mirror of
https://github.com/unanmed/ginka-generator.git
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338 lines
14 KiB
Python
338 lines
14 KiB
Python
import math
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import torch
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import torch.nn as nn
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import torch.nn.functional as F
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from pytorch_toolbelt import losses as L
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def wall_border_loss(pred: torch.Tensor, probs: torch.Tensor, allow_border=[1, 11]):
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"""地图最外层是否为墙"""
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# 计算 softmax 概率
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B, C, H, W = pred.shape
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# 构造一个 [H, W] 的布尔 mask,选取最外圈的像素
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border_mask = torch.zeros((H, W), dtype=torch.bool, device=pred.device)
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border_mask[0, :] = True
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border_mask[-1, :] = True
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border_mask[:, 0] = True
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border_mask[:, -1] = True
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# 对允许的类别求概率和(即该像素为允许类别的总概率)
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allowed_prob = probs[:, allow_border, :, :].sum(dim=1) # [B, H, W]
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# 只计算边界区域的损失:对于边界上的每个像素,要求 allowed_prob 越高越好
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border_allowed_prob = allowed_prob[:, border_mask] # [B, N_border_pixels]
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# 损失为 -log(allowed_prob)
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loss = 1 - border_allowed_prob.mean()
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return loss
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def internal_wall_loss(logits, probs, wall_class=1, threshold=2.5):
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"""
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针对内部区域(排除最外圈)设计的损失函数:
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当内部任意 2×2 区域的 wall 类别概率之和超过阈值时,施加惩罚。
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参数:
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logits: 模型输出,形状 [B, C, H, W]
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wall_class: 对应墙壁的类别索引(这里假设墙壁数字为1)
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threshold: 2×2 区域概率之和的阈值,超过此值时施加惩罚。可根据实际情况调节。
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返回:
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loss: 内部墙壁连续区域的平均惩罚损失
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"""
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# 取出对应墙壁类别的概率图 [B, H, W]
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wall_probs = probs[:, wall_class, :, :]
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# 排除最外圈,取内部区域 (H, W 均减去2)
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interior = wall_probs[:, 1:-1, 1:-1] # [B, H-2, W-2]
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# 构造一个 2×2 的卷积核,全为 1,用于检测局部连续墙壁的概率之和
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kernel = torch.ones((1, 1, 2, 2), device=logits.device)
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# 对内部区域进行卷积操作,计算每个 2×2 区域内的概率和
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# 需要将 interior 扩展一个通道维度
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conv_result = F.conv2d(interior.unsqueeze(1), kernel, stride=1, padding=0)
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# conv_result 的形状为 [B, 1, H-3, W-3]
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# 对于每个 2×2 区域,如果概率和超过 threshold,则产生惩罚
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# 这里采用 ReLU 计算超出部分,确保损失为非负
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penalty = F.relu(conv_result - threshold)
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# 取平均作为损失值
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loss = penalty.mean()
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return loss
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def entrance_loss(logits, probs, stairs_class=10, arrow_class=11):
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"""
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针对地图生成的额外约束损失:
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- 保证最外圈不出现楼梯类型入口(数字10)
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- 保证内部区域不出现箭头类型入口(数字11)
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参数:
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logits: 模型输出,形状 [B, C, H, W]
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stairs_class: 楼梯入口对应的类别(数字10)
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arrow_class: 箭头入口对应的类别(数字11)
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返回:
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loss: 针对入口出现的惩罚损失
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"""
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# 先将 logits 转为概率分布
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B, C, H, W = logits.shape
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# 构造最外圈 mask:外圈为 True,其余为 False
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outer_mask = torch.zeros((H, W), dtype=torch.bool, device=logits.device)
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outer_mask[0, :] = True
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outer_mask[-1, :] = True
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outer_mask[:, 0] = True
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outer_mask[:, -1] = True
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# 内部区域 mask
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interior_mask = ~outer_mask # 取反
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# 提取对应类别的概率图
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stairs_probs = probs[:, stairs_class, :, :] # 楼梯概率 [B, H, W]
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arrow_probs = probs[:, arrow_class, :, :] # 箭头概率 [B, H, W]
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# 从最外圈提取楼梯概率;用 mask 索引时:张量[:, mask] 会将每个样本的外圈像素展平
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outer_stairs = stairs_probs[:, outer_mask] # [B, num_outer_pixels]
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# 从内部区域提取箭头概率
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interior_arrow = arrow_probs[:, interior_mask] # [B, num_interior_pixels]
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# 损失设计:使得这些概率尽量接近 0,直接使用均值惩罚
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outer_loss = outer_stairs.mean()
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interior_loss = interior_arrow.mean()
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total_loss = outer_loss + interior_loss
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return total_loss
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def entrance_distance_and_presence_loss(
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logits, probs,
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arrow_class=11, stairs_class=10,
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arrow_min_threshold=0.5, stairs_min_threshold=0.5,
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lambda_arrow_presence=1.0, lambda_stairs_presence=1.0
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):
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"""
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入口损失同时考虑:
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1. 局部距离约束:防止同一类型入口过于靠近
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2. 存在性约束:鼓励至少放置一个入口
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箭头入口要求局部 (9x9) 内最多只有一个入口;
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楼梯入口要求在一个窗口(地图尺寸一半)内只出现一个楼梯入口。
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参数:
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logits: 模型输出, shape [B, C, H, W]
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arrow_class: 箭头入口类别(默认 11)
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stairs_class: 楼梯入口类别(默认 10)
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arrow_min_threshold: 箭头入口全局最小平均概率要求(可根据任务调节)
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stairs_min_threshold: 楼梯入口全局最小平均概率要求
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lambda_arrow_presence: 箭头入口存在性损失权重
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lambda_stairs_presence: 楼梯入口存在性损失权重
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返回:
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total_loss: 综合入口距离与存在性损失
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"""
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# 将 logits 转换为概率分布
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probs = F.softmax(logits, dim=1) # [B, C, H, W]
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B, C, H, W = logits.shape
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# 提取箭头和楼梯的概率图
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arrow_probs = probs[:, arrow_class, :, :] # [B, H, W]
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stairs_probs = probs[:, stairs_class, :, :] # [B, H, W]
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#### 局部距离约束 ####
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# 箭头:构造 9x9 卷积核,半径 4
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kernel_arrow = torch.ones((1, 1, 9, 9), device=logits.device)
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local_arrow_sum = F.conv2d(arrow_probs.unsqueeze(1), kernel_arrow, padding=4)
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# 减去自身概率,计算多余的局部累积
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arrow_excess = local_arrow_sum - arrow_probs.unsqueeze(1)
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arrow_distance_loss = F.relu(arrow_excess).mean()
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# 楼梯:使用窗口大小为 (W//2, H//2)
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kernel_size_stairs = (max(1, W // 2), max(1, H // 2))
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kernel_stairs = torch.ones((1, 1, kernel_size_stairs[0], kernel_size_stairs[1]), device=logits.device)
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pad_stairs = (kernel_size_stairs[0] // 2, kernel_size_stairs[1] // 2)
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local_stairs_sum = F.conv2d(stairs_probs.unsqueeze(1), kernel_stairs, padding=pad_stairs)
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stairs_excess = local_stairs_sum - stairs_probs.unsqueeze(1)
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stairs_distance_loss = F.relu(stairs_excess).mean()
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#### 存在性约束 ####
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# 计算每个样本中箭头的最大概率
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global_arrow_max = arrow_probs.view(B, -1).max(dim=1)[0] # [B]
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global_stairs_max = stairs_probs.view(B, -1).max(dim=1)[0] # [B]
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# 取 batch 平均(或者你可以对每个样本分别计算损失再求平均)
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global_arrow_max = global_arrow_max.mean()
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global_stairs_max = global_stairs_max.mean()
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# 如果全局均值低于预期阈值,则施加额外惩罚
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arrow_presence_loss = F.relu(arrow_min_threshold - global_arrow_max)
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stairs_presence_loss = F.relu(stairs_min_threshold - global_stairs_max)
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ap_weighted = lambda_arrow_presence * arrow_presence_loss
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sp_weighted = lambda_stairs_presence * stairs_presence_loss
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# 总入口损失:局部距离约束 + 存在性约束(加权)
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total_loss = arrow_distance_loss + stairs_distance_loss \
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+ min(ap_weighted, sp_weighted)
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return total_loss
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def monster_consecutive_loss(logits, probs, monster_classes=[7,8,9], threshold=2.9):
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"""
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检查横向和纵向是否存在连续超过三个的怪物(类别 7,8,9)。
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参数:
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logits: 模型输出,形状 [B, C, H, W]
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monster_classes: 待检测的怪物类别列表
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threshold: 滑动窗口内概率和的阈值,若超过则施加惩罚
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(对于连续三个像素,如果每个像素概率接近 1,则窗口和接近 3)
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返回:
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loss: 惩罚损失(数值越高表示连续怪物区域越严重)
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"""
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# 将 logits 转换为概率分布
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B, C, H, W = logits.shape
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# 得到怪物整体概率图:将类别 7,8,9 的概率相加
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monster_probs = probs[:, monster_classes, :].sum(dim=1) # [B, H, W]
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# 注意:monster_probs 越高说明该像素更有可能是怪物
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# --- 横向检测 ---
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# 构造一个 (1,3) 的卷积核,全 1
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kernel_horiz = torch.ones((1, 1, 1, 3), device=logits.device)
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# 对 monster_probs 加一个 channel 维度,使形状为 [B, 1, H, W]
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conv_horiz = F.conv2d(monster_probs.unsqueeze(1), kernel_horiz, padding=(0,1))
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# conv_horiz 的每个值表示相邻三个像素的怪物概率和
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# --- 纵向检测 ---
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# 构造一个 (3,1) 的卷积核,全 1
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kernel_vert = torch.ones((1, 1, 3, 1), device=logits.device)
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conv_vert = F.conv2d(monster_probs.unsqueeze(1), kernel_vert, padding=(1,0))
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# conv_vert 的每个值表示垂直连续三个像素的怪物概率和
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# 对两个方向的窗口,如果概率和超过阈值,则计算超出部分的惩罚
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penalty_horiz = F.relu(conv_horiz - threshold)
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penalty_vert = F.relu(conv_vert - threshold)
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# 将两个方向的惩罚损失取平均(或者直接相加)
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loss = penalty_horiz.mean() + penalty_vert.mean()
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return loss
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def illegal_block_loss(logits ,probs, used_classes=12, mode='mean'):
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"""
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对未使用类别(例如 12 ~ 31)的预测概率施加惩罚,
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鼓励模型输出仅集中在 0 ~ 11 上。
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参数:
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logits: 模型输出,形状 [B, num_classes, H, W]
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used_classes: 已经使用的类别数(例如 12 表示只使用 0-11)
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mode: 'mean' 使用平均概率,或 'mse' 使用均方误差
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返回:
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penalty: 标量惩罚损失
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"""
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# 选取非法类别的概率(注意:这一步会得到非法图块在每个像素上的概率)
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illegal_probs = probs[:, range(used_classes, 32), :, :] # [B, len(illegal_classes), H, W]
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# 我们可以将非法图块的概率在类别维度上求和,得到每个像素的非法激活值
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illegal_activation = illegal_probs.sum(dim=1) # [B, H, W]
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# 接下来我们计算整个图上非法激活的“数量”
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# 例如,可以直接对整个 batch 内非法激活求和
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total_illegal = illegal_activation.sum() # 标量
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# 计算损失值:使用负指数函数。注意如果非法激活很小,总损失接近 exp(0)=1
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loss = torch.sqrt(total_illegal)
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return loss
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def integrated_count_loss(probs, target, class_list=[0,1,2,3,4,5,6,7,8,9], tolerance=0.5):
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"""
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对每个类别分别计算数量匹配损失,再取平均。
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参数:
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probs: 模型输出的概率,形状 [B, num_classes, H, W]
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target: 真实标签,形状 [B, H, W],类别取值在 0 ~ 使用范围-1 内
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class_list: 需要计算的类别列表
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tolerance: 每个类别允许的相对误差(例如 0.15 表示 15%)
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返回:
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loss: 对每个类别数量匹配损失取平均后的标量
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"""
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total_loss = 0.0
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count = 0
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B, C, H, W = probs.shape
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for cls in class_list:
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# 预测数量:对于当前类别,所有像素的预测概率和
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pred_count = probs[:, cls, :, :].sum()
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# 真实数量:统计 target 中属于当前类别的像素数量
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true_count = (target == cls).float().sum()
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if true_count == 0:
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# 参考地图中不包含该类别,允许最多出现 (sqrt(地图尺寸) / 2) 个单位的概率输出
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cls_loss = F.relu(pred_count - math.sqrt(H * W) / 2)
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else:
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# 计算相对误差
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rel_error = torch.abs(pred_count - true_count) / (true_count)
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cls_loss = F.relu(rel_error - tolerance)
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total_loss += cls_loss
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count += 1
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# 求平均每个类别的损失
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avg_loss = total_loss / count
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return avg_loss
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class GinkaLoss(nn.Module):
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def __init__(self, weight=[0.35, 0.1, 0.1, 0.1, 0.1, 0.05, 0.1, 0.1]):
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"""Ginka Model 损失函数部分
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Args:
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weight (list, optional): 每一个损失函数的权重,从第 0 项开始,依次是:
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1. 拓扑图损失
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2. 外圈墙壁损失
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3. 内层 2*2 墙壁损失
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4. 要求外层只能有箭头,内层只能有楼梯的损失
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5. 入口间距及存在性损失
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6. 连续怪物损失
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7. 非法图块损失
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8. 怪物、道具、门数量损失
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"""
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super().__init__()
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self.weight = weight
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self.dice = L.DiceLoss(mode='multiclass')
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self.ce = nn.CrossEntropyLoss()
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def forward(self, pred, target):
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probs = F.softmax(pred, dim=1)
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# 拓扑结构损失
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# structure_loss = topology_loss(pred, target)
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# 地图结构损失
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border_loss = wall_border_loss(pred, probs)
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wall_loss = internal_wall_loss(pred, probs)
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entry_loss = entrance_loss(pred, probs)
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entry_dis_loss = entrance_distance_and_presence_loss(pred, probs)
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enemy_loss = monster_consecutive_loss(pred, probs)
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valid_block_loss = illegal_block_loss(pred, probs, used_classes=12, mode="mean")
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count_loss = integrated_count_loss(probs, target)
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print(
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# structure_loss.item(),
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border_loss.item(),
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wall_loss.item(),
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entry_loss.item(),
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entry_dis_loss.item(),
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enemy_loss.item(),
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valid_block_loss.item(),
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count_loss.item()
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)
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return (
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# structure_loss * self.weight[0] +
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border_loss * self.weight[1] +
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wall_loss * self.weight[2] +
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entry_loss * self.weight[3] +
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entry_dis_loss * self.weight[4] +
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enemy_loss * self.weight[5] +
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valid_block_loss * self.weight[6] +
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count_loss * self.weight[7]
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) |