void Update()
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{
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}
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/// <inheritdoc/>
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public void Reset()
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{
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}
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/// <inheritdoc/>
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public SensorCompressionType GetCompressionType()
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{
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return m_ObservationType == Match3ObservationType.CompressedVisual ?
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SensorCompressionType.PNG :
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SensorCompressionType.None;
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}
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/// <inheritdoc/>
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public string GetName()
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{
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return m_Name;
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}
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/// <inheritdoc/>
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public int[] GetCompressedChannelMapping()
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{
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return m_SparseChannelMapping;
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}
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static void DestroyTexture(Texture2D texture)
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{
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if (Application.isEditor)
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{
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// Edit Mode tests complain if we use Destroy()
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Object.DestroyImmediate(texture);
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}
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else
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{
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Object.Destroy(texture);
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}
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}
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}
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/// <summary>
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/// Utility class for converting a 2D array of ints representing a one-hot encoding into
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/// a texture, suitable for conversion to PNGs for observations.
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/// Works by encoding 3 values at a time as pixels in the texture, thus it should be
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/// called (maxValue + 2) / 3 times, increasing the channelOffset by 3 each time.
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/// </summary>
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internal class OneHotToTextureUtil
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{
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Color[] m_Colors;
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int m_Height;
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int m_Width;
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private static Color[] s_OneHotColors = { Color.red, Color.green, Color.blue };
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public delegate int GridValueProvider(int x, int y);
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public OneHotToTextureUtil(int height, int width)
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{
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m_Colors = new Color[height * width];
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m_Height = height;
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m_Width = width;
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}
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public void EncodeToTexture(GridValueProvider gridValueProvider, Texture2D texture, int channelOffset)
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{
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var i = 0;
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// There's an implicit flip converting to PNG from texture, so make sure we
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// counteract that when forming the texture by iterating through h in reverse.
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for (var h = m_Height - 1; h >= 0; h--)
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{
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for (var w = 0; w < m_Width; w++)
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{
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int oneHotValue = gridValueProvider(h, w);
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if (oneHotValue < channelOffset || oneHotValue >= channelOffset + 3)
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{
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m_Colors[i++] = Color.black;
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}
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else
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{
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m_Colors[i++] = s_OneHotColors[oneHotValue - channelOffset];
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}
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}
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}
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texture.SetPixels(m_Colors);
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}
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}
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}
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