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 System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Linq;
#if ENABLE_TENSORFLOW
using TensorFlow;
#endif
namespace MLAgents
{
/// CoreBrain which decides actions using internally embedded TensorFlow model.
public class CoreBrainInternal : ScriptableObject, CoreBrain
{
[SerializeField] [Tooltip("If checked, the brain will broadcast states and actions to Python.")]
#pragma warning disable
private bool broadcast = true;
#pragma warning restore
[System.Serializable]
private struct TensorFlowAgentPlaceholder
{
public enum TensorType
{
Integer,
FloatingPoint
};
public string name;
public TensorType valueType;
public float minValue;
public float maxValue;
}
Batcher brainBatcher;
[Tooltip("This must be the bytes file corresponding to the pretrained TensorFlow graph.")]
/// Modify only in inspector : Reference to the Graph asset
public TextAsset graphModel;
/// Modify only in inspector : If a scope was used when training the model, specify it here
public string graphScope;
[SerializeField]
[Tooltip(
"If your graph takes additional inputs that are fixed (example: noise level) you can specify them here.")]
/// Modify only in inspector : If your graph takes additional inputs that are fixed you can specify them here.
private TensorFlowAgentPlaceholder[] graphPlaceholders;
/// Modify only in inspector : Name of the placholder of the batch size
public string BatchSizePlaceholderName = "batch_size";
/// Modify only in inspector : Name of the state placeholder
public string VectorObservationPlacholderName = "vector_observation";
/// Modify only in inspector : Name of the recurrent input
public string RecurrentInPlaceholderName = "recurrent_in";
/// Modify only in inspector : Name of the recurrent output
public string RecurrentOutPlaceholderName = "recurrent_out";
/// Modify only in inspector : Names of the observations placeholders
public string[] VisualObservationPlaceholderName;
/// Modify only in inspector : Name of the action node
public string ActionPlaceholderName = "action";
/// Modify only in inspector : Name of the previous action node
public string PreviousActionPlaceholderName = "prev_action";
#if ENABLE_TENSORFLOW
TFGraph graph;
TFSession session;
bool hasRecurrent;
bool hasState;
bool hasBatchSize;
bool hasPrevAction;
bool hasValueEstimate;
float[,] inputState;
int[] inputPrevAction;
List<float[,,,]> observationMatrixList;
float[,] inputOldMemories;
List<Texture2D> texturesHolder;
int memorySize;
#endif
/// Reference to the brain that uses this CoreBrainInternal
public Brain brain;
/// Create the reference to the brain
public void SetBrain(Brain b)
{
brain = b;
}
/// Loads the tensorflow graph model to generate a TFGraph object
public void InitializeCoreBrain(MLAgents.Batcher brainBatcher)
{
#if ENABLE_TENSORFLOW
#if UNITY_ANDROID
// This needs to ba called only once and will raise an exception if
// there are multiple internal brains
try{
TensorFlowSharp.Android.NativeBinding.Init();
}
catch{
}
#endif
if ((brainBatcher == null)
|| (!broadcast))
{
this.brainBatcher = null;
}
else
{
this.brainBatcher = brainBatcher;
this.brainBatcher.SubscribeBrain(brain.gameObject.name);
}
if (graphModel != null)
{
graph = new TFGraph();
graph.Import(graphModel.bytes);
session = new TFSession(graph);
// TODO: Make this a loop over a dynamic set of graph inputs
if ((graphScope.Length > 1) && (graphScope[graphScope.Length - 1] != '/'))
{
graphScope = graphScope + '/';
}
if (graph[graphScope + BatchSizePlaceholderName] != null)
{
hasBatchSize = true;
}
if ((graph[graphScope + RecurrentInPlaceholderName] != null) &&
(graph[graphScope + RecurrentOutPlaceholderName] != null))
{
hasRecurrent = true;
var runner = session.GetRunner();
runner.Fetch(graph[graphScope + "memory_size"][0]);
var networkOutput = runner.Run()[0].GetValue();
memorySize = (int) networkOutput;
}
if (graph[graphScope + VectorObservationPlacholderName] != null)
{
hasState = true;
}
if (graph[graphScope + PreviousActionPlaceholderName] != null)
{
hasPrevAction = true;
}
if (graph[graphScope + "value_estimate"] != null)
{
hasValueEstimate = true;
}
}
observationMatrixList = new List<float[,,,]>();
texturesHolder = new List<Texture2D>();
#endif
}
/// Uses the stored information to run the tensorflow graph and generate
/// the actions.
public void DecideAction(Dictionary<Agent, AgentInfo> agentInfo)
{
#if ENABLE_TENSORFLOW
if (brainBatcher != null)
{
brainBatcher.SendBrainInfo(brain.gameObject.name, agentInfo);
}
int currentBatchSize = agentInfo.Count();
List<Agent> agentList = agentInfo.Keys.ToList();
if (currentBatchSize == 0)
{
return;
}
// Create the state tensor
if (hasState)
{
int stateLength = 1;
stateLength = brain.brainParameters.vectorObservationSize;
inputState =
new float[currentBatchSize, stateLength * brain.brainParameters.numStackedVectorObservations];
var i = 0;
foreach (Agent agent in agentList)
{
List<float> stateList = agentInfo[agent].stackedVectorObservation;
for (int j =
0;
j < stateLength * brain.brainParameters.numStackedVectorObservations;
j++)
{
inputState[i, j] = stateList[j];
}
i++;
}
}
// Create the state tensor
if (hasPrevAction)
{
inputPrevAction = new int[currentBatchSize];
var i = 0;
foreach (Agent agent in agentList)
{
float[] actionList = agentInfo[agent].storedVectorActions;
inputPrevAction[i] = Mathf.FloorToInt(actionList[0]);
i++;
}
}
observationMatrixList.Clear();
for (int observationIndex =
0;
observationIndex < brain.brainParameters.cameraResolutions.Length;
observationIndex++)
{
texturesHolder.Clear();
foreach (Agent agent in agentList)
{
texturesHolder.Add(agentInfo[agent].visualObservations[observationIndex]);
}
observationMatrixList.Add(
BatchVisualObservations(texturesHolder,
brain.brainParameters.cameraResolutions[observationIndex].blackAndWhite));
}
// Create the recurrent tensor
if (hasRecurrent)
{
// Need to have variable memory size
inputOldMemories = new float[currentBatchSize, memorySize];
var i = 0;
foreach (Agent agent in agentList)
{
float[] m = agentInfo[agent].memories.ToArray();
for (int j = 0; j < m.Length; j++)
{
inputOldMemories[i, j] = m[j];
}
i++;
}
}
var runner = session.GetRunner();
try
{
runner.Fetch(graph[graphScope + ActionPlaceholderName][0]);
}
catch
{
throw new UnityAgentsException(string.Format(
@"The node {0} could not be found. Please make sure the graphScope {1} is correct",
graphScope + ActionPlaceholderName, graphScope));
}
if (hasBatchSize)
{
runner.AddInput(graph[graphScope + BatchSizePlaceholderName][0], new int[] {currentBatchSize});
}
foreach (TensorFlowAgentPlaceholder placeholder in graphPlaceholders)
{
try
{
if (placeholder.valueType == TensorFlowAgentPlaceholder.TensorType.FloatingPoint)
{
runner.AddInput(graph[graphScope + placeholder.name][0],
new float[] {Random.Range(placeholder.minValue, placeholder.maxValue)});
}
else if (placeholder.valueType == TensorFlowAgentPlaceholder.TensorType.Integer)
{
runner.AddInput(graph[graphScope + placeholder.name][0],
new int[] {Random.Range((int) placeholder.minValue, (int) placeholder.maxValue + 1)});
}
}
catch
{
throw new UnityAgentsException(string.Format(
@"One of the Tensorflow placeholder cound nout be found.
In brain {0}, there are no {1} placeholder named {2}.",
brain.gameObject.name, placeholder.valueType.ToString(), graphScope + placeholder.name));
}
}
// Create the state tensor
if (hasState)
{
runner.AddInput(graph[graphScope + VectorObservationPlacholderName][0], inputState);
}
// Create the previous action tensor
if (hasPrevAction)
{
runner.AddInput(graph[graphScope + PreviousActionPlaceholderName][0], inputPrevAction);
}
// Create the observation tensors
for (int obsNumber =
0;
obsNumber < brain.brainParameters.cameraResolutions.Length;
obsNumber++)
{
runner.AddInput(graph[graphScope + VisualObservationPlaceholderName[obsNumber]][0],
observationMatrixList[obsNumber]);
}
if (hasRecurrent)
{
runner.AddInput(graph[graphScope + "sequence_length"][0], 1);
runner.AddInput(graph[graphScope + RecurrentInPlaceholderName][0], inputOldMemories);
runner.Fetch(graph[graphScope + RecurrentOutPlaceholderName][0]);
}
if (hasValueEstimate)
{
runner.Fetch(graph[graphScope + "value_estimate"][0]);
}
TFTensor[] networkOutput;
try
{
networkOutput = runner.Run();
}
catch (TFException e)
{
string errorMessage = e.Message;
try
{
errorMessage =
$@"The tensorflow graph needs an input for {e.Message.Split(new string[] {"Node: "}, 0)[1].Split('=')[0]} of type {e.Message.Split(new string[] {"dtype="}, 0)[1].Split(',')[0]}";
}
finally
{
throw new UnityAgentsException(errorMessage);
}
}
// Create the recurrent tensor
if (hasRecurrent)
{
float[,] recurrentTensor = networkOutput[1].GetValue() as float[,];
var i = 0;
foreach (Agent agent in agentList)
{
var m = new float[memorySize];
for (int j = 0; j < memorySize; j++)
{
m[j] = recurrentTensor[i, j];
}
agent.UpdateMemoriesAction(m.ToList());
i++;
}
}
if (hasValueEstimate)
{
float[,] value_estimates = new float[currentBatchSize,1];
if (hasRecurrent)
{
value_estimates = networkOutput[2].GetValue() as float[,];
}
else
{
value_estimates = networkOutput[1].GetValue() as float[,];
}
var i = 0;
foreach (Agent agent in agentList)
{
agent.UpdateValueAction(value_estimates[i,0]);
}
}
if (brain.brainParameters.vectorActionSpaceType == SpaceType.continuous)
{
var output = networkOutput[0].GetValue() as float[,];
var i = 0;
foreach (Agent agent in agentList)
{
var a = new float[brain.brainParameters.vectorActionSize[0]];
for (int j = 0; j < brain.brainParameters.vectorActionSize[0]; j++)
{
a[j] = output[i, j];
}
agent.UpdateVectorAction(a);
i++;
}
}
else if (brain.brainParameters.vectorActionSpaceType == SpaceType.discrete)
{
long[,] output = networkOutput[0].GetValue() as long[,];
var i = 0;
foreach (Agent agent in agentList)
{
var actSize = brain.brainParameters.vectorActionSize.Length;
var a = new float[actSize];
for (int actIdx = 0; actIdx < actSize; actIdx++)
{
a[actIdx] = output[i, actIdx];
}
agent.UpdateVectorAction(a);
i++;
}
}
#else
if (agentInfo.Count > 0)
{
throw new UnityAgentsException(string.Format(
@"The brain {0} was set to Internal but the Tensorflow
library is not present in the Unity project.",
brain.gameObject.name));
}
#endif
}
/// Displays the parameters of the CoreBrainInternal in the Inspector
public void OnInspector()
{
#if ENABLE_TENSORFLOW && UNITY_EDITOR
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
broadcast = EditorGUILayout.Toggle(new GUIContent("Broadcast",
"If checked, the brain will broadcast states and actions to Python."), broadcast);
var serializedBrain = new SerializedObject(this);
GUILayout.Label("Edit the Tensorflow graph parameters here");
var tfGraphModel = serializedBrain.FindProperty("graphModel");
serializedBrain.Update();
EditorGUILayout.ObjectField(tfGraphModel);
serializedBrain.ApplyModifiedProperties();
if (graphModel == null)
{
EditorGUILayout.HelpBox("Please provide a tensorflow graph as a bytes file.", MessageType.Error);
}
graphScope =
EditorGUILayout.TextField(new GUIContent("Graph Scope",
"If you set a scope while training your tensorflow model, " +
"all your placeholder name will have a prefix. You must specify that prefix here."), graphScope);
if (BatchSizePlaceholderName == "")
{
BatchSizePlaceholderName = "batch_size";
}
BatchSizePlaceholderName =
EditorGUILayout.TextField(new GUIContent("Batch Size Node Name", "If the batch size is one of " +
"the inputs of your graph, you must specify the name if the placeholder here."),
BatchSizePlaceholderName);
if (VectorObservationPlacholderName == "")
{
VectorObservationPlacholderName = "state";
}
VectorObservationPlacholderName =
EditorGUILayout.TextField(new GUIContent("Vector Observation Node Name",
"If your graph uses the state as an input, " +
"you must specify the name if the placeholder here."), VectorObservationPlacholderName);
if (RecurrentInPlaceholderName == "")
{
RecurrentInPlaceholderName = "recurrent_in";
}
RecurrentInPlaceholderName =
EditorGUILayout.TextField(new GUIContent("Recurrent Input Node Name", "If your graph uses a " +
"recurrent input / memory as input and outputs new recurrent input / memory, " +
"you must specify the name if the input placeholder here."),
RecurrentInPlaceholderName);
if (RecurrentOutPlaceholderName == "")
{
RecurrentOutPlaceholderName = "recurrent_out";
}
RecurrentOutPlaceholderName =
EditorGUILayout.TextField(new GUIContent("Recurrent Output Node Name", " If your graph uses a " +
"recurrent input / memory as input and outputs new recurrent input / memory, you must specify the name if " +
"the output placeholder here."),
RecurrentOutPlaceholderName);
if (brain.brainParameters.cameraResolutions != null)
{
if (brain.brainParameters.cameraResolutions.Count() > 0)
{
if (VisualObservationPlaceholderName == null)
{
VisualObservationPlaceholderName =
new string[brain.brainParameters.cameraResolutions.Count()];
}
if (VisualObservationPlaceholderName.Count() != brain.brainParameters.cameraResolutions.Count())
{
VisualObservationPlaceholderName =
new string[brain.brainParameters.cameraResolutions.Count()];
}
for (int obs_number =
0;
obs_number < brain.brainParameters.cameraResolutions.Count();
obs_number++)
{
if ((VisualObservationPlaceholderName[obs_number] == "") ||
(VisualObservationPlaceholderName[obs_number] == null))
{
VisualObservationPlaceholderName[obs_number] =
"visual_observation_" + obs_number;
}
}
var opn = serializedBrain.FindProperty("VisualObservationPlaceholderName");
serializedBrain.Update();
EditorGUILayout.PropertyField(opn, true);
serializedBrain.ApplyModifiedProperties();
}
}
if (ActionPlaceholderName == "")
{
ActionPlaceholderName = "action";
}
ActionPlaceholderName =
EditorGUILayout.TextField(new GUIContent("Action Node Name", "Specify the name of the " +
"placeholder corresponding to the actions of the brain in your graph. If the action space type is " +
"continuous, the output must be a one dimensional tensor of float of length Action Space Size, " +
"if the action space type is discrete, the output must be a one dimensional tensor of int " +
"of length 1."), ActionPlaceholderName);
var tfPlaceholders = serializedBrain.FindProperty("graphPlaceholders");
serializedBrain.Update();
EditorGUILayout.PropertyField(tfPlaceholders, true);
serializedBrain.ApplyModifiedProperties();
#endif
#if !ENABLE_TENSORFLOW && UNITY_EDITOR
EditorGUILayout.HelpBox(
"You need to install and enable the TensorflowSharp plugin in " +
"order to use the internal brain.", MessageType.Error);
if (GUILayout.Button("Show me how"))
{
Application.OpenURL(
"https://github.com/Unity-Technologies/ml-agents/blob/master/docs/Getting-Started-with-" +
"Balance-Ball.md#embedding-the-trained-brain-into-the-unity-environment-experimental");
}
#endif
}
/// <summary>
/// Converts a list of Texture2D into a Tensor.
/// </summary>
/// <returns>
/// A 4 dimensional float Tensor of dimension
/// [batch_size, height, width, channel].
/// Where batch_size is the number of input textures,
/// height corresponds to the height of the texture,
/// width corresponds to the width of the texture,
/// channel corresponds to the number of channels extracted from the
/// input textures (based on the input blackAndWhite flag
/// (3 if the flag is false, 1 otherwise).
/// The values of the Tensor are between 0 and 1.
/// </returns>
/// <param name="textures">
/// The list of textures to be put into the tensor.
/// Note that the textures must have same width and height.
/// </param>
/// <param name="blackAndWhite">
/// If set to <c>true</c> the textures
/// will be converted to grayscale before being stored in the tensor.
/// </param>
public static float[,,,] BatchVisualObservations(
List<Texture2D> textures, bool blackAndWhite)
{
int batchSize = textures.Count();
int width = textures[0].width;
int height = textures[0].height;
int pixels = 0;
if (blackAndWhite)
pixels = 1;
else
pixels = 3;
float[,,,] result = new float[batchSize, height, width, pixels];
float[] resultTemp = new float[batchSize * height * width * pixels];
int hwp = height * width * pixels;
int wp = width * pixels;
for (int b = 0; b < batchSize; b++)
{
Color32[] cc = textures[b].GetPixels32();
for (int h = height - 1; h >= 0; h--)
{
for (int w = 0; w < width; w++)
{
Color32 currentPixel = cc[(height - h - 1) * width + w];
if (!blackAndWhite)
{
// For Color32, the r, g and b values are between
// 0 and 255.
resultTemp[b * hwp + h * wp + w * pixels] = currentPixel.r / 255.0f;
resultTemp[b * hwp + h * wp + w * pixels + 1] = currentPixel.g / 255.0f;
resultTemp[b * hwp + h * wp + w * pixels + 2] = currentPixel.b / 255.0f;
}
else
{
resultTemp[b * hwp + h * wp + w * pixels] =
(currentPixel.r + currentPixel.g + currentPixel.b)
/ 3f / 255.0f;
}
}
}
}
System.Buffer.BlockCopy(resultTemp, 0, result, 0, batchSize * hwp * sizeof(float));
return result;
}
}
}