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360 行
13 KiB
360 行
13 KiB
import logging
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import itertools
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import gym
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import numpy as np
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from mlagents.envs import UnityEnvironment
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from gym import error, spaces
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class UnityGymException(error.Error):
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"""
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Any error related to the gym wrapper of ml-agents.
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"""
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pass
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logging.basicConfig(level=logging.INFO)
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logger = logging.getLogger("gym_unity")
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class UnityEnv(gym.Env):
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"""
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Provides Gym wrapper for Unity Learning Environments.
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Multi-agent environments use lists for object types, as done here:
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https://github.com/openai/multiagent-particle-envs
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"""
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def __init__(
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self,
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environment_filename: str,
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worker_id=0,
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use_visual=False,
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uint8_visual=False,
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multiagent=False,
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flatten_branched=False,
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no_graphics=False,
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):
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"""
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Environment initialization
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:param environment_filename: The UnityEnvironment path or file to be wrapped in the gym.
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:param worker_id: Worker number for environment.
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:param use_visual: Whether to use visual observation or vector observation.
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:param uint8_visual: Return visual observations as uint8 (0-255) matrices instead of float (0.0-1.0).
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:param multiagent: Whether to run in multi-agent mode (lists of obs, reward, done).
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:param flatten_branched: If True, turn branched discrete action spaces into a Discrete space rather than MultiDiscrete.
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:param no_graphics: Whether to run the Unity simulator in no-graphics mode
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"""
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self._env = UnityEnvironment(
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environment_filename, worker_id, no_graphics=no_graphics
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)
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self.name = self._env.academy_name
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self.visual_obs = None
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self._current_state = None
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self._n_agents = None
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self._multiagent = multiagent
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self._flattener = None
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self.game_over = (
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False
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) # Hidden flag used by Atari environments to determine if the game is over
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# Check brain configuration
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if len(self._env.brains) != 1:
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raise UnityGymException(
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"There can only be one brain in a UnityEnvironment "
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"if it is wrapped in a gym."
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)
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if len(self._env.external_brain_names) <= 0:
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raise UnityGymException(
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"There are not any external brain in the UnityEnvironment"
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)
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self.brain_name = self._env.external_brain_names[0]
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brain = self._env.brains[self.brain_name]
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if use_visual and brain.number_visual_observations == 0:
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raise UnityGymException(
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"`use_visual` was set to True, however there are no"
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" visual observations as part of this environment."
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)
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self.use_visual = brain.number_visual_observations >= 1 and use_visual
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if not use_visual and uint8_visual:
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logger.warning(
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"`uint8_visual was set to true, but visual observations are not in use. "
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"This setting will not have any effect."
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)
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else:
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self.uint8_visual = uint8_visual
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if brain.number_visual_observations > 1:
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logger.warning(
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"The environment contains more than one visual observation. "
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"Please note that only the first will be provided in the observation."
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)
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if brain.num_stacked_vector_observations != 1:
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raise UnityGymException(
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"There can only be one stacked vector observation in a UnityEnvironment "
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"if it is wrapped in a gym."
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)
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# Check for number of agents in scene.
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initial_info = self._env.reset()[self.brain_name]
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self._check_agents(len(initial_info.agents))
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# Set observation and action spaces
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if brain.vector_action_space_type == "discrete":
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if len(brain.vector_action_space_size) == 1:
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self._action_space = spaces.Discrete(brain.vector_action_space_size[0])
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else:
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if flatten_branched:
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self._flattener = ActionFlattener(brain.vector_action_space_size)
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self._action_space = self._flattener.action_space
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else:
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self._action_space = spaces.MultiDiscrete(
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brain.vector_action_space_size
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)
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else:
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if flatten_branched:
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logger.warning(
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"The environment has a non-discrete action space. It will "
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"not be flattened."
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)
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high = np.array([1] * brain.vector_action_space_size[0])
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self._action_space = spaces.Box(-high, high, dtype=np.float32)
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high = np.array([np.inf] * brain.vector_observation_space_size)
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self.action_meanings = brain.vector_action_descriptions
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if self.use_visual:
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if brain.camera_resolutions[0]["blackAndWhite"]:
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depth = 1
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else:
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depth = 3
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self._observation_space = spaces.Box(
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0,
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1,
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dtype=np.float32,
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shape=(
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brain.camera_resolutions[0]["height"],
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brain.camera_resolutions[0]["width"],
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depth,
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),
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)
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else:
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self._observation_space = spaces.Box(-high, high, dtype=np.float32)
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def reset(self):
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"""Resets the state of the environment and returns an initial observation.
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In the case of multi-agent environments, this is a list.
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Returns: observation (object/list): the initial observation of the
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space.
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"""
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info = self._env.reset()[self.brain_name]
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n_agents = len(info.agents)
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self._check_agents(n_agents)
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self.game_over = False
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if not self._multiagent:
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obs, reward, done, info = self._single_step(info)
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else:
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obs, reward, done, info = self._multi_step(info)
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return obs
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def step(self, action):
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"""Run one timestep of the environment's dynamics. When end of
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episode is reached, you are responsible for calling `reset()`
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to reset this environment's state.
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Accepts an action and returns a tuple (observation, reward, done, info).
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In the case of multi-agent environments, these are lists.
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Args:
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action (object/list): an action provided by the environment
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Returns:
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observation (object/list): agent's observation of the current environment
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reward (float/list) : amount of reward returned after previous action
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done (boolean/list): whether the episode has ended.
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info (dict): contains auxiliary diagnostic information, including BrainInfo.
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"""
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# Use random actions for all other agents in environment.
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if self._multiagent:
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if not isinstance(action, list):
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raise UnityGymException(
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"The environment was expecting `action` to be a list."
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)
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if len(action) != self._n_agents:
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raise UnityGymException(
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"The environment was expecting a list of {} actions.".format(
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self._n_agents
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)
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)
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else:
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if self._flattener is not None:
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# Action space is discrete and flattened - we expect a list of scalars
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action = [self._flattener.lookup_action(_act) for _act in action]
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action = np.array(action)
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else:
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if self._flattener is not None:
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# Translate action into list
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action = self._flattener.lookup_action(action)
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info = self._env.step(action)[self.brain_name]
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n_agents = len(info.agents)
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self._check_agents(n_agents)
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self._current_state = info
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if not self._multiagent:
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obs, reward, done, info = self._single_step(info)
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self.game_over = done
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else:
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obs, reward, done, info = self._multi_step(info)
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self.game_over = all(done)
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return obs, reward, done, info
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def _single_step(self, info):
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if self.use_visual:
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visual_obs = info.visual_observations
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if isinstance(visual_obs, list):
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visual_obs = np.array(visual_obs)
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self.visual_obs = self._preprocess_single(visual_obs[0][0, :, :, :])
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default_observation = self.visual_obs
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else:
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default_observation = info.vector_observations[0, :]
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return (
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default_observation,
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info.rewards[0],
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info.local_done[0],
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{"text_observation": info.text_observations[0], "brain_info": info},
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)
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def _preprocess_single(self, single_visual_obs):
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if self.uint8_visual:
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return (255.0 * single_visual_obs).astype(np.uint8)
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else:
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return single_visual_obs
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def _multi_step(self, info):
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if self.use_visual:
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self.visual_obs = self._preprocess_multi(info.visual_observations)
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default_observation = self.visual_obs
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else:
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default_observation = info.vector_observations
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return (
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list(default_observation),
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info.rewards,
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info.local_done,
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{"text_observation": info.text_observations, "brain_info": info},
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)
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def _preprocess_multi(self, multiple_visual_obs):
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if self.uint8_visual:
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return [
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(255.0 * _visual_obs).astype(np.uint8)
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for _visual_obs in multiple_visual_obs
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]
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else:
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return multiple_visual_obs
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def render(self, mode="rgb_array"):
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return self.visual_obs
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def close(self):
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"""Override _close in your subclass to perform any necessary cleanup.
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Environments will automatically close() themselves when
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garbage collected or when the program exits.
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"""
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self._env.close()
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def get_action_meanings(self):
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return self.action_meanings
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def seed(self, seed=None):
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"""Sets the seed for this env's random number generator(s).
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Currently not implemented.
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"""
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logger.warn("Could not seed environment %s", self.name)
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return
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def _check_agents(self, n_agents):
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if not self._multiagent and n_agents > 1:
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raise UnityGymException(
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"The environment was launched as a single-agent environment, however"
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"there is more than one agent in the scene."
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)
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elif self._multiagent and n_agents <= 1:
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raise UnityGymException(
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"The environment was launched as a mutli-agent environment, however"
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"there is only one agent in the scene."
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)
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if self._n_agents is None:
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self._n_agents = n_agents
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logger.info("{} agents within environment.".format(n_agents))
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elif self._n_agents != n_agents:
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raise UnityGymException(
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"The number of agents in the environment has changed since "
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"initialization. This is not supported."
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)
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@property
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def metadata(self):
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return {"render.modes": ["rgb_array"]}
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@property
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def reward_range(self):
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return -float("inf"), float("inf")
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@property
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def spec(self):
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return None
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@property
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def action_space(self):
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return self._action_space
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@property
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def observation_space(self):
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return self._observation_space
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@property
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def number_agents(self):
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return self._n_agents
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class ActionFlattener:
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"""
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Flattens branched discrete action spaces into single-branch discrete action spaces.
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"""
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def __init__(self, branched_action_space):
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"""
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Initialize the flattener.
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:param branched_action_space: A List containing the sizes of each branch of the action
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space, e.g. [2,3,3] for three branches with size 2, 3, and 3 respectively.
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"""
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self._action_shape = branched_action_space
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self.action_lookup = self._create_lookup(self._action_shape)
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self.action_space = spaces.Discrete(len(self.action_lookup))
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@classmethod
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def _create_lookup(self, branched_action_space):
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"""
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Creates a Dict that maps discrete actions (scalars) to branched actions (lists).
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Each key in the Dict maps to one unique set of branched actions, and each value
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contains the List of branched actions.
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"""
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possible_vals = [range(_num) for _num in branched_action_space]
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all_actions = [list(_action) for _action in itertools.product(*possible_vals)]
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# Dict should be faster than List for large action spaces
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action_lookup = {
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_scalar: _action for (_scalar, _action) in enumerate(all_actions)
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}
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return action_lookup
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def lookup_action(self, action):
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"""
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Convert a scalar discrete action into a unique set of branched actions.
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:param: action: A scalar value representing one of the discrete actions.
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:return: The List containing the branched actions.
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"""
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return self.action_lookup[action]
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