Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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using UnityEngine;
using NUnit.Framework;
using System.Reflection;
using System.Collections.Generic;
using MLAgents.Sensors;
using MLAgents.Policies;
namespace MLAgents.Tests
{
internal class TestPolicy : IPolicy
{
public void RequestDecision(AgentInfo info, List<ISensor> sensors) {}
public float[] DecideAction() { return new float[0]; }
public void Dispose() {}
}
public class TestAgent : Agent
{
internal AgentInfo _Info
{
get
{
return (AgentInfo)typeof(Agent).GetField("m_Info", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(this);
}
set
{
typeof(Agent).GetField("m_Info", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(this, value);
}
}
internal void SetPolicy(IPolicy policy)
{
typeof(Agent).GetField("m_Brain", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(this, policy);
}
internal IPolicy GetPolicy()
{
return (IPolicy) typeof(Agent).GetField("m_Brain", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(this);
}
public int initializeAgentCalls;
public int collectObservationsCalls;
public int collectObservationsCallsSinceLastReset;
public int agentActionCalls;
public int agentActionCallsSinceLastReset;
public int agentResetCalls;
public int heuristicCalls;
public TestSensor sensor1;
public TestSensor sensor2;
public override void InitializeAgent()
{
initializeAgentCalls += 1;
// Add in some custom Sensors so we can confirm they get sorted as expected.
sensor1 = new TestSensor("testsensor1");
sensor2 = new TestSensor("testsensor2");
sensor2.compressionType = SensorCompressionType.PNG;
sensors.Add(sensor2);
sensors.Add(sensor1);
}
public override void CollectObservations(VectorSensor sensor)
{
collectObservationsCalls += 1;
collectObservationsCallsSinceLastReset += 1;
sensor.AddObservation(0f);
}
public override void AgentAction(float[] vectorAction)
{
agentActionCalls += 1;
agentActionCallsSinceLastReset += 1;
AddReward(0.1f);
}
public override void AgentReset()
{
agentResetCalls += 1;
collectObservationsCallsSinceLastReset = 0;
agentActionCallsSinceLastReset = 0;
}
public override float[] Heuristic()
{
heuristicCalls++;
return new float[0];
}
}
public class TestSensor : ISensor
{
public string sensorName;
public int numWriteCalls;
public int numCompressedCalls;
public SensorCompressionType compressionType = SensorCompressionType.None;
public TestSensor(string n)
{
sensorName = n;
}
public int[] GetObservationShape()
{
return new[] { 0 };
}
public int Write(WriteAdapter adapter)
{
numWriteCalls++;
// No-op
return 0;
}
public byte[] GetCompressedObservation()
{
numCompressedCalls++;
return null;
}
public SensorCompressionType GetCompressionType()
{
return compressionType;
}
public string GetName()
{
return sensorName;
}
public void Update() {}
}
[TestFixture]
public class EditModeTestGeneration
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
var aca = Academy.Instance;
Assert.AreNotEqual(null, aca);
Assert.AreEqual(0, aca.EpisodeCount);
Assert.AreEqual(0, aca.StepCount);
Assert.AreEqual(0, aca.TotalStepCount);
}
[Test]
public void TestAgent()
{
var agentGo = new GameObject("TestAgent");
agentGo.AddComponent<TestAgent>();
var agent = agentGo.GetComponent<TestAgent>();
Assert.AreNotEqual(null, agent);
Assert.AreEqual(0, agent.initializeAgentCalls);
}
}
[TestFixture]
public class EditModeTestInitialization
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
Assert.AreEqual(false, Academy.IsInitialized);
var aca = Academy.Instance;
Assert.AreEqual(true, Academy.IsInitialized);
// Check that init is idempotent
aca.LazyInitialize();
aca.LazyInitialize();
Assert.AreEqual(0, aca.EpisodeCount);
Assert.AreEqual(0, aca.StepCount);
Assert.AreEqual(0, aca.TotalStepCount);
Assert.AreNotEqual(null, aca.FloatProperties);
// Check that Dispose is idempotent
aca.Dispose();
Assert.AreEqual(false, Academy.IsInitialized);
aca.Dispose();
}
[Test]
public void TestAcademyDispose()
{
var floatProperties1 = Academy.Instance.FloatProperties;
Academy.Instance.Dispose();
var floatProperties2 = Academy.Instance.FloatProperties;
Academy.Instance.Dispose();
Assert.AreNotEqual(floatProperties1, floatProperties2);
}
[Test]
public void TestAgent()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
Assert.AreEqual(0, agent1.agentResetCalls);
Assert.AreEqual(0, agent2.agentResetCalls);
Assert.AreEqual(0, agent1.initializeAgentCalls);
Assert.AreEqual(0, agent2.initializeAgentCalls);
Assert.AreEqual(0, agent1.agentActionCalls);
Assert.AreEqual(0, agent2.agentActionCalls);
agent2.LazyInitialize();
agent1.LazyInitialize();
// agent1 was not enabled when the academy started
// The agents have been initialized
Assert.AreEqual(0, agent1.agentResetCalls);
Assert.AreEqual(0, agent2.agentResetCalls);
Assert.AreEqual(1, agent1.initializeAgentCalls);
Assert.AreEqual(1, agent2.initializeAgentCalls);
Assert.AreEqual(0, agent1.agentActionCalls);
Assert.AreEqual(0, agent2.agentActionCalls);
// Make sure the Sensors were sorted
Assert.AreEqual(agent1.sensors[0].GetName(), "testsensor1");
Assert.AreEqual(agent1.sensors[1].GetName(), "testsensor2");
}
}
[TestFixture]
public class EditModeTestStep
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
var aca = Academy.Instance;
var numberReset = 0;
for (var i = 0; i < 10; i++)
{
Assert.AreEqual(numberReset, aca.EpisodeCount);
Assert.AreEqual(i, aca.StepCount);
// The reset happens at the beginning of the first step
if (i == 0)
{
numberReset += 1;
}
Academy.Instance.EnvironmentStep();
}
}
[Test]
public void TestAcademyAutostep()
{
var aca = Academy.Instance;
Assert.IsTrue(aca.AutomaticSteppingEnabled);
aca.AutomaticSteppingEnabled = false;
Assert.IsFalse(aca.AutomaticSteppingEnabled);
aca.AutomaticSteppingEnabled = true;
Assert.IsTrue(aca.AutomaticSteppingEnabled);
}
[Test]
public void TestAgent()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 2;
decisionRequester.Awake();
// agent1 will take an action at every step and request a decision every 2 steps
// agent2 will request decisions only when RequestDecision is called
agent1.LazyInitialize();
var numberAgent1Reset = 0;
var numberAgent2Initialization = 0;
var requestDecision = 0;
var requestAction = 0;
for (var i = 0; i < 50; i++)
{
Assert.AreEqual(numberAgent1Reset, agent1.agentResetCalls);
// Agent2 is never reset since initialized after academy
Assert.AreEqual(0, agent2.agentResetCalls);
Assert.AreEqual(1, agent1.initializeAgentCalls);
Assert.AreEqual(numberAgent2Initialization, agent2.initializeAgentCalls);
Assert.AreEqual(i, agent1.agentActionCalls);
Assert.AreEqual(requestAction, agent2.agentActionCalls);
Assert.AreEqual((i + 1) / 2, agent1.collectObservationsCalls);
Assert.AreEqual(requestDecision, agent2.collectObservationsCalls);
// Agent 1 resets at the first step
if (i == 0)
{
numberAgent1Reset += 1;
}
//Agent 2 is only initialized at step 2
if (i == 2)
{
agent2.LazyInitialize();
numberAgent2Initialization += 1;
}
// We are testing request decision and request actions when called
// at different intervals
if ((i % 3 == 0) && (i > 2))
{
//Every 3 steps after agent 2 is initialized, request decision
requestDecision += 1;
requestAction += 1;
agent2.RequestDecision();
}
else if ((i % 5 == 0) && (i > 2))
{
// Every 5 steps after agent 2 is initialized, request action
requestAction += 1;
agent2.RequestAction();
}
aca.EnvironmentStep();
}
}
}
[TestFixture]
public class EditModeTestReset
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
var aca = Academy.Instance;
var numberReset = 0;
var stepsSinceReset = 0;
for (var i = 0; i < 50; i++)
{
Assert.AreEqual(stepsSinceReset, aca.StepCount);
Assert.AreEqual(numberReset, aca.EpisodeCount);
Assert.AreEqual(i, aca.TotalStepCount);
// Academy resets at the first step
if (i == 0)
{
numberReset += 1;
}
stepsSinceReset += 1;
aca.EnvironmentStep();
}
}
[Test]
public void TestAgent()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 2;
agent2.LazyInitialize();
var numberAgent1Reset = 0;
var numberAgent2Reset = 0;
var numberAcaReset = 0;
var acaStepsSinceReset = 0;
var agent2StepSinceReset = 0;
for (var i = 0; i < 5000; i++)
{
Assert.AreEqual(acaStepsSinceReset, aca.StepCount);
Assert.AreEqual(numberAcaReset, aca.EpisodeCount);
Assert.AreEqual(i, aca.TotalStepCount);
Assert.AreEqual(agent2StepSinceReset, agent2.StepCount);
Assert.AreEqual(numberAgent1Reset, agent1.agentResetCalls);
Assert.AreEqual(numberAgent2Reset, agent2.agentResetCalls);
// Agent 2 and academy reset at the first step
if (i == 0)
{
numberAcaReset += 1;
numberAgent2Reset += 1;
}
//Agent 1 is only initialized at step 2
if (i == 2)
{
agent1.LazyInitialize();
}
// Set agent 1 to done every 11 steps to test behavior
if (i % 11 == 5)
{
agent1.Done();
numberAgent1Reset += 1;
}
// Resetting agent 2 regularly
if (i % 13 == 3)
{
agent2.Done();
numberAgent2Reset += 1;
agent2StepSinceReset = 0;
}
// Request a decision for agent 2 regularly
if (i % 3 == 2)
{
agent2.RequestDecision();
}
else if (i % 5 == 1)
{
// Request an action without decision regularly
agent2.RequestAction();
}
acaStepsSinceReset += 1;
agent2StepSinceReset += 1;
aca.EnvironmentStep();
}
}
}
[TestFixture]
public class EditModeTestMiscellaneous
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestCumulativeReward()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 2;
decisionRequester.Awake();
agent1.maxStep = 20;
agent2.LazyInitialize();
agent1.LazyInitialize();
agent2.SetPolicy(new TestPolicy());
var expectedAgent1ActionSinceReset = 0;
for (var i = 0; i < 50; i++)
{
expectedAgent1ActionSinceReset += 1;
if (expectedAgent1ActionSinceReset == agent1.maxStep || i == 0)
{
expectedAgent1ActionSinceReset = 0;
}
agent2.RequestAction();
Assert.LessOrEqual(Mathf.Abs(expectedAgent1ActionSinceReset * 10.1f - agent1.GetCumulativeReward()), 0.05f);
Assert.LessOrEqual(Mathf.Abs(i * 0.1f - agent2.GetCumulativeReward()), 0.05f);
agent1.AddReward(10f);
aca.EnvironmentStep();
}
}
[Test]
public void TestMaxStepsReset()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 1;
decisionRequester.Awake();
const int maxStep = 6;
agent1.maxStep = maxStep;
agent1.LazyInitialize();
var expectedAgentStepCount = 0;
var expectedResets = 0;
var expectedAgentAction = 0;
var expectedAgentActionSinceReset = 0;
var expectedCollectObsCalls = 0;
var expectedCollectObsCallsSinceReset = 0;
for (var i = 0; i < 15; i++)
{
// Agent should observe and act on each Academy step
expectedAgentAction += 1;
expectedAgentActionSinceReset += 1;
expectedCollectObsCalls += 1;
expectedCollectObsCallsSinceReset += 1;
expectedAgentStepCount += 1;
// If the next step will put the agent at maxSteps, we expect it to reset
if (agent1.StepCount == maxStep - 1 || (i == 0))
{
expectedResets += 1;
}
if (agent1.StepCount == maxStep - 1)
{
expectedAgentActionSinceReset = 0;
expectedCollectObsCallsSinceReset = 0;
expectedAgentStepCount = 0;
}
aca.EnvironmentStep();
Assert.AreEqual(expectedAgentStepCount, agent1.StepCount);
Assert.AreEqual(expectedResets, agent1.agentResetCalls);
Assert.AreEqual(expectedAgentAction, agent1.agentActionCalls);
Assert.AreEqual(expectedAgentActionSinceReset, agent1.agentActionCallsSinceLastReset);
Assert.AreEqual(expectedCollectObsCalls, agent1.collectObservationsCalls);
Assert.AreEqual(expectedCollectObsCallsSinceReset, agent1.collectObservationsCallsSinceLastReset);
}
}
[Test]
public void TestHeuristicPolicyStepsSensors()
{
// Make sure that Agents with HeuristicPolicies step their sensors each Academy step.
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 1;
decisionRequester.Awake();
agent1.LazyInitialize();
Assert.AreEqual(agent1.GetPolicy().GetType(), typeof(HeuristicPolicy));
var numSteps = 10;
for (var i = 0; i < numSteps; i++)
{
aca.EnvironmentStep();
}
Assert.AreEqual(numSteps, agent1.heuristicCalls);
Assert.AreEqual(numSteps, agent1.sensor1.numWriteCalls);
Assert.AreEqual(numSteps, agent1.sensor2.numCompressedCalls);
}
}
}