import atexit import glob import logging import numpy as np import os import subprocess from typing import Dict, List, Optional, Any from mlagents_envs.side_channel.side_channel import SideChannel from mlagents_envs.base_env import ( BaseEnv, BatchedStepResult, AgentGroupSpec, AgentGroup, AgentId, ) from mlagents_envs.timers import timed, hierarchical_timer from mlagents_envs.exception import ( UnityEnvironmentException, UnityCommunicationException, UnityActionException, UnityTimeOutException, ) from mlagents_envs.communicator_objects.command_pb2 import STEP, RESET from mlagents_envs.rpc_utils import ( agent_group_spec_from_proto, batched_step_result_from_proto, ) from mlagents_envs.communicator_objects.unity_rl_input_pb2 import UnityRLInputProto from mlagents_envs.communicator_objects.unity_rl_output_pb2 import UnityRLOutputProto from mlagents_envs.communicator_objects.agent_action_pb2 import AgentActionProto from mlagents_envs.communicator_objects.unity_output_pb2 import UnityOutputProto from mlagents_envs.communicator_objects.unity_rl_initialization_input_pb2 import ( UnityRLInitializationInputProto, ) from mlagents_envs.communicator_objects.unity_input_pb2 import UnityInputProto from .rpc_communicator import RpcCommunicator from sys import platform import signal import struct logging.basicConfig(level=logging.INFO) logger = logging.getLogger("mlagents_envs") class UnityEnvironment(BaseEnv): SCALAR_ACTION_TYPES = (int, np.int32, np.int64, float, np.float32, np.float64) SINGLE_BRAIN_ACTION_TYPES = SCALAR_ACTION_TYPES + (list, np.ndarray) API_VERSION = "API-13" def __init__( self, file_name: Optional[str] = None, worker_id: int = 0, base_port: int = 5005, seed: int = 0, docker_training: bool = False, no_graphics: bool = False, timeout_wait: int = 60, args: Optional[List[str]] = None, side_channels: Optional[List[SideChannel]] = None, ): """ Starts a new unity environment and establishes a connection with the environment. Notice: Currently communication between Unity and Python takes place over an open socket without authentication. Ensure that the network where training takes place is secure. :string file_name: Name of Unity environment binary. :int base_port: Baseline port number to connect to Unity environment over. worker_id increments over this. :int worker_id: Number to add to communication port (5005) [0]. Used for asynchronous agent scenarios. :bool docker_training: Informs this class whether the process is being run within a container. :bool no_graphics: Whether to run the Unity simulator in no-graphics mode :int timeout_wait: Time (in seconds) to wait for connection from environment. :bool train_mode: Whether to run in training mode, speeding up the simulation, by default. :list args: Addition Unity command line arguments :list side_channels: Additional side channel for no-rl communication with Unity """ args = args or [] atexit.register(self._close) self.port = base_port + worker_id self._buffer_size = 12000 self._version_ = UnityEnvironment.API_VERSION # If true, this means the environment was successfully loaded self._loaded = False # The process that is started. If None, no process was started self.proc1 = None self.timeout_wait: int = timeout_wait self.communicator = self.get_communicator(worker_id, base_port, timeout_wait) self.worker_id = worker_id self.side_channels: Dict[int, SideChannel] = {} if side_channels is not None: for _sc in side_channels: if _sc.channel_type in self.side_channels: raise UnityEnvironmentException( "There cannot be two side channels with the same channel type {0}.".format( _sc.channel_type ) ) self.side_channels[_sc.channel_type] = _sc # If the environment name is None, a new environment will not be launched # and the communicator will directly try to connect to an existing unity environment. # If the worker-id is not 0 and the environment name is None, an error is thrown if file_name is None and worker_id != 0: raise UnityEnvironmentException( "If the environment name is None, " "the worker-id must be 0 in order to connect with the Editor." ) if file_name is not None: self.executable_launcher(file_name, docker_training, no_graphics, args) else: logger.info( f"Listening on port {self.port}. " f"Start training by pressing the Play button in the Unity Editor." ) self._loaded = True rl_init_parameters_in = UnityRLInitializationInputProto(seed=seed) try: aca_output = self.send_academy_parameters(rl_init_parameters_in) aca_params = aca_output.rl_initialization_output except UnityTimeOutException: self._close() raise # TODO : think of a better way to expose the academyParameters self._unity_version = aca_params.version if self._unity_version != self._version_: self._close() raise UnityEnvironmentException( f"The API number is not compatible between Unity and python. " f"Python API: {self._version_}, Unity API: {self._unity_version}.\n" f"Please go to https://github.com/Unity-Technologies/ml-agents/releases/tag/latest_release" f"to download the latest version of ML-Agents." ) self._env_state: Dict[str, BatchedStepResult] = {} self._env_specs: Dict[str, AgentGroupSpec] = {} self._env_actions: Dict[str, np.ndarray] = {} self._is_first_message = True self._update_group_specs(aca_output) @staticmethod def get_communicator(worker_id, base_port, timeout_wait): return RpcCommunicator(worker_id, base_port, timeout_wait) def executable_launcher(self, file_name, docker_training, no_graphics, args): cwd = os.getcwd() file_name = ( file_name.strip() .replace(".app", "") .replace(".exe", "") .replace(".x86_64", "") .replace(".x86", "") ) true_filename = os.path.basename(os.path.normpath(file_name)) logger.debug("The true file name is {}".format(true_filename)) launch_string = None if platform == "linux" or platform == "linux2": candidates = glob.glob(os.path.join(cwd, file_name) + ".x86_64") if len(candidates) == 0: candidates = glob.glob(os.path.join(cwd, file_name) + ".x86") if len(candidates) == 0: candidates = glob.glob(file_name + ".x86_64") if len(candidates) == 0: candidates = glob.glob(file_name + ".x86") if len(candidates) > 0: launch_string = candidates[0] elif platform == "darwin": candidates = glob.glob( os.path.join( cwd, file_name + ".app", "Contents", "MacOS", true_filename ) ) if len(candidates) == 0: candidates = glob.glob( os.path.join(file_name + ".app", "Contents", "MacOS", true_filename) ) if len(candidates) == 0: candidates = glob.glob( os.path.join(cwd, file_name + ".app", "Contents", "MacOS", "*") ) if len(candidates) == 0: candidates = glob.glob( os.path.join(file_name + ".app", "Contents", "MacOS", "*") ) if len(candidates) > 0: launch_string = candidates[0] elif platform == "win32": candidates = glob.glob(os.path.join(cwd, file_name + ".exe")) if len(candidates) == 0: candidates = glob.glob(file_name + ".exe") if len(candidates) > 0: launch_string = candidates[0] if launch_string is None: self._close() raise UnityEnvironmentException( "Couldn't launch the {0} environment. " "Provided filename does not match any environments.".format( true_filename ) ) else: logger.debug("This is the launch string {}".format(launch_string)) # Launch Unity environment if not docker_training: subprocess_args = [launch_string] if no_graphics: subprocess_args += ["-nographics", "-batchmode"] subprocess_args += ["--port", str(self.port)] subprocess_args += args try: self.proc1 = subprocess.Popen( subprocess_args, # start_new_session=True means that signals to the parent python process # (e.g. SIGINT from keyboard interrupt) will not be sent to the new process on POSIX platforms. # This is generally good since we want the environment to have a chance to shutdown, # but may be undesirable in come cases; if so, we'll add a command-line toggle. # Note that on Windows, the CTRL_C signal will still be sent. start_new_session=True, ) except PermissionError as perm: # This is likely due to missing read or execute permissions on file. raise UnityEnvironmentException( f"Error when trying to launch environment - make sure " f"permissions are set correctly. For example " f'"chmod -R 755 {launch_string}"' ) from perm else: # Comments for future maintenance: # xvfb-run is a wrapper around Xvfb, a virtual xserver where all # rendering is done to virtual memory. It automatically creates a # new virtual server automatically picking a server number `auto-servernum`. # The server is passed the arguments using `server-args`, we are telling # Xvfb to create Screen number 0 with width 640, height 480 and depth 24 bits. # Note that 640 X 480 are the default width and height. The main reason for # us to add this is because we'd like to change the depth from the default # of 8 bits to 24. # Unfortunately, this means that we will need to pass the arguments through # a shell which is why we set `shell=True`. Now, this adds its own # complications. E.g SIGINT can bounce off the shell and not get propagated # to the child processes. This is why we add `exec`, so that the shell gets # launched, the arguments are passed to `xvfb-run`. `exec` replaces the shell # we created with `xvfb`. # docker_ls = ( "exec xvfb-run --auto-servernum" " --server-args='-screen 0 640x480x24'" " {0} --port {1}" ).format(launch_string, str(self.port)) self.proc1 = subprocess.Popen( docker_ls, stdout=subprocess.PIPE, stderr=subprocess.PIPE, shell=True, ) def _update_group_specs(self, output: UnityOutputProto) -> None: init_output = output.rl_initialization_output for brain_param in init_output.brain_parameters: # Each BrainParameter in the rl_initialization_output should have at least one AgentInfo # Get that agent, because we need some of its observations. agent_infos = output.rl_output.agentInfos[brain_param.brain_name] if agent_infos.value: agent = agent_infos.value[0] new_spec = agent_group_spec_from_proto(brain_param, agent) self._env_specs[brain_param.brain_name] = new_spec logger.info(f"Connected new brain:\n{brain_param.brain_name}") def _update_state(self, output: UnityRLOutputProto) -> None: """ Collects experience information from all external brains in environment at current step. """ for brain_name in self._env_specs.keys(): if brain_name in output.agentInfos: agent_info_list = output.agentInfos[brain_name].value self._env_state[brain_name] = batched_step_result_from_proto( agent_info_list, self._env_specs[brain_name] ) else: self._env_state[brain_name] = BatchedStepResult.empty( self._env_specs[brain_name] ) self._parse_side_channel_message(self.side_channels, output.side_channel) def reset(self) -> None: if self._loaded: outputs = self.communicator.exchange(self._generate_reset_input()) if outputs is None: raise UnityCommunicationException("Communicator has stopped.") self._update_group_specs(outputs) rl_output = outputs.rl_output self._update_state(rl_output) self._is_first_message = False self._env_actions.clear() else: raise UnityEnvironmentException("No Unity environment is loaded.") @timed def step(self) -> None: if self._is_first_message: return self.reset() if not self._loaded: raise UnityEnvironmentException("No Unity environment is loaded.") # fill the blanks for missing actions for group_name in self._env_specs: if group_name not in self._env_actions: n_agents = 0 if group_name in self._env_state: n_agents = self._env_state[group_name].n_agents() self._env_actions[group_name] = self._env_specs[ group_name ].create_empty_action(n_agents) step_input = self._generate_step_input(self._env_actions) with hierarchical_timer("communicator.exchange"): outputs = self.communicator.exchange(step_input) if outputs is None: raise UnityCommunicationException("Communicator has stopped.") self._update_group_specs(outputs) rl_output = outputs.rl_output self._update_state(rl_output) self._env_actions.clear() def get_agent_groups(self) -> List[AgentGroup]: return list(self._env_specs.keys()) def _assert_group_exists(self, agent_group: str) -> None: if agent_group not in self._env_specs: raise UnityActionException( "The group {0} does not correspond to an existing agent group " "in the environment".format(agent_group) ) def set_actions(self, agent_group: AgentGroup, action: np.ndarray) -> None: self._assert_group_exists(agent_group) if agent_group not in self._env_state: return spec = self._env_specs[agent_group] expected_type = np.float32 if spec.is_action_continuous() else np.int32 expected_shape = (self._env_state[agent_group].n_agents(), spec.action_size) if action.shape != expected_shape: raise UnityActionException( "The group {0} needs an input of dimension {1} but received input of dimension {2}".format( agent_group, expected_shape, action.shape ) ) if action.dtype != expected_type: action = action.astype(expected_type) self._env_actions[agent_group] = action def set_action_for_agent( self, agent_group: AgentGroup, agent_id: AgentId, action: np.ndarray ) -> None: self._assert_group_exists(agent_group) if agent_group not in self._env_state: return spec = self._env_specs[agent_group] expected_shape = (spec.action_size,) if action.shape != expected_shape: raise UnityActionException( "The Agent {0} in group {1} needs an input of dimension {2} but received input of dimension {3}".format( agent_id, agent_group, expected_shape, action.shape ) ) expected_type = np.float32 if spec.is_action_continuous() else np.int32 if action.dtype != expected_type: action = action.astype(expected_type) if agent_group not in self._env_actions: self._env_actions[agent_group] = spec.create_empty_action( self._env_state[agent_group].n_agents() ) try: index = np.where(self._env_state[agent_group].agent_id == agent_id)[0][0] except IndexError as ie: raise IndexError( "agent_id {} is did not request a decision at the previous step".format( agent_id ) ) from ie self._env_actions[agent_group][index] = action def get_step_result(self, agent_group: AgentGroup) -> BatchedStepResult: self._assert_group_exists(agent_group) return self._env_state[agent_group] def get_agent_group_spec(self, agent_group: AgentGroup) -> AgentGroupSpec: self._assert_group_exists(agent_group) return self._env_specs[agent_group] def close(self): """ Sends a shutdown signal to the unity environment, and closes the socket connection. """ if self._loaded: self._close() else: raise UnityEnvironmentException("No Unity environment is loaded.") def _close(self): self._loaded = False self.communicator.close() if self.proc1 is not None: # Wait a bit for the process to shutdown, but kill it if it takes too long try: self.proc1.wait(timeout=self.timeout_wait) signal_name = self.returncode_to_signal_name(self.proc1.returncode) signal_name = f" ({signal_name})" if signal_name else "" return_info = f"Environment shut down with return code {self.proc1.returncode}{signal_name}." logger.info(return_info) except subprocess.TimeoutExpired: logger.info("Environment timed out shutting down. Killing...") self.proc1.kill() # Set to None so we don't try to close multiple times. self.proc1 = None @classmethod def _flatten(cls, arr: Any) -> List[float]: """ Converts arrays to list. :param arr: numpy vector. :return: flattened list. """ if isinstance(arr, cls.SCALAR_ACTION_TYPES): arr = [float(arr)] if isinstance(arr, np.ndarray): arr = arr.tolist() if len(arr) == 0: return arr if isinstance(arr[0], np.ndarray): # pylint: disable=no-member arr = [item for sublist in arr for item in sublist.tolist()] if isinstance(arr[0], list): # pylint: disable=not-an-iterable arr = [item for sublist in arr for item in sublist] arr = [float(x) for x in arr] return arr @staticmethod def _parse_side_channel_message( side_channels: Dict[int, SideChannel], data: bytes ) -> None: offset = 0 while offset < len(data): try: channel_type, message_len = struct.unpack_from(" bytearray: result = bytearray() for channel_type, channel in side_channels.items(): for message in channel.message_queue: result += struct.pack(" UnityInputProto: rl_in = UnityRLInputProto() for b in vector_action: n_agents = self._env_state[b].n_agents() if n_agents == 0: continue for i in range(n_agents): action = AgentActionProto(vector_actions=vector_action[b][i]) rl_in.agent_actions[b].value.extend([action]) rl_in.command = STEP rl_in.side_channel = bytes(self._generate_side_channel_data(self.side_channels)) return self.wrap_unity_input(rl_in) def _generate_reset_input(self) -> UnityInputProto: rl_in = UnityRLInputProto() rl_in.command = RESET rl_in.side_channel = bytes(self._generate_side_channel_data(self.side_channels)) return self.wrap_unity_input(rl_in) def send_academy_parameters( self, init_parameters: UnityRLInitializationInputProto ) -> UnityOutputProto: inputs = UnityInputProto() inputs.rl_initialization_input.CopyFrom(init_parameters) return self.communicator.initialize(inputs) @staticmethod def wrap_unity_input(rl_input: UnityRLInputProto) -> UnityInputProto: result = UnityInputProto() result.rl_input.CopyFrom(rl_input) return result @staticmethod def returncode_to_signal_name(returncode: int) -> Optional[str]: """ Try to convert return codes into their corresponding signal name. E.g. returncode_to_signal_name(-2) -> "SIGINT" """ try: # A negative value -N indicates that the child was terminated by signal N (POSIX only). s = signal.Signals(-returncode) # pylint: disable=no-member return s.name except Exception: # Should generally be a ValueError, but catch everything just in case. return None