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Make the DecisionRequester public and customizable. (#3716)
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 和 583 次删除
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2.yamato/gym-interface-test.yml
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4.yamato/protobuf-generation-test.yml
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2.yamato/python-ll-api-test.yml
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5.yamato/standalone-build-test.yml
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11.yamato/training-int-tests.yml
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2com.unity.ml-agents/CHANGELOG.md
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19com.unity.ml-agents/Runtime/Academy.cs
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34com.unity.ml-agents/Runtime/DecisionRequester.cs
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102com.unity.ml-agents/Tests/Editor/PublicAPI/PublicApiValidation.cs
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2ml-agents-envs/mlagents_envs/environment.py
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2ml-agents/tests/yamato/scripts/run_llapi.py
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2ml-agents/tests/yamato/standalone_build_tests.py
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13ml-agents/tests/yamato/training_int_tests.py
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37ml-agents/tests/yamato/yamato_utils.py
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129com.unity.ml-agents/Tests/Runtime/RuntimeAPITest.cs
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11com.unity.ml-agents/Tests/Runtime/RuntimeAPITest.cs.meta
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25com.unity.ml-agents/Tests/Runtime/Unity.ML-Agents.Runtime.Tests.asmdef
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7com.unity.ml-agents/Tests/Runtime/Unity.ML-Agents.Runtime.Tests.asmdef.meta
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429com.unity.ml-agents/Tests/Runtime/SerializeTestScene.unity
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7com.unity.ml-agents/Tests/Runtime/SerializeTestScene.unity.meta
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#if UNITY_INCLUDE_TESTS
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using System.Collections; |
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using System.Collections.Generic; |
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using MLAgents; |
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using MLAgents.Policies; |
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using MLAgents.Sensors; |
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using NUnit.Framework; |
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using UnityEngine; |
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using UnityEngine.TestTools; |
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namespace Tests |
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{ |
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public class PublicApiAgent : Agent |
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{ |
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public int numHeuristicCalls; |
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public override float[] Heuristic() |
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{ |
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numHeuristicCalls++; |
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return base.Heuristic(); |
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} |
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}// Simple SensorComponent that sets up a StackingSensor
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public class StackingComponent : SensorComponent |
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{ |
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public SensorComponent wrappedComponent; |
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public int numStacks; |
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public override ISensor CreateSensor() |
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{ |
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var wrappedSensor = wrappedComponent.CreateSensor(); |
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return new StackingSensor(wrappedSensor, numStacks); |
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} |
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public override int[] GetObservationShape() |
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{ |
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int[] shape = (int[]) wrappedComponent.GetObservationShape().Clone(); |
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for (var i = 0; i < shape.Length; i++) |
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{ |
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shape[i] *= numStacks; |
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} |
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return shape; |
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} |
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} |
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public class RuntimeApiTest |
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{ |
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[SetUp] |
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public static void Setup() |
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{ |
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Academy.Instance.AutomaticSteppingEnabled = false; |
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} |
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[UnityTest] |
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public IEnumerator RuntimeApiTestWithEnumeratorPasses() |
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{ |
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var gameObject = new GameObject(); |
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var behaviorParams = gameObject.AddComponent<BehaviorParameters>(); |
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behaviorParams.brainParameters.vectorObservationSize = 3; |
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behaviorParams.brainParameters.numStackedVectorObservations = 2; |
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behaviorParams.brainParameters.vectorActionDescriptions = new[] { "TestActionA", "TestActionB" }; |
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behaviorParams.brainParameters.vectorActionSize = new[] { 2, 2 }; |
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behaviorParams.brainParameters.vectorActionSpaceType = SpaceType.Discrete; |
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behaviorParams.behaviorName = "TestBehavior"; |
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behaviorParams.TeamId = 42; |
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behaviorParams.useChildSensors = true; |
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// Can't actually create an Agent with InferenceOnly and no model, so change back
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behaviorParams.behaviorType = BehaviorType.Default; |
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var sensorComponent = gameObject.AddComponent<RayPerceptionSensorComponent3D>(); |
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sensorComponent.sensorName = "ray3d"; |
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sensorComponent.detectableTags = new List<string> { "Player", "Respawn" }; |
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sensorComponent.raysPerDirection = 3; |
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// Make a StackingSensor that wraps the RayPerceptionSensorComponent3D
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// This isn't necessarily practical, just to ensure that it can be done
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var wrappingSensorComponent = gameObject.AddComponent<StackingComponent>(); |
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wrappingSensorComponent.wrappedComponent = sensorComponent; |
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wrappingSensorComponent.numStacks = 3; |
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// ISensor isn't set up yet.
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Assert.IsNull(sensorComponent.raySensor); |
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// Make sure we can set the behavior type correctly after the agent is initialized
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// (this creates a new policy).
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behaviorParams.behaviorType = BehaviorType.HeuristicOnly; |
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// Agent needs to be added after everything else is setup.
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var agent = gameObject.AddComponent<PublicApiAgent>(); |
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// DecisionRequester has to be added after Agent.
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var decisionRequester = gameObject.AddComponent<DecisionRequester>(); |
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decisionRequester.DecisionPeriod = 2; |
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decisionRequester.TakeActionsBetweenDecisions = true; |
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// Initialization should set up the sensors
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Assert.IsNotNull(sensorComponent.raySensor); |
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// Let's change the inference device
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var otherDevice = behaviorParams.inferenceDevice == InferenceDevice.CPU ? InferenceDevice.GPU : InferenceDevice.CPU; |
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agent.SetModel(behaviorParams.behaviorName, behaviorParams.model, otherDevice); |
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agent.AddReward(1.0f); |
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// skip a frame.
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yield return null; |
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Academy.Instance.EnvironmentStep(); |
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var actions = agent.GetAction(); |
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// default Heuristic implementation should return zero actions.
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Assert.AreEqual(new[] {0.0f, 0.0f}, actions); |
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Assert.AreEqual(1, agent.numHeuristicCalls); |
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Academy.Instance.EnvironmentStep(); |
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Assert.AreEqual(1, agent.numHeuristicCalls); |
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Academy.Instance.EnvironmentStep(); |
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Assert.AreEqual(2, agent.numHeuristicCalls); |
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} |
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} |
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} |
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