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;
using System.Collections.Generic;
using System.Linq;
using Google.Protobuf;
using Unity.MLAgents.CommunicatorObjects;
using UnityEngine;
using System.Runtime.CompilerServices;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Demonstrations;
using Unity.MLAgents.Policies;
[assembly: InternalsVisibleTo("Unity.ML-Agents.Editor")]
[assembly: InternalsVisibleTo("Unity.ML-Agents.Editor.Tests")]
namespace Unity.MLAgents
{
internal static class GrpcExtensions
{
#region AgentInfo
/// <summary>
/// Converts a AgentInfo to a protobuf generated AgentInfoActionPairProto
/// </summary>
/// <returns>The protobuf version of the AgentInfoActionPairProto.</returns>
public static AgentInfoActionPairProto ToInfoActionPairProto(this AgentInfo ai)
{
var agentInfoProto = ai.ToAgentInfoProto();
var agentActionProto = new AgentActionProto();
if (ai.storedVectorActions != null)
{
agentActionProto.VectorActions.AddRange(ai.storedVectorActions);
}
return new AgentInfoActionPairProto
{
AgentInfo = agentInfoProto,
ActionInfo = agentActionProto
};
}
/// <summary>
/// Converts a AgentInfo to a protobuf generated AgentInfoProto
/// </summary>
/// <returns>The protobuf version of the AgentInfo.</returns>
public static AgentInfoProto ToAgentInfoProto(this AgentInfo ai)
{
var agentInfoProto = new AgentInfoProto
{
Reward = ai.reward,
MaxStepReached = ai.maxStepReached,
Done = ai.done,
Id = ai.episodeId,
};
if (ai.discreteActionMasks != null)
{
agentInfoProto.ActionMask.AddRange(ai.discreteActionMasks);
}
return agentInfoProto;
}
/// <summary>
/// Get summaries for the observations in the AgentInfo part of the AgentInfoActionPairProto.
/// </summary>
/// <param name="infoActionPair"></param>
/// <returns></returns>
public static List<ObservationSummary> GetObservationSummaries(this AgentInfoActionPairProto infoActionPair)
{
List<ObservationSummary> summariesOut = new List<ObservationSummary>();
var agentInfo = infoActionPair.AgentInfo;
foreach (var obs in agentInfo.Observations)
{
var summary = new ObservationSummary();
summary.shape = obs.Shape.ToArray();
summariesOut.Add(summary);
}
return summariesOut;
}
#endregion
#region BrainParameters
/// <summary>
/// Converts a BrainParameters into to a BrainParametersProto so it can be sent.
/// </summary>
/// <returns>The BrainInfoProto generated.</returns>
/// <param name="bp">The instance of BrainParameter to extend.</param>
/// <param name="name">The name of the brain.</param>
/// <param name="isTraining">Whether or not the Brain is training.</param>
public static BrainParametersProto ToProto(this BrainParameters bp, string name, bool isTraining)
{
var brainParametersProto = new BrainParametersProto
{
VectorActionSize = { bp.VectorActionSize },
VectorActionSpaceType = (SpaceTypeProto)bp.VectorActionSpaceType,
BrainName = name,
IsTraining = isTraining
};
if (bp.VectorActionDescriptions != null)
{
brainParametersProto.VectorActionDescriptions.AddRange(bp.VectorActionDescriptions);
}
return brainParametersProto;
}
/// <summary>
/// Converts an ActionSpec into to a Protobuf BrainInfoProto so it can be sent.
/// </summary>
/// <returns>The BrainInfoProto generated.</returns>
/// <param name="actionSpec"> Description of the action spaces for the Agent.</param>
/// <param name="name">The name of the brain.</param>
/// <param name="isTraining">Whether or not the Brain is training.</param>
public static BrainParametersProto ToBrainParametersProto(this ActionSpec actionSpec, string name, bool isTraining)
{
actionSpec.CheckNotHybrid();
var brainParametersProto = new BrainParametersProto
{
BrainName = name,
IsTraining = isTraining
};
if (actionSpec.NumContinuousActions > 0)
{
brainParametersProto.VectorActionSize.Add(actionSpec.NumContinuousActions);
brainParametersProto.VectorActionSpaceType = SpaceTypeProto.Continuous;
}
else if (actionSpec.NumDiscreteActions > 0)
{
brainParametersProto.VectorActionSize.AddRange(actionSpec.BranchSizes);
brainParametersProto.VectorActionSpaceType = SpaceTypeProto.Discrete;
}
// TODO handle ActionDescriptions?
return brainParametersProto;
}
/// <summary>
/// Convert a BrainParametersProto to a BrainParameters struct.
/// </summary>
/// <param name="bpp">An instance of a brain parameters protobuf object.</param>
/// <returns>A BrainParameters struct.</returns>
public static BrainParameters ToBrainParameters(this BrainParametersProto bpp)
{
var bp = new BrainParameters
{
VectorActionSize = bpp.VectorActionSize.ToArray(),
VectorActionDescriptions = bpp.VectorActionDescriptions.ToArray(),
VectorActionSpaceType = (SpaceType)bpp.VectorActionSpaceType
};
return bp;
}
#endregion
#region DemonstrationMetaData
/// <summary>
/// Convert metadata object to proto object.
/// </summary>
public static DemonstrationMetaProto ToProto(this DemonstrationMetaData dm)
{
var demonstrationName = dm.demonstrationName ?? "";
var demoProto = new DemonstrationMetaProto
{
ApiVersion = DemonstrationMetaData.ApiVersion,
MeanReward = dm.meanReward,
NumberSteps = dm.numberSteps,
NumberEpisodes = dm.numberEpisodes,
DemonstrationName = demonstrationName
};
return demoProto;
}
/// <summary>
/// Initialize metadata values based on proto object.
/// </summary>
public static DemonstrationMetaData ToDemonstrationMetaData(this DemonstrationMetaProto demoProto)
{
var dm = new DemonstrationMetaData
{
numberEpisodes = demoProto.NumberEpisodes,
numberSteps = demoProto.NumberSteps,
meanReward = demoProto.MeanReward,
demonstrationName = demoProto.DemonstrationName
};
if (demoProto.ApiVersion != DemonstrationMetaData.ApiVersion)
{
throw new Exception("API versions of demonstration are incompatible.");
}
return dm;
}
#endregion
public static UnityRLInitParameters ToUnityRLInitParameters(this UnityRLInitializationInputProto inputProto)
{
return new UnityRLInitParameters
{
seed = inputProto.Seed,
pythonLibraryVersion = inputProto.PackageVersion,
pythonCommunicationVersion = inputProto.CommunicationVersion,
TrainerCapabilities = inputProto.Capabilities.ToRLCapabilities()
};
}
#region AgentAction
public static List<float[]> ToAgentActionList(this UnityRLInputProto.Types.ListAgentActionProto proto)
{
var agentActions = new List<float[]>(proto.Value.Count);
foreach (var ap in proto.Value)
{
agentActions.Add(ap.VectorActions.ToArray());
}
return agentActions;
}
#endregion
#region Observations
public static ObservationProto ToProto(this Observation obs)
{
ObservationProto obsProto = null;
if (obs.CompressedData != null)
{
// Make sure that uncompressed data is empty
if (obs.FloatData.Count != 0)
{
Debug.LogWarning("Observation has both compressed and uncompressed data set. Using compressed.");
}
obsProto = new ObservationProto
{
CompressedData = ByteString.CopyFrom(obs.CompressedData),
CompressionType = (CompressionTypeProto)obs.CompressionType,
};
}
else
{
var floatDataProto = new ObservationProto.Types.FloatData
{
Data = { obs.FloatData },
};
obsProto = new ObservationProto
{
FloatData = floatDataProto,
CompressionType = (CompressionTypeProto)obs.CompressionType,
};
}
obsProto.Shape.AddRange(obs.Shape);
return obsProto;
}
/// <summary>
/// Generate an ObservationProto for the sensor using the provided ObservationWriter.
/// This is equivalent to producing an Observation and calling Observation.ToProto(),
/// but avoid some intermediate memory allocations.
/// </summary>
/// <param name="sensor"></param>
/// <param name="observationWriter"></param>
/// <returns></returns>
public static ObservationProto GetObservationProto(this ISensor sensor, ObservationWriter observationWriter)
{
var shape = sensor.GetObservationShape();
ObservationProto observationProto = null;
if (sensor.GetCompressionType() == SensorCompressionType.None)
{
var numFloats = sensor.ObservationSize();
var floatDataProto = new ObservationProto.Types.FloatData();
// Resize the float array
// TODO upgrade protobuf versions so that we can set the Capacity directly - see https://github.com/protocolbuffers/protobuf/pull/6530
for (var i = 0; i < numFloats; i++)
{
floatDataProto.Data.Add(0.0f);
}
observationWriter.SetTarget(floatDataProto.Data, sensor.GetObservationShape(), 0);
sensor.Write(observationWriter);
observationProto = new ObservationProto
{
FloatData = floatDataProto,
CompressionType = (CompressionTypeProto)SensorCompressionType.None,
};
}
else
{
var compressedObs = sensor.GetCompressedObservation();
if (compressedObs == null)
{
throw new UnityAgentsException(
$"GetCompressedObservation() returned null data for sensor named {sensor.GetName()}. " +
"You must return a byte[]. If you don't want to use compressed observations, " +
"return SensorCompressionType.None from GetCompressionType()."
);
}
observationProto = new ObservationProto
{
CompressedData = ByteString.CopyFrom(compressedObs),
CompressionType = (CompressionTypeProto)sensor.GetCompressionType(),
};
}
observationProto.Shape.AddRange(shape);
return observationProto;
}
#endregion
public static UnityRLCapabilities ToRLCapabilities(this UnityRLCapabilitiesProto proto)
{
return new UnityRLCapabilities
{
m_BaseRLCapabilities = proto.BaseRLCapabilities
};
}
public static UnityRLCapabilitiesProto ToProto(this UnityRLCapabilities rlCaps)
{
return new UnityRLCapabilitiesProto
{
BaseRLCapabilities = rlCaps.m_BaseRLCapabilities
};
}
}
}