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150 行
5.2 KiB
150 行
5.2 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Barracuda;
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using System.IO;
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using MLAgents;
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using MLAgents.Policies;
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namespace MLAgentsExamples
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{
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/// <summary>
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/// Utility class to allow the NNModel file for an agent to be overriden during inference.
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/// This is used internally to validate the file after training is done.
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/// The behavior name to override and file path are specified on the commandline, e.g.
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/// player.exe --mlagents-override-model behavior1 /path/to/model1.nn --mlagents-override-model behavior2 /path/to/model2.nn
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///
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/// Additionally, a number of episodes to run can be specified; after this, the application will quit.
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/// Note this will only work with example scenes that have 1:1 Agent:Behaviors. More complicated scenes like WallJump
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/// probably won't override correctly.
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/// </summary>
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public class ModelOverrider : MonoBehaviour
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{
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const string k_CommandLineModelOverrideFlag = "--mlagents-override-model";
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const string k_CommandLineQuitAfterEpisodesFlag = "--mlagents-quit-after-episodes";
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// The attached Agent
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Agent m_Agent;
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// Assets paths to use, with the behavior name as the key.
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Dictionary<string, string> m_BehaviorNameOverrides = new Dictionary<string, string>();
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// Cached loaded NNModels, with the behavior name as the key.
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Dictionary<string, NNModel> m_CachedModels = new Dictionary<string, NNModel>();
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// Max episodes to run. Only used if > 0
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// Will default to 1 if override models are specified, otherwise 0.
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int m_MaxEpisodes;
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int m_NumSteps;
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/// <summary>
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/// Get the asset path to use from the commandline arguments.
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/// </summary>
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/// <returns></returns>
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void GetAssetPathFromCommandLine()
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{
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m_BehaviorNameOverrides.Clear();
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var maxEpisodes = 0;
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var args = Environment.GetCommandLineArgs();
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for (var i = 0; i < args.Length - 1; i++)
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{
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if (args[i] == k_CommandLineModelOverrideFlag && i < args.Length-2)
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{
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var key = args[i + 1].Trim();
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var value = args[i + 2].Trim();
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m_BehaviorNameOverrides[key] = value;
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}
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else if (args[i] == k_CommandLineQuitAfterEpisodesFlag)
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{
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Int32.TryParse(args[i + 1], out maxEpisodes);
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}
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}
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if (m_BehaviorNameOverrides.Count > 0)
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{
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// If overriding models, set maxEpisodes to 1 or the command line value
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m_MaxEpisodes = maxEpisodes > 0 ? maxEpisodes : 1;
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Debug.Log($"setting m_MaxEpisodes to {maxEpisodes}");
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}
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}
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void OnEnable()
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{
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m_Agent = GetComponent<Agent>();
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GetAssetPathFromCommandLine();
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if (m_BehaviorNameOverrides.Count > 0)
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{
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OverrideModel();
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}
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}
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void FixedUpdate()
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{
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if (m_MaxEpisodes > 0)
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{
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if (m_NumSteps > m_MaxEpisodes * m_Agent.maxStep)
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{
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Application.Quit(0);
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}
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}
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m_NumSteps++;
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}
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NNModel GetModelForBehaviorName(string behaviorName)
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{
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if (m_CachedModels.ContainsKey(behaviorName))
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{
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return m_CachedModels[behaviorName];
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}
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if (!m_BehaviorNameOverrides.ContainsKey(behaviorName))
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{
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Debug.Log($"No override for behaviorName {behaviorName}");
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return null;
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}
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var assetPath = m_BehaviorNameOverrides[behaviorName];
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byte[] model = null;
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try
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{
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model = File.ReadAllBytes(assetPath);
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}
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catch(IOException)
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{
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Debug.Log($"Couldn't load file {assetPath}", this);
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// Cache the null so we don't repeatedly try to load a missing file
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m_CachedModels[behaviorName] = null;
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return null;
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}
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var asset = ScriptableObject.CreateInstance<NNModel>();
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asset.modelData = ScriptableObject.CreateInstance<NNModelData>();
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asset.modelData.Value = model;
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asset.name = "Override - " + Path.GetFileName(assetPath);
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m_CachedModels[behaviorName] = asset;
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return asset;
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}
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/// <summary>
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/// Load the NNModel file from the specified path, and give it to the attached agent.
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/// </summary>
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void OverrideModel()
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{
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m_Agent.LazyInitialize();
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var bp = m_Agent.GetComponent<BehaviorParameters>();
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var name = bp.behaviorName;
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var nnModel = GetModelForBehaviorName(name);
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Debug.Log($"Overriding behavior {name} for agent with model {nnModel?.name}");
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// This might give a null model; that's better because we'll fall back to the Heuristic
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m_Agent.SetModel($"Override_{name}", nnModel);
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}
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}
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}
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