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93 行
3.3 KiB
93 行
3.3 KiB
using System.Collections.Generic;
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using UnityEngine;
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namespace MLAgents
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{
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/// <summary>
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/// Brain receive data from Agents through calls to SendState. The brain then updates the
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/// actions of the agents at each FixedUpdate.
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/// The Brain encapsulates the decision making process. Every Agent must be assigned a Brain,
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/// but you can use the same Brain with more than one Agent. You can also create several
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/// Brains, attach each of the Brain to one or more than one Agent.
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/// Brain assets has several important properties that you can set using the Inspector window.
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/// These properties must be appropriate for the Agents using the Brain. For example, the
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/// Vector Observation Space Size property must match the length of the feature
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/// vector created by an Agent exactly.
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/// </summary>
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public abstract class Brain : ScriptableObject
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{
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[SerializeField] public BrainParameters brainParameters;
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protected Dictionary<Agent, AgentInfo> agentInfos =
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new Dictionary<Agent, AgentInfo>(1024);
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protected Batcher brainBatcher;
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[System.NonSerialized]
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private bool _isInitialized;
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/// <summary>
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/// Sets the Batcher of the Brain. The brain will call the batcher at every step and give
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/// it the agent's data using SendBrainInfo at each DecideAction call.
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/// </summary>
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/// <param name="batcher"> The Batcher the brain will use for the current session</param>
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public void SetBatcher(Batcher batcher)
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{
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if (batcher == null)
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{
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brainBatcher = null;
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}
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else
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{
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brainBatcher = batcher;
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brainBatcher.SubscribeBrain(name);
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}
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LazyInitialize();
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}
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/// <summary>
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/// Adds the data of an agent to the current batch so it will be processed in DecideAction.
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/// </summary>
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/// <param name="agent"></param>
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/// <param name="info"></param>
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public void SendState(Agent agent, AgentInfo info)
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{
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LazyInitialize();
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agentInfos.Add(agent, info);
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}
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/// <summary>
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/// If the Brain is not initialized, it subscribes to the Academy's DecideAction Event and
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/// calls the Initialize method to be implemented by child classes.
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/// </summary>
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private void LazyInitialize()
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{
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if (!_isInitialized)
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{
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FindObjectOfType<Academy>().BrainDecideAction += BrainDecideAction;
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Initialize();
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_isInitialized = true;
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}
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}
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/// <summary>
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/// Calls the DecideAction method that the concrete brain implements.
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/// </summary>
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private void BrainDecideAction()
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{
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brainBatcher?.SendBrainInfo(name, agentInfos);
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DecideAction();
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}
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/// <summary>
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/// Is called only once at the begening of the training or inference session.
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/// </summary>
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protected abstract void Initialize();
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/// <summary>
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/// Is called once per Environment Step after the Brain has been initialized.
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/// </summary>
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protected abstract void DecideAction();
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}
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}
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