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Update docs to pass doc validation. (#4953)
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-5
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4 files changed

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com.unity.ml-agents/Runtime/Actuators/ActionSpec.cs

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@@ -72,7 +72,6 @@ public static ActionSpec MakeDiscrete(params int[] branchSizes)
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/// <param name="numContinuousActions">The number of continuous actions available.</param>
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/// <param name="discreteBranchSizes">The array of branch sizes for the discrete actions. Each index
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/// contains the number of actions available for that branch.</param>
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/// <returns>An ActionSpec initialized with the specified action sizes.</returns>
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public ActionSpec(int numContinuousActions = 0, int[] discreteBranchSizes = null)
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{
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m_NumContinuousActions = numContinuousActions;

com.unity.ml-agents/Runtime/Sensors/IBuiltInSensor.cs

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@@ -8,17 +8,49 @@ namespace Unity.MLAgents.Sensors
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/// </summary>
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public enum BuiltInSensorType
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{
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/// <summary>
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/// Default Sensor type if it cannot be determined.
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/// </summary>
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Unknown = 0,
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/// <summary>
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/// The Vector sensor used by the agent.
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/// </summary>
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VectorSensor = 1,
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// Note that StackingSensor actually returns the wrapped sensor's type
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/// <summary>
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/// The Stacking Sensor type. NOTE: StackingSensor actually returns the wrapped sensor's type.
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/// </summary>
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StackingSensor = 2,
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/// <summary>
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/// The RayPerception Sensor types, both 3D and 2D.
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/// </summary>
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RayPerceptionSensor = 3,
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/// <summary>
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/// The observable attribute sensor type.
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/// </summary>
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ReflectionSensor = 4,
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/// <summary>
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/// Sensors that use the Camera for observations.
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/// </summary>
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CameraSensor = 5,
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/// <summary>
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/// Sensors that use RenderTextures for observations.
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/// </summary>
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RenderTextureSensor = 6,
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/// <summary>
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/// Sensors that use buffers or tensors for observations.
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/// </summary>
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BufferSensor = 7,
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/// <summary>
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/// The sensors that observe properties of rigid bodies.
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/// </summary>
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PhysicsBodySensor = 8,
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/// <summary>
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/// The sensors that observe Match 3 boards.
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/// </summary>
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Match3Sensor = 9,
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/// <summary>
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/// Sensors that break down the world into a grid of colliders to observe an area at a pre-defined granularity.
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/// </summary>
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GridSensor = 10
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}
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@@ -34,6 +66,4 @@ public interface IBuiltInSensor
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/// <returns>A BuiltInSensorType corresponding to the sensor.</returns>
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BuiltInSensorType GetBuiltInSensorType();
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}
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}

com.unity.ml-agents/Runtime/Sensors/ObservationWriter.cs

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@@ -145,6 +145,11 @@ public void AddRange(IEnumerable<float> data, int writeOffset = 0)
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}
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}
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/// <summary>
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/// Write the list of floats.
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/// </summary>
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/// <param name="data">The actual list of floats to write.</param>
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/// <param name="writeOffset">Optional write offset to start writing from.</param>
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public void AddList(IList<float> data, int writeOffset = 0)
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{
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if (m_Data != null)
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{
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var val = data[index];
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m_Data[index + m_Offset + writeOffset] = val;
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}
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}
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else

com.unity.ml-agents/Runtime/SideChannels/TrainingAnalyticsSideChannel.cs

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@@ -5,6 +5,9 @@
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namespace Unity.MLAgents.SideChannels
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{
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/// <summary>
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/// Side Channel implementation for recording which training features are being used.
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/// </summary>
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public class TrainingAnalyticsSideChannel : SideChannel
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{
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const string k_TrainingAnalyticsConfigId = "b664a4a9-d86f-5a5f-95cb-e8353a7e8356";

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