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73 行
2.5 KiB
73 行
2.5 KiB
using System;
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using UnityEngine;
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namespace MLAgents.Policies
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{
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/// <summary>
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/// Whether the action space is discrete or continuous.
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/// </summary>
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internal enum SpaceType
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{
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/// <summary>
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/// Discrete action space: a fixed number of options are available.
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/// </summary>
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Discrete,
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/// <summary>
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/// Continuous action space: each action can take on a float value.
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/// </summary>
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Continuous
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}
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/// <summary>
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/// Holds information about the Brain. It defines what are the inputs and outputs of the
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/// decision process.
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/// </summary>
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[Serializable]
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internal class BrainParameters
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{
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/// <summary>
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/// If continuous : The length of the float vector that represents the state.
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/// If discrete : The number of possible values the state can take.
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/// </summary>
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public int vectorObservationSize = 1;
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/// <summary>
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/// Stacking refers to concatenating the observations across multiple frames. This field
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/// indicates the number of frames to concatenate across.
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/// </summary>
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[Range(1, 50)] public int numStackedVectorObservations = 1;
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/// <summary>
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/// If continuous : The length of the float vector that represents the action.
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/// If discrete : The number of possible values the action can take.
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/// </summary>
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public int[] vectorActionSize = new[] {1};
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/// <summary>
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/// The list of strings describing what the actions correspond to.
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/// </summary>
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public string[] vectorActionDescriptions;
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/// <summary>
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/// Defines if the action is discrete or continuous.
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/// </summary>
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public SpaceType vectorActionSpaceType = SpaceType.Discrete;
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/// <summary>
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/// Deep clones the BrainParameter object.
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/// </summary>
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/// <returns> A new BrainParameter object with the same values as the original.</returns>
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public BrainParameters Clone()
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{
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return new BrainParameters
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{
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vectorObservationSize = vectorObservationSize,
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numStackedVectorObservations = numStackedVectorObservations,
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vectorActionSize = (int[])vectorActionSize.Clone(),
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vectorActionDescriptions = (string[])vectorActionDescriptions.Clone(),
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vectorActionSpaceType = vectorActionSpaceType
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};
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}
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}
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}
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