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359 行
16 KiB
359 行
16 KiB
import atexit
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import io
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import glob
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import json
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import logging
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import numpy as np
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import os
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import socket
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import subprocess
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from .brain import BrainInfo, BrainParameters
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from .exception import UnityEnvironmentException, UnityActionException
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from PIL import Image
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from sys import platform
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logging.basicConfig(level=logging.INFO)
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logger = logging.getLogger(__name__)
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class UnityEnvironment(object):
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def __init__(self, file_name, worker_id=0,
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base_port=5005):
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"""
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Starts a new unity environment and establishes a connection with the environment.
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Notice: Currently communication between Unity and Python takes place over an open socket without authentication.
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Ensure that the network where training takes place is secure.
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:string file_name: Name of Unity environment binary.
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:int base_port: Baseline port number to connect to Unity environment over. worker_id increments over this.
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:int worker_id: Number to add to communication port (5005) [0]. Used for asynchronous agent scenarios.
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"""
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atexit.register(self.close)
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self.port = base_port + worker_id
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self._buffer_size = 120000
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self._loaded = False
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self._open_socket = False
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try:
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# Establish communication socket
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self._socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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self._socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
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self._socket.bind(("localhost", self.port))
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self._open_socket = True
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except socket.error:
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self._open_socket = True
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self.close()
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raise socket.error("Couldn't launch new environment because worker number {} is still in use. "
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"You may need to manually close a previously opened environment "
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"or use a different worker number.".format(str(worker_id)))
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cwd = os.getcwd()
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try:
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true_filename = os.path.basename(os.path.normpath(file_name))
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launch_string = ""
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if platform == "linux" or platform == "linux2":
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candidates = glob.glob(os.path.join(cwd, file_name) + '.x86_64')
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if len(candidates) == 0:
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candidates = glob.glob(os.path.join(cwd, file_name) + '.x86')
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if len(candidates) > 0:
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launch_string = candidates[0]
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else:
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raise UnityEnvironmentException("Couldn't launch new environment. Provided filename "
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"does not match any environments in {}. ".format(cwd))
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elif platform == 'darwin':
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launch_string = os.path.join(cwd, file_name + '.app', 'Contents', 'MacOS', true_filename)
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elif platform == 'win32':
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launch_string = os.path.join(cwd, file_name + '.exe')
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# Launch Unity environment
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proc1 = subprocess.Popen(
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[launch_string,
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'--port', str(self.port)])
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except os.error:
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self.close()
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raise UnityEnvironmentException("Couldn't launch new environment. "
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"Provided filename does not match any \environments in {}."
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.format(cwd))
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self._socket.settimeout(30)
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try:
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try:
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self._socket.listen(1)
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self._conn, _ = self._socket.accept()
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self._conn.setblocking(1)
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p = self._conn.recv(self._buffer_size).decode('utf-8')
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p = json.loads(p)
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except socket.timeout as e:
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raise UnityEnvironmentException(
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"The Unity environment took too long to respond. Make sure {} does not need user interaction to launch "
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"and that the Academy and the external Brain(s) are attached to objects in the Scene.".format(
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str(file_name)))
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except UnityEnvironmentException:
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proc1.kill()
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self.close()
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raise
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self._data = {}
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self._global_done = None
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self._academy_name = p["AcademyName"]
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self._num_brains = len(p["brainParameters"])
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self._brains = {}
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self._brain_names = p["brainNames"]
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self._resetParameters = p["resetParameters"]
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for i in range(self._num_brains):
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self._brains[self._brain_names[i]] = BrainParameters(self._brain_names[i], p["brainParameters"][i])
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self._conn.send(b".")
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self._loaded = True
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logger.info("\n'{}' started successfully!".format(self._academy_name))
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@property
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def brains(self):
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return self._brains
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@property
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def global_done(self):
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return self._global_done
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@property
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def academy_name(self):
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return self._academy_name
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@property
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def number_brains(self):
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return self._num_brains
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@property
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def brain_names(self):
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return self._brain_names
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@staticmethod
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def _process_pixels(image_bytes=None, bw=False):
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"""
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Converts bytearray observation image into numpy array, resizes it, and optionally converts it to greyscale
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:param image_bytes: input bytearray corresponding to image
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:return: processed numpy array of observation from environment
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"""
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s = bytearray(image_bytes)
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image = Image.open(io.BytesIO(s))
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s = np.array(image) / 255.0
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if bw:
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s = np.mean(s, axis=2)
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s = np.reshape(s, [s.shape[0], s.shape[1], 1])
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return s
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def __str__(self):
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return '''Unity Academy name: {0}
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Number of brains: {1}
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Reset Parameters :\n\t\t{2}'''.format(self._academy_name, str(self._num_brains),
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"\n\t\t".join([str(k) + " -> " + str(self._resetParameters[k])
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for k in self._resetParameters])) + '\n' + \
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'\n'.join([str(self._brains[b]) for b in self._brains])
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def _get_state_image(self, bw):
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"""
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Receives observation from socket, and confirms.
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:param bw:
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:return:
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"""
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s = self._conn.recv(self._buffer_size)
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s = self._process_pixels(image_bytes=s, bw=bw)
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self._conn.send(b"RECEIVED")
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return s
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def _get_state_dict(self):
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"""
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Receives dictionary of state information from socket, and confirms.
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:return:
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"""
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state = self._conn.recv(self._buffer_size).decode('utf-8')
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self._conn.send(b"RECEIVED")
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state_dict = json.loads(state)
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return state_dict
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def reset(self, train_mode=True, config=None):
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"""
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Sends a signal to reset the unity environment.
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:return: A Data structure corresponding to the initial reset state of the environment.
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"""
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config = config or {}
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if self._loaded:
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self._conn.send(b"RESET")
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self._conn.recv(self._buffer_size)
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self._conn.send(json.dumps({"train_model": train_mode, "parameters": config}).encode('utf-8'))
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for k in config:
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if (k in self._resetParameters) and (isinstance(config[k], (int, float))):
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self._resetParameters[k] = config[k]
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elif not isinstance(config[k], (int, float)):
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raise UnityEnvironmentException(
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"The value for parameter '{0}'' must be an Integer or a Float.".format(k))
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else:
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raise UnityEnvironmentException("The parameter '{0}' is not a valid parameter.".format(k))
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return self._get_state()
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else:
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raise UnityEnvironmentException("No Unity environment is loaded.")
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def _get_state(self):
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"""
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Collects experience information from all external brains in environment at current step.
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:return: a dictionary BrainInfo objects.
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"""
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self._data = {}
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for index in range(self._num_brains):
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state_dict = self._get_state_dict()
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b = state_dict["brain_name"]
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n_agent = len(state_dict["agents"])
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try:
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if self._brains[b].state_space_type == "continuous":
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states = np.array(state_dict["states"]).reshape((n_agent, self._brains[b].state_space_size))
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else:
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states = np.array(state_dict["states"]).reshape((n_agent, 1))
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except UnityActionException:
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raise UnityActionException("Brain {0} has an invalid state. "
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"Expecting {1} {2} state but received {3}."
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.format(b, n_agent if self._brains[b].state_space_type == "discrete"
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else str(self._brains[b].state_space_size * n_agent),
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self._brains[b].state_space_type,
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len(state_dict["states"])))
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memories = np.array(state_dict["memories"]).reshape((n_agent, self._brains[b].memory_space_size))
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rewards = state_dict["rewards"]
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dones = state_dict["dones"]
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agents = state_dict["agents"]
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observations = []
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for o in range(self._brains[b].number_observations):
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obs_n = []
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for a in range(n_agent):
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obs_n.append(self._get_state_image(self._brains[b].camera_resolutions[o]['blackAndWhite']))
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observations.append(np.array(obs_n))
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self._data[b] = BrainInfo(observations, states, memories, rewards, agents, dones)
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self._global_done = self._conn.recv(self._buffer_size).decode('utf-8') == 'True'
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return self._data
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def _send_action(self, action, memory, value):
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"""
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Send dictionary of actions, memories, and value estimates over socket.
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:param action: a dictionary of lists of actions.
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:param memory: a dictionary of lists of of memories.
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:param value: a dictionary of lists of of value estimates.
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"""
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self._conn.recv(self._buffer_size)
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action_message = {"action": action, "memory": memory, "value": value}
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self._conn.send(json.dumps(action_message).encode('utf-8'))
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@staticmethod
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def _flatten(arr):
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"""
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Converts dictionary of arrays to list for transmission over socket.
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:param arr: numpy vector.
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:return: flattened list.
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"""
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if isinstance(arr, (int, np.int_, float, np.float_)):
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arr = [float(arr)]
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if isinstance(arr, np.ndarray):
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arr = arr.tolist()
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if len(arr) == 0:
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return arr
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if isinstance(arr[0], np.ndarray):
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arr = [item for sublist in arr for item in sublist.tolist()]
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if isinstance(arr[0], list):
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arr = [item for sublist in arr for item in sublist]
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arr = [float(x) for x in arr]
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return arr
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def step(self, action, memory=None, value=None):
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"""
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Provides the environment with an action, moves the environment dynamics forward accordingly, and returns
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observation, state, and reward information to the agent.
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:param action: Agent's action to send to environment. Can be a scalar or vector of int/floats.
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:param memory: Vector corresponding to memory used for RNNs, frame-stacking, or other auto-regressive process.
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:param value: Value estimate to send to environment for visualization. Can be a scalar or vector of float(s).
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:return: A Data structure corresponding to the new state of the environment.
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"""
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memory = {} if memory is None else memory
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value = {} if value is None else value
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if self._loaded and not self._global_done and self._global_done is not None:
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if isinstance(action, (int, np.int_, float, np.float_, list, np.ndarray)):
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if self._num_brains > 1:
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raise UnityActionException(
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"You have {0} brains, you need to feed a dictionary of brain names a keys, "
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"and actions as values".format(self._num_brains))
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else:
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action = {self._brain_names[0]: action}
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if isinstance(memory, (int, np.int_, float, np.float_, list, np.ndarray)):
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if self._num_brains > 1:
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raise UnityActionException(
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"You have {0} brains, you need to feed a dictionary of brain names as keys "
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"and memories as values".format(self._num_brains))
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else:
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memory = {self._brain_names[0]: memory}
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if isinstance(value, (int, np.int_, float, np.float_, list, np.ndarray)):
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if self._num_brains > 1:
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raise UnityActionException(
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"You have {0} brains, you need to feed a dictionary of brain names as keys "
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"and state/action value estimates as values".format(self._num_brains))
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else:
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value = {self._brain_names[0]: value}
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for b in self._brain_names:
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n_agent = len(self._data[b].agents)
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if b not in action:
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raise UnityActionException("You need to input an action for the brain {0}".format(b))
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action[b] = self._flatten(action[b])
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if b not in memory:
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memory[b] = [0.0] * self._brains[b].memory_space_size * n_agent
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else:
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memory[b] = self._flatten(memory[b])
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if b not in value:
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value[b] = [0.0] * n_agent
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else:
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value[b] = self._flatten(value[b])
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if not (len(value[b]) == n_agent):
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raise UnityActionException(
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"There was a mismatch between the provided value and environment's expectation: "
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"The brain {0} expected {1} value but was given {2}".format(b, n_agent, len(value[b])))
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if not (len(memory[b]) == self._brains[b].memory_space_size * n_agent):
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raise UnityActionException(
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"There was a mismatch between the provided memory and environment's expectation: "
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"The brain {0} expected {1} memories but was given {2}"
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.format(b, self._brains[b].memory_space_size * n_agent, len(memory[b])))
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if not ((self._brains[b].action_space_type == "discrete" and len(action[b]) == n_agent) or
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(self._brains[b].action_space_type == "continuous" and len(
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action[b]) == self._brains[b].action_space_size * n_agent)):
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raise UnityActionException(
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"There was a mismatch between the provided action and environment's expectation: "
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"The brain {0} expected {1} {2} action(s), but was provided: {3}"
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.format(b, n_agent if self._brains[b].action_space_type == "discrete" else
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str(self._brains[b].action_space_size * n_agent), self._brains[b].action_space_type,
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str(action[b])))
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self._conn.send(b"STEP")
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self._send_action(action, memory, value)
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return self._get_state()
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elif not self._loaded:
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raise UnityEnvironmentException("No Unity environment is loaded.")
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elif self._global_done:
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raise UnityActionException("The episode is completed. Reset the environment with 'reset()'")
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elif self.global_done is None:
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raise UnityActionException(
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"You cannot conduct step without first calling reset. Reset the environment with 'reset()'")
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def close(self):
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"""
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Sends a shutdown signal to the unity environment, and closes the socket connection.
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"""
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if self._loaded & self._open_socket:
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self._conn.send(b"EXIT")
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self._conn.close()
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if self._open_socket:
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self._socket.close()
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self._loaded = False
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else:
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raise UnityEnvironmentException("No Unity environment is loaded.")
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