unreal | Reinforcement learning with unsupervised auxiliary tasks | Machine Learning library

 by   miyosuda Python Version: Current License: Non-SPDX

kandi X-RAY | unreal Summary

kandi X-RAY | unreal Summary

unreal is a Python library typically used in Artificial Intelligence, Machine Learning, Deep Learning, Tensorflow applications. unreal has no bugs, it has no vulnerabilities and it has low support. However unreal build file is not available and it has a Non-SPDX License. You can download it from GitHub.

Replicating UNREAL algorithm described in Google Deep Mind's paper "Reinforcement learning with unsupervised auxiliary tasks.". Implemented with TensorFlow and DeepMind Lab environment.
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              unreal has a low active ecosystem.
              It has 393 star(s) with 130 fork(s). There are 34 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 7 open issues and 20 have been closed. On average issues are closed in 51 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of unreal is current.

            kandi-Quality Quality

              unreal has 0 bugs and 0 code smells.

            kandi-Security Security

              unreal has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              unreal code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              unreal has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              unreal releases are not available. You will need to build from source code and install.
              unreal has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              unreal saves you 756 person hours of effort in developing the same functionality from scratch.
              It has 1742 lines of code, 151 functions and 20 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed unreal and discovered the below as its top functions. This is intended to give you an instant insight into unreal implemented functionality, and help decide if they suit your requirements.
            • Process action
            • Subsample an array
            • Calculate pixel change
            • Get the current image
            • Runs the optimizer
            • Logarithmic logarithm
            • Create the network
            • Create the base network
            • Train function
            • Starts the training
            • Generate a background worker
            • Preprocess an observation frame
            • Resets the progress bar
            • Stop the gym environment
            • Stop the lab environment
            • Add a frame to the output
            • Get action size
            • Update the surface
            • Reset state
            • Process an action
            • Get options for given option type
            • Add a frame
            • Setup the maze image
            • Prepare the loss
            • Synchronize from src_network to dst_network
            • Minimize the given loss
            Get all kandi verified functions for this library.

            unreal Key Features

            No Key Features are available at this moment for unreal.

            unreal Examples and Code Snippets

            No Code Snippets are available at this moment for unreal.

            Community Discussions

            QUESTION

            Unreal Engine 4 Android Armv7a Packaging Error
            Asked 2022-Feb-11 at 22:14

            I am trying to package a project which contains support for Armv7a, but cannot successfully since its throwing me exceptions. I am able to package for arm64 successfully if I untick the option in package project window in Unreal Engine 4.27.2.

            I have also been researching through the Internet, but simply cannot find a solution, they solutions presented were to disable exceptions all together using "-fno-exceptions" but that doesn't seem to work either.

            The error is for building .so for armv7 is as follows:

            ...

            ANSWER

            Answered 2022-Feb-11 at 15:23

            The correct solution to this is proper compatibility according to UE4 Documentation.

            UE Engine v4.27.2 supports NDK v21.4e where I earlier tried to use v23.0. After downloading and changing to v21.4e I was able to successfully compile for armv7a devices.

            Source https://stackoverflow.com/questions/71077618

            QUESTION

            Openpyxl - Merge Empty Column Cells Delimited by String
            Asked 2022-Feb-10 at 03:21

            I've been doing some big data work, and I've been writing a script to automate the formatting of a 15,000+ row .csv into a formatted excel file. I've been using Openpyxl for most of the formatting work.

            I need to merge the server name cells in the Hostname column with the empty cells below it, but can't seem to get it working. In the table below, I need to merge Dev Server with all of the empty cells below it (to stop at RAS Server). Then merge RAS Server with the empty cells below that, and Prod Server with the empty cells below that.

            The issue I'm having is I can't seem to specify the right for loop that identifies a cell with a string, iterates through each of the cells below it (merging with the empty cells), and then stopping and starting a new merged cell at the next cell containing a string.

            Specified parameters/cell numbers cannot work here - the real table is 15,000+ lines long, and the amount of 'installed software' on each server ranges from 25-200+ per server. To make things better, the real server names also have no consistent naming pattern or scheme.

            Is this possible? Any help or direction would be much appreciated.

            Hostname Installed Software Dev Server Microsoft Word Microsoft Excel Microsoft Teams Visual Studio Code Discord RAS Server Microsoft Word Spotify Log4j Prod Server Adobe Photoshop Unreal Engine Adobe PDF Reader Steam Adobe Illustrator Hyper-V ...

            ANSWER

            Answered 2022-Feb-10 at 03:21
            wb = openpyxl.load_workbook("Test.xlsx")  # Load Workbook
            ws = wb["Sheet1"]                         # Load Worksheet
            
                total_rows = []  # Used to enumerate the total number of rows
                                 # in the Worksheet
            
                for i in range (1,20000):
                    if ws["B" + str(i)].value != None:
                        total_rows.append(i)  # If the cell has a string, the
                                              # cell row number is appended to 
                                              # total_rows.  Indexing the last 
                                              # number is total_rows will give
                                              # you the total number of rows
                
                cells_with_strings = []
                for i in range (1,(total_rows[-1])):
                    if ws["A" + str(i)].value != None:
                        cells_with_strings.append(int(i))
                        # Iterates through each cell in column A, and appends
                        # the row numbers of cells containing text to cells_with_strings
                
                merge_cell_range = len(cells_with_strings) - 1
                for i in range (0, (merge_cell_range)):
                    ws.merge_cells("A" + str(cells_with_strings[i]) + ":" + "A" + str((cells_with_strings[(i+1)])-1))
                    # Using the values in cell_with_strings, it merges the cells in the rows
                    # represented by the values in cells_with_strings.  This works for all 
                    # merges except for the last merge.
                
                final_merge = []
                for i in range ((cells_with_strings[-1]), ((cells_with_strings[-1]) + 9999)):
                    if ws["B" + str(i)].value != None:
                        final_merge.append(int(i))
                ws.merge_cells("A" + str(final_merge[0]) + ":" + "A" + str(final_merge[-1]))
                # The last row merge requires different code to the iteration merge.
            
            wb.save("Test.xlsx")
            

            Source https://stackoverflow.com/questions/70871974

            QUESTION

            Can't create UE5 C++ Project
            Asked 2022-Jan-29 at 13:20

            I tried creating c++ project on ue5 but it gave me this error:

            Unreal Engine 5 Project Error Img

            Creating a c++ project in ue4 works fine, I can also create ue5 project but in blueprints only.

            How do I fix this error so I can create an ue5 c++ project?

            ...

            ANSWER

            Answered 2022-Jan-26 at 14:52

            Have you tried installing C++ editor? as example, you can install visual studio.To add C++ tools to your VS installation, make sure you select Game development with C++ under Workloads. that worked for me

            Source https://stackoverflow.com/questions/70829161

            QUESTION

            Delegates - What's the difference between Add() and AddUObject()?
            Asked 2022-Jan-27 at 16:00

            When binding a Multi Cast Delegate, what is the use differences between Add() and AddUObject()?

            I've been using AddUObject() on all of my bindings and they seems to work fine which has me wondering what the base Add() version is used for.

            Ive read the information on this page :

            Unreal Documentation - Multicast Delegates

            But I'm not quite sure the appropriate place to use each one. In what scenario would I use Add() or AddUObject()?

            Thanks!

            ...

            ANSWER

            Answered 2022-Jan-27 at 16:00

            Add takes in an FDelegate.

            AddUObject is syntactic sugar for creating a templated delegate and binding it to the provided UObject, then calling Add with the created delegate.

            It is just this:

            Source https://stackoverflow.com/questions/70858735

            QUESTION

            C++ bit field member variable initialization value (UE4 example)
            Asked 2022-Jan-24 at 10:06

            I'm wondering what value a bit-field class member variable will have if it is not explicitly initialized.

            Using an example from unreal engine 4.27:

            ...

            ANSWER

            Answered 2022-Jan-24 at 10:06

            Dug a little bit deeper, so I'll try to answer this myself. I believe that for a normal C++ class it would be undefined behaviour as I cannot find any info suggesting otherwise for bit-fields specifically.

            For the UE4 example, most objects in the engine including the cited UPrimitiveComponent example are derived from UObject, and I did find deep in the documentation that these are automatically zero initialized:

            Automatic Property Initialization UObjects are automatically zeroed on initialization, before the constructor is called. This happens for the whole class, UProperties and native members alike. Members can subsequently be initialized with custom values in the class constructor.

            https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Objects/Optimizations/

            In the code this will happen in StaticAllocateObject in UObjectGlobals.cpp, the memory is earlier malloc'd and then FMemory::Memzero is called which ultimately uses memset to zero the memory

            Source https://stackoverflow.com/questions/70789891

            QUESTION

            Dot function in unreal c++
            Asked 2022-Jan-15 at 13:23

            This is the code in Unreal C++

            ...

            ANSWER

            Answered 2022-Jan-15 at 13:23

            Look for documentation of FVector. Search "operators". Look for |. Find:

            Source https://stackoverflow.com/questions/70721826

            QUESTION

            Explanation of scala "double definition" fix using by-name params or DummyImplicit
            Asked 2022-Jan-12 at 01:56

            I have a couple of solutions to a "double definition" problem, but I can't figure what they're really doing to work around the type erasure issue.

            I'll give some general context as well, since I'm probably approaching the problem wrong in the first place, but ultimately help understanding DummyImplicits & by-name params in this context is enough.

            Context

            I'm replacing parsers for deeply nested JSON where pretty much every value is optional, and nearly all data (including Int, Double, etc.) is stored as Strings. The classes that catch the parsed values take this general form (for now).

            ...

            ANSWER

            Answered 2022-Jan-12 at 01:56

            The relevant section of compiled code for option-1 looks like

            Source https://stackoverflow.com/questions/70660645

            QUESTION

            Checking virtual function table using *(void**)this
            Asked 2021-Dec-23 at 15:21

            The unreal engine source code has this bit in a validity check function:

            ...

            ANSWER

            Answered 2021-Dec-23 at 14:56

            There are two separate questions here: what does this code do, and does it work?

            One common way that vtables are implemented is by storing a pointer to the vtable at the base of the object. So, for example, on a 32-bit machine, the first four bytes of the object would be a pointer to the vtable, and on a 64-bit machine the first eight bytes of the object would be a pointer to the vtable.

            With that in mind, let’s think about what *(void**)this does. The this pointer points to the base of the object. We want to interpret the beginning of that object as a pointer to a vtable, so we want to get the value of the pointer at the base of the object. However, we don’t have a name for that pointer, so we can’t look it up by name, and because the vtable is set up by the compiler there is no C++ type that corresponds to “a vtable.” So instead, we’ll do the following. We’ll envision the pointer we want to read as being a void* (a pointer to “something whose type we don’t know.”) The this pointer is pointing right at that void*, so we’ll introduce a cast of (void**)this to say “pretend that this points at a void*.” We then dereference that pointer to read the void* that’s stored there, which is our vtable pointer. Collectively, that gives us *(void**)this.

            The next question is why the null-check works. In a general, this safety check won’t work. It presumes that when space for an object is allocated, the memory is set to all 0s before the object is constructed. Assuming that’s the case, if the vtable pointer hasn’t been set up, then the bytes allocated to it would be 0s, which on some C++ implementations is treated as a null pointer. So the check you’ve listed here would then read the vtable pointer, see if it’s null, and then report an error if it is.

            However, there’s a lot of assumptions there - that the memory is nulled out before the object is constructed, that the vtable is at the exact base of the object, etc. I’m not familiar with the specifics of the Unreal engine, but I assume it probably is set up to ensure these requirements are met.

            Source https://stackoverflow.com/questions/70463661

            QUESTION

            Unreal Engine - Taking screenshots automatically
            Asked 2021-Dec-15 at 22:30

            I have an array of transformation matrices representing camera positions. I want to use these to take many screenshots (10s of thousands).

            I want to perform this as follows:

            1. Read transform from array
            2. Place camera where it needs to be
            3. Take screenshot (automatically)
            4. Go to 1.

            The blueprint I created is the following:

            Using this blueprint, unreal engine crashes, which I think is due to the loop that tries to run under 1 frame.

            How to take these automatic screenshots properly?

            PS: new to UE.

            ...

            ANSWER

            Answered 2021-Dec-14 at 19:18

            Regardless of the crashing issue, you will likely have to limit yourself to one screenshot per frame anyway, since you will want to give the renderer time to update with the new camera angle before taking the screenshot.

            So I would recommend having an Index variable on your blueprint, and every frame you:

            1. Take a screenshot
            2. ++Index
            3. If Index >= CameraTransforms.Count, exit
            4. Else, set the camera to CameraTransforms[Index]

            Then wait till next frame. The reason I recommend taking a screenshot first is so that you've given the game/render threads time to update the last camera transform you set at the end of the last frame.

            Hope that helps! P.s. You may want to look into Sequencer, and specifically rendering out videos from it. The workflow would be roughly the same as what I outlined above, but you could skip the screenshot step and render out an image sequence instead. I don't have a full end-to-end solution for you there, just planting an idea for you to look into if you want.

            Source https://stackoverflow.com/questions/70279294

            QUESTION

            The way to fix unreal 4.27 vscode intelligence bug
            Asked 2021-Nov-29 at 18:41
            The unreal engine 4.27 has bug on vscode intelligence. I have find out how to fix it and write it out. First the bug is the compileCommands_Default.json and compileCommands_LearnUE4.json is the main compilecommand file for vscode intelligence. The bug is every "command" fields lost a double quotation marks. details show below ...

            ANSWER

            Answered 2021-Nov-29 at 03:03

            So I write a script to fix this.

            Source https://stackoverflow.com/questions/70149309

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            Install unreal

            You can download it from GitHub.
            You can use unreal like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

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