您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
322 行
12 KiB
322 行
12 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Unity.Barracuda;
|
|
using System.IO;
|
|
using Unity.Barracuda.ONNX;
|
|
using Unity.MLAgents;
|
|
using Unity.MLAgents.Policies;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
|
|
namespace Unity.MLAgentsExamples
|
|
{
|
|
/// <summary>
|
|
/// Utility class to allow the NNModel file for an agent to be overriden during inference.
|
|
/// This is used internally to validate the file after training is done.
|
|
/// The behavior name to override and file path are specified on the commandline, e.g.
|
|
/// player.exe --mlagents-override-model-directory /path/to/models
|
|
///
|
|
/// Additionally, a number of episodes to run can be specified; after this, the application will quit.
|
|
/// Note this will only work with example scenes that have 1:1 Agent:Behaviors. More complicated scenes like WallJump
|
|
/// probably won't override correctly.
|
|
/// </summary>
|
|
public class ModelOverrider : MonoBehaviour
|
|
{
|
|
HashSet<string> k_SupportedExtensions = new HashSet<string> { "nn", "onnx" };
|
|
const string k_CommandLineModelOverrideDirectoryFlag = "--mlagents-override-model-directory";
|
|
const string k_CommandLineModelOverrideExtensionFlag = "--mlagents-override-model-extension";
|
|
const string k_CommandLineQuitAfterEpisodesFlag = "--mlagents-quit-after-episodes";
|
|
const string k_CommandLineQuitOnLoadFailure = "--mlagents-quit-on-load-failure";
|
|
|
|
// The attached Agent
|
|
Agent m_Agent;
|
|
|
|
string m_BehaviorNameOverrideDirectory;
|
|
|
|
private List<string> m_OverrideExtensions = new List<string>();
|
|
|
|
// Cached loaded NNModels, with the behavior name as the key.
|
|
Dictionary<string, NNModel> m_CachedModels = new Dictionary<string, NNModel>();
|
|
|
|
|
|
// Max episodes to run. Only used if > 0
|
|
// Will default to 1 if override models are specified, otherwise 0.
|
|
int m_MaxEpisodes;
|
|
|
|
int m_NumSteps;
|
|
int m_PreviousNumSteps;
|
|
int m_PreviousAgentCompletedEpisodes;
|
|
|
|
bool m_QuitOnLoadFailure;
|
|
[Tooltip("Debug values to be used in place of the command line for overriding models.")]
|
|
public string debugCommandLineOverride;
|
|
|
|
// Static values to keep track of completed episodes and steps across resets
|
|
// These are updated in OnDisable.
|
|
static int s_PreviousAgentCompletedEpisodes;
|
|
static int s_PreviousNumSteps;
|
|
|
|
int TotalCompletedEpisodes
|
|
{
|
|
get { return m_PreviousAgentCompletedEpisodes + (m_Agent == null ? 0 : m_Agent.CompletedEpisodes); }
|
|
}
|
|
|
|
int TotalNumSteps
|
|
{
|
|
get { return m_PreviousNumSteps + m_NumSteps; }
|
|
}
|
|
|
|
public bool HasOverrides
|
|
{
|
|
get
|
|
{
|
|
GetAssetPathFromCommandLine();
|
|
return !string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory);
|
|
}
|
|
}
|
|
|
|
public static string GetOverrideBehaviorName(string originalBehaviorName)
|
|
{
|
|
return $"Override_{originalBehaviorName}";
|
|
}
|
|
|
|
/// <summary>
|
|
/// Get the asset path to use from the commandline arguments.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
void GetAssetPathFromCommandLine()
|
|
{
|
|
var maxEpisodes = 0;
|
|
string[] commandLineArgsOverride = null;
|
|
if (!string.IsNullOrEmpty(debugCommandLineOverride) && Application.isEditor)
|
|
{
|
|
commandLineArgsOverride = debugCommandLineOverride.Split(' ');
|
|
}
|
|
|
|
var args = commandLineArgsOverride ?? Environment.GetCommandLineArgs();
|
|
for (var i = 0; i < args.Length; i++)
|
|
{
|
|
if (args[i] == k_CommandLineModelOverrideDirectoryFlag && i < args.Length - 1)
|
|
{
|
|
m_BehaviorNameOverrideDirectory = args[i + 1].Trim();
|
|
}
|
|
else if (args[i] == k_CommandLineModelOverrideExtensionFlag && i < args.Length - 1)
|
|
{
|
|
var overrideExtension = args[i + 1].Trim().ToLower();
|
|
var isKnownExtension = k_SupportedExtensions.Contains(overrideExtension);
|
|
if (!isKnownExtension)
|
|
{
|
|
Debug.LogError($"loading unsupported format: {overrideExtension}");
|
|
Application.Quit(1);
|
|
#if UNITY_EDITOR
|
|
EditorApplication.isPlaying = false;
|
|
#endif
|
|
}
|
|
m_OverrideExtensions.Add(overrideExtension);
|
|
}
|
|
else if (args[i] == k_CommandLineQuitAfterEpisodesFlag && i < args.Length - 1)
|
|
{
|
|
Int32.TryParse(args[i + 1], out maxEpisodes);
|
|
}
|
|
else if (args[i] == k_CommandLineQuitOnLoadFailure)
|
|
{
|
|
m_QuitOnLoadFailure = true;
|
|
}
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory))
|
|
{
|
|
// If overriding models, set maxEpisodes to 1 or the command line value
|
|
m_MaxEpisodes = maxEpisodes > 0 ? maxEpisodes : 1;
|
|
Debug.Log($"setting m_MaxEpisodes to {maxEpisodes}");
|
|
}
|
|
}
|
|
|
|
void OnEnable()
|
|
{
|
|
// Start with these initialized to previous values in the case where we're resetting scenes.
|
|
m_PreviousNumSteps = s_PreviousNumSteps;
|
|
m_PreviousAgentCompletedEpisodes = s_PreviousAgentCompletedEpisodes;
|
|
|
|
m_Agent = GetComponent<Agent>();
|
|
|
|
GetAssetPathFromCommandLine();
|
|
if (HasOverrides)
|
|
{
|
|
OverrideModel();
|
|
}
|
|
}
|
|
|
|
void OnDisable()
|
|
{
|
|
// Update the static episode and step counts.
|
|
// For a single agent in the scene, this will be a straightforward increment.
|
|
// If there are multiple agents, we'll increment the count by the Agent that completed the most episodes.
|
|
s_PreviousAgentCompletedEpisodes = Mathf.Max(s_PreviousAgentCompletedEpisodes, TotalCompletedEpisodes);
|
|
s_PreviousNumSteps = Mathf.Max(s_PreviousNumSteps, TotalNumSteps);
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
if (m_MaxEpisodes > 0)
|
|
{
|
|
// For Agents without maxSteps, exit as soon as we've hit the target number of episodes.
|
|
// For Agents that specify MaxStep, also make sure we've gone at least that many steps.
|
|
// Since we exit as soon as *any* Agent hits its target, the maxSteps condition keeps us running
|
|
// a bit longer in case there's an early failure.
|
|
if (TotalCompletedEpisodes >= m_MaxEpisodes && TotalNumSteps > m_MaxEpisodes * m_Agent.MaxStep)
|
|
{
|
|
Debug.Log($"ModelOverride reached {TotalCompletedEpisodes} episodes and {TotalNumSteps} steps. Exiting.");
|
|
Application.Quit(0);
|
|
#if UNITY_EDITOR
|
|
EditorApplication.isPlaying = false;
|
|
#endif
|
|
}
|
|
}
|
|
m_NumSteps++;
|
|
}
|
|
|
|
public NNModel GetModelForBehaviorName(string behaviorName)
|
|
{
|
|
if (m_CachedModels.ContainsKey(behaviorName))
|
|
{
|
|
return m_CachedModels[behaviorName];
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory))
|
|
{
|
|
Debug.Log($"No override directory set.");
|
|
return null;
|
|
}
|
|
|
|
// Try the override extensions in order. If they weren't set, try .nn first, then .onnx.
|
|
var overrideExtensions = (m_OverrideExtensions.Count > 0)
|
|
? m_OverrideExtensions.ToArray()
|
|
: new[] { "nn", "onnx" };
|
|
|
|
byte[] rawModel = null;
|
|
bool isOnnx = false;
|
|
string assetName = null;
|
|
foreach (var overrideExtension in overrideExtensions)
|
|
{
|
|
var assetPath = Path.Combine(m_BehaviorNameOverrideDirectory, $"{behaviorName}.{overrideExtension}");
|
|
try
|
|
{
|
|
rawModel = File.ReadAllBytes(assetPath);
|
|
isOnnx = overrideExtension.Equals("onnx");
|
|
assetName = "Override - " + Path.GetFileName(assetPath);
|
|
break;
|
|
}
|
|
catch (IOException)
|
|
{
|
|
// Do nothing - try the next extension, or we'll exit if nothing loaded.
|
|
}
|
|
}
|
|
|
|
if (rawModel == null)
|
|
{
|
|
Debug.Log($"Couldn't load model file(s) for {behaviorName} in {m_BehaviorNameOverrideDirectory} (full path: {Path.GetFullPath(m_BehaviorNameOverrideDirectory)}");
|
|
// Cache the null so we don't repeatedly try to load a missing file
|
|
m_CachedModels[behaviorName] = null;
|
|
return null;
|
|
}
|
|
|
|
var asset = isOnnx ? LoadOnnxModel(rawModel) : LoadBarracudaModel(rawModel);
|
|
asset.name = assetName;
|
|
m_CachedModels[behaviorName] = asset;
|
|
return asset;
|
|
}
|
|
|
|
NNModel LoadBarracudaModel(byte[] rawModel)
|
|
{
|
|
var asset = ScriptableObject.CreateInstance<NNModel>();
|
|
asset.modelData = ScriptableObject.CreateInstance<NNModelData>();
|
|
asset.modelData.Value = rawModel;
|
|
return asset;
|
|
}
|
|
|
|
NNModel LoadOnnxModel(byte[] rawModel)
|
|
{
|
|
var converter = new ONNXModelConverter(true);
|
|
var onnxModel = converter.Convert(rawModel);
|
|
|
|
NNModelData assetData = ScriptableObject.CreateInstance<NNModelData>();
|
|
using (var memoryStream = new MemoryStream())
|
|
using (var writer = new BinaryWriter(memoryStream))
|
|
{
|
|
ModelWriter.Save(writer, onnxModel);
|
|
assetData.Value = memoryStream.ToArray();
|
|
}
|
|
assetData.name = "Data";
|
|
assetData.hideFlags = HideFlags.HideInHierarchy;
|
|
|
|
var asset = ScriptableObject.CreateInstance<NNModel>();
|
|
asset.modelData = assetData;
|
|
return asset;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Load the NNModel file from the specified path, and give it to the attached agent.
|
|
/// </summary>
|
|
void OverrideModel()
|
|
{
|
|
bool overrideOk = false;
|
|
string overrideError = null;
|
|
|
|
m_Agent.LazyInitialize();
|
|
var bp = m_Agent.GetComponent<BehaviorParameters>();
|
|
var behaviorName = bp.BehaviorName;
|
|
|
|
NNModel nnModel = null;
|
|
try
|
|
{
|
|
nnModel = GetModelForBehaviorName(behaviorName);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
overrideError = $"Exception calling GetModelForBehaviorName: {e}";
|
|
}
|
|
|
|
if (nnModel == null)
|
|
{
|
|
if (string.IsNullOrEmpty(overrideError))
|
|
{
|
|
overrideError =
|
|
$"Didn't find a model for behaviorName {behaviorName}. Make " +
|
|
"sure the behaviorName is set correctly in the commandline " +
|
|
"and that the model file exists";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var modelName = nnModel != null ? nnModel.name : "<null>";
|
|
Debug.Log($"Overriding behavior {behaviorName} for agent with model {modelName}");
|
|
try
|
|
{
|
|
m_Agent.SetModel(GetOverrideBehaviorName(behaviorName), nnModel);
|
|
overrideOk = true;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
overrideError = $"Exception calling Agent.SetModel: {e}";
|
|
}
|
|
}
|
|
|
|
if (!overrideOk && m_QuitOnLoadFailure)
|
|
{
|
|
if (!string.IsNullOrEmpty(overrideError))
|
|
{
|
|
Debug.LogWarning(overrideError);
|
|
}
|
|
Application.Quit(1);
|
|
#if UNITY_EDITOR
|
|
EditorApplication.isPlaying = false;
|
|
#endif
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|