#if UNITY_INCLUDE_TESTS using System.Collections; using System.Collections.Generic; using Unity.MLAgents; using Unity.MLAgents.Policies; using Unity.MLAgents.Sensors; using Unity.MLAgents.Sensors.Reflection; using NUnit.Framework; using Unity.MLAgents.Actuators; using UnityEngine; using UnityEngine.TestTools; namespace Tests { public class PublicApiAgent : Agent { public int numHeuristicCalls; [Observable] public float ObservableFloat; public override void Heuristic(in ActionBuffers actionsOut) { numHeuristicCalls++; base.Heuristic(actionsOut); } } // Simple SensorComponent that sets up a StackingSensor public class StackingComponent : SensorComponent { public SensorComponent wrappedComponent; public int numStacks; public override ISensor CreateSensor() { var wrappedSensor = wrappedComponent.CreateSensor(); return new StackingSensor(wrappedSensor, numStacks); } public override int[] GetObservationShape() { int[] shape = (int[])wrappedComponent.GetObservationShape().Clone(); for (var i = 0; i < shape.Length; i++) { shape[i] *= numStacks; } return shape; } } public class RuntimeApiTest { [SetUp] public static void Setup() { if (Academy.IsInitialized) { Academy.Instance.Dispose(); } Academy.Instance.AutomaticSteppingEnabled = false; } [UnityTest] public IEnumerator RuntimeApiTestWithEnumeratorPasses() { Academy.Instance.InferenceSeed = 1337; var gameObject = new GameObject(); var behaviorParams = gameObject.AddComponent(); behaviorParams.BrainParameters.VectorObservationSize = 3; behaviorParams.BrainParameters.NumStackedVectorObservations = 2; behaviorParams.BrainParameters.VectorActionDescriptions = new[] { "Continuous1", "TestActionA", "TestActionB" }; behaviorParams.BrainParameters.ActionSpec = new ActionSpec(1, new []{2, 2}); behaviorParams.BehaviorName = "TestBehavior"; behaviorParams.TeamId = 42; behaviorParams.UseChildSensors = true; behaviorParams.ObservableAttributeHandling = ObservableAttributeOptions.ExamineAll; // Can't actually create an Agent with InferenceOnly and no model, so change back behaviorParams.BehaviorType = BehaviorType.Default; var sensorComponent = gameObject.AddComponent(); sensorComponent.SensorName = "ray3d"; sensorComponent.DetectableTags = new List { "Player", "Respawn" }; sensorComponent.RaysPerDirection = 3; // Make a StackingSensor that wraps the RayPerceptionSensorComponent3D // This isn't necessarily practical, just to ensure that it can be done var wrappingSensorComponent = gameObject.AddComponent(); wrappingSensorComponent.wrappedComponent = sensorComponent; wrappingSensorComponent.numStacks = 3; // ISensor isn't set up yet. Assert.IsNull(sensorComponent.RaySensor); // Make sure we can set the behavior type correctly after the agent is initialized // (this creates a new policy). behaviorParams.BehaviorType = BehaviorType.HeuristicOnly; // Agent needs to be added after everything else is setup. var agent = gameObject.AddComponent(); // DecisionRequester has to be added after Agent. var decisionRequester = gameObject.AddComponent(); decisionRequester.DecisionPeriod = 2; decisionRequester.TakeActionsBetweenDecisions = true; // Initialization should set up the sensors Assert.IsNotNull(sensorComponent.RaySensor); // Let's change the inference device var otherDevice = behaviorParams.InferenceDevice == InferenceDevice.CPU ? InferenceDevice.GPU : InferenceDevice.CPU; agent.SetModel(behaviorParams.BehaviorName, behaviorParams.Model, otherDevice); agent.AddReward(1.0f); // skip a frame. yield return null; Academy.Instance.EnvironmentStep(); var actions = agent.GetStoredActionBuffers().DiscreteActions; // default Heuristic implementation should return zero actions. Assert.AreEqual(new ActionSegment(new[] {0, 0}), actions); Assert.AreEqual(1, agent.numHeuristicCalls); Academy.Instance.EnvironmentStep(); Assert.AreEqual(1, agent.numHeuristicCalls); Academy.Instance.EnvironmentStep(); Assert.AreEqual(2, agent.numHeuristicCalls); } } } #endif