using System; using System.Collections.Generic; using UnityEngine; using Unity.Barracuda; using System.IO; using Unity.MLAgents; using Unity.MLAgents.Policies; #if UNITY_EDITOR using UnityEditor; #endif namespace Unity.MLAgentsExamples { /// /// Utility class to allow the NNModel file for an agent to be overriden during inference. /// This is used internally to validate the file after training is done. /// The behavior name to override and file path are specified on the commandline, e.g. /// player.exe --mlagents-override-model behavior1 /path/to/model1.nn --mlagents-override-model behavior2 /path/to/model2.nn /// /// Additionally, a number of episodes to run can be specified; after this, the application will quit. /// Note this will only work with example scenes that have 1:1 Agent:Behaviors. More complicated scenes like WallJump /// probably won't override correctly. /// public class ModelOverrider : MonoBehaviour { const string k_CommandLineModelOverrideFlag = "--mlagents-override-model"; const string k_CommandLineModelOverrideDirectoryFlag = "--mlagents-override-model-directory"; const string k_CommandLineQuitAfterEpisodesFlag = "--mlagents-quit-after-episodes"; const string k_CommandLineQuitOnLoadFailure = "--mlagents-quit-on-load-failure"; // The attached Agent Agent m_Agent; // Assets paths to use, with the behavior name as the key. Dictionary m_BehaviorNameOverrides = new Dictionary(); string m_BehaviorNameOverrideDirectory; // Cached loaded NNModels, with the behavior name as the key. Dictionary m_CachedModels = new Dictionary(); // Max episodes to run. Only used if > 0 // Will default to 1 if override models are specified, otherwise 0. int m_MaxEpisodes; int m_NumSteps; int m_PreviousNumSteps; int m_PreviousAgentCompletedEpisodes; bool m_QuitOnLoadFailure; [Tooltip("Debug values to be used in place of the command line for overriding models.")] public string debugCommandLineOverride; // Static values to keep track of completed episodes and steps across resets // These are updated in OnDisable. static int s_PreviousAgentCompletedEpisodes; static int s_PreviousNumSteps; int TotalCompletedEpisodes { get { return m_PreviousAgentCompletedEpisodes + (m_Agent == null ? 0 : m_Agent.CompletedEpisodes); } } int TotalNumSteps { get { return m_PreviousNumSteps + m_NumSteps; } } public bool HasOverrides { get { return m_BehaviorNameOverrides.Count > 0 || !string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory); } } public static string GetOverrideBehaviorName(string originalBehaviorName) { return $"Override_{originalBehaviorName}"; } /// /// Get the asset path to use from the commandline arguments. /// /// void GetAssetPathFromCommandLine() { m_BehaviorNameOverrides.Clear(); var maxEpisodes = 0; string[] commandLineArgsOverride = null; if (!string.IsNullOrEmpty(debugCommandLineOverride) && Application.isEditor) { commandLineArgsOverride = debugCommandLineOverride.Split(' '); } var args = commandLineArgsOverride ?? Environment.GetCommandLineArgs(); for (var i = 0; i < args.Length; i++) { if (args[i] == k_CommandLineModelOverrideFlag && i < args.Length-2) { var key = args[i + 1].Trim(); var value = args[i + 2].Trim(); m_BehaviorNameOverrides[key] = value; } else if (args[i] == k_CommandLineModelOverrideDirectoryFlag && i < args.Length-1) { m_BehaviorNameOverrideDirectory = args[i + 1].Trim(); } else if (args[i] == k_CommandLineQuitAfterEpisodesFlag && i < args.Length-1) { Int32.TryParse(args[i + 1], out maxEpisodes); } else if (args[i] == k_CommandLineQuitOnLoadFailure) { m_QuitOnLoadFailure = true; } } if (HasOverrides) { // If overriding models, set maxEpisodes to 1 or the command line value m_MaxEpisodes = maxEpisodes > 0 ? maxEpisodes : 1; Debug.Log($"setting m_MaxEpisodes to {maxEpisodes}"); } } void OnEnable() { // Start with these initialized to previous values in the case where we're resetting scenes. m_PreviousNumSteps = s_PreviousNumSteps; m_PreviousAgentCompletedEpisodes = s_PreviousAgentCompletedEpisodes; m_Agent = GetComponent(); GetAssetPathFromCommandLine(); if (HasOverrides) { OverrideModel(); } } void OnDisable() { // Update the static episode and step counts. // For a single agent in the scene, this will be a straightforward increment. // If there are multiple agents, we'll increment the count by the Agent that completed the most episodes. s_PreviousAgentCompletedEpisodes = Mathf.Max(s_PreviousAgentCompletedEpisodes, TotalCompletedEpisodes); s_PreviousNumSteps = Mathf.Max(s_PreviousNumSteps, TotalNumSteps); } void FixedUpdate() { if (m_MaxEpisodes > 0) { // For Agents without maxSteps, exit as soon as we've hit the target number of episodes. // For Agents that specify MaxStep, also make sure we've gone at least that many steps. // Since we exit as soon as *any* Agent hits its target, the maxSteps condition keeps us running // a bit longer in case there's an early failure. if (TotalCompletedEpisodes >= m_MaxEpisodes && TotalNumSteps > m_MaxEpisodes * m_Agent.MaxStep) { Debug.Log($"ModelOverride reached {TotalCompletedEpisodes} episodes and {TotalNumSteps} steps. Exiting."); Application.Quit(0); #if UNITY_EDITOR EditorApplication.isPlaying = false; #endif } } m_NumSteps++; } public NNModel GetModelForBehaviorName(string behaviorName) { if (m_CachedModels.ContainsKey(behaviorName)) { return m_CachedModels[behaviorName]; } string assetPath = null; if (m_BehaviorNameOverrides.ContainsKey(behaviorName)) { assetPath = m_BehaviorNameOverrides[behaviorName]; } else if(!string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory)) { assetPath = Path.Combine(m_BehaviorNameOverrideDirectory, $"{behaviorName}.nn"); } if (string.IsNullOrEmpty(assetPath)) { Debug.Log($"No override for BehaviorName {behaviorName}, and no directory set."); return null; } byte[] model = null; try { model = File.ReadAllBytes(assetPath); } catch(IOException) { Debug.Log($"Couldn't load file {assetPath} at full path {Path.GetFullPath(assetPath)}", this); // Cache the null so we don't repeatedly try to load a missing file m_CachedModels[behaviorName] = null; return null; } var asset = ScriptableObject.CreateInstance(); asset.modelData = ScriptableObject.CreateInstance(); asset.modelData.Value = model; asset.name = "Override - " + Path.GetFileName(assetPath); m_CachedModels[behaviorName] = asset; return asset; } /// /// Load the NNModel file from the specified path, and give it to the attached agent. /// void OverrideModel() { m_Agent.LazyInitialize(); var bp = m_Agent.GetComponent(); var behaviorName = bp.BehaviorName; var nnModel = GetModelForBehaviorName(behaviorName); if (nnModel == null && m_QuitOnLoadFailure) { Debug.Log( $"Didn't find a model for behaviorName {behaviorName}. Make " + $"sure the behaviorName is set correctly in the commandline " + $"and that the model file exists" ); Application.Quit(1); #if UNITY_EDITOR EditorApplication.isPlaying = false; #endif } var modelName = nnModel != null ? nnModel.name : ""; Debug.Log($"Overriding behavior {behaviorName} for agent with model {modelName}"); // This might give a null model; that's better because we'll fall back to the Heuristic m_Agent.SetModel(GetOverrideBehaviorName(behaviorName), nnModel); } } }