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#if MLA_INPUT_TESTS using NUnit.Framework; using Unity.MLAgents.Actuators; using Unity.MLAgents.Extensions.Input; using UnityEngine; using UnityEngine.InputSystem; namespace Unity.MLAgents.Extensions.Tests.Runtime.Input { public class DoubleInputActionAdaptorTests : InputTestFixture { DoubleInputAction...
ml-agents/com.unity.ml-agents.extensions/Tests/Runtime/Input/Adaptors/DoubleInputActionAdaptorTests.cs/0
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using NUnit.Framework; namespace Unity.MLAgents.Extensions.Tests { internal class RuntimeExampleTest { [Test] public void RuntimeTestMath() { Assert.AreEqual(2, 1 + 1); } } }
ml-agents/com.unity.ml-agents.extensions/Tests/Runtime/RuntimeExampleTest.cs/0
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ml-agents/com.unity.ml-agents.extensions/Tests/Runtime/Sensors/RigidBodySensorTests.cs.meta/0
{ "file_path": "ml-agents/com.unity.ml-agents.extensions/Tests/Runtime/Sensors/RigidBodySensorTests.cs.meta", "repo_id": "ml-agents", "token_count": 94 }
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using UnityEngine; using UnityEditor; namespace Unity.MLAgents.Editor { /* This code is meant to modify the behavior of the inspector on Agent Components. */ [CustomEditor(typeof(Agent), true)] [CanEditMultipleObjects] internal class AgentEditor : UnityEditor.Editor { public overri...
ml-agents/com.unity.ml-agents/Editor/AgentEditor.cs/0
{ "file_path": "ml-agents/com.unity.ml-agents/Editor/AgentEditor.cs", "repo_id": "ml-agents", "token_count": 366 }
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using UnityEditor; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Editor { [CustomEditor(typeof(GridSensorComponent), editorForChildClasses: true)] [CanEditMultipleObjects] internal class GridSensorComponentEditor : UnityEditor.Editor { public override void OnInspecto...
ml-agents/com.unity.ml-agents/Editor/GridSensorComponentEditor.cs/0
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fileFormatVersion: 2 guid: e44343d7e31b04d47bd5f7329c918ffe folderAsset: yes timeCreated: 1521839636 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ml-agents/com.unity.ml-agents/Plugins/ProtoBuffer.meta/0
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ml-agents/com.unity.ml-agents/Runtime/Academy.cs.meta/0
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namespace Unity.MLAgents.Actuators { /// <summary> /// Identifiers for "built in" actuator types. /// These are only used for analytics, and should not be used for any runtime decisions. /// /// NOTE: Do not renumber these, since the values are used for analytics. Renaming is allowed though. ///...
ml-agents/com.unity.ml-agents/Runtime/Actuators/IBuiltInActuator.cs/0
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fileFormatVersion: 2 guid: ac4c40c2394d481ebf602caa600a32f3 timeCreated: 1604359787
ml-agents/com.unity.ml-agents/Runtime/Analytics/InferenceAnalytics.cs.meta/0
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fileFormatVersion: 2 guid: 57a3dc12d3b88408688bb490b65a838e timeCreated: 1523046536 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant:
ml-agents/com.unity.ml-agents/Runtime/Communicator/RpcCommunicator.cs.meta/0
{ "file_path": "ml-agents/com.unity.ml-agents/Runtime/Communicator/RpcCommunicator.cs.meta", "repo_id": "ml-agents", "token_count": 107 }
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using System; using System.Collections.Generic; using Unity.MLAgents.SideChannels; namespace Unity.MLAgents { /// <summary> /// A container for the Environment Parameters that may be modified during training. /// The keys for those parameters are defined in the trainer configurations and the /// the va...
ml-agents/com.unity.ml-agents/Runtime/EnvironmentParameters.cs/0
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/capabilities.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Protobuf....
ml-agents/com.unity.ml-agents/Runtime/Grpc/CommunicatorObjects/Capabilities.cs/0
{ "file_path": "ml-agents/com.unity.ml-agents/Runtime/Grpc/CommunicatorObjects/Capabilities.cs", "repo_id": "ml-agents", "token_count": 5548 }
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/training_analytics.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Pro...
ml-agents/com.unity.ml-agents/Runtime/Grpc/CommunicatorObjects/TrainingAnalytics.cs/0
{ "file_path": "ml-agents/com.unity.ml-agents/Runtime/Grpc/CommunicatorObjects/TrainingAnalytics.cs", "repo_id": "ml-agents", "token_count": 13855 }
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// <auto-generated> // Generated by the protocol buffer compiler. DO NOT EDIT! // source: mlagents_envs/communicator_objects/unity_to_external.proto // </auto-generated> #pragma warning disable 1591, 0612, 3021 #region Designer generated code using pb = global::Google.Protobuf; using pbc = global::Google.Prot...
ml-agents/com.unity.ml-agents/Runtime/Grpc/CommunicatorObjects/UnityToExternal.cs/0
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namespace Unity.MLAgents.Inference.Utils { /// <summary> /// Multinomial - Draws samples from a multinomial distribution given a (potentially unscaled) /// cumulative mass function (CMF). This means that the CMF need not "end" with probability /// mass of 1.0. For instance: [0.1, 0.2, 0.5] is a valid (u...
ml-agents/com.unity.ml-agents/Runtime/Inference/Utils/Multinomial.cs/0
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using System; using Unity.MLAgents.Sensors; using UnityEngine; using UnityEngine.Serialization; namespace Unity.MLAgents.Integrations.Match3 { /// <summary> /// Sensor component for a Match3 game. /// </summary> [AddComponentMenu("ML Agents/Match 3 Sensor", (int)MenuGroup.Sensors)] public class Mat...
ml-agents/com.unity.ml-agents/Runtime/Integrations/Match3/Match3SensorComponent.cs/0
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ml-agents/com.unity.ml-agents/Runtime/Policies/HeuristicPolicy.cs.meta/0
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using System; namespace Unity.MLAgents.Sensors { /// <summary> /// A Sensor that allows to observe a variable number of entities. /// </summary> public class BufferSensor : ISensor, IBuiltInSensor { private string m_Name; private int m_MaxNumObs; private int m_ObsSize; ...
ml-agents/com.unity.ml-agents/Runtime/Sensors/BufferSensor.cs/0
{ "file_path": "ml-agents/com.unity.ml-agents/Runtime/Sensors/BufferSensor.cs", "repo_id": "ml-agents", "token_count": 1832 }
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using System; using UnityEngine; namespace Unity.MLAgents.Sensors { /// <summary> /// An interface for GridSensor perception that defines the grid cells and collider detecting strategies. /// </summary> internal interface IGridPerception { bool RotateWithAgent { get; ...
ml-agents/com.unity.ml-agents/Runtime/Sensors/IGridPerception.cs/0
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using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Serialization; namespace Unity.MLAgents.Sensors { /// <summary> /// A base class to support sensor components for raycast-based sensors. /// </summary> public abstract class RayPerceptionSensorComponentBase : SensorCom...
ml-agents/com.unity.ml-agents/Runtime/Sensors/RayPerceptionSensorComponentBase.cs/0
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fileFormatVersion: 2 guid: 8b7a6e88d47d4438ad67e1862566462c timeCreated: 1572299581
ml-agents/com.unity.ml-agents/Runtime/Sensors/StackingSensor.cs.meta/0
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using System.Collections.Generic; using System; namespace Unity.MLAgents.SideChannels { /// <summary> /// Side channel for managing raw bytes of data. It is up to the clients of this side channel /// to interpret the messages. /// </summary> public class RawBytesChannel : SideChannel { ...
ml-agents/com.unity.ml-agents/Runtime/SideChannels/RawBytesChannel.cs/0
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{ "name": "Unity.ML-Agents", "rootNamespace": "", "references": [ "Unity.ML-Agents.CommunicatorObjects", "Unity.Mathematics", "Unity.Sentis" ], "includePlatforms": [], "excludePlatforms": [], "allowUnsafeCode": false, "overrideReferences": true, "precompiledRe...
ml-agents/com.unity.ml-agents/Runtime/Unity.ML-Agents.asmdef/0
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ml-agents/com.unity.ml-agents/Tests/Editor/Actuators.meta/0
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using System; using System.Collections.Generic; using NUnit.Framework; using Unity.MLAgents.Sensors; using Unity.MLAgents.Actuators; using Unity.MLAgents.Analytics; using Unity.MLAgents.Policies; using UnityEditor; namespace Unity.MLAgents.Tests.Analytics { [TestFixture] public class TrainingAnalyticsTests ...
ml-agents/com.unity.ml-agents/Tests/Editor/Analytics/TrainingAnalyticsTest.cs/0
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ml-agents/com.unity.ml-agents/Tests/Editor/Inference.meta/0
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ml-agents/com.unity.ml-agents/Tests/Editor/Integrations/Match3.meta/0
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fileFormatVersion: 2 guid: 27ff1979bd5e4b8ebeb4d98f414a5090 timeCreated: 1615863866
ml-agents/com.unity.ml-agents/Tests/Editor/ObservationSpecTests.cs.meta/0
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using NUnit.Framework; using UnityEngine; using UnityEditor; using Unity.MLAgents.Policies; namespace Unity.MLAgents.Tests { [TestFixture] public class TestSerialization { const string k_oldPrefabPath = "Packages/com.unity.ml-agents/Tests/Editor/TestModels/old_serialized_agent.prefab"; cons...
ml-agents/com.unity.ml-agents/Tests/Editor/Serialization/TestLoadOldPrefab.cs/0
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using System; using System.Linq; using System.Text; using NUnit.Framework; using Google.Protobuf; using Unity.MLAgents.Analytics; using Unity.MLAgents.SideChannels; using Unity.MLAgents.CommunicatorObjects; namespace Unity.MLAgents.Tests { /// <summary> /// These tests send messages through the event handling...
ml-agents/com.unity.ml-agents/Tests/Editor/TrainingAnalyticsSideChannelTests.cs/0
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using System; using NUnit.Framework; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Tests { [TestFixture] public class CameraSensorTest { [Test] public void TestCameraSensor() { foreach (var grayscale in new[] { true, false }) { ...
ml-agents/com.unity.ml-agents/Tests/Runtime/Sensor/CameraSensorTest.cs/0
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using System; using NUnit.Framework; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Tests { [TestFixture] public class RenderTextureSensorComponentTest { [Test] public void TestRenderTextureSensorComponent() { foreach (var grayscale in new[] { ...
ml-agents/com.unity.ml-agents/Tests/Runtime/Sensor/RenderTextureSensorComponentTests.cs/0
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using NUnit.Framework; using UnityEngine; using Unity.MLAgents.Sensors; namespace Unity.MLAgents.Tests { public class VectorSensorTests { [Test] public void TestCtor() { ISensor sensor = new VectorSensor(4); Assert.AreEqual("VectorSensor_size4", sensor.GetName())...
ml-agents/com.unity.ml-agents/Tests/Runtime/Sensor/VectorSensorTests.cs/0
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fileFormatVersion: 2 guid: e13b73fbfc8e74e4d87af46bf55d7df6 TextScriptImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
ml-agents/com.unity.ml-agents/package.json.meta/0
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behaviors: Hallway: trainer_type: ppo hyperparameters: batch_size: 128 buffer_size: 1024 learning_rate: 0.0003 beta: 0.03 epsilon: 0.2 lambd: 0.95 num_epoch: 3 learning_rate_schedule: linear network_settings: normalize: false hidden_units: 128 ...
ml-agents/config/ppo/Hallway.yaml/0
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behaviors: GridFoodCollector: trainer_type: sac hyperparameters: learning_rate: 0.0003 learning_rate_schedule: constant batch_size: 256 buffer_size: 2048 buffer_init_steps: 0 tau: 0.005 steps_per_update: 10.0 save_replay_buffer: false init_entcoef: 0.05 ...
ml-agents/config/sac/FoodCollector.yaml/0
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# ELO Rating System In adversarial games, the cumulative environment reward may **not be a meaningful metric** by which to track learning progress. This is because the cumulative reward is **entirely dependent on the skill of the opponent**. An agent at a particular skill level will get more or less reward against a ...
ml-agents/docs/ELO-Rating-System.md/0
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{!../ml-agents-envs/README.md!}
ml-agents/docs/ML-Agents-Envs-README.md/0
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# Unity ML-Agents Toolkit [![docs badge](https://img.shields.io/badge/docs-reference-blue.svg)](https://github.com/Unity-Technologies/ml-agents/tree/release_21_docs/docs/) [![license badge](https://img.shields.io/badge/license-Apache--2.0-green.svg)](../LICENSE.md) ([latest release](https://github.com/Unity-Technolo...
ml-agents/docs/Readme.md/0
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# Doxygen files To generate the API reference as HTML files, run: doxygen dox-ml-agents.conf
ml-agents/docs/doxygen/Readme.md/0
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# Proximal Policy Optimization를 이용한 학습 ML-Agents는 [Proximal Policy Optimization (PPO)](https://openai.com/research/openai-baselines-ppo) 라는 강화학습 기법을 사용합니다. PPO는 에이전트의 관측 (Observation)을 통해 에이전트가 주어진 상태에서 최선의 행동을 선택할 수 있도록 하는 이상적인 함수를 인공신경망을 이용하여 근사하는 기법입니다. ML-agents의 PPO 알고리즘은 텐서플로우로 구현되었으며 별도의 파이썬 프로세스 (소켓 통신을 통해 실행...
ml-agents/localized_docs/KR/docs/Training-PPO.md/0
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from typing import Callable, Optional from mlagents_envs.communicator_objects.unity_output_pb2 import UnityOutputProto from mlagents_envs.communicator_objects.unity_input_pb2 import UnityInputProto # Function to call while waiting for a connection timeout. # This should raise an exception if it needs to break from wa...
ml-agents/ml-agents-envs/mlagents_envs/communicator.py/0
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# Generated by the protocol buffer compiler. DO NOT EDIT! # source: mlagents_envs/communicator_objects/demonstration_meta.proto import sys _b=sys.version_info[0]<3 and (lambda x:x) or (lambda x:x.encode('latin1')) from google.protobuf import descriptor as _descriptor from google.protobuf import message as _message fr...
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/demonstration_meta_pb2.py/0
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# Generated by the protocol buffer compiler. DO NOT EDIT! # source: mlagents_envs/communicator_objects/unity_output.proto import sys _b=sys.version_info[0]<3 and (lambda x:x) or (lambda x:x.encode('latin1')) from google.protobuf import descriptor as _descriptor from google.protobuf import message as _message from goo...
ml-agents/ml-agents-envs/mlagents_envs/communicator_objects/unity_output_pb2.py/0
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from urllib.parse import urlparse, parse_qs def _behavior_to_agent_id(behavior_name: str, unique_id: int) -> str: return f"{behavior_name}?agent_id={unique_id}" def _agent_id_to_behavior(agent_id: str) -> str: return agent_id.split("?agent_id=")[0] def _unwrap_batch_steps(batch_steps, behavior_name): ...
ml-agents/ml-agents-envs/mlagents_envs/envs/env_helpers.py/0
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from mlagents_envs.side_channel.incoming_message import IncomingMessage # noqa from mlagents_envs.side_channel.outgoing_message import OutgoingMessage # noqa from mlagents_envs.side_channel.side_channel import SideChannel # noqa from mlagents_envs.side_channel.default_training_analytics_side_channel import ( # noq...
ml-agents/ml-agents-envs/mlagents_envs/side_channel/__init__.py/0
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from unittest import mock import pytest from mlagents_envs.env_utils import validate_environment_path, launch_executable from mlagents_envs.exception import UnityEnvironmentException from mlagents_envs.logging_util import ( set_log_level, get_logger, INFO, ERROR, FATAL, CRITICAL, DEBUG, ) ...
ml-agents/ml-agents-envs/tests/test_env_utils.py/0
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from setuptools import setup from mlagents.plugins import ML_AGENTS_STATS_WRITER setup( name="mlagents_plugin_examples", version="0.0.1", # Example of how to add your own registration functions that will be called # by mlagents-learn. # # Here, the get_example_stats_writer() function in mlagent...
ml-agents/ml-agents-plugin-examples/setup.py/0
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from mlagents.torch_utils.torch import torch as torch # noqa from mlagents.torch_utils.torch import nn # noqa from mlagents.torch_utils.torch import set_torch_config # noqa from mlagents.torch_utils.torch import default_device # noqa
ml-agents/ml-agents/mlagents/torch_utils/__init__.py/0
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from mlagents_envs.logging_util import get_logger from typing import Deque, Dict from collections import deque from mlagents.trainers.ghost.trainer import GhostTrainer logger = get_logger(__name__) class GhostController: """ GhostController contains a queue of team ids. GhostTrainers subscribe to the GhostCo...
ml-agents/ml-agents/mlagents/trainers/ghost/controller.py/0
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import random from typing import Dict, List, Any, Tuple import numpy as np from mlagents_envs.base_env import ( ActionSpec, ObservationSpec, ObservationType, ActionTuple, BaseEnv, BehaviorSpec, DecisionSteps, TerminalSteps, BehaviorMapping, ) from .test_rpc_utils import proto_from_s...
ml-agents/ml-agents/mlagents/trainers/tests/simple_test_envs.py/0
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import pytest from unittest import mock import torch # noqa I201 from mlagents.torch_utils import set_torch_config, default_device from mlagents.trainers.settings import TorchSettings @pytest.mark.parametrize( "device_str, expected_type, expected_index, expected_tensor_type", [ ("cpu", "cpu", None,...
ml-agents/ml-agents/mlagents/trainers/tests/test_torch_utils.py/0
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import pytest from mlagents.torch_utils import torch import numpy as np from mlagents.trainers.torch_entities.layers import linear_layer from mlagents.trainers.torch_entities.conditioning import ConditionalEncoder def test_conditional_layer_initialization(): b, input_size, goal_size, h, num_cond_layers, num_norm...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_conditioning.py/0
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import pytest from mlagents.torch_utils import torch from mlagents.trainers.buffer import BufferKey, RewardSignalUtil from mlagents.trainers.sac.optimizer_torch import TorchSACOptimizer from mlagents.trainers.policy.torch_policy import TorchPolicy from mlagents.trainers.torch_entities.networks import SimpleActor from ...
ml-agents/ml-agents/mlagents/trainers/tests/torch_entities/test_sac.py/0
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import numpy as np from typing import Dict from mlagents.trainers.buffer import AgentBuffer, BufferKey from mlagents.trainers.torch_entities.components.reward_providers.base_reward_provider import ( BaseRewardProvider, ) from mlagents_envs.base_env import BehaviorSpec from mlagents.trainers.settings import RewardS...
ml-agents/ml-agents/mlagents/trainers/torch_entities/components/reward_providers/extrinsic_reward_provider.py/0
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# # Unity ML-Agents Toolkit from typing import List, Deque, Dict import abc from collections import deque from mlagents_envs.logging_util import get_logger from mlagents_envs.base_env import BehaviorSpec from mlagents.trainers.stats import StatsReporter from mlagents.trainers.trajectory import Trajectory from mlagents...
ml-agents/ml-agents/mlagents/trainers/trainer/trainer.py/0
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syntax = "proto3"; option csharp_namespace = "Unity.MLAgents.CommunicatorObjects"; package communicator_objects; enum CommandProto { STEP = 0; RESET = 1; QUIT = 2; }
ml-agents/protobuf-definitions/proto/mlagents_envs/communicator_objects/command.proto/0
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[pytest] addopts = --strict-markers markers = slow: Slow tests (likely from training)
ml-agents/pytest.ini/0
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fileFormatVersion: 2 guid: dfe267f4b0fe1a349a23184f840622bd timeCreated: 1489377018 licenseType: Pro TextScriptImporter: userData: assetBundleName: assetBundleVariant:
xLua/Assets/XLua/Examples/10_SignatureLoader/Resources/signatured2.lua.bytes.meta/0
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## xLua通用版本 xLua通用版本致力于在C#环境提供lua脚本支持。相比Unity版本,仅去掉了诸如print重定向到Console窗口,Unity专用的脚本加载器。其它的一切功能都保留。特性列表请看[这里](../Assets/XLua/Doc/features.md)。 ## 如何使用 将XLua.Mini.dll放入工程,对应版本的xlua本地动态库放到能通过pinvoke加载的路径下(比如程序执行目录)。 ## 生成代码[可选] XLua.Mini.dll是通过反射来实现lua与C#间的交互,需要更高性能,可以通过生成代码获得。 1、按教程[XLua的配置.doc](../Assets/XLua/Doc/...
xLua/General/README.md/0
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<?xml version="1.0" encoding="utf-8"?> <Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft...
xLua/General/vs2013/XLuaHotfixInject.csproj/0
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## 目录说明 * UnitTest : 单元测试用例 * PrefTest : 性能测试用例 ## 使用说明 * 把对应目录下的所有目录拷贝到Assets下,比如你要执行单元测试用例,把UnitTest下两个目录都拷贝到Assets下,然后运行main.unity; * luajit版本比lua53版本性能要好很多,打开HOTFIX_ENABLE或者THREAD_SAFT宏,性能会略降,因为会对所有C#调用lua的地方都会加上锁,所以你要和其它方案对比的话,用luajit版本测试并确认HOTFIX_ENABLE或者THREAD_SAFT没打开; ## 性能用例的说明 * 用例和网上流行的不太一样,原因是: * Uni...
xLua/Test/README.md/0
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require("ltest.init") gTestNumber = 1 function islua53() return not not math.type end -- for test case CMyTestCaseLuaCallCSReflect = TestCase:new() function CMyTestCaseLuaCallCSReflect:new(oo) local o = oo or {} o.count = 1 setmetatable(o, self) self.__index = self return o end function CMyT...
xLua/Test/UnitTest/StreamingAssets/luaCallCsReflect.lua/0
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fileFormatVersion: 2 guid: 88bc84a96f56e814ca9205beefdb5665 timeCreated: 1483528414 licenseType: Pro DefaultImporter: userData: assetBundleName: assetBundleVariant:
xLua/Test/UnitTest/StreamingAssets/testxxx2.tdr.meta/0
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fileFormatVersion: 2 guid: 7e0c4d2e49abdf748bf76ad0328dca25 timeCreated: 1483527551 licenseType: Pro TextScriptImporter: userData: assetBundleName: assetBundleVariant:
xLua/Test/UnitTest/xLuaTest/CSharpCallLua/Resources/error.lua.txt.meta/0
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#if !XLUA_GENERAL using UnityEngine; using System.Collections; using XLua; public class Main : MonoBehaviour { LuaEnv luaenv; // Use this for initialization void Start () { luaenv = LuaEnvSingleton.Instance; luaenv.DoString ("require 'main'"); } // Update is called once per frame void Update () { luaenv...
xLua/Test/UnitTest/xLuaTest/Main.cs/0
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body { color: #000000 ; background-color: #FFFFFF ; font-family: Helvetica, Arial, sans-serif ; text-align: justify ; margin-right: 30px ; margin-left: 30px ; } h1, h2, h3, h4 { font-family: Verdana, Geneva, sans-serif ; font-weight: normal ; font-style: italic ; } h2 { padding-top: 0.4em ; padding-bottom:...
xLua/build/lua-5.1.5/doc/lua.css/0
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-- -- strict.lua -- checks uses of undeclared global variables -- All global variables must be 'declared' through a regular assignment -- (even assigning nil will do) in a main chunk before being used -- anywhere or assigned to inside a function. -- local getinfo, error, rawset, rawget = debug.getinfo, error, rawset, ...
xLua/build/lua-5.1.5/etc/strict.lua/0
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/* ** $Id: lfunc.h,v 2.4.1.1 2007/12/27 13:02:25 roberto Exp $ ** Auxiliary functions to manipulate prototypes and closures ** See Copyright Notice in lua.h */ #ifndef lfunc_h #define lfunc_h #include "lobject.h" #define sizeCclosure(n) (cast(int, sizeof(CClosure)) + \ cast(int, sizeof(TVa...
xLua/build/lua-5.1.5/src/lfunc.h/0
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/* ** $Id: loslib.c,v 1.19.1.3 2008/01/18 16:38:18 roberto Exp $ ** Standard Operating System library ** See Copyright Notice in lua.h */ #include <errno.h> #include <locale.h> #include <stdlib.h> #include <string.h> #include <time.h> #define loslib_c #define LUA_LIB #include "lua.h" #include "lauxlib.h" #include ...
xLua/build/lua-5.1.5/src/loslib.c/0
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/* ** $Id: luaconf.h,v 1.82.1.7 2008/02/11 16:25:08 roberto Exp $ ** Configuration file for Lua ** See Copyright Notice in lua.h */ #ifndef lconfig_h #define lconfig_h #include <limits.h> #include <stddef.h> /* ** ================================================================== ** Search for "@@" to find all con...
xLua/build/lua-5.1.5/src/luaconf.h/0
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--- This file is part of LuaDist project name = "lua" version = "5.3.2" desc = "Lua is a powerful, fast, light-weight, embeddable scripting language." author = "Roberto Ierusalimschy, Waldemar Celes, Luiz Henrique de Figueiredo" license = "MIT/X11" url = "http://www.lua.org" maintainer = "Peter Drahoš"
xLua/build/lua-5.3.3/dist.info/0
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/* ** $Id: ldump.c $ ** save precompiled Lua chunks ** See Copyright Notice in lua.h */ #define ldump_c #define LUA_CORE #include "lprefix.h" #include <stddef.h> #include "lua.h" #include "lobject.h" #include "lstate.h" #include "lundump.h" typedef struct { lua_State *L; lua_Writer writer; void *data; i...
xLua/build/lua-5.4.1/src/ldump.c/0
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/* ** $Id: lobject.h $ ** Type definitions for Lua objects ** See Copyright Notice in lua.h */ #ifndef lobject_h #define lobject_h #include <stdarg.h> #include "llimits.h" #include "lua.h" /* ** Extra types for collectable non-values */ #define LUA_TUPVAL LUA_NUMTYPES /* upvalues */ #define LUA_TPROTO (LUA_NUM...
xLua/build/lua-5.4.1/src/lobject.h/0
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/* ** $Id: ltm.c $ ** Tag methods ** See Copyright Notice in lua.h */ #define ltm_c #define LUA_CORE #include "lprefix.h" #include <string.h> #include "lua.h" #include "ldebug.h" #include "ldo.h" #include "lgc.h" #include "lobject.h" #include "lstate.h" #include "lstring.h" #include "ltable.h" #include "ltm.h" #i...
xLua/build/lua-5.4.1/src/ltm.c/0
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mkdir -p build_unix && cd build_unix cmake -DLUAC_COMPATIBLE_FORMAT=ON ../ cd .. cmake --build build_unix --config Release
xLua/build/luac/make_unix.sh/0
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/* ** Fast function IDs. ** Copyright (C) 2005-2016 Mike Pall. See Copyright Notice in luajit.h */ #ifndef _LJ_FF_H #define _LJ_FF_H /* Fast function ID. */ typedef enum { FF_LUA_ = FF_LUA, /* Lua function (must be 0). */ FF_C_ = FF_C, /* Regular C function (must be 1). */ #define FFDEF(name) FF_##name, #include...
xLua/build/luajit-2.1.0b2/src/lj_ff.h/0
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/* ** Bytecode instruction modes. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #define lj_bc_c #define LUA_CORE #include "lj_obj.h" #include "lj_bc.h" /* Bytecode offsets and bytecode instruction modes. */ #include "lj_bcdef.h"
xLua/build/luajit-2.1.0b3/src/lj_bc.c/0
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/* ** LuaJIT core and libraries amalgamation. ** Copyright (C) 2005-2021 Mike Pall. See Copyright Notice in luajit.h */ #define ljamalg_c #define LUA_CORE /* To get the mremap prototype. Must be defined before any system includes. */ #if defined(__linux__) && !defined(_GNU_SOURCE) #define _GNU_SOURCE #endif #ifndef ...
xLua/build/luajit-2.1.0b3/src/ljamalg.c/0
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|// Low-level VM code for IBM z/Architecture (s390x) CPUs in LJ_GC64 mode. |// Bytecode interpreter, fast functions and helper functions. |// Copyright (C) 2005-2017 Mike Pall. See Copyright Notice in luajit.h | |// This assembly targets the instruction set available on z10 (and newer) |// machines. | |// ELF ABI regis...
xLua/build/luajit-2.1.0b3/src/vm_s390x.dasc/0
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/*=========================================================================*\ * MIME support functions * LuaSocket toolkit \*=========================================================================*/ #include <string.h> #include "lua.h" #include "lauxlib.h" #if !defined(LUA_VERSION_NUM) || (LUA_VERSION_NUM < 501) #i...
xLua/build/luasocket/mime.c/0
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/*=========================================================================*\ * Socket compatibilization module for Unix * LuaSocket toolkit * * The code is now interrupt-safe. * The penalty of calling select to avoid busy-wait is only paid when * the I/O call fail in the first place. \*===============================...
xLua/build/luasocket/usocket.c/0
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mkdir -p build_linux64_54 && cd build_linux64_54 cmake -DLUA_VERSION=5.4.1 ../ cd .. cmake --build build_linux64_54 --config Release mkdir -p plugin_lua54/Plugins/x86_64/ cp build_linux64_54/libxlua.so plugin_lua54/Plugins/x86_64/libxlua.so
xLua/build/make_linux_lua54.sh/0
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/* *Tencent is pleased to support the open source community by making xLua available. *Copyright (C) 2016 THL A29 Limited, a Tencent company. All rights reserved. *Licensed under the MIT License (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at ...
xLua/build/memory_leak_checker.c/0
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--- title: C# API type: guide order: 101 --- ## C# API ### LuaEnv类 #### DoString `object[] DoString(string chunk, string chunkName = "chuck", LuaTable env = null)` 执行一个代码块。 **参数** * chunk - Lua代码的字符串 * chunkName - 发生error时的debug显示信息中使用,指明某某代码块的某行错误 * env - 这个代码块的环境变量 **返回值** 代码块里return语句的返回值。 比如:`return 1, "h...
xLua/docs/source/src/v1/guide/api.md/0
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<nav class="nav"> <div class="border"> <img src="<%- url_for('images/logo.png')%>" /> <button class="hiden-in-phone">V2.1</button> <button id="btn-menu" class="hiden-in-pc">菜单</button> <ul class="nav-link hiden-in-phone"> <!--li> <form id="search-form"> ...
xLua/docs/source/themes/catlib/layout/page.ejs/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform sampler2D baseTexture; uniform sampler2D refractionTexture; uniform sampler2D foamTexture; uniform sampler2D reflectionTexture; uniform sampler2D specularTexture; out vec4 fragColor; void main() { vec2 texSize = textureSize(baseTexture, 0).xy; v...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/base-combine.frag/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 #define MAX_SIZE 5 #define MAX_KERNEL_SIZE ((MAX_SIZE * 2 + 1) * (MAX_SIZE * 2 + 1)) uniform sampler2D colorTexture; uniform vec2 parameters; out vec4 fragColor; vec2 texSize = textureSize(colorTexture, 0).xy; vec2 texCoord = gl_FragCoord.xy / texS...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/kuwahara-filter.frag/0
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/* (C) 2019 David Lettier lettier.com */ #version 150 uniform mat4 lensProjection; uniform sampler2D positionFromTexture; uniform sampler2D positionToTexture; uniform sampler2D normalFromTexture; uniform vec2 rior; uniform vec2 enabled; out vec4 fragColor; void main() { float maxDistance = 5; float resolu...
3d-game-shaders-for-beginners/demonstration/shaders/fragment/screen-space-refraction.frag/0
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<!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang=""> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" /> <meta name="description" content="Interested in adding textures, lighting, shadows, normal maps, glowi...
3d-game-shaders-for-beginners/docs/cel-shading.html/0
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<!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml" lang="" xml:lang=""> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes" /> <meta name="description" content="Interested in adding textures, lighting, shadows, normal maps, glowi...
3d-game-shaders-for-beginners/docs/motion-blur.html/0
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[:arrow_backward:](lighting.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](fresnel-factor.md) # 3D Game Shaders For Beginners ## Blinn-Phong <p align="center"> <img src="https://i.imgur.com/CFWEeGK.gif" alt="Blinn-Phong" title="Blinn-Phong"> </p> Blinn...
3d-game-shaders-for-beginners/sections/blinn-phong.md/0
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[:arrow_backward:](texturing.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](blinn-phong.md) # 3D Game Shaders For Beginners ## Lighting <p align="center"> <img src="https://i.imgur.com/zQrA8tr.gif" alt="Lighting" title="Lighting"> </p> Completing the l...
3d-game-shaders-for-beginners/sections/lighting.md/0
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[:arrow_backward:](render-to-texture.md) [:arrow_double_up:](../README.md) [:arrow_up_small:](#) [:arrow_down_small:](#copyright) [:arrow_forward:](lighting.md) # 3D Game Shaders For Beginners ## Texturing <p align="center"> <img src="https://i.imgur.com/cqbgT8b.gif" alt="Diffuse Texture Only" title="Diffuse Texture...
3d-game-shaders-for-beginners/sections/texturing.md/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef air_RpcLibClientBase_hpp #define air_RpcLibClientBase_hpp #include "common/Common.hpp" #include "common/CommonStructs.hpp" #include "common/ImageCaptureBase.hpp" #include "sensors/imu/ImuBase.hpp" #include "sensors...
AirSim/AirLib/include/api/RpcLibClientBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef common_utils_GaussianMarkov_hpp #define common_utils_GaussianMarkov_hpp #include "common/Common.hpp" #include "UpdatableObject.hpp" #include <list> #include "common_utils/RandomGenerator.hpp" namespace msr { names...
AirSim/AirLib/include/common/GaussianMarkov.hpp/0
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#ifndef common_utils_OnlineStats_hpp #define common_utils_OnlineStats_hpp namespace common_utils { class ColorUtils { public: static void valToRGB(double val0To1, unsigned char& r, unsigned char& g, unsigned char& b) { //actual visible spectrum is 375 to 725 but outside of 400-700 things become too black ...
AirSim/AirLib/include/common/common_utils/ColorUtils.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. //there is no #pragma once in this header //following is required to support Unreal Build System #if (defined _WIN32 || defined _WIN64) && (defined UE_GAME || defined UE_EDITOR) #pragma warning(pop) #include "Windows/HideW...
AirSim/AirLib/include/common/common_utils/WindowsApisCommonPost.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef airsim_core_PhysicsEngineBase_hpp #define airsim_core_PhysicsEngineBase_hpp #include "common/UpdatableContainer.hpp" #include "common/Common.hpp" #include "PhysicsBody.hpp" namespace msr { namespace airlib { ...
AirSim/AirLib/include/physics/PhysicsEngineBase.hpp/0
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// Copyright (c) Microsoft Corporation. All rights reserved. // Licensed under the MIT License. #ifndef msr_airlib_DistanceSimpleParams_hpp #define msr_airlib_DistanceSimpleParams_hpp #include "common/Common.hpp" #include "common/AirSimSettings.hpp" namespace msr { namespace airlib { struct DistanceSimpleParams...
AirSim/AirLib/include/sensors/distance/DistanceSimpleParams.hpp/0
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