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_unity_environment import BaseUnityEnvironment from mlagents.envs.timers import timed, hierarchical_timer from .brain import AllBrainInfo, BrainInfo, BrainParameters from .exception import ( UnityEnvironmentException, UnityCommunicationException, UnityActionException, UnityTimeOutException, ) 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.environment_parameters_pb2 import ( EnvironmentParametersProto, ) 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(BaseUnityEnvironment): 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-11" 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( "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( "The API number is not compatible between Unity and python. Python API : {0}, Unity API : " "{1}.\nPlease go to https://github.com/Unity-Technologies/ml-agents to download the latest version " "of ML-Agents.".format(self._version_, self._unity_version) ) self._n_agents: Dict[str, int] = {} self._is_first_message = True self._academy_name = aca_params.name self._log_path = aca_params.log_path self._brains: Dict[str, BrainParameters] = {} self._external_brain_names: List[str] = [] self._num_external_brains = 0 self._update_brain_parameters(aca_output) self._resetParameters = dict(aca_params.environment_parameters.float_parameters) logger.info( "\n'{0}' started successfully!\n{1}".format(self._academy_name, str(self)) ) @property def logfile_path(self): return self._log_path @property def brains(self): return self._brains @property def academy_name(self): return self._academy_name @property def number_external_brains(self): return self._num_external_brains @property def external_brain_names(self): return self._external_brain_names @staticmethod def get_communicator(worker_id, base_port, timeout_wait): return RpcCommunicator(worker_id, base_port, timeout_wait) @property def external_brains(self): external_brains = {} for brain_name in self.external_brain_names: external_brains[brain_name] = self.brains[brain_name] return external_brains @property def reset_parameters(self): return self._resetParameters 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 __str__(self): reset_params_str = ( "\n\t\t".join( [ str(k) + " -> " + str(self._resetParameters[k]) for k in self._resetParameters ] ) if self._resetParameters else "{}" ) return f"""Unity Academy name: {self._academy_name} Reset Parameters : {reset_params_str}""" def reset( self, config: Dict = None, train_mode: bool = True, custom_reset_parameters: Any = None, ) -> AllBrainInfo: """ Sends a signal to reset the unity environment. :return: AllBrainInfo : A data structure corresponding to the initial reset state of the environment. """ if config is None: config = self._resetParameters elif config: logger.info( "Academy reset with parameters: {0}".format( ", ".join([str(x) + " -> " + str(config[x]) for x in config]) ) ) for k in config: if (k in self._resetParameters) and (isinstance(config[k], (int, float))): self._resetParameters[k] = config[k] elif not isinstance(config[k], (int, float)): raise UnityEnvironmentException( "The value for parameter '{0}'' must be an Integer or a Float.".format( k ) ) else: raise UnityEnvironmentException( "The parameter '{0}' is not a valid parameter.".format(k) ) if self._loaded: outputs = self.communicator.exchange( self._generate_reset_input(train_mode, config, custom_reset_parameters) ) if outputs is None: raise UnityCommunicationException("Communicator has stopped.") self._update_brain_parameters(outputs) rl_output = outputs.rl_output s = self._get_state(rl_output) for _b in self._external_brain_names: self._n_agents[_b] = len(s[_b].agents) self._is_first_message = False return s else: raise UnityEnvironmentException("No Unity environment is loaded.") @timed def step( self, vector_action: Dict[str, np.ndarray] = None, value: Optional[Dict[str, np.ndarray]] = None, ) -> AllBrainInfo: """ Provides the environment with an action, moves the environment dynamics forward accordingly, and returns observation, state, and reward information to the agent. :param value: Value estimates provided by agents. :param vector_action: Agent's vector action. Can be a scalar or vector of int/floats. :param memory: Vector corresponding to memory used for recurrent policies. :return: AllBrainInfo : A Data structure corresponding to the new state of the environment. """ if self._is_first_message: return self.reset() vector_action = {} if vector_action is None else vector_action value = {} if value is None else value # Check that environment is loaded, and episode is currently running. if not self._loaded: raise UnityEnvironmentException("No Unity environment is loaded.") else: if isinstance(vector_action, self.SINGLE_BRAIN_ACTION_TYPES): if self._num_external_brains == 1: vector_action = {self._external_brain_names[0]: vector_action} elif self._num_external_brains > 1: raise UnityActionException( "You have {0} brains, you need to feed a dictionary of brain names a keys, " "and vector_actions as values".format(self._num_external_brains) ) else: raise UnityActionException( "There are no external brains in the environment, " "step cannot take a vector_action input" ) if isinstance(value, self.SINGLE_BRAIN_ACTION_TYPES): if self._num_external_brains == 1: value = {self._external_brain_names[0]: value} elif self._num_external_brains > 1: raise UnityActionException( "You have {0} brains, you need to feed a dictionary of brain names as keys " "and state/action value estimates as values".format( self._num_external_brains ) ) else: raise UnityActionException( "There are no external brains in the environment, " "step cannot take a value input" ) for brain_name in list(vector_action.keys()): if brain_name not in self._external_brain_names: raise UnityActionException( "The name {0} does not correspond to an external brain " "in the environment".format(brain_name) ) for brain_name in self._external_brain_names: n_agent = self._n_agents[brain_name] if brain_name not in vector_action: if self._brains[brain_name].vector_action_space_type == "discrete": vector_action[brain_name] = ( [0.0] * n_agent * len(self._brains[brain_name].vector_action_space_size) ) else: vector_action[brain_name] = ( [0.0] * n_agent * self._brains[brain_name].vector_action_space_size[0] ) else: vector_action[brain_name] = self._flatten(vector_action[brain_name]) discrete_check = ( self._brains[brain_name].vector_action_space_type == "discrete" ) expected_discrete_size = n_agent * len( self._brains[brain_name].vector_action_space_size ) continuous_check = ( self._brains[brain_name].vector_action_space_type == "continuous" ) expected_continuous_size = ( self._brains[brain_name].vector_action_space_size[0] * n_agent ) if not ( ( discrete_check and len(vector_action[brain_name]) == expected_discrete_size ) or ( continuous_check and len(vector_action[brain_name]) == expected_continuous_size ) ): raise UnityActionException( "There was a mismatch between the provided action and " "the environment's expectation: " "The brain {0} expected {1} {2} action(s), but was provided: {3}".format( brain_name, str(expected_discrete_size) if discrete_check else str(expected_continuous_size), self._brains[brain_name].vector_action_space_type, str(vector_action[brain_name]), ) ) step_input = self._generate_step_input(vector_action, value) with hierarchical_timer("communicator.exchange"): outputs = self.communicator.exchange(step_input) if outputs is None: raise UnityCommunicationException("Communicator has stopped.") self._update_brain_parameters(outputs) rl_output = outputs.rl_output state = self._get_state(rl_output) for _b in self._external_brain_names: self._n_agents[_b] = len(state[_b].agents) return state 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 def _get_state(self, output: UnityRLOutputProto) -> AllBrainInfo: """ Collects experience information from all external brains in environment at current step. :return: a dictionary of BrainInfo objects. """ _data = {} for brain_name in output.agentInfos: agent_info_list = output.agentInfos[brain_name].value _data[brain_name] = BrainInfo.from_agent_proto( self.worker_id, agent_info_list, self.brains[brain_name] ) self._parse_side_channel_message(self.side_channels, output.side_channel) return _data @staticmethod def _parse_side_channel_message( side_channels: Dict[int, SideChannel], data: bytearray ) -> 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(" 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_brain = BrainParameters.from_proto(brain_param, agent) self._brains[brain_param.brain_name] = new_brain logger.info(f"Connected new brain:\n{new_brain}") self._external_brain_names = list(self._brains.keys()) self._num_external_brains = len(self._external_brain_names) @timed def _generate_step_input( self, vector_action: Dict[str, np.ndarray], value: Dict[str, np.ndarray] ) -> UnityInputProto: rl_in = UnityRLInputProto() for b in vector_action: n_agents = self._n_agents[b] if n_agents == 0: continue _a_s = len(vector_action[b]) // n_agents for i in range(n_agents): action = AgentActionProto( vector_actions=vector_action[b][i * _a_s : (i + 1) * _a_s] ) if b in value: if value[b] is not None: action.value = float(value[b][i]) rl_in.agent_actions[b].value.extend([action]) rl_in.command = 0 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, training: bool, config: Dict, custom_reset_parameters: Any ) -> UnityInputProto: rl_in = UnityRLInputProto() rl_in.is_training = training rl_in.environment_parameters.CopyFrom(EnvironmentParametersProto()) for key in config: rl_in.environment_parameters.float_parameters[key] = config[key] if custom_reset_parameters is not None: rl_in.environment_parameters.custom_reset_parameters.CopyFrom( custom_reset_parameters ) rl_in.command = 1 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