Projet-IA-Madelaine/Scripts/PlayerBehaviourScripts/Observer/ObserverBehaviour.cs

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2024-06-12 21:03:42 +02:00
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using System.Collections.Generic;
using Unity.MLAgents.Policies;
using Unity.VisualScripting;
using Unity.Barracuda;
public class ObserverBehaviour : PlayerBehaviour
{
private ObserverAI _observerAi;
private BehaviorParameters _behaviourParameters;
protected override void Awake()
{
base.Awake();
_observerAi = _playerRef.gameObject.AddComponent<ObserverAI>();
_observerAi.enabled = false;
_behaviourParameters = _playerRef.gameObject.GetComponent<BehaviorParameters>();// ?? _playerRef.gameObject.AddComponent<BehaviorParameters>();
_behaviourParameters.BehaviorName = "Observer";
_behaviourParameters.BrainParameters.VectorObservationSize = 29;
_behaviourParameters.BrainParameters.ActionSpec =
//new ActionSpec(
// numContinuousActions: 1, // Une seule action continue
// discreteBranchSizes: new int[] { 0 } // Une action discrète avec 0 choix possibles
// );
ActionSpec.MakeContinuous(1);
_behaviourParameters.Model = Resources.Load<NNModel>("Observer");
_observerAi.EndEpisode();
_observerAi.enabled = true;
}
protected override sbyte ChooseDirection()
{
var direction = _observerAi.TakeDecision();
return direction;
}
protected override string ChoosePlayerName()
{
return "Bot Observateur";
}
protected override Color ChoosePlayerColor()
{
return new Color(0, 255, 0);
}
protected override bool ChooseIfPlayerIsHuman()
{
return false;
}
}