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Make the DecisionRequester public and customizable. (#3716)

* [API] Make the DecisionRequester public and add a delegate to its API to allow users to customize it's behavior.

- Rename Academy.AgentSetStatus to Academy.AgentPreStep and make it public.
- Fix Unity library cache issues for backwards compatibility tests.
- Collect standalone build and logs to artifacts for standalone build jobs.
- cat standalone build log if the build fails.
- Default verbose to False for standalone build test.

* disable backward compatibility test, bump communication version.

* still run training tests on latest.

* fix yml parse error.
/develop/add-fire
GitHub 5 年前
当前提交
078c6502
共有 20 个文件被更改,包括 262 次插入583 次删除
  1. 2
      .yamato/gym-interface-test.yml
  2. 4
      .yamato/protobuf-generation-test.yml
  3. 2
      .yamato/python-ll-api-test.yml
  4. 5
      .yamato/standalone-build-test.yml
  5. 11
      .yamato/training-int-tests.yml
  6. 2
      com.unity.ml-agents/CHANGELOG.md
  7. 19
      com.unity.ml-agents/Runtime/Academy.cs
  8. 34
      com.unity.ml-agents/Runtime/DecisionRequester.cs
  9. 102
      com.unity.ml-agents/Tests/Editor/PublicAPI/PublicApiValidation.cs
  10. 2
      ml-agents-envs/mlagents_envs/environment.py
  11. 2
      ml-agents/tests/yamato/scripts/run_llapi.py
  12. 2
      ml-agents/tests/yamato/standalone_build_tests.py
  13. 13
      ml-agents/tests/yamato/training_int_tests.py
  14. 37
      ml-agents/tests/yamato/yamato_utils.py
  15. 129
      com.unity.ml-agents/Tests/Runtime/RuntimeAPITest.cs
  16. 11
      com.unity.ml-agents/Tests/Runtime/RuntimeAPITest.cs.meta
  17. 25
      com.unity.ml-agents/Tests/Runtime/Unity.ML-Agents.Runtime.Tests.asmdef
  18. 7
      com.unity.ml-agents/Tests/Runtime/Unity.ML-Agents.Runtime.Tests.asmdef.meta
  19. 429
      com.unity.ml-agents/Tests/Runtime/SerializeTestScene.unity
  20. 7
      com.unity.ml-agents/Tests/Runtime/SerializeTestScene.unity.meta

2
.yamato/gym-interface-test.yml


commands:
- pip install pyyaml
- python -u -m ml-agents.tests.yamato.setup_venv
- ./venv/bin/python ml-agents/tests/yamato/scripts/run_gym.py --env=Project/testPlayer-Basic
- ./venv/bin/python ml-agents/tests/yamato/scripts/run_gym.py --env=artifacts/testPlayer-Basic
dependencies:
- .yamato/standalone-build-test.yml#test_mac_standalone_{{ editor.version }}
triggers:

4
.yamato/protobuf-generation-test.yml


- "protobuf-definitions/*.md"
- "protobuf-definitions/**/*.md"
artifacts:
dist:
patch:
- "artifacts/*"
- "artifacts/*.*"

2
.yamato/python-ll-api-test.yml


- python -u -m ml-agents.tests.yamato.setup_venv
- ./venv/bin/python ml-agents/tests/yamato/scripts/run_llapi.py
dependencies:
- .yamato/standalone-build-test.yml#test_mac_standalone_{{ editor.version }} --env=Project/testPlayer
- .yamato/standalone-build-test.yml#test_mac_standalone_{{ editor.version }}
triggers:
cancel_old_ci: true
changes:

5
.yamato/standalone-build-test.yml


- "com.unity.ml-agents/*.md"
- "com.unity.ml-agents/**/*.md"
artifacts:
logs:
paths:
- "artifacts/standalone_build.txt"
- "Project/testPlayer*/**"
- "artifacts/testPlayer*/**"
{% endfor %}

11
.yamato/training-int-tests.yml


# Backwards-compatibility tests.
# If we make a breaking change to the communication protocol, these will need
# to be disabled until the next release.
- python -u -m ml-agents.tests.yamato.training_int_tests --python=0.15.0
- python -u -m ml-agents.tests.yamato.training_int_tests --csharp=0.15.0
# - python -u -m ml-agents.tests.yamato.training_int_tests --python=0.15.0
# - python -u -m ml-agents.tests.yamato.training_int_tests --csharp=0.15.0
dependencies:
- .yamato/standalone-build-test.yml#test_mac_standalone_{{ editor.version }}
triggers:

- "com.unity.ml-agents/*.md"
- "com.unity.ml-agents/**/*.md"
artifacts:
unit:
logs:
paths:
- "artifacts/standalone_build.txt"
standalonebuild:
- "artifacts/**"
- "artifacts/testplayer*/**"
{% endfor %}

2
com.unity.ml-agents/CHANGELOG.md


- Removed the multi-agent gym option from the gym wrapper. For multi-agent scenarios, use the [Low Level Python API](Python-API.md).
- The low level Python API has changed. You can look at the document [Low Level Python API documentation](Python-API.md) for more information. If you use `mlagents-learn` for training, this should be a transparent change.
- Added ability to start training (initialize model weights) from a previous run ID. (#3710)
- The internal event `Academy.AgentSetStatus` was renamed to `Academy.AgentPreStep` and made public.
- The offset logic was removed from DecisionRequester.
### Minor Changes
- Format of console output has changed slightly and now matches the name of the model/summary directory. (#3630, #3616)

19
com.unity.ml-agents/Runtime/Academy.cs


/// on each side, although we may allow some flexibility in the future.
/// This should be incremented whenever a change is made to the communication protocol.
/// </summary>
const string k_ApiVersion = "0.15.0";
const string k_ApiVersion = "0.16.0";
/// <summary>
/// Unity package version of com.unity.ml-agents.

// This will mark the Agent as Done if it has reached its maxSteps.
internal event Action AgentIncrementStep;
// Signals to all the agents at each environment step along with the
// Academy's maxStepReached, done and stepCount values. The agents rely
// on this event to update their own values of max step reached and done
// in addition to aligning on the step count of the global episode.
internal event Action<int> AgentSetStatus;
/// <summary>
/// Signals to all of the <see cref="Agent"/>s that their step is about to begin.
/// This is a good time for an <see cref="Agent"/> to decide if it would like to
/// call <see cref="Agent.RequestDecision"/> or <see cref="Agent.RequestAction"/>
/// for this step. Any other pre-step setup could be done during this even as well.
/// </summary>
public event Action<int> AgentPreStep;
// Signals to all the agents at each environment step so they can send
// their state to their Policy if they have requested a decision.

{
DecideAction = () => {};
DestroyAction = () => {};
AgentSetStatus = i => {};
AgentPreStep = i => {};
AgentSendState = () => {};
AgentAct = () => {};
AgentForceReset = () => {};

ForcedFullReset();
}
AgentSetStatus?.Invoke(m_StepCount);
AgentPreStep?.Invoke(m_StepCount);
m_StepCount += 1;
m_TotalStepCount += 1;

34
com.unity.ml-agents/Runtime/DecisionRequester.cs


using System;
using UnityEngine;
using UnityEngine.Serialization;

/// at regular intervals.
/// </summary>
[AddComponentMenu("ML Agents/Decision Requester", (int)MenuGroup.Default)]
internal class DecisionRequester : MonoBehaviour
[RequireComponent(typeof(Agent))]
public class DecisionRequester : MonoBehaviour
/// that the Agent will request a decision every 5 Academy steps.
/// </summary>
/// that the Agent will request a decision every 5 Academy steps. /// </summary>
[Range(1, 20)]
[Tooltip("The frequency with which the agent requests a decision. A DecisionPeriod " +
"of 5 means that the Agent will request a decision every 5 Academy steps.")]

[FormerlySerializedAs("RepeatAction")]
public bool TakeActionsBetweenDecisions = true;
/// <summary>
/// Whether or not the Agent decisions should start at an offset (different for each agent).
/// This does not affect <see cref="DecisionPeriod"/>. Turning this on will distribute
/// the decision-making computations for all the agents across multiple Academy steps.
/// This can be valuable in scenarios where you have many agents in the scene, particularly
/// during the inference phase.
/// </summary>
[Tooltip("Whether or not Agent decisions should start at an offset.")]
public bool offsetStep;
[NonSerialized]
int m_Offset;
m_Offset = offsetStep ? gameObject.GetInstanceID() : 0;
Academy.Instance.AgentSetStatus += MakeRequests;
Debug.Assert(m_Agent != null, "Agent component was not found on this gameObject and is required.");
Academy.Instance.AgentPreStep += MakeRequests;
}
void OnDestroy()

Academy.Instance.AgentSetStatus -= MakeRequests;
Academy.Instance.AgentPreStep -= MakeRequests;
void MakeRequests(int count)
/// <summary>
/// Method that hooks into the Academy in order inform the Agent on whether or not it should request a
/// decision, and whether or not it should take actions between decisions.
/// </summary>
/// <param name="academyStepCount">The current step count of the academy.</param>
void MakeRequests(int academyStepCount)
if ((count + m_Offset) % DecisionPeriod == 0)
if (academyStepCount % DecisionPeriod == 0)
{
m_Agent?.RequestDecision();
}

102
com.unity.ml-agents/Tests/Editor/PublicAPI/PublicApiValidation.cs


using MLAgents.Sensors;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace MLAgentsExamples
{

sensorComponent.observationStacks = 2;
sensorComponent.CreateSensor();
}
class PublicApiAgent : Agent
{
public int numHeuristicCalls;
public override float[] Heuristic()
{
numHeuristicCalls++;
return base.Heuristic();
}
}
// Simple SensorComponent that sets up a StackingSensor
class StackingComponent : SensorComponent
{
public SensorComponent wrappedComponent;
public int numStacks;
public override ISensor CreateSensor()
{
var wrappedSensor = wrappedComponent.CreateSensor();
return new StackingSensor(wrappedSensor, numStacks);
}
public override int[] GetObservationShape()
{
int[] shape = (int[]) wrappedComponent.GetObservationShape().Clone();
for (var i = 0; i < shape.Length; i++)
{
shape[i] *= numStacks;
}
return shape;
}
}
[Test]
public void CheckSetupAgent()
{
var gameObject = new GameObject();
var behaviorParams = gameObject.AddComponent<BehaviorParameters>();
behaviorParams.brainParameters.vectorObservationSize = 3;
behaviorParams.brainParameters.numStackedVectorObservations = 2;
behaviorParams.brainParameters.vectorActionDescriptions = new[] { "TestActionA", "TestActionB" };
behaviorParams.brainParameters.vectorActionSize = new[] { 2, 2 };
behaviorParams.brainParameters.vectorActionSpaceType = SpaceType.Discrete;
behaviorParams.behaviorName = "TestBehavior";
behaviorParams.TeamId = 42;
behaviorParams.useChildSensors = true;
var agent = gameObject.AddComponent<PublicApiAgent>();
// Make sure we can set the behavior type correctly after the agent is added
behaviorParams.behaviorType = BehaviorType.InferenceOnly;
// Can't actually create an Agent with InferenceOnly and no model, so change back
behaviorParams.behaviorType = BehaviorType.Default;
// TODO - not internal yet
// var decisionRequester = gameObject.AddComponent<DecisionRequester>();
// decisionRequester.DecisionPeriod = 2;
var sensorComponent = gameObject.AddComponent<RayPerceptionSensorComponent3D>();
sensorComponent.sensorName = "ray3d";
sensorComponent.detectableTags = new List<string> { "Player", "Respawn" };
sensorComponent.raysPerDirection = 3;
// Make a StackingSensor that wraps the RayPerceptionSensorComponent3D
// This isn't necessarily practical, just to ensure that it can be done
var wrappingSensorComponent = gameObject.AddComponent<StackingComponent>();
wrappingSensorComponent.wrappedComponent = sensorComponent;
wrappingSensorComponent.numStacks = 3;
// ISensor isn't set up yet.
Assert.IsNull(sensorComponent.raySensor);
agent.LazyInitialize();
// Make sure we can set the behavior type correctly after the agent is initialized
// (this creates a new policy).
behaviorParams.behaviorType = BehaviorType.HeuristicOnly;
// Initialization should set up the sensors
Assert.IsNotNull(sensorComponent.raySensor);
// Let's change the inference device
var otherDevice = behaviorParams.inferenceDevice == InferenceDevice.CPU ? InferenceDevice.GPU : InferenceDevice.CPU;
agent.SetModel(behaviorParams.behaviorName, behaviorParams.model, otherDevice);
agent.AddReward(1.0f);
agent.RequestAction();
agent.RequestDecision();
Academy.Instance.AutomaticSteppingEnabled = false;
Academy.Instance.EnvironmentStep();
var actions = agent.GetAction();
// default Heuristic implementation should return zero actions.
Assert.AreEqual(new[] {0.0f, 0.0f}, actions);
Assert.AreEqual(1, agent.numHeuristicCalls);
}
}
}

2
ml-agents-envs/mlagents_envs/environment.py


# Currently we require strict equality between the communication protocol
# on each side, although we may allow some flexibility in the future.
# This should be incremented whenever a change is made to the communication protocol.
API_VERSION = "0.15.0"
API_VERSION = "0.16.0"
# Default port that the editor listens on. If an environment executable
# isn't specified, this port will be used.

2
ml-agents/tests/yamato/scripts/run_llapi.py


if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--env", default="Project/testPlayer")
parser.add_argument("--env", default="artifacts/testPlayer")
args = parser.parse_args()
main(args.env)

2
ml-agents/tests/yamato/standalone_build_tests.py


executable_name = "testPlayer-" + executable_name
returncode = run_standalone_build(
base_path, verbose=True, output_path=executable_name, scene_path=scene_path
base_path, output_path=executable_name, scene_path=scene_path
)
if returncode == 0:

13
ml-agents/tests/yamato/training_int_tests.py


from .yamato_utils import (
get_base_path,
get_base_output_path,
run_standalone_build,
init_venv,
override_config_file,

if csharp_version is not None:
# We can't rely on the old C# code recognizing the commandline argument to set the output
# So rename testPlayer (containing the most recent build) to something else temporarily
full_player_path = os.path.join("Project", "testPlayer.app")
temp_player_path = os.path.join("Project", "temp_testPlayer.app")
final_player_path = os.path.join("Project", f"testPlayer_{csharp_version}.app")
artifact_path = get_base_output_path()
full_player_path = os.path.join(artifact_path, "testPlayer.app")
temp_player_path = os.path.join(artifact_path, "temp_testPlayer.app")
final_player_path = os.path.join(
artifact_path, f"testPlayer_{csharp_version}.app"
)
os.rename(full_player_path, temp_player_path)

)
mla_learn_cmd = (
f"mlagents-learn override.yaml --train --env=Project/{standalone_player_path} "
f"mlagents-learn override.yaml --train --env="
f"{os.path.join(get_base_output_path(), standalone_player_path)} "
f"--run-id={run_id} --no-graphics --env-args -logFile -"
) # noqa
res = subprocess.run(

37
ml-agents/tests/yamato/yamato_utils.py


import os
import shutil
import subprocess
import yaml
from typing import List, Optional

return os.getcwd()
def get_base_output_path():
""""
Returns the artifact folder to use for yamato jobs.
"""
return os.path.join(get_base_path(), "artifacts")
log_output_path: str = f"{get_base_output_path()}/standalone_build.txt",
Run BuildStandalonePlayerOSX test to produce a player. The location defaults to Project/testPlayer.
Run BuildStandalonePlayerOSX test to produce a player. The location defaults to
artifacts/standalone_build/testPlayer.
"""
unity_exe = get_unity_executable_path()
print(f"Running BuildStandalonePlayerOSX via {unity_exe}")

"-executeMethod",
"MLAgents.StandaloneBuildTest.BuildStandalonePlayerOSX",
]
if verbose:
test_args += ["-logfile", "-"]
os.makedirs(os.path.dirname(log_output_path), exist_ok=True)
subprocess.run(["touch", log_output_path])
test_args += ["-logfile", log_output_path]
output_path = os.path.join(get_base_output_path(), output_path)
os.makedirs(os.path.dirname(output_path), exist_ok=True)
if scene_path is not None:
test_args += ["--mlagents-build-scene-path", scene_path]
print(f"{' '.join(test_args)} ...")

# Copy the default build name into the artifacts folder.
if output_path is None and res.returncode == 0:
shutil.move(
os.path.join(base_path, "Project", "testPlayer.app"),
os.path.join(get_base_output_path(), "testPlayer.app"),
)
# Print if we fail or want verbosity.
if verbose or res.returncode != 0:
subprocess.run(["cat", log_output_path])
return res.returncode

"""
if csharp_version is None:
return
subprocess.check_call(f"rm -rf {csharp_dir}", shell=True)
subprocess.check_call(
f"git checkout {csharp_version} -- {csharp_dir}", shell=True
)

"""
subprocess.check_call("git reset HEAD .", shell=True)
subprocess.check_call("git checkout -- .", shell=True)
# Ensure the cache isn't polluted with old compiled assemblies.
subprocess.check_call(f"rm -rf Project/Library", shell=True)
def override_config_file(src_path, dest_path, **kwargs):

129
com.unity.ml-agents/Tests/Runtime/RuntimeAPITest.cs


#if UNITY_INCLUDE_TESTS
using System.Collections;
using System.Collections.Generic;
using MLAgents;
using MLAgents.Policies;
using MLAgents.Sensors;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Tests
{
public class PublicApiAgent : Agent
{
public int numHeuristicCalls;
public override float[] Heuristic()
{
numHeuristicCalls++;
return base.Heuristic();
}
}// Simple SensorComponent that sets up a StackingSensor
public class StackingComponent : SensorComponent
{
public SensorComponent wrappedComponent;
public int numStacks;
public override ISensor CreateSensor()
{
var wrappedSensor = wrappedComponent.CreateSensor();
return new StackingSensor(wrappedSensor, numStacks);
}
public override int[] GetObservationShape()
{
int[] shape = (int[]) wrappedComponent.GetObservationShape().Clone();
for (var i = 0; i < shape.Length; i++)
{
shape[i] *= numStacks;
}
return shape;
}
}
public class RuntimeApiTest
{
[SetUp]
public static void Setup()
{
Academy.Instance.AutomaticSteppingEnabled = false;
}
[UnityTest]
public IEnumerator RuntimeApiTestWithEnumeratorPasses()
{
var gameObject = new GameObject();
var behaviorParams = gameObject.AddComponent<BehaviorParameters>();
behaviorParams.brainParameters.vectorObservationSize = 3;
behaviorParams.brainParameters.numStackedVectorObservations = 2;
behaviorParams.brainParameters.vectorActionDescriptions = new[] { "TestActionA", "TestActionB" };
behaviorParams.brainParameters.vectorActionSize = new[] { 2, 2 };
behaviorParams.brainParameters.vectorActionSpaceType = SpaceType.Discrete;
behaviorParams.behaviorName = "TestBehavior";
behaviorParams.TeamId = 42;
behaviorParams.useChildSensors = true;
// Can't actually create an Agent with InferenceOnly and no model, so change back
behaviorParams.behaviorType = BehaviorType.Default;
var sensorComponent = gameObject.AddComponent<RayPerceptionSensorComponent3D>();
sensorComponent.sensorName = "ray3d";
sensorComponent.detectableTags = new List<string> { "Player", "Respawn" };
sensorComponent.raysPerDirection = 3;
// Make a StackingSensor that wraps the RayPerceptionSensorComponent3D
// This isn't necessarily practical, just to ensure that it can be done
var wrappingSensorComponent = gameObject.AddComponent<StackingComponent>();
wrappingSensorComponent.wrappedComponent = sensorComponent;
wrappingSensorComponent.numStacks = 3;
// ISensor isn't set up yet.
Assert.IsNull(sensorComponent.raySensor);
// Make sure we can set the behavior type correctly after the agent is initialized
// (this creates a new policy).
behaviorParams.behaviorType = BehaviorType.HeuristicOnly;
// Agent needs to be added after everything else is setup.
var agent = gameObject.AddComponent<PublicApiAgent>();
// DecisionRequester has to be added after Agent.
var decisionRequester = gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 2;
decisionRequester.TakeActionsBetweenDecisions = true;
// Initialization should set up the sensors
Assert.IsNotNull(sensorComponent.raySensor);
// Let's change the inference device
var otherDevice = behaviorParams.inferenceDevice == InferenceDevice.CPU ? InferenceDevice.GPU : InferenceDevice.CPU;
agent.SetModel(behaviorParams.behaviorName, behaviorParams.model, otherDevice);
agent.AddReward(1.0f);
// skip a frame.
yield return null;
Academy.Instance.EnvironmentStep();
var actions = agent.GetAction();
// default Heuristic implementation should return zero actions.
Assert.AreEqual(new[] {0.0f, 0.0f}, actions);
Assert.AreEqual(1, agent.numHeuristicCalls);
Academy.Instance.EnvironmentStep();
Assert.AreEqual(1, agent.numHeuristicCalls);
Academy.Instance.EnvironmentStep();
Assert.AreEqual(2, agent.numHeuristicCalls);
}
}
}
#endif

11
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