# Unity ML-Agents Gym Wrapper A common way in which machine learning researchers interact with simulation environments is via a wrapper provided by OpenAI called `gym`. For more information on the gym interface, see [here](https://github.com/openai/gym). We provide a gym wrapper and instructions for using it with existing machine learning algorithms which utilize gym. Our wrapper provides interfaces on top of our `UnityEnvironment` class, which is the default way of interfacing with a Unity environment via Python. ## Installation The gym wrapper can be installed using: ```sh pip3 install gym_unity ``` or by running the following from the `/gym-unity` directory of the repository: ```sh pip3 install -e . ``` ## Using the Gym Wrapper The gym interface is available from `gym_unity.envs`. To launch an environment from the root of the project repository use: ```python from gym_unity.envs import UnityToGymWrapper env = UnityToGymWrapper(unity_env, uint8_visual, flatten_branched, allow_multiple_obs) ``` - `unity_env` refers to the Unity environment to be wrapped. - `uint8_visual` refers to whether to output visual observations as `uint8` values (0-255). Many common Gym environments (e.g. Atari) do this. By default they will be floats (0.0-1.0). Defaults to `False`. - `flatten_branched` will flatten a branched discrete action space into a Gym Discrete. Otherwise, it will be converted into a MultiDiscrete. Defaults to `False`. - `allow_multiple_obs` will return a list of observations. The first elements contain the visual observations and the last element contains the array of vector observations. If False the environment returns a single array (containing a single visual observations, if present, otherwise the vector observation). Defaults to `False`. - `action_space_seed` is the optional seed for action sampling. If non-None, will be used to set the random seed on created gym.Space instances. The returned environment `env` will function as a gym. ## Limitations - It is only possible to use an environment with a **single** Agent. - By default, the first visual observation is provided as the `observation`, if present. Otherwise, vector observations are provided. You can receive all visual and vector observations by using the `allow_multiple_obs=True` option in the gym parameters. If set to `True`, you will receive a list of `observation` instead of only one. - The `TerminalSteps` or `DecisionSteps` output from the environment can still be accessed from the `info` provided by `env.step(action)`. - Stacked vector observations are not supported. - Environment registration for use with `gym.make()` is currently not supported. - Calling env.render() will not render a new frame of the environment. It will return the latest visual observation if using visual observations. ## Running OpenAI Baselines Algorithms OpenAI provides a set of open-source maintained and tested Reinforcement Learning algorithms called the [Baselines](https://github.com/openai/baselines). Using the provided Gym wrapper, it is possible to train ML-Agents environments using these algorithms. This requires the creation of custom training scripts to launch each algorithm. In most cases these scripts can be created by making slight modifications to the ones provided for Atari and Mujoco environments. These examples were tested with baselines version 0.1.6. ### Example - DQN Baseline In order to train an agent to play the `GridWorld` environment using the Baselines DQN algorithm, you first need to install the baselines package using pip: ``` pip install git+git://github.com/openai/baselines ``` Next, create a file called `train_unity.py`. Then create an `/envs/` directory and build the environment to that directory. For more information on building Unity environments, see [here](../docs/Learning-Environment-Executable.md). Note that because of limitations of the DQN baseline, the environment must have a single visual observation, a single discrete action and a single Agent in the scene. Add the following code to the `train_unity.py` file: ```python import gym from baselines import deepq from baselines import logger from mlagents_envs.environment import UnityEnvironment from gym_unity.envs import UnityToGymWrapper def main(): unity_env = UnityEnvironment() env = UnityToGymWrapper(unity_env, uint8_visual=True) logger.configure('./logs') # Change to log in a different directory act = deepq.learn( env, "cnn", # For visual inputs lr=2.5e-4, total_timesteps=1000000, buffer_size=50000, exploration_fraction=0.05, exploration_final_eps=0.1, print_freq=20, train_freq=5, learning_starts=20000, target_network_update_freq=50, gamma=0.99, prioritized_replay=False, checkpoint_freq=1000, checkpoint_path='./logs', # Change to save model in a different directory dueling=True ) print("Saving model to unity_model.pkl") act.save("unity_model.pkl") if __name__ == '__main__': main() ``` To start the training process, run the following from the directory containing `train_unity.py`: ```sh python -m train_unity ``` ### Other Algorithms Other algorithms in the Baselines repository can be run using scripts similar to the examples from the baselines package. In most cases, the primary changes needed to use a Unity environment are to import `UnityToGymWrapper`, and to replace the environment creation code, typically `gym.make()`, with a call to `UnityToGymWrapper(unity_environment)` passing the environment as input. A typical rule of thumb is that for vision-based environments, modification should be done to Atari training scripts, and for vector observation environments, modification should be done to Mujoco scripts. Some algorithms will make use of `make_env()` or `make_mujoco_env()` functions. You can define a similar function for Unity environments. An example of such a method using the PPO2 baseline: ```python from mlagents_envs.environment import UnityEnvironment from gym_unity.envs import UnityToGymWrapper from baselines.common.vec_env.subproc_vec_env import SubprocVecEnv from baselines.common.vec_env.dummy_vec_env import DummyVecEnv from baselines.bench import Monitor from baselines import logger import baselines.ppo2.ppo2 as ppo2 import os try: from mpi4py import MPI except ImportError: MPI = None def make_unity_env(env_directory, num_env, visual, start_index=0): """ Create a wrapped, monitored Unity environment. """ def make_env(rank, use_visual=True): # pylint: disable=C0111 def _thunk(): unity_env = UnityEnvironment(env_directory, base_port=5000 + rank) env = UnityToGymWrapper(unity_env, uint8_visual=True) env = Monitor(env, logger.get_dir() and os.path.join(logger.get_dir(), str(rank))) return env return _thunk if visual: return SubprocVecEnv([make_env(i + start_index) for i in range(num_env)]) else: rank = MPI.COMM_WORLD.Get_rank() if MPI else 0 return DummyVecEnv([make_env(rank, use_visual=False)]) def main(): env = make_unity_env(, 4, True) ppo2.learn( network="mlp", env=env, total_timesteps=100000, lr=1e-3, ) if __name__ == '__main__': main() ``` ## Run Google Dopamine Algorithms Google provides a framework [Dopamine](https://github.com/google/dopamine), and implementations of algorithms, e.g. DQN, Rainbow, and the C51 variant of Rainbow. Using the Gym wrapper, we can run Unity environments using Dopamine. First, after installing the Gym wrapper, clone the Dopamine repository. ``` git clone https://github.com/google/dopamine ``` Then, follow the appropriate install instructions as specified on [Dopamine's homepage](https://github.com/google/dopamine). Note that the Dopamine guide specifies using a virtualenv. If you choose to do so, make sure your unity_env package is also installed within the same virtualenv as Dopamine. ### Adapting Dopamine's Scripts First, open `dopamine/atari/run_experiment.py`. Alternatively, copy the entire `atari` folder, and name it something else (e.g. `unity`). If you choose the copy approach, be sure to change the package names in the import statements in `train.py` to your new directory. Within `run_experiment.py`, we will need to make changes to which environment is instantiated, just as in the Baselines example. At the top of the file, insert ```python from mlagents_envs.environment import UnityEnvironment from gym_unity.envs import UnityToGymWrapper ``` to import the Gym Wrapper. Navigate to the `create_atari_environment` method in the same file, and switch to instantiating a Unity environment by replacing the method with the following code. ```python game_version = 'v0' if sticky_actions else 'v4' full_game_name = '{}NoFrameskip-{}'.format(game_name, game_version) unity_env = UnityEnvironment() env = UnityToGymWrapper(unity_env, uint8_visual=True) return env ``` `` is the path to your built Unity executable. For more information on building Unity environments, see [here](../docs/Learning-Environment-Executable.md), and note the Limitations section below. Note that we are not using the preprocessor from Dopamine, as it uses many Atari-specific calls. Furthermore, frame-skipping can be done from within Unity, rather than on the Python side. ### Limitations Since Dopamine is designed around variants of DQN, it is only compatible with discrete action spaces, and specifically the Discrete Gym space. For environments that use branched discrete action spaces, you can enable the `flatten_branched` parameter in `UnityToGymWrapper`, which treats each combination of branched actions as separate actions. Furthermore, when building your environments, ensure that your Agent is using visual observations with greyscale enabled, and that the dimensions of the visual observations is 84 by 84 (matches the parameter found in `dqn_agent.py` and `rainbow_agent.py`). Dopamine's agents currently do not automatically adapt to the observation dimensions or number of channels. ### Hyperparameters The hyperparameters provided by Dopamine are tailored to the Atari games, and you will likely need to adjust them for ML-Agents environments. Here is a sample `dopamine/agents/rainbow/configs/rainbow.gin` file that is known to work with a simple GridWorld. ```python import dopamine.agents.rainbow.rainbow_agent import dopamine.unity.run_experiment import dopamine.replay_memory.prioritized_replay_buffer import gin.tf.external_configurables RainbowAgent.num_atoms = 51 RainbowAgent.stack_size = 1 RainbowAgent.vmax = 10. RainbowAgent.gamma = 0.99 RainbowAgent.update_horizon = 3 RainbowAgent.min_replay_history = 20000 # agent steps RainbowAgent.update_period = 5 RainbowAgent.target_update_period = 50 # agent steps RainbowAgent.epsilon_train = 0.1 RainbowAgent.epsilon_eval = 0.01 RainbowAgent.epsilon_decay_period = 50000 # agent steps RainbowAgent.replay_scheme = 'prioritized' RainbowAgent.tf_device = '/cpu:0' # use '/cpu:*' for non-GPU version RainbowAgent.optimizer = @tf.train.AdamOptimizer() tf.train.AdamOptimizer.learning_rate = 0.00025 tf.train.AdamOptimizer.epsilon = 0.0003125 Runner.game_name = "Unity" # any name can be used here Runner.sticky_actions = False Runner.num_iterations = 200 Runner.training_steps = 10000 # agent steps Runner.evaluation_steps = 500 # agent steps Runner.max_steps_per_episode = 27000 # agent steps WrappedPrioritizedReplayBuffer.replay_capacity = 1000000 WrappedPrioritizedReplayBuffer.batch_size = 32 ``` This example assumed you copied `atari` to a separate folder named `unity`. Replace `unity` in `import dopamine.unity.run_experiment` with the folder you copied your `run_experiment.py` and `trainer.py` files to. If you directly modified the existing files, then use `atari` here. ### Starting a Run You can now run Dopamine as you would normally: ``` python -um dopamine.unity.train \ --agent_name=rainbow \ --base_dir=/tmp/dopamine \ --gin_files='dopamine/agents/rainbow/configs/rainbow.gin' ``` Again, we assume that you've copied `atari` into a separate folder. Remember to replace `unity` with the directory you copied your files into. If you edited the Atari files directly, this should be `atari`. ### Example: GridWorld As a baseline, here are rewards over time for the three algorithms provided with Dopamine as run on the GridWorld example environment. All Dopamine (DQN, Rainbow, C51) runs were done with the same epsilon, epsilon decay, replay history, training steps, and buffer settings as specified above. Note that the first 20000 steps are used to pre-fill the training buffer, and no learning happens. We provide results from our PPO implementation and the DQN from Baselines as reference. Note that all runs used the same greyscale GridWorld as Dopamine. For PPO, `num_layers` was set to 2, and all other hyperparameters are the default for GridWorld in `config/ppo/GridWorld.yaml`. For Baselines DQN, the provided hyperparameters in the previous section are used. Note that Baselines implements certain features (e.g. dueling-Q) that are not enabled in Dopamine DQN. ![Dopamine on GridWorld](images/dopamine_gridworld_plot.png)