using System.Collections.Generic;
using UnityEngine;
/**
* Welcome to Unity Machine Learning Agents (ML-Agents).
*
* ML-Agents contains five entities: Academy, Brain, Agent, Communicator and
* Python API. The academy, and all its brains and connected agents live within
* a learning environment (herin called Environment), while the communicator
* manages the communication between the learning environment and the Python
* API. For more information on each of these entities, in addition to how to
* set-up a learning environment and train the behavior of characters in a
* Unity scene, please browse our documentation pages on GitHub:
* https://github.com/Unity-Technologies/ml-agents/blob/master/docs/
*/
///
/// Wraps the environment-level parameters that are provided within the
/// Editor. These parameters can be provided for training and inference
/// modes separately and represent screen resolution, rendering quality and
/// frame rate.
///
[System.Serializable]
public class EnvironmentConfiguration
{
[Tooltip("Width of the environment window in pixels.")]
public int width;
[Tooltip("Height of the environment window in pixels.")]
public int height;
[Tooltip("Rendering quality of environment. (Higher is better quality.)")]
[Range(0, 5)]
public int qualityLevel;
[Tooltip("Speed at which environment is run. (Higher is faster.)")]
[Range(1f, 100f)]
public float timeScale;
[Tooltip("Frames per second (FPS) engine attempts to maintain.")]
public int targetFrameRate;
/// Initializes a new instance of the
/// class.
/// Width of environment window (pixels).
/// Height of environment window (pixels).
///
/// Rendering quality of environment. Ranges from 0 to 5, with higher.
///
///
/// Speed at which environment is run. Ranges from 1 to 100, with higher
/// values representing faster speed.
///
///
/// Target frame rate (per second) that the engine tries to maintain.
///
public EnvironmentConfiguration(
int width, int height, int qualityLevel,
float timeScale, int targetFrameRate)
{
this.width = width;
this.height = height;
this.qualityLevel = qualityLevel;
this.timeScale = timeScale;
this.targetFrameRate = targetFrameRate;
}
}
///
/// An Academy is where Agent objects go to train their behaviors. More
/// specifically, an academy is a collection of Brain objects and each agent
/// in a scene is attached to one brain (a single brain may be attached to
/// multiple agents). Currently, this class is expected to be extended to
/// implement the desired academy behavior.
///
///
/// When an academy is run, it can either be in inference or training mode.
/// The mode is determined by the presence or absence of a Communicator. In
/// the presence of a communicator, the academy is run in training mode where
/// the states and observations of each agent are sent through the
/// communicator. In the absence of a communciator, the academy is run in
/// inference mode where the agent behavior is determined by the brain
/// attached to it (which may be internal, heuristic or player).
///
[HelpURL("https://github.com/Unity-Technologies/ml-agents/blob/master/" +
"docs/Learning-Environment-Design-Academy.md")]
public abstract class Academy : MonoBehaviour
{
// Fields provided in the Inspector
[SerializeField]
[Tooltip("Total number of steps per global episode.\nNon-positive " +
"values correspond to episodes without a maximum number of \n" +
"steps. Once the step counter reaches this maximum value, the " +
"environment will reset.")]
int maxSteps;
[SerializeField]
[Tooltip("The engine-level settings which correspond to rendering " +
"quality and engine speed during Training.")]
EnvironmentConfiguration trainingConfiguration =
new EnvironmentConfiguration(80, 80, 1, 100.0f, -1);
[SerializeField]
[Tooltip("The engine-level settings which correspond to rendering " +
"quality and engine speed during Inference.")]
EnvironmentConfiguration inferenceConfiguration =
new EnvironmentConfiguration(1280, 720, 5, 1.0f, 60);
///
/// Contains a mapping from parameter names to float values. They are
/// used in and
/// to modify elements in the environment at reset time.
///
///
/// Default reset parameters are specified in the academy Editor, and can
/// be modified when training with an external Brain by passinga config
/// dictionary at reset.
///
[SerializeField]
[Tooltip("List of custom parameters that can be changed in the " +
"environment when it resets.")]
public ResetParameters resetParameters;
// Fields not provided in the Inspector.
/// Boolean flag indicating whether a communicator is accessible by the
/// environment. This also specifies whether the environment is in
/// Training or Inference mode.
bool isCommunicatorOn;
/// If true, the Academy will use inference settings. This field is
/// initialized in depending on the presence
/// or absence of a communicator. Furthermore, it can be modified by an
/// external Brain during reset via .
bool isInference = true;
/// The done flag of the academy. When set to true, the academy will
/// call instead of
/// at step time. If true, all agents done flags will be set to true.
bool done;
/// Whether the academy has reached the maximum number of steps for the
/// current episode.
bool maxStepReached;
/// The number of episodes completed by the environment. Incremented
/// each time the environment is reset.
int episodeCount;
/// The number of steps completed within the current episide. Incremented
/// each time a step is taken in the environment. Is reset to 0 during
/// .
int stepCount;
/// Flag that indicates whether the inference/training mode of the
/// environment was switched by the external Brain. This impacts the
/// engine settings at the next environment step.
bool modeSwitched;
/// Pointer to the communicator currently in use by the Academy.
Communicator communicator;
// Flag used to keep track of the first time the Academy is reset.
bool firstAcademyReset;
// The Academy uses a series of events to communicate with agents and
// brains to facilitate synchronization. More specifically, it ensure
// that all the agents performs their steps in a consistent order (i.e. no
// agent can act based on a decision before another agent has had a chance
// to request a decision).
// Signals to all the Brains at each environment step so they can decide
// actions for their agents.
public event System.Action BrainDecideAction;
// Signals to all the agents at each environment step along with the
// Academy's maxStepReached, done and stepCount values. The agents rely
// on this event to update their own values of max step reached and done
// in addition to aligning on the step count of the global episode.
public event System.Action AgentSetStatus;
// Signals to all the agents at each environment step so they can reset
// if their flag has been set to done (assuming the agent has requested a
// decision).
public event System.Action AgentResetIfDone;
// Signals to all the agents at each environment step so they can send
// their state to their Brain if they have requested a decision.
public event System.Action AgentSendState;
// Signals to all the agents at each environment step so they can act if
// they have requested a decision.
public event System.Action AgentAct;
// Sigals to all the agents each time the Academy force resets.
public event System.Action AgentForceReset;
///
/// Monobehavior function called at the very beginning of environment
/// creation. Academy uses this time to initialize internal data
/// structures, initialize the environment and check for the existence
/// of a communicator.
///
void Awake()
{
InitializeEnvironment();
}
///
/// Initializes the environment, configures it and initialized the Academy.
///
void InitializeEnvironment()
{
// Retrieve Brain and initialize Academy
List brains = GetBrains(gameObject);
InitializeAcademy();
// Check for existence of communicator
communicator = new ExternalCommunicator(this);
if (!communicator.CommunicatorHandShake())
{
communicator = null;
}
// Initialize Brains and communicator (if present)
foreach (Brain brain in brains)
{
brain.InitializeBrain(this, communicator);
}
if (communicator != null)
{
isCommunicatorOn = true;
communicator.InitializeCommunicator();
communicator.UpdateCommand();
}
// If a communicator is enabled/provided, then we assume we are in
// training mode. In the absence of a communicator, we assume we are
// in inference mode.
isInference = !isCommunicatorOn;
BrainDecideAction += () => { };
AgentSetStatus += (m, d, i) => { };
AgentResetIfDone += () => { };
AgentSendState += () => { };
AgentAct += () => { };
AgentForceReset += () => { };
// Configure the environment using the configurations provided by
// the developer in the Editor.
ConfigureEnvironment();
}
///
/// Configures the environment settings depending on the training/inference
/// mode and the corresponding parameters passed in the Editor.
///
void ConfigureEnvironment()
{
if (isInference)
{
ConfigureEnvironmentHelper(inferenceConfiguration);
Monitor.SetActive(true);
}
else
{
ConfigureEnvironmentHelper(trainingConfiguration);
Monitor.SetActive(false);
}
}
///
/// Helper method for initializing the environment based on the provided
/// configuration.
///
///
/// Environment configuration (specified in the Editor).
///
static void ConfigureEnvironmentHelper(EnvironmentConfiguration config)
{
Screen.SetResolution(config.width, config.height, false);
QualitySettings.SetQualityLevel(config.qualityLevel, true);
Time.timeScale = config.timeScale;
Time.captureFramerate = 60;
Application.targetFrameRate = config.targetFrameRate;
}
///
/// Initializes the academy and environment. Called during the waking-up
/// phase of the environment before any of the scene objects/agents have
/// been initialized.
///
public virtual void InitializeAcademy()
{
}
///
/// Specifies the academy behavior at every step of the environment.
///
public virtual void AcademyStep()
{
}
///
/// Specifies the academy behavior when being reset (i.e. at the completion
/// of a global episode).
///
public virtual void AcademyReset()
{
}
///
/// Returns the flag.
///
///
/// true, if current mode is inference, false if training.
///
public bool GetIsInference()
{
return isInference;
}
///
/// Sets the flag to the provided value. If
/// the new flag differs from the current flag value, this signals that
/// the environment configuration needs to be updated.
///
///
/// Environment mode, if true then inference, otherwise training.
///
public void SetIsInference(bool isInference)
{
if (this.isInference != isInference)
{
this.isInference = isInference;
// This signals to the academy that at the next environment step
// the engine configurations need updating to the respective mode
// (i.e. training vs inference) configuraiton.
modeSwitched = true;
}
}
///
/// Returns the current episode counter.
///
///
/// Current episode number.
///
public int GetEpisodeCount()
{
return episodeCount;
}
///
/// Returns the current step counter (within the current epside).
///
///
/// Current episode number.
///
public int GetStepCount()
{
return stepCount;
}
///
/// Sets the done flag to true.
///
public void Done()
{
done = true;
}
///
/// Returns whether or not the academy is done.
///
///
/// true, if academy is done, false otherwise.
///
public bool IsDone()
{
return done;
}
///
/// Returns whether or not the communicator is on.
///
///
/// true, if communicator is on, false otherwise.
///
public bool IsCommunicatorOn()
{
return isCommunicatorOn;
}
///
/// Returns the Communicator currently used by the Academy.
///
/// The commincator currently in use (may be null).
public Communicator GetCommunicator()
{
return communicator;
}
///
/// Forces the full reset. The done flags are not affected. Is either
/// called the first reset at inference and every external reset
/// at training.
///
void ForcedFullReset()
{
EnvironmentReset();
AgentForceReset();
firstAcademyReset = true;
}
///
/// Performs a single environment update to the Academy, Brain and Agent
/// objects within the environment.
///
void EnvironmentStep()
{
if (modeSwitched)
{
ConfigureEnvironment();
modeSwitched = false;
}
if (isCommunicatorOn)
{
if (communicator.GetCommand() == ExternalCommand.RESET)
{
// Update reset parameters.
Dictionary NewResetParameters =
communicator.GetResetParameters();
foreach (KeyValuePair kv in NewResetParameters)
{
resetParameters[kv.Key] = kv.Value;
}
ForcedFullReset();
communicator.SetCommand(ExternalCommand.STEP);
}
if (communicator.GetCommand() == ExternalCommand.QUIT)
{
Application.Quit();
return;
}
}
else if (!firstAcademyReset)
{
ForcedFullReset();
}
if ((stepCount >= maxSteps) && maxSteps > 0)
{
maxStepReached = true;
Done();
}
AgentSetStatus(maxStepReached, done, stepCount);
if (done)
{
EnvironmentReset();
}
AgentResetIfDone();
AgentSendState();
BrainDecideAction();
AcademyStep();
AgentAct();
if (done)
{
done = false;
maxStepReached = false;
}
stepCount += 1;
}
///
/// Resets the environment, including the Academy.
///
void EnvironmentReset()
{
stepCount = 0;
episodeCount++;
AcademyReset();
}
///
/// Monobehavior function that dictates each environment step.
///
void FixedUpdate()
{
EnvironmentStep();
}
///
/// Helper method that retrieves the Brain objects that are currently
/// specified as children of the Academy within the Editor.
///
/// Academy.
///
/// List of brains currently attached to academy.
///
static List GetBrains(GameObject academy)
{
List brains = new List();
var transform = academy.transform;
for (var i = 0; i < transform.childCount; i++)
{
var child = transform.GetChild(i);
var brain = child.GetComponent();
if (brain != null && child.gameObject.activeSelf)
{
brains.Add(brain);
}
}
return brains;
}
}