Jonathan Harper 3bc092d2 | 6 年前 | |
---|---|---|
.. | ||
gym_unity | 6 年前 | |
tests | 6 年前 | |
README.md | 6 年前 | |
setup.py | 6 年前 |
README.md
Unity ML-Agents Gym Wrapper
A common way in which machine learning researchers interact with simulation
environments is via a wrapper provided by OpenAI called gym
. For more
information on the gym interface, see here.
We provide a a gym wrapper, and instructions for using it with existing machine
learning algorithms which utilize gyms. Both wrappers provide interfaces on top
of our UnityEnvironment
class, which is the default way of interfacing with a
Unity environment via Python.
Installation
The gym wrapper can be installed using:
pip install gym_unity
or by running the following from the /gym-unity
directory of the repository:
pip install .
Using the Gym Wrapper
The gym interface is available from gym_unity.envs
. To launch an environmnent
from the root of the project repository use:
from gym_unity.envs import UnityEnv
env = UnityEnv(environment_filename, worker_id, default_visual, multiagent)
environment_filename
refers to the path to the Unity environment.worker_id
refers to the port to use for communication with the environment. Defaults to0
.use_visual
refers to whether to use visual observations (True) or vector observations (False) as the default observation provided by thereset
andstep
functions. Defaults toFalse
.multiagent
refers to whether you intent to launch an environment which contains more than one agent. Defaults toFalse
.
The returned environment env
will function as a gym.
For more on using the gym interface, see our Jupyter Notebook tutorial.
Limitation
- It is only possible to use an environment with a single Brain.
- By default the first visual observation is provided as the
observation
, if present. Otherwise vector observations are provided. - All
BrainInfo
output from the environment can still be accessed from theinfo
provided byenv.step(action)
. - Stacked vector observations are not supported.
- Environment registration for use with
gym.make()
is currently not supported.
Running OpenAI Baselines Algorithms
OpenAI provides a set of open-source maintained and tested Reinforcement Learning algorithms called the Baselines.
Using the provided Gym wrapper, it is possible to train ML-Agents environments using these algorithms. This requires the creation of custom training scripts to launch each algorithm. In most cases these scripts can be created by making slightly modifications to the ones provided for Atari and Mujoco environments.
Example - DQN Baseline
In order to train an agent to play the GridWorld
environment using the
Baselines DQN algorithm, you first need to install the baselines package using
pip:
pip install git+git://github.com/openai/baselines
Next, create a file called train_unity.py
. Then create an /envs/
directory
and build the GridWorld environment to that directory. For more information on
building Unity environments, see
here. Add the following code to
the train_unity.py
file:
import gym
from baselines import deepq
from gym_unity.envs import UnityEnv
def main():
env = UnityEnv("./envs/GridWorld", 0, use_visual=True)
act = deepq.learn(
env,
"mlp",
lr=1e-3,
total_timesteps=100000,
buffer_size=50000,
exploration_fraction=0.1,
exploration_final_eps=0.02,
print_freq=10
)
print("Saving model to unity_model.pkl")
act.save("unity_model.pkl")
if __name__ == '__main__':
main()
To start the training process, run the following from the root of the baselines repository:
python -m train_unity
Other Algorithms
Other algorithms in the Baselines repository can be run using scripts similar to
the examples from the baselines package. In most cases, the primary changes needed
to use a Unity environment are to import UnityEnv
, and to replace the environment
creation code, typically gym.make()
, with a call to UnityEnv(env_path)
passing the environment binary path.
A typical rule of thumb is that for vision-based environments, modification should be done to Atari training scripts, and for vector observation environments, modification should be done to Mujoco scripts.
Some algorithms will make use of make_env()
or make_mujoco_env()
functions. You can define a similar function for Unity environments. An example of
such a method using the PPO2 baseline:
from gym_unity.envs import UnityEnv
from baselines.common.vec_env.subproc_vec_env import SubprocVecEnv
from baselines.bench import Monitor
from baselines import logger
import baselines.ppo2.ppo2 as ppo2
import os
try:
from mpi4py import MPI
except ImportError:
MPI = None
def make_unity_env(env_directory, num_env, visual, start_index=0):
"""
Create a wrapped, monitored Unity environment.
"""
def make_env(rank, use_visual=True): # pylint: disable=C0111
def _thunk():
env = UnityEnv(env_directory, rank, use_visual=use_visual)
env = Monitor(env, logger.get_dir() and os.path.join(logger.get_dir(), str(rank)))
return env
return _thunk
if visual:
return SubprocVecEnv([make_env(i + start_index) for i in range(num_env)])
else:
rank = MPI.COMM_WORLD.Get_rank() if MPI else 0
return make_env(rank, use_visual=False)
def main():
env = make_unity_env('./envs/GridWorld', 4, True)
ppo2.learn(
network="mlp",
env=env,
total_timesteps=100000,
lr=1e-3,
)
if __name__ == '__main__':
main()