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Don't inherit from Academy, remove virtual methods (#3184)

/asymm-envs
GitHub 5 年前
当前提交
39f1f310
共有 86 个文件被更改,包括 6372 次插入6641 次删除
  1. 4
      UnitySDK/Assets/ML-Agents/Editor/Tests/DemonstrationTests.cs
  2. 4
      UnitySDK/Assets/ML-Agents/Editor/Tests/EditModeTestInternalBrainTensorGenerator.cs
  3. 74
      UnitySDK/Assets/ML-Agents/Editor/Tests/MLAgentsEditModeTest.cs
  4. 628
      UnitySDK/Assets/ML-Agents/Examples/3DBall/Scenes/3DBall.unity
  5. 167
      UnitySDK/Assets/ML-Agents/Examples/Basic/Scenes/Basic.unity
  6. 4
      UnitySDK/Assets/ML-Agents/Examples/Basic/Scripts/BasicAgent.cs
  7. 669
      UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scenes/Bouncer.unity
  8. 954
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerDynamicTarget.unity
  9. 942
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerStaticTarget.unity
  10. 390
      UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scenes/FoodCollector.unity
  11. 271
      UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scenes/VisualFoodCollector.unity
  12. 14
      UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorAgent.cs
  13. 16
      UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scenes/GridWorld.unity
  14. 2
      UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridArea.cs
  15. 765
      UnitySDK/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity
  16. 608
      UnitySDK/Assets/ML-Agents/Examples/Hallway/Scenes/VisualHallway.unity
  17. 10
      UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs
  18. 2
      UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwaySettings.cs.meta
  19. 896
      UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlock.unity
  20. 543
      UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scenes/VisualPushBlock.unity
  21. 18
      UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs
  22. 627
      UnitySDK/Assets/ML-Agents/Examples/Pyramids/Scenes/Pyramids.unity
  23. 499
      UnitySDK/Assets/ML-Agents/Examples/Pyramids/Scenes/VisualPyramids.unity
  24. 824
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/Reacher.unity
  25. 4
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ReacherAgent.cs
  26. 493
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Scenes/SoccerTwos.unity
  27. 12
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/AgentSoccer.cs
  28. 18
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerFieldArea.cs
  29. 869
      UnitySDK/Assets/ML-Agents/Examples/Tennis/Scenes/Tennis.unity
  30. 736
      UnitySDK/Assets/ML-Agents/Examples/Walker/Scenes/Walker.unity
  31. 2
      UnitySDK/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs
  32. 881
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
  33. 18
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
  34. 64
      UnitySDK/Assets/ML-Agents/Scripts/Academy.cs
  35. 6
      docs/Feature-Monitor.md
  36. 14
      docs/Getting-Started-with-Balance-Ball.md
  37. 51
      docs/Learning-Environment-Create-New.md
  38. 54
      docs/Learning-Environment-Design.md
  39. 4
      docs/ML-Agents-Overview.md
  40. 23
      docs/Migrating.md
  41. 3
      docs/Readme.md
  42. 2
      UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorSettings.cs.meta
  43. 2
      UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridSettings.cs.meta
  44. 50
      UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorSettings.cs
  45. 19
      UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridSettings.cs
  46. 10
      UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwaySettings.cs
  47. 35
      UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockSettings.cs
  48. 11
      UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockSettings.cs.meta
  49. 63
      UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/ProjectSettingsOverrides.cs
  50. 3
      UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/ProjectSettingsOverrides.cs.meta
  51. 15
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerSettings.cs
  52. 11
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerSettings.cs.meta
  53. 18
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpSettings.cs
  54. 11
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpSettings.cs.meta
  55. 12
      UnitySDK/Assets/ML-Agents/Examples/3DBall/Scripts/Ball3DAcademy.cs.meta
  56. 11
      UnitySDK/Assets/ML-Agents/Examples/3DBall/Scripts/Ball3DAcademy.cs
  57. 12
      UnitySDK/Assets/ML-Agents/Examples/Basic/Scripts/BasicAcademy.cs.meta
  58. 13
      UnitySDK/Assets/ML-Agents/Examples/Basic/Scripts/BasicAcademy.cs
  59. 13
      UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scripts/BouncerAcademy.cs.meta
  60. 20
      UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scripts/BouncerAcademy.cs
  61. 22
      UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAcademy.cs
  62. 41
      UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorAcademy.cs
  63. 13
      UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorAcademy.cs.meta
  64. 12
      UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridAcademy.cs.meta
  65. 17
      UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridAcademy.cs
  66. 20
      UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAcademy.cs
  67. 12
      UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockAcademy.cs.meta
  68. 50
      UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockAcademy.cs
  69. 13
      UnitySDK/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAcademy.cs
  70. 12
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ReacherAcademy.cs.meta
  71. 15
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ReacherAcademy.cs
  72. 13
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerAcademy.cs.meta
  73. 31
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerAcademy.cs
  74. 12
      UnitySDK/Assets/ML-Agents/Examples/Template/Scripts/TemplateAcademy.cs.meta
  75. 13
      UnitySDK/Assets/ML-Agents/Examples/Template/Scripts/TemplateAcademy.cs
  76. 12
      UnitySDK/Assets/ML-Agents/Examples/Tennis/Scripts/TennisAcademy.cs.meta
  77. 15
      UnitySDK/Assets/ML-Agents/Examples/Tennis/Scripts/TennisAcademy.cs
  78. 12
      UnitySDK/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAcademy.cs.meta
  79. 24
      UnitySDK/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAcademy.cs
  80. 13
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs.meta
  81. 27
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs
  82. 51
      docs/images/mlagents-NewTutAcademy.png
  83. 49
      docs/Learning-Environment-Design-Academy.md
  84. 0
      /UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwaySettings.cs.meta
  85. 0
      /UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorSettings.cs.meta
  86. 0
      /UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridSettings.cs.meta

4
UnitySDK/Assets/ML-Agents/Editor/Tests/DemonstrationTests.cs


demoRecorder.InitializeDemoStore(fileSystem);
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var academyInitializeMethod = typeof(Academy).GetMethod("InitializeEnvironment",
BindingFlags.Instance | BindingFlags.NonPublic);

4
UnitySDK/Assets/ML-Agents/Editor/Tests/EditModeTestInternalBrainTensorGenerator.cs


static IEnumerable<Agent> GetFakeAgents()
{
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var goA = new GameObject("goA");
var bpA = goA.AddComponent<BehaviorParameters>();

74
UnitySDK/Assets/ML-Agents/Editor/Tests/MLAgentsEditModeTest.cs


namespace MLAgents.Tests
{
public class TestAcademy : Academy
{
public int initializeAcademyCalls;
public int AcademyStepCalls;
public override void InitializeAcademy()
{
initializeAcademyCalls += 1;
}
public override void AcademyReset()
{
}
public override void AcademyStep()
{
AcademyStepCalls += 1;
}
}
public class TestAgent : Agent
{
public int initializeAgentCalls;

{
// Use the Assert class to test conditions.
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
Assert.AreEqual(0, aca.initializeAcademyCalls);
Assert.AreEqual(0, aca.GetTotalStepCount());
}
[Test]

public void TestAcademy()
{
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
Assert.AreEqual(0, aca.initializeAcademyCalls);
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
Assert.AreEqual(0, aca.GetTotalStepCount());
Assert.AreEqual(null, aca.FloatProperties);
Assert.AreEqual(1, aca.initializeAcademyCalls);
Assert.AreEqual(0, aca.AcademyStepCalls);
Assert.AreEqual(0, aca.GetTotalStepCount());
Assert.AreNotEqual(null, aca.FloatProperties);
}
[Test]

agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
Assert.AreEqual(false, agent1.IsDone());
Assert.AreEqual(false, agent2.IsDone());

public void TestAcademy()
{
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var academyInitializeMethod = typeof(Academy).GetMethod("InitializeEnvironment",
BindingFlags.Instance | BindingFlags.NonPublic);
academyInitializeMethod?.Invoke(aca, new object[] { });

var numberReset = 0;
for (var i = 0; i < 10; i++)
{
Assert.AreEqual(1, aca.initializeAcademyCalls);
Assert.AreEqual(i, aca.AcademyStepCalls);
// The reset happens at the beginning of the first step
if (i == 0)

agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var agentEnableMethod = typeof(Agent).GetMethod(

public void TestAcademy()
{
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var academyInitializeMethod = typeof(Academy).GetMethod(
"InitializeEnvironment", BindingFlags.Instance | BindingFlags.NonPublic);
academyInitializeMethod?.Invoke(aca, new object[] { });

for (var i = 0; i < 50; i++)
{
Assert.AreEqual(stepsSinceReset, aca.GetStepCount());
Assert.AreEqual(1, aca.initializeAcademyCalls);
Assert.AreEqual(i, aca.AcademyStepCalls);
Assert.AreEqual(i, aca.GetTotalStepCount());
// Academy resets at the first step
if (i == 0)
{

agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var agentEnableMethod = typeof(Agent).GetMethod(

for (var i = 0; i < 5000; i++)
{
Assert.AreEqual(acaStepsSinceReset, aca.GetStepCount());
Assert.AreEqual(1, aca.initializeAcademyCalls);
Assert.AreEqual(i, aca.AcademyStepCalls);
Assert.AreEqual(i, aca.GetTotalStepCount());
Assert.AreEqual(agent2StepSinceReset, agent2.GetStepCount());
Assert.AreEqual(numberAgent1Reset, agent1.agentResetCalls);

agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var agentEnableMethod = typeof(Agent).GetMethod(

for (var i = 0; i < 50; i++)
{
Assert.AreEqual(i, aca.AcademyStepCalls);
Assert.AreEqual(i, aca.GetTotalStepCount());
Assert.AreEqual(agent1StepSinceReset, agent1.GetStepCount());
Assert.AreEqual(agent2StepSinceReset, agent2.GetStepCount());

agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var acaGo = new GameObject("TestAcademy");
acaGo.AddComponent<TestAcademy>();
var aca = acaGo.GetComponent<TestAcademy>();
acaGo.AddComponent<Academy>();
var aca = acaGo.GetComponent<Academy>();
var agentEnableMethod = typeof(Agent).GetMethod(

628
UnitySDK/Assets/ML-Agents/Examples/3DBall/Scenes/3DBall.unity


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4
UnitySDK/Assets/ML-Agents/Examples/Basic/Scripts/BasicAgent.cs


public class BasicAgent : Agent
{
[Header("Specific to Basic")]
BasicAcademy m_Academy;
Academy m_Academy;
public float timeBetweenDecisionsAtInference;
float m_TimeSinceDecision;
int m_Position;

public override void InitializeAgent()
{
m_Academy = FindObjectOfType(typeof(BasicAcademy)) as BasicAcademy;
m_Academy = FindObjectOfType(typeof(Academy)) as Academy;
}
public override void CollectObservations()

669
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文件差异内容过多而无法显示
查看文件

942
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390
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14
UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorAgent.cs


public class FoodCollectorAgent : Agent
{
FoodCollectorAcademy m_MyAcademy;
FoodCollectorSettings m_FoodCollecterSettings;
Academy m_Academy;
public GameObject area;
FoodCollectorArea m_MyArea;
bool m_Frozen;

m_AgentRb = GetComponent<Rigidbody>();
Monitor.verticalOffset = 1f;
m_MyArea = area.GetComponent<FoodCollectorArea>();
m_MyAcademy = FindObjectOfType<FoodCollectorAcademy>();
m_FoodCollecterSettings = FindObjectOfType<FoodCollectorSettings>();
m_Academy = FindObjectOfType<Academy>();
SetResetParameters();
}

AddReward(1f);
if (contribute)
{
m_MyAcademy.totalScore += 1;
m_FoodCollecterSettings.totalScore += 1;
}
}
if (collision.gameObject.CompareTag("badFood"))

AddReward(-1f);
if (contribute)
{
m_MyAcademy.totalScore -= 1;
m_FoodCollecterSettings.totalScore -= 1;
}
}
}

public void SetLaserLengths()
{
m_LaserLength = m_MyAcademy.FloatProperties.GetPropertyWithDefault("laser_length", 1.0f);
m_LaserLength = m_Academy.FloatProperties.GetPropertyWithDefault("laser_length", 1.0f);
float agentScale = m_MyAcademy.FloatProperties.GetPropertyWithDefault("agent_scale", 1.0f);
float agentScale = m_Academy.FloatProperties.GetPropertyWithDefault("agent_scale", 1.0f);
gameObject.transform.localScale = new Vector3(agentScale, agentScale, agentScale);
}

16
UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scenes/GridWorld.unity


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2
UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridArea.cs


public void AreaReset()
{
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var gridSize = (int)m_ResetParameters.GetPropertyWithDefault("gridSize", 5f);
foreach (var actor in actorObjs)
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DestroyImmediate(actor);

765
UnitySDK/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity


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10
UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs


Rigidbody m_AgentRb;
Material m_GroundMaterial;
Renderer m_GroundRenderer;
HallwayAcademy m_Academy;
HallwaySettings m_HallwaySettings;
m_Academy = FindObjectOfType<HallwayAcademy>();
m_HallwaySettings = FindObjectOfType<HallwaySettings>();
m_AgentRb = GetComponent<Rigidbody>();
m_GroundRenderer = ground.GetComponent<Renderer>();
m_GroundMaterial = m_GroundRenderer.material;

break;
}
transform.Rotate(rotateDir, Time.deltaTime * 150f);
m_AgentRb.AddForce(dirToGo * m_Academy.agentRunSpeed, ForceMode.VelocityChange);
m_AgentRb.AddForce(dirToGo * m_HallwaySettings.agentRunSpeed, ForceMode.VelocityChange);
}
public override void AgentAction(float[] vectorAction)

(m_Selection == 1 && col.gameObject.CompareTag("symbol_X_Goal")))
{
SetReward(1f);
StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.goalScoredMaterial, 0.5f));
StartCoroutine(GoalScoredSwapGroundMaterial(m_HallwaySettings.goalScoredMaterial, 0.5f));
StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.failMaterial, 0.5f));
StartCoroutine(GoalScoredSwapGroundMaterial(m_HallwaySettings.failMaterial, 0.5f));
}
Done();
}

2
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896
UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlock.unity
文件差异内容过多而无法显示
查看文件

543
UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scenes/VisualPushBlock.unity


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18
UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs


[HideInInspector]
public Bounds areaBounds;
PushBlockAcademy m_Academy;
PushBlockSettings m_PushBlockSettings;
Academy m_Academy;
/// <summary>
/// The goal to push the block to.

void Awake()
{
m_Academy = FindObjectOfType<PushBlockAcademy>(); //cache the academy
m_Academy = FindObjectOfType<Academy>(); //cache the academy
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
}
public override void InitializeAgent()

var randomSpawnPos = Vector3.zero;
while (foundNewSpawnLocation == false)
{
var randomPosX = Random.Range(-areaBounds.extents.x * m_Academy.spawnAreaMarginMultiplier,
areaBounds.extents.x * m_Academy.spawnAreaMarginMultiplier);
var randomPosX = Random.Range(-areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier,
areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier);
var randomPosZ = Random.Range(-areaBounds.extents.z * m_Academy.spawnAreaMarginMultiplier,
areaBounds.extents.z * m_Academy.spawnAreaMarginMultiplier);
var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier,
areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier);
randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ);
if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false)
{

Done();
// Swap ground material for a bit to indicate we scored.
StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.goalScoredMaterial, 0.5f));
StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f));
}
/// <summary>

break;
}
transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
m_AgentRb.AddForce(dirToGo * m_Academy.agentRunSpeed,
m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed,
ForceMode.VelocityChange);
}

627
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4
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ReacherAgent.cs


public GameObject pendulumB;
public GameObject hand;
public GameObject goal;
ReacherAcademy m_MyAcademy;
Academy m_MyAcademy;
float m_GoalDegree;
Rigidbody m_RbA;
Rigidbody m_RbB;

{
m_RbA = pendulumA.GetComponent<Rigidbody>();
m_RbB = pendulumB.GetComponent<Rigidbody>();
m_MyAcademy = GameObject.Find("Academy").GetComponent<ReacherAcademy>();
m_MyAcademy = GameObject.Find("Academy").GetComponent<Academy>();
SetResetParameters();
}

493
UnitySDK/Assets/ML-Agents/Examples/Soccer/Scenes/SoccerTwos.unity


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12
UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/AgentSoccer.cs


[HideInInspector]
public Rigidbody agentRb;
SoccerAcademy m_Academy;
SoccerSettings m_SoccerSettings;
Renderer m_AgentRenderer;
public void ChooseRandomTeam()

{
agentRole = role;
team = Team.Purple;
m_AgentRenderer.material = m_Academy.purpleMaterial;
m_AgentRenderer.material = m_SoccerSettings.purpleMaterial;
tag = "purpleAgent";
}

team = Team.Blue;
m_AgentRenderer.material = m_Academy.blueMaterial;
m_AgentRenderer.material = m_SoccerSettings.blueMaterial;
tag = "blueAgent";
}

m_AgentRenderer = GetComponentInChildren<Renderer>();
m_Academy = FindObjectOfType<SoccerAcademy>();
m_SoccerSettings = FindObjectOfType<SoccerSettings>();
agentRb = GetComponent<Rigidbody>();
agentRb.maxAngularVelocity = 500;

}
}
transform.Rotate(rotateDir, Time.deltaTime * 100f);
agentRb.AddForce(dirToGo * m_Academy.agentRunSpeed,
agentRb.AddForce(dirToGo * m_SoccerSettings.agentRunSpeed,
ForceMode.VelocityChange);
}

public override void AgentReset()
{
if (m_Academy.randomizePlayersTeamForTraining)
if (m_SoccerSettings.randomizePlayersTeamForTraining)
{
ChooseRandomTeam();
}

18
UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerFieldArea.cs


using System.Collections;
using System.Collections.Generic;
using MLAgents;
using UnityEngine;
using UnityEngine.Serialization;

public bool canResetBall;
Material m_GroundMaterial;
Renderer m_GroundRenderer;
SoccerAcademy m_Academy;
SoccerSettings m_SoccerSettings;
Academy m_Academy;
public IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)
{

void Awake()
{
m_Academy = FindObjectOfType<SoccerAcademy>();
m_SoccerSettings = FindObjectOfType<SoccerSettings>();
m_Academy = FindObjectOfType<Academy>();
m_GroundRenderer = centerPitch.GetComponent<Renderer>();
m_GroundMaterial = m_GroundRenderer.material;
canResetBall = true;

{
if (ps.agentScript.team == scoredTeam)
{
RewardOrPunishPlayer(ps, m_Academy.strikerReward, m_Academy.goalieReward);
RewardOrPunishPlayer(ps, m_SoccerSettings.strikerReward, m_SoccerSettings.goalieReward);
RewardOrPunishPlayer(ps, m_Academy.strikerPunish, m_Academy.goaliePunish);
RewardOrPunishPlayer(ps, m_SoccerSettings.strikerPunish, m_SoccerSettings.goaliePunish);
if (m_Academy.randomizePlayersTeamForTraining)
if (m_SoccerSettings.randomizePlayersTeamForTraining)
{
ps.agentScript.ChooseRandomTeam();
}

StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.purpleMaterial, 1));
StartCoroutine(GoalScoredSwapGroundMaterial(m_SoccerSettings.purpleMaterial, 1));
StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.blueMaterial, 1));
StartCoroutine(GoalScoredSwapGroundMaterial(m_SoccerSettings.blueMaterial, 1));
}
if (goalTextUI)
{

869
UnitySDK/Assets/ML-Agents/Examples/Tennis/Scenes/Tennis.unity
文件差异内容过多而无法显示
查看文件

736
UnitySDK/Assets/ML-Agents/Examples/Walker/Scenes/Walker.unity


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2
UnitySDK/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs


m_ChestRb = chest.GetComponent<Rigidbody>();
m_SpineRb = spine.GetComponent<Rigidbody>();
var academy = FindObjectOfType<WalkerAcademy>();
var academy = FindObjectOfType<Academy>();
m_ResetParams = academy.FloatProperties;
SetResetParameters();

881
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
文件差异内容过多而无法显示
查看文件

18
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs


Rigidbody m_AgentRb;
Material m_GroundMaterial;
Renderer m_GroundRenderer;
WallJumpAcademy m_Academy;
Academy m_Academy;
WallJumpSettings m_WallJumpSettings;
public float jumpingTime;
public float jumpTime;

public override void InitializeAgent()
{
m_Academy = FindObjectOfType<WallJumpAcademy>();
m_Academy = FindObjectOfType<Academy>();
m_WallJumpSettings = FindObjectOfType<WallJumpSettings>();
m_Configuration = Random.Range(0, 5);
m_AgentRb = GetComponent<Rigidbody>();

}
transform.Rotate(rotateDir, Time.fixedDeltaTime * 300f);
m_AgentRb.AddForce(dirToGo * m_Academy.agentRunSpeed,
m_AgentRb.AddForce(dirToGo * m_WallJumpSettings.agentRunSpeed,
ForceMode.VelocityChange);
if (jumpingTime > 0f)

m_JumpStartingPos.y + m_Academy.agentJumpHeight,
m_JumpStartingPos.y + m_WallJumpSettings.agentJumpHeight,
MoveTowards(m_JumpTargetPos, m_AgentRb, m_Academy.agentJumpVelocity,
m_Academy.agentJumpVelocityMaxChange);
MoveTowards(m_JumpTargetPos, m_AgentRb, m_WallJumpSettings.agentJumpVelocity,
m_WallJumpSettings.agentJumpVelocityMaxChange);
}
if (!(jumpingTime > 0f) && !largeGrounded)

SetReward(-1f);
ResetBlock(m_ShortBlockRb);
StartCoroutine(
GoalScoredSwapGroundMaterial(m_Academy.failMaterial, .5f));
GoalScoredSwapGroundMaterial(m_WallJumpSettings.failMaterial, .5f));
}
}

SetReward(1f);
Done();
StartCoroutine(
GoalScoredSwapGroundMaterial(m_Academy.goalScoredMaterial, 2));
GoalScoredSwapGroundMaterial(m_WallJumpSettings.goalScoredMaterial, 2));
}
}

64
UnitySDK/Assets/ML-Agents/Scripts/Academy.cs


using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
#endif

namespace MLAgents
{
/// <summary>
/// An Academy is where Agent objects go to train their behaviors.
/// Currently, this class is expected to be extended to

/// </remarks>
[HelpURL("https://github.com/Unity-Technologies/ml-agents/blob/master/" +
"docs/Learning-Environment-Design-Academy.md")]
public abstract class Academy : MonoBehaviour
public class Academy : MonoBehaviour
/// Temporary storage for global gravity value
/// Used to restore oringal value when deriving Academy modifies it
Vector3 m_OriginalGravity;
/// Temporary storage for global fixedDeltaTime value
/// Used to restore original value when deriving Academy modifies it
float m_OriginalFixedDeltaTime;
/// Temporary storage for global maximumDeltaTime value
/// Used to restore original value when deriving Academy modifies it
float m_OriginalMaximumDeltaTime;
public IFloatProperties FloatProperties;

// Signals to all the agents each time the Academy force resets.
public event System.Action AgentForceReset;
// Signals that the Academy has been reset by the training process
public event System.Action OnEnvironmentReset;
/// <summary>
/// MonoBehavior function called at the very beginning of environment
/// creation. Academy uses this time to initialize internal data

/// </summary>
void InitializeEnvironment()
{
m_OriginalGravity = Physics.gravity;
m_OriginalFixedDeltaTime = Time.fixedDeltaTime;
m_OriginalMaximumDeltaTime = Time.maximumDeltaTime;
InitializeAcademy();
// Try to launch the communicator by using the arguments passed at launch

AgentSendState += () => { };
AgentAct += () => { };
AgentForceReset += () => { };
OnEnvironmentReset += () => { };
}
static void OnQuitCommandReceived()

}
/// <summary>
/// Initializes the academy and environment. Called during the waking-up
/// phase of the environment before any of the scene objects/agents have
/// been initialized.
/// </summary>
public virtual void InitializeAcademy()
{
}
/// <summary>
/// Specifies the academy behavior at every step of the environment.
/// </summary>
public virtual void AcademyStep()
{
}
/// <summary>
/// Specifies the academy behavior when being reset (i.e. at the completion
/// of a global episode).
/// </summary>
public virtual void AcademyReset()
{
}
/// <summary>
/// Returns the current episode counter.
/// </summary>
/// <returns>

DecideAction?.Invoke();
}
using (TimerStack.Instance.Scoped("AcademyStep"))
{
AcademyStep();
}
using (TimerStack.Instance.Scoped("AgentAct"))
{
AgentAct?.Invoke();

{
m_StepCount = 0;
m_EpisodeCount++;
AcademyReset();
OnEnvironmentReset?.Invoke();
}
/// <summary>

/// <summary>
/// Cleanup function
/// </summary>
protected virtual void OnDestroy()
protected void OnDestroy()
Physics.gravity = m_OriginalGravity;
Time.fixedDeltaTime = m_OriginalFixedDeltaTime;
Time.maximumDeltaTime = m_OriginalMaximumDeltaTime;
// Signal to listeners that the academy is being destroyed now
DestroyAction?.Invoke();

6
docs/Feature-Monitor.md


themselves. By default, the Monitor is only active in the *inference* phase, so
not during training. To change this behavior, you can activate or deactivate it
by calling `SetActive(boolean)`. For example to also show the monitor during
training, you can call it in the `InitializeAcademy()` method of your `Academy`:
training, you can call it in the `Awake()` method of your `MonoBehaviour`:
public class YourAcademy : Academy {
public override void InitializeAcademy()
public class MyBehaviour : MonoBehaviour {
public void Awake()
{
Monitor.SetActive(true);
}

14
docs/Getting-Started-with-Balance-Ball.md


### Academy
The Academy object for the scene is placed on the Ball3DAcademy GameObject. Since
the base Academy class is abstract, you must always define a subclass. There are
three functions you can implement, though they are all optional:
* Academy.InitializeAcademy() — Called once when the environment is launched.
* Academy.AcademyStep() — Called at every simulation step before
agent.AgentAction() (and after the Agents collect their observations).
* Academy.AcademyReset() — Called when the Academy starts or restarts the
simulation (including the first time).
The 3D Balance Ball environment does not use these functions — each Agent resets
itself when needed — but many environments do use these functions to control the
environment around the Agents.
The Academy object for the scene is placed on the Ball3DAcademy GameObject.
### Agent

51
docs/Learning-Environment-Create-New.md


1. Create an environment for your agents to live in. An environment can range
from a simple physical simulation containing a few objects to an entire game
or ecosystem.
2. Implement an Academy subclass and add it to a GameObject in the Unity scene
containing the environment. Your Academy class can implement a few optional
methods to update the scene independently of any agents. For example, you can
add, move, or delete agents and other entities in the environment.
2. Add an Academy MonoBehaviour to a GameObject in the Unity scene
containing the environment.
3. Implement your Agent subclasses. An Agent subclass defines the code an Agent
uses to observe its environment, to carry out assigned actions, and to
calculate the rewards used for reinforcement training. You can also implement

You can adjust the camera angles to give a better view of the scene at runtime.
The next steps will be to create and add the ML-Agent components.
## Implement an Academy
## Add an Academy
Academy instance. Since the base Academy class is abstract, you must make your
own subclass even if you don't need to use any of the methods for a particular
environment.
(and only one) Academy instance.
First, add a New Script component to the Academy GameObject created earlier:
First, add an Academy component to the Academy GameObject created earlier:
3. Click **New Script** in the list of components (at the bottom).
4. Name the script "RollerAcademy".
5. Click **Create and Add**.
Next, edit the new `RollerAcademy` script:
1. In the Unity Project window, double-click the `RollerAcademy` script to open
it in your code editor. (By default new scripts are placed directly in the
**Assets** folder.)
2. In the code editor, add the statement, `using MLAgents;`.
3. Change the base class from `MonoBehaviour` to `Academy`.
4. Delete the `Start()` and `Update()` methods that were added by default.
In such a basic scene, we don't need the Academy to initialize, reset, or
otherwise control any objects in the environment so we have the simplest
possible Academy implementation:
```csharp
using MLAgents;
public class RollerAcademy : Academy { }
```
The default settings for the Academy properties are also fine for this
environment, so we don't need to change anything for the RollerAcademy component
in the Inspector window.
![The Academy properties](images/mlagents-NewTutAcademy.png)
3. Select **Academy** in the list of components.
## Implement an Agent

So far, these are the basic steps that you would use to add ML-Agents to any
Unity project. Next, we will add the logic that will let our Agent learn to roll
to the cube using reinforcement learning.
In this simple scenario, we don't use the Academy object to control the
environment. If we wanted to change the environment, for example change the size
of the floor or add or remove agents or other objects before or during the
simulation, we could implement the appropriate methods in the Academy. Instead,
we will have the Agent do all the work of resetting itself and the target when
it succeeds or falls trying.
### Initialization and Resetting the Agent

54
docs/Learning-Environment-Design.md


The ML-Agents Academy class orchestrates the agent simulation loop as follows:
1. Calls your Academy subclass's `AcademyReset()` function.
1. Calls your Academy's `OnEnvironmentReset` delegate.
5. Calls your subclass's `AcademyStep()` function.
6. Calls the `AgentAction()` function for each Agent in the scene, passing in
5. Calls the `AgentAction()` function for each Agent in the scene, passing in
7. Calls the Agent's `AgentOnDone()` function if the Agent has reached its `Max
6. Calls the Agent's `AgentOnDone()` function if the Agent has reached its `Max
Step` count or has otherwise marked itself as `done`. Optionally, you can set
an Agent to restart if it finishes before the end of an episode. In this
case, the Academy calls the `AgentReset()` function.

`Agent.AgentAction()` functions are required; the other methods are optional —
whether you need to implement them or not depends on your specific scenario.
**Note:** The API used by the Python PPO training process to communicate with
**Note:** The API used by the Python training process to communicate with
and control the Academy during training can be used for other purposes as well.
For example, you could use the API to use Unity as the simulation engine for
your own machine learning algorithms. See [Python API](Python-API.md) for more

To train and use the ML-Agents toolkit in a Unity scene, the scene must contain
a single Academy subclass and as many Agent subclasses
as you need.
a single Academy and as many Agent subclasses as you need.
Agent instances should be attached to the GameObject representing that Agent.
### Academy

You must create a subclass of the Academy class (since the base class is
abstract). When you create your Academy subclass, you can implement the
following methods (all are optional):
#### Academy resetting
To alter the environment at the start of each episode, add your method to the Academy's OnEnvironmentReset action.
* `InitializeAcademy()` — Prepare the environment the first time it launches.
* `AcademyReset()` — Prepare the environment and Agents for the next training
episode. Use this function to place and initialize entities in the scene as
necessary.
* `AcademyStep()` — Prepare the environment for the next simulation step. The
base Academy class calls this function before calling any `AgentAction()`
methods for the current step. You can use this function to update other
objects in the scene before the Agents take their actions. Note that the
Agents have already collected their observations and chosen an action before
the Academy invokes this method.
```csharp
public class MySceneBehavior : MonoBehaviour
{
public void Awake()
{
var academy = FindObjectOfType<Academy>();
academy.LazyInitialization();
academy.OnEnvironmentReset += EnvironmentReset;
}
See [Academy](Learning-Environment-Design-Academy.md) for a complete list of
the Academy properties and their uses.
void EnvironmentReset()
{
// Reset the scene here
}
}
```
For example, you might want to reset an Agent to its starting
position or move a goal to a random position. An environment resets when the
`reset()` method is called on the Python `UnityEnvironment`.
When you reset an environment, consider the factors that should change so that
training is generalizable to different conditions. For example, if you were
training a maze-solving agent, you would probably want to change the maze itself
for each training episode. Otherwise, the agent would probably on learn to solve
one, particular maze, not mazes in general.
### Agent

4
docs/ML-Agents-Overview.md


receives and assigning a reward (positive / negative) when appropriate. Each
Agent is linked to a Policy.
- **Academy** - which orchestrates the observation and decision making process.
Within the Academy, several environment-wide parameters such as the rendering
quality and the speed at which the environment is run can be specified. The
External Communicator lives within the Academy.
The External Communicator lives within the Academy.
Every Learning Environment will always have one global Academy and one Agent for
every character in the scene. While each Agent must be linked to a Policy, it is

23
docs/Migrating.md


## Migrating from 0.13 to latest
### Important changes
* The Academy class was changed to be sealed and its virtual methods were removed.
* If you have a class that inherits from Academy:
* If the class didn't override any of the virtual methods and didn't store any additional data, you can just replace the instance of it in the scene with an Academy.
* If the class had additional data, create a new MonoBehaviour and store the data on this instead.
* If the class overrode the virtual methods, create a new MonoBehaviour and move the logic to it:
* Move the InitializeAcademy code to MonoBehaviour.OnAwake
* Move the AcademyStep code to MonoBehaviour.FixedUpdate
* Move the OnDestroy code to MonoBehaviour.OnDestroy or add it to the to Academy.DestroyAction action.
* Move the AcademyReset code to a new method and add it to the Academy.OnEnvironmentReset action.
* Multiply `max_steps` and `summary_steps` in your `trainer_config.yaml` by the number of Agents in the scene.
* Combine curriculum configs into a single file. See [the WallJump curricula](../config/curricula/wall_jump.yaml) for an example of the new curriculum config format.
A tool like https://www.json2yaml.com may be useful to help with the conversion.

* `reset()` on the Low-Level Python API no longer takes a `train_mode` argument. To modify the performance/speed of the engine, you must use an `EngineConfigurationChannel`
* `reset()` on the Low-Level Python API no longer takes a `config` argument. `UnityEnvironment` no longer has a `reset_parameters` field. To modify float properties in the environment, you must use a `FloatPropertiesChannel`. For more information, refer to the [Low Level Python API documentation](Python-API.md)
* `CustomResetParameters` are now removed.
* The Academy no longer has a `Training Configuration` nor `Inference Configuration` field in the inspector. To modify the configuration from the Low-Level Python API, use an `EngineConfigurationChannel`. To modify it during training, use the new command line arguments `--width`, `--height`, `--quality-level`, `--time-scale` and `--target-frame-rate` in `mlagents-learn`.
* The Academy no longer has a `Training Configuration` nor `Inference Configuration` field in the inspector. To modify the configuration from the Low-Level Python API, use an `EngineConfigurationChannel`.
To modify it during training, use the new command line arguments `--width`, `--height`, `--quality-level`, `--time-scale` and `--target-frame-rate` in `mlagents-learn`.
* The Academy no longer has a `Default Reset Parameters` field in the inspector. The Academy class no longer has a `ResetParameters`. To access shared float properties with Python, use the new `FloatProperties` field on the Academy.
* Offline Behavioral Cloning has been removed. To learn from demonstrations, use the GAIL and
Behavioral Cloning features with either PPO or SAC. See [Imitation Learning](Training-Imitation-Learning.md) for more information.

* Barracuda was upgraded to 0.3.2, and it is now installed via the Unity Package Manager.
### Steps to Migrate
* We [fixed a bug](https://github.com/Unity-Technologies/ml-agents/pull/2823) in `RayPerception3d.Perceive()` that was causing the `endOffset` to be used incorrectly. However this may produce different behavior from previous versions if you use a non-zero `startOffset`. To reproduce the old behavior, you should increase the the value of `endOffset` by `startOffset`. You can verify your raycasts are performing as expected in scene view using the debug rays.
* We [fixed a bug](https://github.com/Unity-Technologies/ml-agents/pull/2823) in `RayPerception3d.Perceive()` that was causing the `endOffset` to be used incorrectly. However this may produce different behavior from previous versions if you use a non-zero `startOffset`.
To reproduce the old behavior, you should increase the the value of `endOffset` by `startOffset`.
You can verify your raycasts are performing as expected in scene view using the debug rays.
* If you use RayPerception3D, replace it with RayPerceptionSensorComponent3D (and similarly for 2D). The settings, such as ray angles and detectable tags, are configured on the component now.
RayPerception3D would contribute `(# of rays) * (# of tags + 2)` to the State Size in Behavior Parameters, but this is no longer necessary, so you should reduce the State Size by this amount.
Making this change will require retraining your model, since the observations that RayPerceptionSensorComponent3D produces are different from the old behavior.

#### Steps to Migrate
* In order to be able to train, make sure both your ML-Agents Python package and UnitySDK code come from the v0.11 release. Training will not work, for example, if you update the ML-Agents Python package, and only update the API Version in UnitySDK.
* If your Agents used visual observations, you must add a CameraSensorComponent corresponding to each old Camera in the Agent's camera list (and similarly for RenderTextures).
* Since Brain ScriptableObjects have been removed, you will need to delete all the Brain ScriptableObjects from your `Assets` folder. Then, add a `Behavior Parameters` component to each `Agent` GameObject. You will then need to complete the fields on the new `Behavior Parameters` component with the BrainParameters of the old Brain.
* Since Brain ScriptableObjects have been removed, you will need to delete all the Brain ScriptableObjects from your `Assets` folder. Then, add a `Behavior Parameters` component to each `Agent` GameObject.
You will then need to complete the fields on the new `Behavior Parameters` component with the BrainParameters of the old Brain.
## Migrating from ML-Agents toolkit v0.9 to v0.10

#### Steps to Migrate
* `UnitySDK/Assets/ML-Agents/Scripts/Communicator.cs` and its class `Communicator` have been renamed to `UnitySDK/Assets/ML-Agents/Scripts/ICommunicator.cs` and `ICommunicator` respectively.
* The `SpaceType` Enums `discrete`, and `continuous` have been renamed to `Discrete` and `Continuous`.
* We have removed the `Done` call as well as the capacity to set `Max Steps` on the Academy. Therefore an AcademyReset will never be triggered from C# (only from Python). If you want to reset the simulation after a fixed number of steps, or when an event in the simulation occurs, we recommend looking at our multi-agent example environments (such as BananaCollector). In our examples, groups of Agents can be reset through an "Area" that can reset groups of Agents.
* We have removed the `Done` call as well as the capacity to set `Max Steps` on the Academy. Therefore an AcademyReset will never be triggered from C# (only from Python). If you want to reset the simulation after a
fixed number of steps, or when an event in the simulation occurs, we recommend looking at our multi-agent example environments (such as BananaCollector).
In our examples, groups of Agents can be reset through an "Area" that can reset groups of Agents.
* The import for `mlagents.envs.UnityEnvironment` was removed. If you are using the Python API, change `from mlagents_envs import UnityEnvironment` to `from mlagents_envs.environment import UnityEnvironment`.

3
docs/Readme.md


* [Making a New Learning Environment](Learning-Environment-Create-New.md)
* [Designing a Learning Environment](Learning-Environment-Design.md)
* [Agents](Learning-Environment-Design-Agents.md)
* [Academy](Learning-Environment-Design-Academy.md)
* [Designing Agents](Learning-Environment-Design-Agents.md)
* [Learning Environment Best Practices](Learning-Environment-Best-Practices.md)
### Advanced Usage

2
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UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridSettings.cs.meta


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50
UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorSettings.cs


using System;
using UnityEngine;
using UnityEngine.UI;
using MLAgents;
public class FoodCollectorSettings : MonoBehaviour
{
[HideInInspector]
public GameObject[] agents;
[HideInInspector]
public FoodCollectorArea[] listArea;
public int totalScore;
public Text scoreText;
public void Awake()
{
var academy = FindObjectOfType<Academy>();
academy.LazyInitialization();
academy.OnEnvironmentReset += EnvironmentReset;
}
public void EnvironmentReset()
{
ClearObjects(GameObject.FindGameObjectsWithTag("food"));
ClearObjects(GameObject.FindGameObjectsWithTag("badFood"));
agents = GameObject.FindGameObjectsWithTag("agent");
listArea = FindObjectsOfType<FoodCollectorArea>();
foreach (var fa in listArea)
{
fa.ResetFoodArea(agents);
}
totalScore = 0;
}
void ClearObjects(GameObject[] objects)
{
foreach (var food in objects)
{
Destroy(food);
}
}
public void Update()
{
scoreText.text = $"Score: {totalScore}";
}
}

19
UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridSettings.cs


using UnityEngine;
using MLAgents;
public class GridSettings : MonoBehaviour
{
public Camera MainCamera;
public void Awake()
{
var academy = FindObjectOfType<Academy>();
academy.LazyInitialization();
academy.FloatProperties.RegisterCallback("gridSize", f =>
{
MainCamera.transform.position = new Vector3(-(f - 1) / 2f, f * 1.25f, -(f - 1) / 2f);
MainCamera.orthographicSize = (f + 5f) / 2f;
});
}
}

10
UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwaySettings.cs


using UnityEngine;
public class HallwaySettings : MonoBehaviour
{
public float agentRunSpeed;
public float agentRotationSpeed;
public Material goalScoredMaterial; // when a goal is scored the ground will use this material for a few seconds.
public Material failMaterial; // when fail, the ground will use this material for a few seconds.
}

35
UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockSettings.cs


using UnityEngine;
public class PushBlockSettings : MonoBehaviour
{
/// <summary>
/// The "walking speed" of the agents in the scene.
/// </summary>
public float agentRunSpeed;
/// <summary>
/// The agent rotation speed.
/// Every agent will use this setting.
/// </summary>
public float agentRotationSpeed;
/// <summary>
/// The spawn area margin multiplier.
/// ex: .9 means 90% of spawn area will be used.
/// .1 margin will be left (so players don't spawn off of the edge).
/// The higher this value, the longer training time required.
/// </summary>
public float spawnAreaMarginMultiplier;
/// <summary>
/// When a goal is scored the ground will switch to this
/// material for a few seconds.
/// </summary>
public Material goalScoredMaterial;
/// <summary>
/// When an agent fails, the ground will turn this material for a few seconds.
/// </summary>
public Material failMaterial;
}

11
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63
UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/ProjectSettingsOverrides.cs


using UnityEngine;
using MLAgents;
public class ProjectSettingsOverrides : MonoBehaviour
{
// Original values
float m_OriginalMonitorVerticalOffset;
Vector3 m_OriginalGravity;
float m_OriginalFixedDeltaTime;
float m_OriginalMaximumDeltaTime;
int m_OriginalSolverIterations;
int m_OriginalSolverVelocityIterations;
[Tooltip("Increase or decrease the scene gravity. Use ~3x to make things less floaty")]
public float gravityMultiplier = 1.0f;
[Header("Display Settings")]
public float monitorVerticalOffset;
[Header("Advanced physics settings")]
[Tooltip("The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed.")]
public float fixedDeltaTime = .02f;
[Tooltip("The maximum time a frame can take. Physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) will be performed only for this duration of time per frame.")]
public float maximumDeltaTime = 1.0f / 3.0f;
[Tooltip("Determines how accurately Rigidbody joints and collision contacts are resolved. (default 6). Must be positive.")]
public int solverIterations = 6;
[Tooltip("Affects how accurately the Rigidbody joints and collision contacts are resolved. (default 1). Must be positive.")]
public int solverVelocityIterations = 1;
public void Awake()
{
// Save the original values
m_OriginalMonitorVerticalOffset = Monitor.verticalOffset;
m_OriginalGravity = Physics.gravity;
m_OriginalFixedDeltaTime = Time.fixedDeltaTime;
m_OriginalMaximumDeltaTime = Time.maximumDeltaTime;
m_OriginalSolverIterations = Physics.defaultSolverIterations;
m_OriginalSolverVelocityIterations = Physics.defaultSolverVelocityIterations;
// Override
Monitor.verticalOffset = monitorVerticalOffset;
Physics.gravity *= gravityMultiplier;
Time.fixedDeltaTime = fixedDeltaTime;
Time.maximumDeltaTime = maximumDeltaTime;
Physics.defaultSolverIterations = solverIterations;
Physics.defaultSolverVelocityIterations = solverVelocityIterations;
var academy = FindObjectOfType<Academy>();
academy.LazyInitialization();
academy.FloatProperties.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
}
public void OnDestroy()
{
Monitor.verticalOffset = m_OriginalMonitorVerticalOffset;
Physics.gravity = m_OriginalGravity;
Time.fixedDeltaTime = m_OriginalFixedDeltaTime;
Time.maximumDeltaTime = m_OriginalMaximumDeltaTime;
Physics.defaultSolverIterations = m_OriginalSolverIterations;
Physics.defaultSolverVelocityIterations = m_OriginalSolverVelocityIterations;
}
}

3
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15
UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerSettings.cs


using UnityEngine;
public class SoccerSettings : MonoBehaviour
{
public Material purpleMaterial;
public Material blueMaterial;
public bool randomizePlayersTeamForTraining = true;
public float agentRunSpeed;
public float strikerPunish; //if opponents scores, the striker gets this neg reward (-1)
public float strikerReward; //if team scores a goal they get a reward (+1)
public float goaliePunish; //if opponents score, goalie gets this neg reward (-1)
public float goalieReward; //if team scores, goalie gets this reward (currently 0...no reward. can play with this later)
}

11
UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerSettings.cs.meta


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18
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpSettings.cs


using UnityEngine;
public class WallJumpSettings : MonoBehaviour
{
[Header("Specific to WallJump")]
public float agentRunSpeed;
public float agentJumpHeight;
//when a goal is scored the ground will use this material for a few seconds.
public Material goalScoredMaterial;
//when fail, the ground will use this material for a few seconds.
public Material failMaterial;
[HideInInspector]
public float agentJumpVelocity = 777;
[HideInInspector]
public float agentJumpVelocityMaxChange = 10;
}

11
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpSettings.cs.meta


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12
UnitySDK/Assets/ML-Agents/Examples/3DBall/Scripts/Ball3DAcademy.cs.meta


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11
UnitySDK/Assets/ML-Agents/Examples/3DBall/Scripts/Ball3DAcademy.cs


using UnityEngine;
using MLAgents;
public class Ball3DAcademy : Academy
{
public override void InitializeAcademy()
{
FloatProperties.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
}
}

12
UnitySDK/Assets/ML-Agents/Examples/Basic/Scripts/BasicAcademy.cs.meta


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13
UnitySDK/Assets/ML-Agents/Examples/Basic/Scripts/BasicAcademy.cs


using UnityEngine;
using MLAgents;
public class BasicAcademy : Academy
{
public override void AcademyReset()
{
}
public override void AcademyStep()
{
}
}

13
UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scripts/BouncerAcademy.cs.meta


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20
UnitySDK/Assets/ML-Agents/Examples/Bouncer/Scripts/BouncerAcademy.cs


using UnityEngine;
using MLAgents;
public class BouncerAcademy : Academy
{
public float gravityMultiplier = 1f;
public override void InitializeAcademy()
{
Physics.gravity = new Vector3(0, -9.8f * gravityMultiplier, 0);
}
public override void AcademyReset()
{
}
public override void AcademyStep()
{
}
}

22
UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAcademy.cs


using UnityEngine;
using MLAgents;
public class CrawlerAcademy : Academy
{
public override void InitializeAcademy()
{
Monitor.verticalOffset = 1f;
Physics.defaultSolverIterations = 12;
Physics.defaultSolverVelocityIterations = 12;
Time.fixedDeltaTime = 0.01333f; // (75fps). default is .2 (60fps)
Time.maximumDeltaTime = .15f; // Default is .33
}
public override void AcademyReset()
{
}
public override void AcademyStep()
{
}
}

41
UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorAcademy.cs


using UnityEngine;
using UnityEngine.UI;
using MLAgents;
public class FoodCollectorAcademy : Academy
{
[HideInInspector]
public GameObject[] agents;
[HideInInspector]
public FoodCollectorArea[] listArea;
public int totalScore;
public Text scoreText;
public override void AcademyReset()
{
ClearObjects(GameObject.FindGameObjectsWithTag("food"));
ClearObjects(GameObject.FindGameObjectsWithTag("badFood"));
agents = GameObject.FindGameObjectsWithTag("agent");
listArea = FindObjectsOfType<FoodCollectorArea>();
foreach (var fa in listArea)
{
fa.ResetFoodArea(agents);
}
totalScore = 0;
}
void ClearObjects(GameObject[] objects)
{
foreach (var food in objects)
{
Destroy(food);
}
}
public override void AcademyStep()
{
scoreText.text = string.Format(@"Score: {0}", totalScore);
}
}

13
UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorAcademy.cs.meta


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UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridAcademy.cs.meta


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17
UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridAcademy.cs


using UnityEngine;
using MLAgents;
public class GridAcademy : Academy
{
public Camera MainCamera;
public override void InitializeAcademy()
{
FloatProperties.RegisterCallback("gridSize", f =>
{
MainCamera.transform.position = new Vector3(-(f - 1) / 2f, f * 1.25f, -(f - 1) / 2f);
MainCamera.orthographicSize = (f + 5f) / 2f;
});
}
}

20
UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAcademy.cs


using UnityEngine;
using MLAgents;
public class HallwayAcademy : Academy
{
public float agentRunSpeed;
public float agentRotationSpeed;
public Material goalScoredMaterial; // when a goal is scored the ground will use this material for a few seconds.
public Material failMaterial; // when fail, the ground will use this material for a few seconds.
public float gravityMultiplier; // use ~3 to make things less floaty
public override void InitializeAcademy()
{
Physics.gravity *= gravityMultiplier;
}
public override void AcademyReset()
{
}
}

12
UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockAcademy.cs.meta


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50
UnitySDK/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockAcademy.cs


//Every scene needs an academy script.
//Create an empty gameObject and attach this script.
//The brain needs to be a child of the Academy gameObject.
using UnityEngine;
using MLAgents;
public class PushBlockAcademy : Academy
{
/// <summary>
/// The "walking speed" of the agents in the scene.
/// </summary>
public float agentRunSpeed;
/// <summary>
/// The agent rotation speed.
/// Every agent will use this setting.
/// </summary>
public float agentRotationSpeed;
/// <summary>
/// The spawn area margin multiplier.
/// ex: .9 means 90% of spawn area will be used.
/// .1 margin will be left (so players don't spawn off of the edge).
/// The higher this value, the longer training time required.
/// </summary>
public float spawnAreaMarginMultiplier;
/// <summary>
/// When a goal is scored the ground will switch to this
/// material for a few seconds.
/// </summary>
public Material goalScoredMaterial;
/// <summary>
/// When an agent fails, the ground will turn this material for a few seconds.
/// </summary>
public Material failMaterial;
/// <summary>
/// The gravity multiplier.
/// Use ~3 to make things less floaty
/// </summary>
public float gravityMultiplier;
void State()
{
Physics.gravity *= gravityMultiplier;
}
}

13
UnitySDK/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAcademy.cs


using UnityEngine;
using MLAgents;
public class PyramidAcademy : Academy
{
public override void AcademyReset()
{
}
public override void AcademyStep()
{
}
}

12
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ReacherAcademy.cs.meta


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15
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ReacherAcademy.cs


using UnityEngine;
using MLAgents;
public class ReacherAcademy : Academy
{
public override void AcademyReset()
{
FloatProperties.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
}
public override void AcademyStep()
{
}
}

13
UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerAcademy.cs.meta


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31
UnitySDK/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerAcademy.cs


using UnityEngine;
using MLAgents;
public class SoccerAcademy : Academy
{
public Material purpleMaterial;
public Material blueMaterial;
public float gravityMultiplier = 1;
public bool randomizePlayersTeamForTraining = true;
public float agentRunSpeed;
public float strikerPunish; //if opponents scores, the striker gets this neg reward (-1)
public float strikerReward; //if team scores a goal they get a reward (+1)
public float goaliePunish; //if opponents score, goalie gets this neg reward (-1)
public float goalieReward; //if team scores, goalie gets this reward (currently 0...no reward. can play with this later)
void Start()
{
Physics.gravity *= gravityMultiplier; //for soccer a multiplier of 3 looks good
}
public override void InitializeAcademy()
{
FloatProperties.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
}
public override void AcademyStep()
{
}
}

12
UnitySDK/Assets/ML-Agents/Examples/Template/Scripts/TemplateAcademy.cs.meta


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13
UnitySDK/Assets/ML-Agents/Examples/Template/Scripts/TemplateAcademy.cs


using UnityEngine;
using MLAgents;
public class TemplateAcademy : Academy
{
public override void AcademyReset()
{
}
public override void AcademyStep()
{
}
}

12
UnitySDK/Assets/ML-Agents/Examples/Tennis/Scripts/TennisAcademy.cs.meta


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15
UnitySDK/Assets/ML-Agents/Examples/Tennis/Scripts/TennisAcademy.cs


using UnityEngine;
using MLAgents;
public class TennisAcademy : Academy
{
public override void InitializeAcademy()
{
FloatProperties.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
}
public override void AcademyStep()
{
}
}

12
UnitySDK/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAcademy.cs.meta


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24
UnitySDK/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAcademy.cs


using UnityEngine;
using MLAgents;
public class WalkerAcademy : Academy
{
public override void InitializeAcademy()
{
Monitor.verticalOffset = 1f;
// We increase the Physics solver iterations in order to
// make walker joint calculations more accurate.
Physics.defaultSolverIterations = 12;
Physics.defaultSolverVelocityIterations = 12;
Time.fixedDeltaTime = 0.01333f; //(75fps). default is .2 (60fps)
Time.maximumDeltaTime = .15f; // Default is .33
FloatProperties.RegisterCallback("gravity", f => { Physics.gravity = new Vector3(0, -f, 0); });
}
public override void AcademyStep()
{
}
}

13
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs.meta


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27
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs


using UnityEngine;
using MLAgents;
public class WallJumpAcademy : Academy
{
[Header("Specific to WallJump")]
public float agentRunSpeed;
public float agentJumpHeight;
//when a goal is scored the ground will use this material for a few seconds.
public Material goalScoredMaterial;
//when fail, the ground will use this material for a few seconds.
public Material failMaterial;
[HideInInspector]
//use ~3 to make things less floaty
public float gravityMultiplier = 2.5f;
[HideInInspector]
public float agentJumpVelocity = 777;
[HideInInspector]
public float agentJumpVelocityMaxChange = 10;
// Use this for initialization
public override void InitializeAcademy()
{
Physics.gravity *= gravityMultiplier;
}
}

51
docs/images/mlagents-NewTutAcademy.png

之前 之后

49
docs/Learning-Environment-Design-Academy.md


# Creating an Academy
An Academy orchestrates all the Agent objects in a Unity scene. Every
scene containing Agents must contain a single Academy. To use an Academy, you
must create your own subclass. However, all the methods you can override are
optional.
Use the Academy methods to:
* Initialize the environment after the scene loads
* Reset the environment
* Change things in the environment at each simulation step
See [Reinforcement Learning in Unity](Learning-Environment-Design.md) for a
description of the timing of these method calls during a simulation.
## Initializing an Academy
Initialization is performed once in an Academy object's life cycle. Use the
`InitializeAcademy()` method for any logic you would normally perform in the
standard Unity `Start()` or `Awake()` methods.
**Note:** Because the base Academy implements a `Awake()` function, you must not
implement your own. Because of the way the Unity MonoBehaviour class is defined,
implementing your own `Awake()` function hides the base class version and Unity
will call yours instead. Likewise, do not implement a `FixedUpdate()` function
in your Academy subclass.
## Resetting an Environment
Implement an `AcademyReset()` function to alter the environment at the start of
each episode. For example, you might want to reset an Agent to its starting
position or move a goal to a random position. An environment resets when the
`reset()` method is called on the Python `UnityEnvironment`.
When you reset an environment, consider the factors that should change so that
training is generalizable to different conditions. For example, if you were
training a maze-solving agent, you would probably want to change the maze itself
for each training episode. Otherwise, the agent would probably on learn to solve
one, particular maze, not mazes in general.
## Controlling an Environment
The `AcademyStep()` function is called at every step in the simulation before
any Agents are updated. Use this function to update objects in the environment
at every step or during the episode between environment resets. For example, if
you want to add elements to the environment at random intervals, you can put the
logic for creating them in the `AcademyStep()` function.

/UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAcademy.cs.meta → /UnitySDK/Assets/ML-Agents/Examples/Hallway/Scripts/HallwaySettings.cs.meta

/UnitySDK/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAcademy.cs.meta → /UnitySDK/Assets/ML-Agents/Examples/FoodCollector/Scripts/FoodCollectorSettings.cs.meta

/UnitySDK/Assets/ML-Agents/Examples/Pyramids/Scripts/PyramidAcademy.cs.meta → /UnitySDK/Assets/ML-Agents/Examples/GridWorld/Scripts/GridSettings.cs.meta

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