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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486 行
15 KiB

using UnityEngine;
using NUnit.Framework;
using System.Reflection;
using MLAgents.Sensor;
namespace MLAgents.Tests
{
public class TestAgent : Agent
{
public AgentInfo _Info
{
get
{
return (AgentInfo)typeof(Agent).GetField("m_Info", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(this);
}
set
{
typeof(Agent).GetField("m_Info", BindingFlags.Instance | BindingFlags.NonPublic).SetValue(this, value);
}
}
public int initializeAgentCalls;
public int collectObservationsCalls;
public int agentActionCalls;
public int agentResetCalls;
public override void InitializeAgent()
{
initializeAgentCalls += 1;
// Add in some custom Sensors so we can confirm they get sorted as expected.
var sensor1 = new TestSensor("testsensor1");
var sensor2 = new TestSensor("testsensor2");
sensors.Add(sensor2);
sensors.Add(sensor1);
}
public override void CollectObservations()
{
collectObservationsCalls += 1;
AddVectorObs(0f);
}
public override void AgentAction(float[] vectorAction)
{
agentActionCalls += 1;
AddReward(0.1f);
}
public override void AgentReset()
{
agentResetCalls += 1;
}
public override float[] Heuristic()
{
return new float[0];
}
}
public class TestSensor : ISensor
{
public string sensorName;
public TestSensor(string n)
{
sensorName = n;
}
public int[] GetObservationShape()
{
return new[] { 0 };
}
public int Write(WriteAdapter adapter)
{
// No-op
return 0;
}
public byte[] GetCompressedObservation()
{
return null;
}
public SensorCompressionType GetCompressionType()
{
return SensorCompressionType.None;
}
public string GetName()
{
return sensorName;
}
public void Update() {}
}
[TestFixture]
public class EditModeTestGeneration
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
var aca = Academy.Instance;
Assert.AreNotEqual(null, aca);
Assert.AreEqual(0, aca.GetEpisodeCount());
Assert.AreEqual(0, aca.GetStepCount());
Assert.AreEqual(0, aca.GetTotalStepCount());
}
[Test]
public void TestAgent()
{
var agentGo = new GameObject("TestAgent");
agentGo.AddComponent<TestAgent>();
var agent = agentGo.GetComponent<TestAgent>();
Assert.AreNotEqual(null, agent);
Assert.AreEqual(0, agent.initializeAgentCalls);
}
}
[TestFixture]
public class EditModeTestInitialization
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
Assert.AreEqual(false, Academy.IsInitialized);
var aca = Academy.Instance;
Assert.AreEqual(true, Academy.IsInitialized);
// Check that init is idempotent
aca.LazyInitialization();
aca.LazyInitialization();
Assert.AreEqual(0, aca.GetEpisodeCount());
Assert.AreEqual(0, aca.GetStepCount());
Assert.AreEqual(0, aca.GetTotalStepCount());
Assert.AreNotEqual(null, aca.FloatProperties);
// Check that Dispose is idempotent
aca.Dispose();
Assert.AreEqual(false, Academy.IsInitialized);
aca.Dispose();
}
[Test]
public void TestAcademyDispose()
{
var floatProperties1 = Academy.Instance.FloatProperties;
Academy.Instance.Dispose();
var floatProperties2 = Academy.Instance.FloatProperties;
Academy.Instance.Dispose();
Assert.AreNotEqual(floatProperties1, floatProperties2);
}
[Test]
public void TestAgent()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
Assert.AreEqual(0, agent1.agentResetCalls);
Assert.AreEqual(0, agent2.agentResetCalls);
Assert.AreEqual(0, agent1.initializeAgentCalls);
Assert.AreEqual(0, agent2.initializeAgentCalls);
Assert.AreEqual(0, agent1.agentActionCalls);
Assert.AreEqual(0, agent2.agentActionCalls);
agent2.LazyInitialize();
agent1.LazyInitialize();
// agent1 was not enabled when the academy started
// The agents have been initialized
Assert.AreEqual(0, agent1.agentResetCalls);
Assert.AreEqual(0, agent2.agentResetCalls);
Assert.AreEqual(1, agent1.initializeAgentCalls);
Assert.AreEqual(1, agent2.initializeAgentCalls);
Assert.AreEqual(0, agent1.agentActionCalls);
Assert.AreEqual(0, agent2.agentActionCalls);
// Make sure the Sensors were sorted
Assert.AreEqual(agent1.sensors[0].GetName(), "testsensor1");
Assert.AreEqual(agent1.sensors[1].GetName(), "testsensor2");
}
}
[TestFixture]
public class EditModeTestStep
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
var aca = Academy.Instance;
var numberReset = 0;
for (var i = 0; i < 10; i++)
{
Assert.AreEqual(numberReset, aca.GetEpisodeCount());
Assert.AreEqual(i, aca.GetStepCount());
// The reset happens at the beginning of the first step
if (i == 0)
{
numberReset += 1;
}
Academy.Instance.EnvironmentStep();
}
}
[Test]
public void TestAcademyAutostep()
{
var aca = Academy.Instance;
Assert.IsTrue(aca.IsAutomaticSteppingEnabled);
aca.DisableAutomaticStepping(true);
Assert.IsFalse(aca.IsAutomaticSteppingEnabled);
aca.EnableAutomaticStepping();
Assert.IsTrue(aca.IsAutomaticSteppingEnabled);
}
[Test]
public void TestAgent()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 2;
decisionRequester.Awake();
// agent1 will take an action at every step and request a decision every 2 steps
// agent2 will request decisions only when RequestDecision is called
agent1.LazyInitialize();
var numberAgent1Reset = 0;
var numberAgent2Initialization = 0;
var requestDecision = 0;
var requestAction = 0;
for (var i = 0; i < 50; i++)
{
Assert.AreEqual(numberAgent1Reset, agent1.agentResetCalls);
// Agent2 is never reset since initialized after academy
Assert.AreEqual(0, agent2.agentResetCalls);
Assert.AreEqual(1, agent1.initializeAgentCalls);
Assert.AreEqual(numberAgent2Initialization, agent2.initializeAgentCalls);
Assert.AreEqual(i, agent1.agentActionCalls);
Assert.AreEqual(requestAction, agent2.agentActionCalls);
Assert.AreEqual((i + 1) / 2, agent1.collectObservationsCalls);
Assert.AreEqual(requestDecision, agent2.collectObservationsCalls);
// Agent 1 resets at the first step
if (i == 0)
{
numberAgent1Reset += 1;
}
//Agent 2 is only initialized at step 2
if (i == 2)
{
agent2.LazyInitialize();
numberAgent2Initialization += 1;
}
// We are testing request decision and request actions when called
// at different intervals
if ((i % 3 == 0) && (i > 2))
{
//Every 3 steps after agent 2 is initialized, request decision
requestDecision += 1;
requestAction += 1;
agent2.RequestDecision();
}
else if ((i % 5 == 0) && (i > 2))
{
// Every 5 steps after agent 2 is initialized, request action
requestAction += 1;
agent2.RequestAction();
}
aca.EnvironmentStep();
}
}
}
[TestFixture]
public class EditModeTestReset
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestAcademy()
{
var aca = Academy.Instance;
var numberReset = 0;
var stepsSinceReset = 0;
for (var i = 0; i < 50; i++)
{
Assert.AreEqual(stepsSinceReset, aca.GetStepCount());
Assert.AreEqual(numberReset, aca.GetEpisodeCount());
Assert.AreEqual(i, aca.GetTotalStepCount());
// Academy resets at the first step
if (i == 0)
{
numberReset += 1;
}
stepsSinceReset += 1;
aca.EnvironmentStep();
}
}
[Test]
public void TestAgent()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 2;
agent2.LazyInitialize();
var numberAgent1Reset = 0;
var numberAgent2Reset = 0;
var numberAcaReset = 0;
var acaStepsSinceReset = 0;
var agent2StepSinceReset = 0;
for (var i = 0; i < 5000; i++)
{
Assert.AreEqual(acaStepsSinceReset, aca.GetStepCount());
Assert.AreEqual(numberAcaReset, aca.GetEpisodeCount());
Assert.AreEqual(i, aca.GetTotalStepCount());
Assert.AreEqual(agent2StepSinceReset, agent2.GetStepCount());
Assert.AreEqual(numberAgent1Reset, agent1.agentResetCalls);
Assert.AreEqual(numberAgent2Reset, agent2.agentResetCalls);
// Agent 2 and academy reset at the first step
if (i == 0)
{
numberAcaReset += 1;
numberAgent2Reset += 1;
}
//Agent 1 is only initialized at step 2
if (i == 2)
{
agent1.LazyInitialize();
}
// Set agent 1 to done every 11 steps to test behavior
if (i % 11 == 5)
{
agent1.Done();
numberAgent1Reset += 1;
}
// Resetting agent 2 regularly
if (i % 13 == 3)
{
agent2.Done();
numberAgent2Reset += 1;
agent2StepSinceReset = 0;
}
// Request a decision for agent 2 regularly
if (i % 3 == 2)
{
agent2.RequestDecision();
}
else if (i % 5 == 1)
{
// Request an action without decision regularly
agent2.RequestAction();
}
acaStepsSinceReset += 1;
agent2StepSinceReset += 1;
aca.EnvironmentStep();
}
}
}
[TestFixture]
public class EditModeTestMiscellaneous
{
[SetUp]
public void SetUp()
{
if (Academy.IsInitialized)
{
Academy.Instance.Dispose();
}
}
[Test]
public void TestCumulativeReward()
{
var agentGo1 = new GameObject("TestAgent");
agentGo1.AddComponent<TestAgent>();
var agent1 = agentGo1.GetComponent<TestAgent>();
var agentGo2 = new GameObject("TestAgent");
agentGo2.AddComponent<TestAgent>();
var agent2 = agentGo2.GetComponent<TestAgent>();
var aca = Academy.Instance;
var decisionRequester = agent1.gameObject.AddComponent<DecisionRequester>();
decisionRequester.DecisionPeriod = 2;
decisionRequester.Awake();
agent1.maxStep = 20;
agent2.LazyInitialize();
agent1.LazyInitialize();
var j = 0;
for (var i = 0; i < 500; i++)
{
if (i % 20 == 0)
{
j = 0;
}
else
{
j++;
}
agent2.RequestAction();
Assert.LessOrEqual(Mathf.Abs(j * 10.1f - agent1.GetCumulativeReward()), 0.05f);
Assert.LessOrEqual(Mathf.Abs(i * 0.1f - agent2.GetCumulativeReward()), 0.05f);
agent1.AddReward(10f);
aca.EnvironmentStep();
}
}
}
}