* Initial Commit
Ported most functionalities, still need to :
- Documentation
- Add Comments
- Custom drawer for BrainParameters
- Fix the UnitTests
- Review Functionalities
* Added Custom Drawer for the Brain Parameters
* Improvements to the HubDrawer
* Modified the Brain Editors
* Minor bug fixes and UI changes
* Modified the Help Boxes of the Drawers
* Modified Brain class, renamed Initialize and made DecideAction virtual
* Fix the UnityTests
* Simpler Brain creation menu
* Renamed Internal Brain to Learning Brain
* modified the parameters to remove reference to External or Internal in the Protobuf objects
* Updated the protobuf generated files
* Fix the Pytests
* Removed the graph scope from the Learning Brain
* cleaner logic than try catch
* Removed the isExternal field of the brain and put the isTraining logic into LearningBrain and Training Hub
* Modified how the Brain finds the A...
* Initial Commit
* attempt at refactor
* Put all static methods into the CoreInternalBrain
* improvements
* more testing
* modifications
* renamed epsilon
* misc
* Now supports discrete actions
* added discrete support and RNN and visual. Left to do is refactor and save variables into models
* code cleaning
* made a tensor generator and applier
* fix on the models.py file
* Moved the Checks to a different Class
* Added some unit tests
* BugFix
* Need to generate the output tensors as well as inputs before executing the graph
* Made NodeNames static and created a new namespace
* Added comments to the TensorAppliers
* Started adding comments on the TensorGenerators code
* Added comments for the Tensor Generator
* Moving the helper classes into a separate folder
* Added initial comments to the TensorChecks
* Renamed NodeNames -> TensorNames
* Removing warnings in tests
* Now using Aut...
* Switched default Mac GFX API to Metal
* Added Barracuda pre-0.1.5
* Added basic integration with Barracuda Inference Engine
* Use predefined outputs the same way as for TF engine
* Fixed discrete action + LSTM support
* Switch Unity Mac Editor to Metal GFX API
* Fixed null model handling
* All examples converted to support Barracuda
* Added model conversion from Tensorflow to Barracuda
copied the barracuda.py file to ml-agents/mlagents/trainers
copied the tensorflow_to_barracuda.py file to ml-agents/mlagents/trainers
modified the tensorflow_to_barracuda.py file so it could be called from mlagents
modified ml-agents/mlagents/trainers/policy.py to convert the tf models to barracuda compatible .bytes file
* Added missing iOS BLAS plugin
* Added forgotten prefab changes
* Removed GLCore GFX backend for Mac, because it doesn't support Compute shaders
* Exposed GPU support for LearningBrain inference
...
* Fix typos
* Use abstract class for rayperception
* Created RayPerception2D. (#1721)
* Incorporate RayPerception2D
* Fix typo
* Make abstract class
* Add tests
* Sanitize demo filenames so that they can't be too long, overflow the header, and corrupt demo files
* Fix issue where 1st demo of each episode is always recorded as 0 action
Bringing bucket of temp memory allocation optimizations:
* switched to Barracuda backed tensor across the board, helps to leverage allocators and reuse of the internal buffers
* added Barracuda 0.2.4 release, which bring another set of temp memory allocation fixes
* Removed obsolete 'TestDstWrongShape' test as it does not reflect how Barracuda tensors work
* Added proper test cleanup, to avoid warning messages from finalizer thread.
Only cosmetic and readability improvements. No functional changes were intended.
Utilities.cs
- Fixed comments across file
- Made class static
- Removed unnecessary imports
- Removed unused method arguments
- Renamed variables as appropriate to make usage clearer
- In AddRangeNoAlloc, disabled (by comment) Rider’s suggestion to revert to use of built-in Range field (Fixed)
- In TextureToTensorProxy, swapped order of first two arguments to be more in-line with convention of input, output
UtilitiesTests.cs
- Removed unnecessary imports
- Simplified array creation commands
GeneratorImp.cs
- Rider automatically deleted spaces on empty lines
- Changed call to TextureToTensorProxy to mirror new argument ordering
* Clean-up to UnityAgentsException.cs
- Removed unnecessary imports
- Fixed comment warning
- Fixed method header
* Improvements to Startup.cs
- Created const for SCENE_NAME field
- Fixed strin...
* Initial Commit
* Remove the Academy Done flag from the protobuf definitions
* remove global_done in the environment
* Removed irrelevant unitTests
* Remove the max_step from the Academy inspector
* Removed global_done from the python scripts
* Modified and removed some tests
* This actually does not break either curriculum nor generalization training
* Replace global_done with reserved.
Addressing Chris Elion's comment regarding the deprecation of the global_done field. We will use a reserved field to make sure the global done does not get replaced in the future causing errors.
* Removed unused fake brain
* Tested that the first call to step was the same as a reset call
* black formating
* Added documentation changes
* Editing the migrating doc
* Addressing comments on the Migrating doc
* Addressing comments :
- Removing dead code
- Resolving forgotten merged conflicts
- Editing documentations...
* proof of concept - simple C# hierachical timers
* fix compile error, add CustomSampler placeholder
* use CustomSampler and Recorder per node
* singleton, add to Batcher
* output timers
* raw counts and times
* curly braces
* timer cleaup
* json serialize timers
* more timer cleanup
* dont accumulate from Recorders
* move Timers to own file
* meta file
* Wait for env process to exit before killing it
* timer cleanup
* docstrings
* undo some accidental changes
* make timers closer to python
* Timer unit test
* getters
* no => for properties
* singleton
* property one-liner
* scientific notation, cleanup TODOs
* reasonable values for root timer
- Push (almost) all references to protobuf objects into the RpcCommunicator.
- Simplify the passing around of Agents and Agent Infos.
- Delete all references to the Batcher.
- Simplify the Environment Step by removing all of the reset and message counting logic.
- Finishes MLA-27 and MLA-28
* Feature Deprecation : Online Behavioral Cloning
In this PR :
- Delete the online_bc_trainer
- Delete the tests for online bc
- delete the configuration file for online bc training
* Deleting the BCTeacherHelper.cs Script
TODO :
- Remove usages in the scene
- Documentation Edits
*DO NOT MERGE*
* IMPORTANT : REMOVED ALL IL SCENES
- Removed all the IL scenes from the Examples folder
* Removed all mentions of online BC training in the Documentation
* Made a note in the Migrating.md doc about the removal of the Online BC feature.
* Modified the Academy UI to remove the control checkbox and replaced it with a train in the editor checkbox
* Removed the Broadcast functionality from the non-Learning brains
* Bug fix
* Note that the scenes are broken since the BroadcastHub has changed
* Modified the LL-API for Python to remove the broadcasting functiuonality.
* All unit tests are running
* Modified the scen...
* ISensor and SensorBase
* camera and rendertex first pass
* use isensors for visual obs
* Update gridworld with CameraSensors
* compressed obs for reals
* Remove AgentInfo.visualObservations
* better separation of train and inference sensor calls
* compressed obs proto - need CI to generate code
* int32
* get proto name right
* run protoc locally for new fiels
* apply generated proto patch (pyi files were weird)
* don't repeat bytes
* hook up compressedobs
* dont send BrainParameters until there's an AgentInfo
* python BrainParameters now needs an AgentInfo to create
* remove last (I hope) dependency on camerares
* remove CameraResolutions and AgentInfo.visual_observations
* update mypy-protobuf version
* cleanup todos
* python cleanup
* more unit test fixes
* more unit test fix
* camera sensors for VisualFood collector, record demo
* SensorCompon...
* 1 to 1 Brain to Agent
This is a work in progess
In this PR :
- Deleted all Brain Objects
- Moved the BrainParameters into the Agent
- Gave the Agent a Heuristic method (see Balance Ball for example)
- Modified the Communicator and ModelRunner : Put can only take one agent at a time
- Made the IBrain Interface with RequestDecision and DecideAction method
No changes made to Python
[Design Doc](https://docs.google.com/document/d/1hBhBxZ9lepGF4H6fc6Hu6AW7UwOmnyX3trmgI3HpOmo/edit#)
* Removing editorconfig
* Updating BallanceBall scene
* grammar mistake
* Clearing the Agents of the Model runner
* Added Documentation on IBrain
* Modified comments on GiveModel
* Introduced a factory
* Split Learning Brain in two
* Changes to walljump
* Fixing the Unit tests
* Renaming the Brain to Policy
* Heuristic now has priority over training
* Edited code comments
* Fixing bugs
* Develop one to one scene edits...
* Initial commit removing memories from C# and deprecating memory fields in proto
* initial changes to Python
* Adding functionalities
* Fixes
* adding the memories to the dictionary
* Fixing bugs
* tweeks
* Resolving bugs
* Recreating the proto
* Addressing comments
* Passing by reference does not work. Do not merge
* Fixing huge bug in Inference
* Applying patches
* fixing tests
* Addressing comments
* Renaming variable to reflect type
* test
* Update package and communicator versions to 0.11
* Remove pip cache fallback for CircleCI
This change removes the caching fallback in the case where dependencies
change, since it can cause CI failures when we have incompatible
dependencies in the cache.
* Limit Tensorflow version for tests to <2.0
* Use stable bokken image. (#2815)
* build fixes for 2018+ (#2808)
* rename CompressionType enum
* fix standalone build test for 2018+
* Add more editor versions for testing. (#2809)
* class variable for API verison, fix env tests (#2817)
* fixed area prefab
agents were pointing to the wrong laser gameObject.
* WIP VectorSensor and StackedSensor
* fix a few dumb mistakes
* more VectorSensor
* remove Update(), add util methods, hook into TensorGenerator
* WriteApdater to write to tensors and arrays
* write float observations
* used circular buffer for stacked obs
* cleanup
* fix unit tests
* docstrings
* undo accidental checkins
* rider suggestions, add range check
* bounds check before writing
* undo ProjectVersion.txt change
* fix unit tests
* unit test for VectorSensor
* StackingSensor tests
* missing meta file
* missing meta file
* WriteAdapter tests
* Modifying the .proto files
* attempt 1 at refactoring Python
* works for ppo hallway
* changing the documentation
* now works with both sac and ppo both training and inference
* Ned to fix the tests
* TODOs :
- Fix the demonstration recorder
- Fix the demonstration loader
- verify the intrinsic reward signals work
- Fix the tests on Python
- Fix the C# tests
* Regenerating the protos
* fix proto typo
* protos and modifying the C# demo recorder
* modified the demo loader
* Demos are loading
* IMPORTANT : THESE ARE THE FILES USED FOR CONVERSION FROM OLD TO NEW FORMAT
* Modified all the demo files
* Fixing all the tests
* fixing ci
* addressing comments
* removing reference to memories in the ll-api
* [WIP] Side Channel initial layout
* Working prototype for raw bytes
* fixing format mistake
* Added some errors and some unit tests in C#
* Added the side channel for the Engine Configuration. (#2958)
* Added the side channel for the Engine Configuration.
Note that this change does not require modifying a lot of files :
- Adding a sender in Python
- Adding a receiver in C#
- subscribe the receiver to the communicator (here is a one liner in the Academy)
- Add the side channel to the Python UnityEnvironment (not represented here)
Adding the side channel to the environment would look like such :
```python
from mlagents.envs.environment import UnityEnvironment
from mlagents.envs.side_channel.raw_bytes_channel import RawBytesChannel
from mlagents.envs.side_channel.engine_configuration_channel import EngineConfigurationChannel
channel0 = RawBytesChannel()
channel1 = EngineConfigurationChannel()
env = UnityEnvironme...
* [WIP] Side Channel initial layout
* Working prototype for raw bytes
* fixing format mistake
* Added some errors and some unit tests in C#
* Added the side channel for the Engine Configuration. (#2958)
* Added the side channel for the Engine Configuration.
Note that this change does not require modifying a lot of files :
- Adding a sender in Python
- Adding a receiver in C#
- subscribe the receiver to the communicator (here is a one liner in the Academy)
- Add the side channel to the Python UnityEnvironment (not represented here)
Adding the side channel to the environment would look like such :
```python
from mlagents.envs.environment import UnityEnvironment
from mlagents.envs.side_channel.raw_bytes_channel import RawBytesChannel
from mlagents.envs.side_channel.engine_configuration_channel import EngineConfigurationChannel
channel0 = RawBytesChannel()
channel1 = EngineConfigurationChanne...
* pass shape to WriteAdapter
* handle floats on python side
* cleanup
* whitespace
* rename GetFloatObservationShape, support uncompressed in RenderTexture sensor
* numpy float32
* remove unused using
* Float sensor and unit test
* replace asserts with exceptions, docstrings
* initial commit
* Fixed the compilation errors
* fixing the tests
* Addressing the comment about the brain parameters
* Fixing typo
* Made timers more accurate
* addressing comments
* Better memory allocation
* Added some docstrings
* Adding better sensor validation
* Wrapped in #if DEBUG and also wrapped GenerateSensorData in a timer
* Timer changes
* Simplifying the Agent reset logic
- Agents will reset in ResetIfDone immediately after being marked Done
- Agents will always request a decision right after reset
- This change implies that additional messages might be sent to Python
* Fixing the Unit Tests
* Added a note in the Migrating.md document
* Triming some of the methods of the agent but left SetReward
* Fixing bugs
* modifying the environments
* Reintroducing IsDone and IsMaxStepReached
* Updating the Migrating doc
* more details on the Migration
* Made the Agent reset immediately
* fixing the C# tests
* Fixing the tests still
* Trying with incremental episode ids
* deleting buffer rather than using an empty list
* Addressing the comments
* Forgot to edit the comment on AgentInfo
* Updating the migrating doc
* Fixed an obvious bug
* cleaning after an agent is done in agent processor
* Fixing the pytest errors
Convert the UnitySDK to a Packman Package.
- Separate Examples into a sample project.
- Move core UnitySDK Code into com.unity.ml-agents.
- Create asmdefs for the ml-agents package.
- Add package validation tests for win/linux/max.
- Update protobuf generation scripts.
- Add Barracuda as a package dependency for ML-Agents. (users no longer have to install it themselves).
* tests WIP
* add test for misses, remove obsolete test
* add filtering test
* cleanup
* 2d default, remove constants test
* use built in tags
* copy old physics settings
* manually sync physics transforms
* Making some fields and properties internal
* Fixing the formating
* Making more things internal
* Adressing the comments
* reverting the changes made to the recorder
* WriteAdapter public
* Have to make AgentInfo and TensorProxy public because of changes to write adapter and the demorecorder
* Add the VectorSensor to the CollectObservation call
* Example of API change for BalanceBall
* Modified the Examples
* Changes to the migrating doc
* Editing the docs
* Update docs/Learning-Environment-Design-Agents.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Update docs/Migrating.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Update docs/Migrating.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Update docs/Getting-Started-with-Balance-Ball.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* addressing comments
* Removed the MLAgents.Sensor namespace
* Removing the MLAgents.Sensor namespace from the tests
* Editing the migrating docs
Co-authored-by: Chris Elion <celion@gmail.com>
* Make ChannelId a property and renamed ReservedChannelId
* Changes on the Python side for consistency
* Modified the tutorial appropriately
* fixing bugs
* Update ml-agents-envs/mlagents_envs/environment.py
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Update com.unity.ml-agents/Runtime/Grpc/RpcCommunicator.cs
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Addressing comments
* Update docs/Python-API.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Added a Utils class on the side channel (#3447)
- No change in user facing API
- Simplifies the code in the side channel implementations as it makes it easier to check if a side channel id is within ranges
- No changes to tests
- No changes to Documentation
* Simplifying
* Fixing a bug
* Replace the int ChannelId with a GUID/UUID ChannelId (#3454)
* renaming channel_type to channel_id
* Making the constant GUID const...
* Moving the max step logic
- Created a new Academy Event called AgentIncrementStep to be called before SetStatus
- Implemented the AgentSteping logic
* second commit : Moving the step counting at the begining. I had to edit the tests but I think they are now closer to what we want
* addressing comments
* Update com.unity.ml-agents/Runtime/Agent.cs
Co-Authored-By: Chris Goy <goyenator@gmail.com>
* Update com.unity.ml-agents/Runtime/Agent.cs
Co-Authored-By: Chris Goy <goyenator@gmail.com>
* Made the tests not be broken
* Update com.unity.ml-agents/Runtime/Agent.cs
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* step logic changes: unit test (#3467)
* Added a line in the changelog
Co-authored-by: Chris Goy <christopherg@unity3d.com>
Co-authored-by: Chris Elion <celion@gmail.com>
* Initial test code commit
* Fix typo
* Added more tests
* More tests
* Bumping test coverage
* Update com.unity.ml-agents/Tests/Editor/ModelRunnerTest.cs
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
Co-authored-by: Chris Elion <celion@gmail.com>
* Added the MLAgents.Demonstrations namespace
* Added the MLAgents.Editor namespace
* Overrided the .demo.meta files due to the change in namespace
* More namespace changes
* Added the sidechannels namespace
* Modified changelog and migrating docs
* [skip ci] Renamed methods in the Agent class
WARNING, the user when implementing obsolete methods will see the message :Member `old method` overrides obsolete member `old method`. Add the Obsolete attribute to `old method`. It will not suggest the new method to override.
* [skip ci] Updated the example environment
* [skip ci] Updated migrating and changelog
* [skip ci] Editing the docs
* [skip ci] Missing docs
* :+1
* Update docs/Getting-Started-with-Balance-Ball.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Update docs/Learning-Environment-Create-New.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Update docs/Learning-Environment-Create-New.md
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* [skip ci] documentation changes
* [skip ci] Update docs/Getting-Started-with-Balance-Ball.md
* [skip ci] Update docs/Getting-Started-with-Balance-Ball.md
* [skip ci] Update docs/Gett...
* Make the agent begin episode at initialization
* Renaming and adding a comment
* [skip ci] Update com.unity.ml-agents/Tests/Editor/MLAgentsEditModeTest.cs
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* [skip ci] Update com.unity.ml-agents/Tests/Editor/MLAgentsEditModeTest.cs
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* renamed test variables and modified some test statements
* Use TotalStepCount rather than HadFirstReset
* [skip ci] Renamed HadFirstReset to m_HadFirstReset
Co-authored-by: Chris Elion <chris.elion@unity3d.com>
* Deprecating Academy.Instance.FloatProperties
* Made the registered side channels a static property and created the sideChannelUtils class to handle side channel stuff
* Clearing the sending message queue in the Academy when the communicaor is not on
* addressing comments
* Initial commit, need more work on the test
* Fixing the tests
* [skip ci] Update com.unity.ml-agents/Runtime/Agent.cs
Co-Authored-By: Chris Elion <chris.elion@unity3d.com>
* Bug fixing : Do nothing if here are no VectorObs
Co-authored-by: Chris Elion <chris.elion@unity3d.com>
* [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.
* [communication] Use semantic versioning to test communication compatibility between C# and Python.
- Add tests for the change.
Co-authored-by: Chris Elion <chris.elion@unity3d.com>
* Make EnvironmentParameters a first-class citizen in the API
Missing: Python conterparts and testing.
* Minor comment fix to Engine Parameters
* A second minor fix.
* Make EngineConfigChannel Internal and add a singleton/sealed accessor
* Make StatsSideChannel Internal and add a singleton/sealed accessor
* Changes to SideChannelUtils
- Disallow two sidechannels of the same type to be added
- Remove GetSideChannels that return a list as that is now unnecessary
- Make most methods except (register/unregister) internal to limit users impacting the “system-level” side channels
- Add an improved comment to SideChannel.cs
* Added Dispose methods to system-level sidechannel wrappers
- Specifically to StatsRecorder, EnvironmentParameters and EngineParameters.
- Updated Academy.Dispose to take advantage of these.
- Updated Editor tests to cover all three “system-level” side channels.
Kudos to Unit Tests (TestAcade...
* [bug-fix] Fix issue with initialize not resetting step count (#3962)
* Develop better error message for #3953 (#3963)
* Making the error for wrong number of agents raise consistently
* Better error message for inputs of wrong dimensions
* Fix#3932, stop the editor from going into a loop when a prefab is selected. (#3949)
* Minor doc updates to release
* add unit tests and fix exceptions (#3930)
Co-authored-by: Ervin T <ervin@unity3d.com>
Co-authored-by: Vincent-Pierre BERGES <vincentpierre@unity3d.com>
Co-authored-by: Chris Goy <christopherg@unity3d.com>
* update versions for patch release (#3970)
* update versions for patch releae
* Update precommit flake8 (#3961)
* fix changelog
* Release 2 cherry pick (#3971)
* [bug-fix] Fix issue with initialize not resetting step count (#3962)
* Develop better error message for #3953 (#3963)
* Making the error for wrong number of agents raise consistently
* Better error message for inputs of wrong dimensions
* Fix#3932, stop the editor from going into a loop when a prefab is selected. (#3949)
* Minor doc updates to release
* add unit tests and fix exceptions (#3930)
Co-authored-by: Ervin T <ervin@unity3d.com>
Co-authored-by: Vincent-Pierre BERGES <vincentpierre@unity3d.com>
Co-authored-by: Chris Goy <christopherg@unity3d.com>
* update changelog (#3975)
* [docs] Add memory_size hyperparameter (#3973)
* Release 2 docs (#3976)
* Add v1.0 blog post and update reference paper. (#3947)
* Develop mm fix readme rel...
* update to 1.0.8
* remove com.unity.purchasing dep from project
* remove 2018.4 from tests, make sure to user 2020.3
* copy yamato util from main
* test 2020.3 (not .2)
* use downloader in standalone build test
* remove trunk tests, fix version parsing in unit test
* add 2018.4 back to package tests
* Update Dockerfile
* Separate send environment data from reset (#4128)
* Fixed a typo on ML-Agents-Overview.md (#4130)
Fixed redundant "to" word from the sentence since it is probably a typo in document.
* Updated the badge’s link to point to the newest doc version
* Replaced all of the doc to release_3_doc
* Fix 3DBall and 3DBallHard SAC regressions (#4132)
* Move memory validation to settings
* Update docs
* Add settings test
* Update to release_3 in installation.md (#4144)
* rename to SideChannelManager +backcompat (#4137)
* Remove comment about logo with --help (#4148)
* [bugfix] Make FoodCollector heuristic playable (#4147)
* Make FoodCollector heuristic playable
* Update changelog
* script to check for old release links and references (#4153)
* Remove package validation suite from Project (#4146)
* RayPerceptionSensor: handle empty and invalid tags (#4155...
Added stacking to multi-dimensional and compressed observations and added compressed channel mapping in communicator to support decompression.
Co-authored-by: Vincent-Pierre BERGES <vincentpierre@unity3d.com>
Co-authored-by: Chris Elion <chris.elion@unity3d.com>
* Add hybrid action capability flag (#4576)
* Change BrainParametersProto to support ActionSpec (#4579)
* Assign new BrainParametersProto fields based on capabilities (#4581)
* ActionBuffer with hybrid actions for RemotePolicy (#4592)
* Barracuda inference for hybrid actions (#4611)
* Refactor BarracudaModel loader checks (#4629)
* Export separate nodes for continuous/discrete actions (#4655)
* Separate continuous/discrete actions in AgentActionProto (#4698)
* Force different nodes for new and deprecated action output (#4705)
- Actuators can now optionally implement IHeuristicProvider to generate heuristic actions for agents.
Co-authored-by: Chris Elion <chris.elion@unity3d.com>
* Removing Obsolete methods from the package
* Missing depecration and modified changelog
* Readding the obsolete BrainParameter methods, will need a larger discussion on these
* Removing Action Masker, readding the warining when using a non-implemented Heuristic, Removing NumAction from Brain Parameters
* removing documentation and some calls to deprecated methods in the extensions package
* Editing the Changelog to put the unreleased on top
* Make modelCheck have flavors of error messages
* ONNX exporter v3
* Using a better CheckType and a switch statement
* Removing unused message
* More tests
* Use an enum for valid versions and use GetVersion on model directly
* Maybe the model export version a static constant in Python
* Use static constructor for FailedCheck
* Use static constructor for FailedCheck
* Modifying the docstrings
* renaming LegacyDiscreteActionOutputApplier
* removing testing code
* better warning message
* Nest the CheckTypeEnum into the FailedCheck class
* Update com.unity.ml-agents/Runtime/Inference/BarracudaModelParamLoader.cs
* Adding a line explaining that legacy tensor checks are for versions 1.X only
* Modifying the changelog
* Exporting all the branches size instead of omly the sum (#5092)
* addressing comments
* Update com.unity.ml-agents/Runtime/Inference/BarracudaModelParamLoader.cs
Co-authored...
* Make modelCheck have flavors of error messages
* ONNX exporter v3
* Using a better CheckType and a switch statement
* Removing unused message
* More tests
* Use an enum for valid versions and use GetVersion on model directly
* Maybe the model export version a static constant in Python
* Use static constructor for FailedCheck
* Use static constructor for FailedCheck
* Modifying the docstrings
* renaming LegacyDiscreteActionOutputApplier
* removing testing code
* better warning message
* Nest the CheckTypeEnum into the FailedCheck class
* Update com.unity.ml-agents/Runtime/Inference/BarracudaModelParamLoader.cs
* Adding a line explaining that legacy tensor checks are for versions 1.X only
* Modifying the changelog
* Exporting all the branches size instead of omly the sum (#5092)
* addressing comments
* Update com.unity.ml-agents/Runtime/Inference/BarracudaModelParamLoader.cs
Co-authored-by: Chris Elion <chris.elion@unity3d.co...
* Removing Obsolete methods from the package
* Missing depecration and modified changelog
* Readding the obsolete BrainParameter methods, will need a larger discussion on these
* Removing Action Masker, readding the warining when using a non-implemented Heuristic, Removing NumAction from Brain Parameters
* removing documentation and some calls to deprecated methods in the extensions package
* Editing the Changelog to put the unreleased on top
* Make modelCheck have flavors of error messages
* ONNX exporter v3
* Using a better CheckType and a switch statement
* Removing unused message
* More tests
* Use an enum for valid versions and use GetVersion on model directly
* Maybe the model export version a static constant in Python
* Use static constructor for FailedCheck
* Use static constructor for FailedCheck
* Modifying the docstrings
* renaming LegacyDiscreteActionOutputApplier
* removing testing code
* better warning message
* Nest the CheckTypeEnum into the FailedCheck class
* Update com.unity.ml-agents/Runtime/Inference/BarracudaModelParamLoader.cs
* Adding a line explaining that legacy tensor checks are for versions 1.X only
* Modifying the changelog
* Exporting all the branches size instead of omly the sum (#5092)
* addressing comments
* Update com.unity.ml-agents/Runtime/Inference/BarracudaModelParamLoader.cs
Co-authored...
* LSTM models from 1.x will be incompatible with MLA 2.x
* Adding a test and a new v2 model
* Make the Model Runner raise an error if using 1.0 model with LSTM
* adding a new model for hallway trained with 2.0
* reword error messages
* Only raise if error, not if warning
* Addressing comments: The legacy Barrauda memory generator and applier were removed. All code that checked for (memories + v1.X) have been removed since these will no longer be supported
* Modifying the changelog and the migrating guide with this change
* Fixing the merge issues
Co-authored-by: Chris Elion <chris.elion@unity3d.com>