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165 行
7.6 KiB
165 行
7.6 KiB
using System.Collections.Generic;
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using Unity.Barracuda;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents.Inference
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{
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/// <summary>
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/// Mapping between Tensor names and generators.
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/// A TensorGenerator implements a Dictionary of strings (node names) to an Action.
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/// The Action take as argument the tensor, the current batch size and a Dictionary of
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/// Agent to AgentInfo corresponding to the current batch.
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/// Each Generator reshapes and fills the data of the tensor based of the data of the batch.
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/// When the TensorProxy is an Input to the model, the shape of the Tensor will be modified
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/// depending on the current batch size and the data of the Tensor will be filled using the
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/// Dictionary of Agent to AgentInfo.
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/// When the TensorProxy is an Output of the model, only the shape of the Tensor will be
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/// modified using the current batch size. The data will be pre-filled with zeros.
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/// </summary>
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internal class TensorGenerator
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{
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public interface IGenerator
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{
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/// <summary>
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/// Modifies the data inside a Tensor according to the information contained in the
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/// AgentInfos contained in the current batch.
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/// </summary>
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/// <param name="tensorProxy"> The tensor the data and shape will be modified.</param>
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/// <param name="batchSize"> The number of agents present in the current batch.</param>
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/// <param name="infos">
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/// List of AgentInfos containing the information that will be used to populate
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/// the tensor's data.
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/// </param>
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void Generate(
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TensorProxy tensorProxy, int batchSize, IEnumerable<AgentInfoSensorsPair> infos);
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}
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readonly Dictionary<string, IGenerator> m_Dict = new Dictionary<string, IGenerator>();
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/// <summary>
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/// Returns a new TensorGenerators object.
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/// </summary>
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/// <param name="seed"> The seed the Generators will be initialized with.</param>
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/// <param name="allocator"> Tensor allocator.</param>
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/// <param name="memories">Dictionary of AgentInfo.id to memory for use in the inference model.</param>
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/// <param name="barracudaModel"></param>
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public TensorGenerator(
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int seed,
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ITensorAllocator allocator,
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Dictionary<int, List<float>> memories,
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object barracudaModel = null)
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{
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// If model is null, no inference to run and exception is thrown before reaching here.
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if (barracudaModel == null)
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{
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return;
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}
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var model = (Model)barracudaModel;
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// Generator for Inputs
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m_Dict[TensorNames.BatchSizePlaceholder] =
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new BatchSizeGenerator(allocator);
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m_Dict[TensorNames.SequenceLengthPlaceholder] =
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new SequenceLengthGenerator(allocator);
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m_Dict[TensorNames.RecurrentInPlaceholder] =
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new RecurrentInputGenerator(allocator, memories);
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for (var i = 0; i < model.memories.Count; i++)
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{
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m_Dict[model.memories[i].input] =
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new BarracudaRecurrentInputGenerator(i, allocator, memories);
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}
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m_Dict[TensorNames.PreviousActionPlaceholder] =
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new PreviousActionInputGenerator(allocator);
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m_Dict[TensorNames.ActionMaskPlaceholder] =
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new ActionMaskInputGenerator(allocator);
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m_Dict[TensorNames.RandomNormalEpsilonPlaceholder] =
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new RandomNormalInputGenerator(seed, allocator);
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// Generators for Outputs
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if (model.HasContinuousOutputs())
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{
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m_Dict[model.ContinuousOutputName()] = new BiDimensionalOutputGenerator(allocator);
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}
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if (model.HasDiscreteOutputs())
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{
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m_Dict[model.DiscreteOutputName()] = new BiDimensionalOutputGenerator(allocator);
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}
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m_Dict[TensorNames.RecurrentOutput] = new BiDimensionalOutputGenerator(allocator);
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m_Dict[TensorNames.ValueEstimateOutput] = new BiDimensionalOutputGenerator(allocator);
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}
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public void InitializeObservations(List<ISensor> sensors, ITensorAllocator allocator)
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{
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// Loop through the sensors on a representative agent.
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// All vector observations use a shared ObservationGenerator since they are concatenated.
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// All other observations use a unique ObservationInputGenerator
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var visIndex = 0;
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ObservationGenerator vecObsGen = null;
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for (var sensorIndex = 0; sensorIndex < sensors.Count; sensorIndex++)
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{
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var sensor = sensors[sensorIndex];
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var shape = sensor.GetObservationShape();
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var rank = shape.Length;
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ObservationGenerator obsGen = null;
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string obsGenName = null;
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switch (rank)
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{
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case 1:
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if (vecObsGen == null)
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{
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vecObsGen = new ObservationGenerator(allocator);
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}
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obsGen = vecObsGen;
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obsGenName = TensorNames.VectorObservationPlaceholder;
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break;
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case 2:
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// If the tensor is of rank 2, we use the index of the sensor
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// to create the name
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obsGen = new ObservationGenerator(allocator);
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obsGenName = TensorNames.ObservationPlaceholderPrefix + sensorIndex;
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break;
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case 3:
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// If the tensor is of rank 3, we use the "visual observation
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// index", which only counts the rank 3 sensors
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obsGen = new ObservationGenerator(allocator);
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obsGenName = TensorNames.VisualObservationPlaceholderPrefix + visIndex;
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visIndex++;
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break;
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default:
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throw new UnityAgentsException(
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$"Sensor {sensor.GetName()} have an invalid rank {rank}");
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}
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obsGen.AddSensorIndex(sensorIndex);
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m_Dict[obsGenName] = obsGen;
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}
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}
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/// <summary>
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/// Populates the data of the tensor inputs given the data contained in the current batch
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/// of agents.
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/// </summary>
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/// <param name="tensors"> Enumerable of tensors that will be modified.</param>
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/// <param name="currentBatchSize"> The number of agents present in the current batch
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/// </param>
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/// <param name="infos"> List of AgentsInfos and Sensors that contains the
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/// data that will be used to modify the tensors</param>
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/// <exception cref="UnityAgentsException"> One of the tensor does not have an
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/// associated generator.</exception>
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public void GenerateTensors(
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IEnumerable<TensorProxy> tensors, int currentBatchSize, IEnumerable<AgentInfoSensorsPair> infos)
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{
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foreach (var tensor in tensors)
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{
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if (!m_Dict.ContainsKey(tensor.name))
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{
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throw new UnityAgentsException(
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$"Unknown tensorProxy expected as input : {tensor.name}");
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}
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m_Dict[tensor.name].Generate(tensor, currentBatchSize, infos);
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}
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}
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}
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}
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