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
542 行
20 KiB
542 行
20 KiB
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
|
|
using System.Linq;
|
|
|
|
#if ENABLE_TENSORFLOW
|
|
using TensorFlow;
|
|
#endif
|
|
|
|
/// CoreBrain which decides actions using internally embedded TensorFlow model.
|
|
public class CoreBrainInternal : ScriptableObject, CoreBrain
|
|
{
|
|
|
|
[SerializeField]
|
|
[Tooltip("If checked, the brain will broadcast states and actions to Python.")]
|
|
#pragma warning disable
|
|
private bool broadcast = true;
|
|
#pragma warning restore
|
|
|
|
[System.Serializable]
|
|
private struct TensorFlowAgentPlaceholder
|
|
{
|
|
public enum tensorType
|
|
{
|
|
Integer,
|
|
FloatingPoint
|
|
}
|
|
|
|
;
|
|
|
|
public string name;
|
|
public tensorType valueType;
|
|
public float minValue;
|
|
public float maxValue;
|
|
|
|
}
|
|
|
|
ExternalCommunicator coord;
|
|
|
|
[Tooltip("This must be the bytes file corresponding to the pretrained Tensorflow graph.")]
|
|
/// Modify only in inspector : Reference to the Graph asset
|
|
public TextAsset graphModel;
|
|
|
|
/// Modify only in inspector : If a scope was used when training the model, specify it here
|
|
public string graphScope;
|
|
[SerializeField]
|
|
[Tooltip("If your graph takes additional inputs that are fixed (example: noise level) you can specify them here.")]
|
|
/// Modify only in inspector : If your graph takes additional inputs that are fixed you can specify them here.
|
|
private TensorFlowAgentPlaceholder[] graphPlaceholders;
|
|
/// Modify only in inspector : Name of the placholder of the batch size
|
|
public string BatchSizePlaceholderName = "batch_size";
|
|
/// Modify only in inspector : Name of the state placeholder
|
|
public string VectorObservationPlacholderName = "vector_observation";
|
|
/// Modify only in inspector : Name of the recurrent input
|
|
public string RecurrentInPlaceholderName = "recurrent_in";
|
|
/// Modify only in inspector : Name of the recurrent output
|
|
public string RecurrentOutPlaceholderName = "recurrent_out";
|
|
/// Modify only in inspector : Names of the observations placeholders
|
|
public string[] VisualObservationPlaceholderName;
|
|
/// Modify only in inspector : Name of the action node
|
|
public string ActionPlaceholderName = "action";
|
|
/// Modify only in inspector : Name of the previous action node
|
|
public string PreviousActionPlaceholderName = "prev_action";
|
|
#if ENABLE_TENSORFLOW
|
|
TFGraph graph;
|
|
TFSession session;
|
|
bool hasRecurrent;
|
|
bool hasState;
|
|
bool hasBatchSize;
|
|
bool hasPrevAction;
|
|
float[,] inputState;
|
|
int[] inputPrevAction;
|
|
List<float[,,,]> observationMatrixList;
|
|
float[,] inputOldMemories;
|
|
List<Texture2D> texturesHolder;
|
|
int memorySize;
|
|
#endif
|
|
|
|
/// Reference to the brain that uses this CoreBrainInternal
|
|
public Brain brain;
|
|
|
|
/// Create the reference to the brain
|
|
public void SetBrain(Brain b)
|
|
{
|
|
brain = b;
|
|
}
|
|
|
|
/// Loads the tensorflow graph model to generate a TFGraph object
|
|
public void InitializeCoreBrain(Communicator communicator)
|
|
{
|
|
#if ENABLE_TENSORFLOW
|
|
#if UNITY_ANDROID
|
|
// This needs to ba called only once and will raise an exception if
|
|
// there are multiple internal brains
|
|
try{
|
|
TensorFlowSharp.Android.NativeBinding.Init();
|
|
}
|
|
catch{
|
|
|
|
}
|
|
#endif
|
|
if ((communicator == null)
|
|
|| (!broadcast))
|
|
{
|
|
coord = null;
|
|
}
|
|
else if (communicator is ExternalCommunicator)
|
|
{
|
|
coord = (ExternalCommunicator)communicator;
|
|
coord.SubscribeBrain(brain);
|
|
}
|
|
|
|
if (graphModel != null)
|
|
{
|
|
|
|
graph = new TFGraph();
|
|
|
|
graph.Import(graphModel.bytes);
|
|
|
|
session = new TFSession(graph);
|
|
|
|
// TODO: Make this a loop over a dynamic set of graph inputs
|
|
|
|
if ((graphScope.Length > 1) && (graphScope[graphScope.Length - 1] != '/'))
|
|
{
|
|
graphScope = graphScope + '/';
|
|
}
|
|
|
|
if (graph[graphScope + BatchSizePlaceholderName] != null)
|
|
{
|
|
hasBatchSize = true;
|
|
}
|
|
if ((graph[graphScope + RecurrentInPlaceholderName] != null) && (graph[graphScope + RecurrentOutPlaceholderName] != null))
|
|
{
|
|
hasRecurrent = true;
|
|
var runner = session.GetRunner();
|
|
runner.Fetch(graph[graphScope + "memory_size"][0]);
|
|
var networkOutput = runner.Run()[0].GetValue();
|
|
memorySize = (int)networkOutput;
|
|
}
|
|
if (graph[graphScope + VectorObservationPlacholderName] != null)
|
|
{
|
|
hasState = true;
|
|
}
|
|
if (graph[graphScope + PreviousActionPlaceholderName] != null)
|
|
{
|
|
hasPrevAction = true;
|
|
}
|
|
}
|
|
observationMatrixList = new List<float[,,,]>();
|
|
texturesHolder = new List<Texture2D>();
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
/// Uses the stored information to run the tensorflow graph and generate
|
|
/// the actions.
|
|
public void DecideAction(Dictionary<Agent, AgentInfo> agentInfo)
|
|
{
|
|
#if ENABLE_TENSORFLOW
|
|
if (coord != null)
|
|
{
|
|
coord.GiveBrainInfo(brain, agentInfo);
|
|
}
|
|
int currentBatchSize = agentInfo.Count();
|
|
List<Agent> agentList = agentInfo.Keys.ToList();
|
|
if (currentBatchSize == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
// Create the state tensor
|
|
if (hasState)
|
|
{
|
|
int stateLength = 1;
|
|
if (brain.brainParameters.vectorObservationSpaceType == SpaceType.continuous)
|
|
{
|
|
stateLength = brain.brainParameters.vectorObservationSize;
|
|
}
|
|
inputState = new float[currentBatchSize, stateLength * brain.brainParameters.numStackedVectorObservations];
|
|
|
|
var i = 0;
|
|
foreach (Agent agent in agentList)
|
|
{
|
|
List<float> state_list = agentInfo[agent].stackedVectorObservation;
|
|
for (int j = 0; j < brain.brainParameters.vectorObservationSize * brain.brainParameters.numStackedVectorObservations; j++)
|
|
{
|
|
inputState[i, j] = state_list[j];
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
// Create the state tensor
|
|
if (hasPrevAction)
|
|
{
|
|
inputPrevAction = new int[currentBatchSize];
|
|
var i = 0;
|
|
foreach (Agent agent in agentList)
|
|
{
|
|
float[] action_list = agentInfo[agent].storedVectorActions;
|
|
inputPrevAction[i] = Mathf.FloorToInt(action_list[0]);
|
|
i++;
|
|
}
|
|
}
|
|
|
|
|
|
observationMatrixList.Clear();
|
|
for (int observationIndex = 0; observationIndex < brain.brainParameters.cameraResolutions.Count(); observationIndex++){
|
|
texturesHolder.Clear();
|
|
foreach (Agent agent in agentList){
|
|
texturesHolder.Add(agentInfo[agent].visualObservations[observationIndex]);
|
|
}
|
|
observationMatrixList.Add(
|
|
BatchVisualObservations(texturesHolder, brain.brainParameters.cameraResolutions[observationIndex].blackAndWhite));
|
|
|
|
}
|
|
|
|
// Create the recurrent tensor
|
|
if (hasRecurrent)
|
|
{
|
|
// Need to have variable memory size
|
|
inputOldMemories = new float[currentBatchSize, memorySize];
|
|
var i = 0;
|
|
foreach (Agent agent in agentList)
|
|
{
|
|
float[] m = agentInfo[agent].memories.ToArray();
|
|
for (int j = 0; j < m.Count(); j++)
|
|
{
|
|
inputOldMemories[i, j] = m[j];
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
|
|
|
|
var runner = session.GetRunner();
|
|
try
|
|
{
|
|
runner.Fetch(graph[graphScope + ActionPlaceholderName][0]);
|
|
}
|
|
catch
|
|
{
|
|
throw new UnityAgentsException(string.Format(@"The node {0} could not be found. Please make sure the graphScope {1} is correct",
|
|
graphScope + ActionPlaceholderName, graphScope));
|
|
}
|
|
|
|
if (hasBatchSize)
|
|
{
|
|
runner.AddInput(graph[graphScope + BatchSizePlaceholderName][0], new int[] { currentBatchSize });
|
|
}
|
|
|
|
foreach (TensorFlowAgentPlaceholder placeholder in graphPlaceholders)
|
|
{
|
|
try
|
|
{
|
|
if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.FloatingPoint)
|
|
{
|
|
runner.AddInput(graph[graphScope + placeholder.name][0], new float[] { Random.Range(placeholder.minValue, placeholder.maxValue) });
|
|
}
|
|
else if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.Integer)
|
|
{
|
|
runner.AddInput(graph[graphScope + placeholder.name][0], new int[] { Random.Range((int)placeholder.minValue, (int)placeholder.maxValue + 1) });
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
throw new UnityAgentsException(string.Format(@"One of the Tensorflow placeholder cound nout be found.
|
|
In brain {0}, there are no {1} placeholder named {2}.",
|
|
brain.gameObject.name, placeholder.valueType.ToString(), graphScope + placeholder.name));
|
|
}
|
|
}
|
|
|
|
// Create the state tensor
|
|
if (hasState)
|
|
{
|
|
if (brain.brainParameters.vectorObservationSpaceType == SpaceType.discrete)
|
|
{
|
|
var discreteInputState = new int[currentBatchSize, 1];
|
|
for (int i = 0; i < currentBatchSize; i++)
|
|
{
|
|
discreteInputState[i, 0] = (int)inputState[i, 0];
|
|
}
|
|
runner.AddInput(graph[graphScope + VectorObservationPlacholderName][0], discreteInputState);
|
|
}
|
|
else
|
|
{
|
|
runner.AddInput(graph[graphScope + VectorObservationPlacholderName][0], inputState);
|
|
}
|
|
}
|
|
|
|
// Create the previous action tensor
|
|
if (hasPrevAction)
|
|
{
|
|
runner.AddInput(graph[graphScope + PreviousActionPlaceholderName][0], inputPrevAction);
|
|
}
|
|
|
|
// Create the observation tensors
|
|
for (int obs_number = 0; obs_number < brain.brainParameters.cameraResolutions.Length; obs_number++)
|
|
{
|
|
runner.AddInput(graph[graphScope + VisualObservationPlaceholderName[obs_number]][0], observationMatrixList[obs_number]);
|
|
}
|
|
|
|
if (hasRecurrent)
|
|
{
|
|
runner.AddInput(graph[graphScope + "sequence_length"][0], 1);
|
|
runner.AddInput(graph[graphScope + RecurrentInPlaceholderName][0], inputOldMemories);
|
|
runner.Fetch(graph[graphScope + RecurrentOutPlaceholderName][0]);
|
|
}
|
|
|
|
TFTensor[] networkOutput;
|
|
try
|
|
{
|
|
networkOutput = runner.Run();
|
|
}
|
|
catch (TFException e)
|
|
{
|
|
string errorMessage = e.Message;
|
|
try
|
|
{
|
|
errorMessage = string.Format(@"The tensorflow graph needs an input for {0} of type {1}",
|
|
e.Message.Split(new string[] { "Node: " }, 0)[1].Split('=')[0],
|
|
e.Message.Split(new string[] { "dtype=" }, 0)[1].Split(',')[0]);
|
|
}
|
|
finally
|
|
{
|
|
throw new UnityAgentsException(errorMessage);
|
|
}
|
|
|
|
}
|
|
|
|
// Create the recurrent tensor
|
|
if (hasRecurrent)
|
|
{
|
|
float[,] recurrent_tensor = networkOutput[1].GetValue() as float[,];
|
|
|
|
var i = 0;
|
|
foreach (Agent agent in agentList)
|
|
{
|
|
var m = new float[memorySize];
|
|
for (int j = 0; j < memorySize; j++)
|
|
{
|
|
m[j] = recurrent_tensor[i, j];
|
|
}
|
|
agent.UpdateMemoriesAction(m.ToList());
|
|
i++;
|
|
}
|
|
|
|
}
|
|
|
|
if (brain.brainParameters.vectorActionSpaceType == SpaceType.continuous)
|
|
{
|
|
var output = networkOutput[0].GetValue() as float[,];
|
|
var i = 0;
|
|
foreach (Agent agent in agentList)
|
|
{
|
|
var a = new float[brain.brainParameters.vectorActionSize];
|
|
for (int j = 0; j < brain.brainParameters.vectorActionSize; j++)
|
|
{
|
|
a[j] = output[i, j];
|
|
}
|
|
agent.UpdateVectorAction(a);
|
|
i++;
|
|
}
|
|
}
|
|
else if (brain.brainParameters.vectorActionSpaceType == SpaceType.discrete)
|
|
{
|
|
long[,] output = networkOutput[0].GetValue() as long[,];
|
|
var i = 0;
|
|
foreach (Agent agent in agentList)
|
|
{
|
|
var a = new float[1] { (float)(output[i, 0]) };
|
|
agent.UpdateVectorAction(a);
|
|
i++;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
#else
|
|
if (agentInfo.Count > 0)
|
|
{
|
|
throw new UnityAgentsException(string.Format(@"The brain {0} was set to Internal but the Tensorflow
|
|
library is not present in the Unity project.",
|
|
brain.gameObject.name));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/// Displays the parameters of the CoreBrainInternal in the Inspector
|
|
public void OnInspector()
|
|
{
|
|
#if ENABLE_TENSORFLOW && UNITY_EDITOR
|
|
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
|
broadcast = EditorGUILayout.Toggle(new GUIContent("Broadcast",
|
|
"If checked, the brain will broadcast states and actions to Python."), broadcast);
|
|
|
|
var serializedBrain = new SerializedObject(this);
|
|
GUILayout.Label("Edit the Tensorflow graph parameters here");
|
|
var tfGraphModel = serializedBrain.FindProperty("graphModel");
|
|
serializedBrain.Update();
|
|
EditorGUILayout.ObjectField(tfGraphModel);
|
|
serializedBrain.ApplyModifiedProperties();
|
|
|
|
if (graphModel == null)
|
|
{
|
|
EditorGUILayout.HelpBox("Please provide a tensorflow graph as a bytes file.", MessageType.Error);
|
|
}
|
|
|
|
|
|
graphScope = EditorGUILayout.TextField(new GUIContent("Graph Scope", "If you set a scope while training your tensorflow model, " +
|
|
"all your placeholder name will have a prefix. You must specify that prefix here."), graphScope);
|
|
|
|
if (BatchSizePlaceholderName == "")
|
|
{
|
|
BatchSizePlaceholderName = "batch_size";
|
|
}
|
|
BatchSizePlaceholderName = EditorGUILayout.TextField(new GUIContent("Batch Size Node Name", "If the batch size is one of " +
|
|
"the inputs of your graph, you must specify the name if the placeholder here."), BatchSizePlaceholderName);
|
|
if (VectorObservationPlacholderName == "")
|
|
{
|
|
VectorObservationPlacholderName = "state";
|
|
}
|
|
VectorObservationPlacholderName = EditorGUILayout.TextField(new GUIContent("Vector Observation Node Name", "If your graph uses the state as an input, " +
|
|
"you must specify the name if the placeholder here."), VectorObservationPlacholderName);
|
|
if (RecurrentInPlaceholderName == "")
|
|
{
|
|
RecurrentInPlaceholderName = "recurrent_in";
|
|
}
|
|
RecurrentInPlaceholderName = EditorGUILayout.TextField(new GUIContent("Recurrent Input Node Name", "If your graph uses a " +
|
|
"recurrent input / memory as input and outputs new recurrent input / memory, " +
|
|
"you must specify the name if the input placeholder here."), RecurrentInPlaceholderName);
|
|
if (RecurrentOutPlaceholderName == "")
|
|
{
|
|
RecurrentOutPlaceholderName = "recurrent_out";
|
|
}
|
|
RecurrentOutPlaceholderName = EditorGUILayout.TextField(new GUIContent("Recurrent Output Node Name", " If your graph uses a " +
|
|
"recurrent input / memory as input and outputs new recurrent input / memory, you must specify the name if " +
|
|
"the output placeholder here."), RecurrentOutPlaceholderName);
|
|
|
|
if (brain.brainParameters.cameraResolutions != null)
|
|
{
|
|
if (brain.brainParameters.cameraResolutions.Count() > 0)
|
|
{
|
|
if (VisualObservationPlaceholderName == null)
|
|
{
|
|
VisualObservationPlaceholderName = new string[brain.brainParameters.cameraResolutions.Count()];
|
|
}
|
|
if (VisualObservationPlaceholderName.Count() != brain.brainParameters.cameraResolutions.Count())
|
|
{
|
|
VisualObservationPlaceholderName = new string[brain.brainParameters.cameraResolutions.Count()];
|
|
}
|
|
for (int obs_number = 0; obs_number < brain.brainParameters.cameraResolutions.Count(); obs_number++)
|
|
{
|
|
if ((VisualObservationPlaceholderName[obs_number] == "") || (VisualObservationPlaceholderName[obs_number] == null))
|
|
{
|
|
|
|
VisualObservationPlaceholderName[obs_number] = "visual_observation_" + obs_number;
|
|
}
|
|
}
|
|
var opn = serializedBrain.FindProperty("VisualObservationPlaceholderName");
|
|
serializedBrain.Update();
|
|
EditorGUILayout.PropertyField(opn, true);
|
|
serializedBrain.ApplyModifiedProperties();
|
|
}
|
|
}
|
|
|
|
if (ActionPlaceholderName == "")
|
|
{
|
|
ActionPlaceholderName = "action";
|
|
}
|
|
ActionPlaceholderName = EditorGUILayout.TextField(new GUIContent("Action Node Name", "Specify the name of the " +
|
|
"placeholder corresponding to the actions of the brain in your graph. If the action space type is " +
|
|
"continuous, the output must be a one dimensional tensor of float of length Action Space Size, " +
|
|
"if the action space type is discrete, the output must be a one dimensional tensor of int " +
|
|
"of length 1."), ActionPlaceholderName);
|
|
|
|
|
|
|
|
var tfPlaceholders = serializedBrain.FindProperty("graphPlaceholders");
|
|
serializedBrain.Update();
|
|
EditorGUILayout.PropertyField(tfPlaceholders, true);
|
|
serializedBrain.ApplyModifiedProperties();
|
|
#endif
|
|
#if !ENABLE_TENSORFLOW && UNITY_EDITOR
|
|
EditorGUILayout.HelpBox (
|
|
"You need to install and enable the TensorflowSharp plugin in"+
|
|
"order to use the internal brain.", MessageType.Error);
|
|
if (GUILayout.Button("Show me how"))
|
|
{
|
|
Application.OpenURL("https://github.com/Unity-Technologies/ml-agents/blob/master/docs/Getting-Started-with-Balance-Ball.md#setting-up-tensorflowsharp-support");
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/// Contains logic to convert the agent's cameras into observation list
|
|
/// (as list of float arrays)
|
|
public static float[,,,] BatchVisualObservations(List<Texture2D> textures, bool BlackAndWhite)
|
|
{
|
|
int batchSize = textures.Count();
|
|
int width = textures[0].width;
|
|
int height = textures[0].height;
|
|
int pixels = 0;
|
|
if (BlackAndWhite)
|
|
pixels = 1;
|
|
else
|
|
pixels = 3;
|
|
float[,,,] result = new float[batchSize, width, height, pixels];
|
|
|
|
for (int b = 0; b < batchSize; b++)
|
|
{
|
|
Color32[] cc = textures[b].GetPixels32();
|
|
for (int w = 0; w < width; w++)
|
|
{
|
|
for (int h = 0; h < height; h++)
|
|
{
|
|
Color32 currentPixel = cc[h * width + w];
|
|
if (!BlackAndWhite)
|
|
{
|
|
result[b, textures[b].height - h - 1, w, 0] = currentPixel.r;
|
|
result[b, textures[b].height - h - 1, w, 1] = currentPixel.g;
|
|
result[b, textures[b].height - h - 1, w, 2] = currentPixel.b;
|
|
}
|
|
else
|
|
{
|
|
result[b, textures[b].height - h - 1, w, 0] = (currentPixel.r + currentPixel.g + currentPixel.b) / 3;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
}
|