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221 行
8.6 KiB
221 行
8.6 KiB
import logging
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import gym
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import numpy as np
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from mlagents.envs import UnityEnvironment
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from gym import error, spaces
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class UnityGymException(error.Error):
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"""
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Any error related to the gym wrapper of ml-agents.
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"""
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pass
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logging.basicConfig(level=logging.INFO)
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logger = logging.getLogger("gym_unity")
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class UnityEnv(gym.Env):
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"""
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Provides Gym wrapper for Unity Learning Environments.
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Multi-agent environments use lists for object types, as done here:
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https://github.com/openai/multiagent-particle-envs
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"""
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def __init__(self, environment_filename: str, worker_id=0, use_visual=False, multiagent=False):
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"""
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Environment initialization
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:param environment_filename: The UnityEnvironment path or file to be wrapped in the gym.
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:param worker_id: Worker number for environment.
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:param use_visual: Whether to use visual observation or vector observation.
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:param multiagent: Whether to run in multi-agent mode (lists of obs, reward, done).
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"""
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self._env = UnityEnvironment(environment_filename, worker_id)
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self.name = self._env.academy_name
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self.visual_obs = None
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self._current_state = None
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self._n_agents = None
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self._multiagent = multiagent
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# Check brain configuration
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if len(self._env.brains) != 1:
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raise UnityGymException(
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"There can only be one brain in a UnityEnvironment "
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"if it is wrapped in a gym.")
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self.brain_name = self._env.external_brain_names[0]
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brain = self._env.brains[self.brain_name]
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if use_visual and brain.number_visual_observations == 0:
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raise UnityGymException("`use_visual` was set to True, however there are no"
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" visual observations as part of this environment.")
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self.use_visual = brain.number_visual_observations >= 1 and use_visual
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if brain.number_visual_observations > 1:
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logger.warning("The environment contains more than one visual observation. "
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"Please note that only the first will be provided in the observation.")
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if brain.num_stacked_vector_observations != 1:
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raise UnityGymException(
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"There can only be one stacked vector observation in a UnityEnvironment "
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"if it is wrapped in a gym.")
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# Check for number of agents in scene.
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initial_info = self._env.reset()[self.brain_name]
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self._check_agents(len(initial_info.agents))
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# Set observation and action spaces
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if brain.vector_action_space_type == "discrete":
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if len(brain.vector_action_space_size) == 1:
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self._action_space = spaces.Discrete(brain.vector_action_space_size[0])
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else:
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self._action_space = spaces.MultiDiscrete(brain.vector_action_space_size)
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else:
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high = np.array([1] * brain.vector_action_space_size[0])
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self._action_space = spaces.Box(-high, high, dtype=np.float32)
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high = np.array([np.inf] * brain.vector_observation_space_size)
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self.action_meanings = brain.vector_action_descriptions
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if self.use_visual:
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if brain.camera_resolutions[0]["blackAndWhite"]:
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depth = 1
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else:
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depth = 3
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self._observation_space = spaces.Box(0, 1, dtype=np.float32,
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shape=(brain.camera_resolutions[0]["height"],
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brain.camera_resolutions[0]["width"],
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depth))
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else:
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self._observation_space = spaces.Box(-high, high, dtype=np.float32)
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def reset(self):
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"""Resets the state of the environment and returns an initial observation.
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In the case of multi-agent environments, this is a list.
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Returns: observation (object/list): the initial observation of the
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space.
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"""
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info = self._env.reset()[self.brain_name]
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n_agents = len(info.agents)
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self._check_agents(n_agents)
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if not self._multiagent:
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obs, reward, done, info = self._single_step(info)
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else:
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obs, reward, done, info = self._multi_step(info)
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return obs
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def step(self, action):
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"""Run one timestep of the environment's dynamics. When end of
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episode is reached, you are responsible for calling `reset()`
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to reset this environment's state.
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Accepts an action and returns a tuple (observation, reward, done, info).
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In the case of multi-agent environments, these are lists.
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Args:
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action (object/list): an action provided by the environment
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Returns:
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observation (object/list): agent's observation of the current environment
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reward (float/list) : amount of reward returned after previous action
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done (boolean/list): whether the episode has ended.
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info (dict): contains auxiliary diagnostic information, including BrainInfo.
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"""
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# Use random actions for all other agents in environment.
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if self._multiagent:
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if not isinstance(action, list):
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raise UnityGymException("The environment was expecting `action` to be a list.")
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if len(action) != self._n_agents:
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raise UnityGymException(
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"The environment was expecting a list of {} actions.".format(self._n_agents))
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else:
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action = np.array(action)
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info = self._env.step(action)[self.brain_name]
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n_agents = len(info.agents)
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self._check_agents(n_agents)
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self._current_state = info
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if not self._multiagent:
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obs, reward, done, info = self._single_step(info)
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else:
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obs, reward, done, info = self._multi_step(info)
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return obs, reward, done, info
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def _single_step(self, info):
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if self.use_visual:
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self.visual_obs = info.visual_observations[0][0, :, :, :]
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default_observation = self.visual_obs
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else:
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default_observation = info.vector_observations[0, :]
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return default_observation, info.rewards[0], info.local_done[0], {
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"text_observation": info.text_observations[0],
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"brain_info": info}
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def _multi_step(self, info):
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if self.use_visual:
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self.visual_obs = info.visual_observations
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default_observation = self.visual_obs
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else:
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default_observation = info.vector_observations
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return list(default_observation), info.rewards, info.local_done, {
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"text_observation": info.text_observations,
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"brain_info": info}
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def render(self, mode='rgb_array'):
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return self.visual_obs
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def close(self):
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"""Override _close in your subclass to perform any necessary cleanup.
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Environments will automatically close() themselves when
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garbage collected or when the program exits.
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"""
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self._env.close()
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def get_action_meanings(self):
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return self.action_meanings
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def seed(self, seed=None):
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"""Sets the seed for this env's random number generator(s).
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Currently not implemented.
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"""
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logger.warn("Could not seed environment %s", self.name)
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return
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def _check_agents(self, n_agents):
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if not self._multiagent and n_agents > 1:
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raise UnityGymException(
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"The environment was launched as a single-agent environment, however"
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"there is more than one agent in the scene.")
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elif self._multiagent and n_agents <= 1:
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raise UnityGymException(
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"The environment was launched as a mutli-agent environment, however"
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"there is only one agent in the scene.")
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if self._n_agents is None:
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self._n_agents = n_agents
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logger.info("{} agents within environment.".format(n_agents))
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elif self._n_agents != n_agents:
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raise UnityGymException("The number of agents in the environment has changed since "
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"initialization. This is not supported.")
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@property
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def metadata(self):
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return {'render.modes': ['rgb_array']}
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@property
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def reward_range(self):
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return -float('inf'), float('inf')
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@property
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def spec(self):
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return None
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@property
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def action_space(self):
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return self._action_space
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@property
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def observation_space(self):
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return self._observation_space
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@property
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def number_agents(self):
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return self._n_agents
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