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568 行
24 KiB
568 行
24 KiB
import atexit
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import glob
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import uuid
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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 subprocess
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from typing import Dict, List, Optional, Any
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import mlagents_envs
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from mlagents_envs.side_channel.side_channel import SideChannel
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from mlagents_envs.base_env import (
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BaseEnv,
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BatchedStepResult,
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AgentGroupSpec,
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AgentGroup,
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AgentId,
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)
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from mlagents_envs.timers import timed, hierarchical_timer
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from mlagents_envs.exception import (
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UnityEnvironmentException,
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UnityCommunicationException,
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UnityActionException,
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UnityTimeOutException,
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)
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from mlagents_envs.communicator_objects.command_pb2 import STEP, RESET
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from mlagents_envs.rpc_utils import (
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agent_group_spec_from_proto,
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batched_step_result_from_proto,
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)
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from mlagents_envs.communicator_objects.unity_rl_input_pb2 import UnityRLInputProto
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from mlagents_envs.communicator_objects.unity_rl_output_pb2 import UnityRLOutputProto
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from mlagents_envs.communicator_objects.agent_action_pb2 import AgentActionProto
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from mlagents_envs.communicator_objects.unity_output_pb2 import UnityOutputProto
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from mlagents_envs.communicator_objects.unity_rl_initialization_input_pb2 import (
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UnityRLInitializationInputProto,
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)
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from mlagents_envs.communicator_objects.unity_input_pb2 import UnityInputProto
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from .rpc_communicator import RpcCommunicator
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from sys import platform
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import signal
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import struct
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logger = logging.getLogger("mlagents_envs")
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class UnityEnvironment(BaseEnv):
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SCALAR_ACTION_TYPES = (int, np.int32, np.int64, float, np.float32, np.float64)
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SINGLE_BRAIN_ACTION_TYPES = SCALAR_ACTION_TYPES + (list, np.ndarray)
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# Communication protocol version.
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# When connecting to C#, this must match Academy.k_ApiVersion
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# Currently we require strict equality between the communication protocol
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# on each side, although we may allow some flexibility in the future.
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# This should be incremented whenever a change is made to the communication protocol.
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API_VERSION = "0.15.0"
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# Default port that the editor listens on. If an environment executable
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# isn't specified, this port will be used.
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DEFAULT_EDITOR_PORT = 5004
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# Command line argument used to pass the port to the executable environment.
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PORT_COMMAND_LINE_ARG = "--mlagents-port"
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def __init__(
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self,
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file_name: Optional[str] = None,
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worker_id: int = 0,
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base_port: int = 5005,
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seed: int = 0,
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docker_training: bool = False,
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no_graphics: bool = False,
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timeout_wait: int = 60,
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args: Optional[List[str]] = None,
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side_channels: Optional[List[SideChannel]] = None,
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):
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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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:bool docker_training: Informs this class whether the process is being run within a container.
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:bool no_graphics: Whether to run the Unity simulator in no-graphics mode
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:int timeout_wait: Time (in seconds) to wait for connection from environment.
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:list args: Addition Unity command line arguments
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:list side_channels: Additional side channel for no-rl communication with Unity
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"""
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args = args or []
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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 = 12000
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# If true, this means the environment was successfully loaded
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self._loaded = False
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# The process that is started. If None, no process was started
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self.proc1 = None
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self.timeout_wait: int = timeout_wait
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self.communicator = self.get_communicator(worker_id, base_port, timeout_wait)
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self.worker_id = worker_id
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self.side_channels: Dict[uuid.UUID, SideChannel] = {}
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if side_channels is not None:
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for _sc in side_channels:
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if _sc.channel_id in self.side_channels:
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raise UnityEnvironmentException(
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"There cannot be two side channels with the same channel id {0}.".format(
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_sc.channel_id
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)
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)
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self.side_channels[_sc.channel_id] = _sc
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# If the environment name is None, a new environment will not be launched
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# and the communicator will directly try to connect to an existing unity environment.
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# If the worker-id is not 0 and the environment name is None, an error is thrown
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if file_name is None and worker_id != 0:
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raise UnityEnvironmentException(
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"If the environment name is None, "
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"the worker-id must be 0 in order to connect with the Editor."
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)
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# if file_name is not None:
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# self.executable_launcher(file_name, docker_training, no_graphics, args)
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# else:
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# logger.info(
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# f"Listening on port {self.port}. "
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# f"Start training by pressing the Play button in the Unity Editor."
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# )
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self._loaded = True
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rl_init_parameters_in = UnityRLInitializationInputProto(
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seed=seed,
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communication_version=self.API_VERSION,
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package_version=mlagents_envs.__version__,
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)
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try:
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aca_output = self.send_academy_parameters(rl_init_parameters_in)
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aca_params = aca_output.rl_initialization_output
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except UnityTimeOutException:
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self._close()
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raise
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unity_communicator_version = aca_params.communication_version
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if unity_communicator_version != UnityEnvironment.API_VERSION:
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self._close()
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raise UnityEnvironmentException(
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f"The communication API version is not compatible between Unity and python. "
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f"Python API: {UnityEnvironment.API_VERSION}, Unity API: {unity_communicator_version}.\n "
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f"Please go to https://github.com/Unity-Technologies/ml-agents/releases/tag/latest_release "
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f"to download the latest version of ML-Agents."
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)
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else:
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logger.info(
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f"Connected to Unity environment with package version {aca_params.package_version} "
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f"and communication version {aca_params.communication_version}"
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)
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self._env_state: Dict[str, BatchedStepResult] = {}
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self._env_specs: Dict[str, AgentGroupSpec] = {}
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self._env_actions: Dict[str, np.ndarray] = {}
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self._is_first_message = True
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self._update_group_specs(aca_output)
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@staticmethod
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def get_communicator(worker_id, base_port, timeout_wait):
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return RpcCommunicator(worker_id, base_port, timeout_wait)
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@staticmethod
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def validate_environment_path(env_path: str) -> Optional[str]:
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# Strip out executable extensions if passed
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env_path = (
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env_path.strip()
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.replace(".app", "")
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.replace(".exe", "")
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.replace(".x86_64", "")
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.replace(".x86", "")
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)
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true_filename = os.path.basename(os.path.normpath(env_path))
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logger.debug("The true file name is {}".format(true_filename))
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if not (glob.glob(env_path) or glob.glob(env_path + ".*")):
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return None
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cwd = os.getcwd()
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launch_string = None
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true_filename = os.path.basename(os.path.normpath(env_path))
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if platform == "linux" or platform == "linux2":
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candidates = glob.glob(os.path.join(cwd, env_path) + ".x86_64")
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if len(candidates) == 0:
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candidates = glob.glob(os.path.join(cwd, env_path) + ".x86")
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if len(candidates) == 0:
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candidates = glob.glob(env_path + ".x86_64")
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if len(candidates) == 0:
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candidates = glob.glob(env_path + ".x86")
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if len(candidates) > 0:
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launch_string = candidates[0]
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elif platform == "darwin":
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candidates = glob.glob(
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os.path.join(cwd, env_path + ".app", "Contents", "MacOS", true_filename)
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)
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if len(candidates) == 0:
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candidates = glob.glob(
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os.path.join(env_path + ".app", "Contents", "MacOS", true_filename)
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)
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if len(candidates) == 0:
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candidates = glob.glob(
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os.path.join(cwd, env_path + ".app", "Contents", "MacOS", "*")
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)
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if len(candidates) == 0:
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candidates = glob.glob(
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os.path.join(env_path + ".app", "Contents", "MacOS", "*")
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)
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if len(candidates) > 0:
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launch_string = candidates[0]
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elif platform == "win32":
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candidates = glob.glob(os.path.join(cwd, env_path + ".exe"))
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if len(candidates) == 0:
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candidates = glob.glob(env_path + ".exe")
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if len(candidates) > 0:
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launch_string = candidates[0]
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return launch_string
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def executable_launcher(self, file_name, docker_training, no_graphics, args):
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launch_string = self.validate_environment_path(file_name)
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if launch_string is None:
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self._close()
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raise UnityEnvironmentException(
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f"Couldn't launch the {file_name} environment. Provided filename does not match any environments."
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)
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else:
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logger.debug("This is the launch string {}".format(launch_string))
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# Launch Unity environment
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if not docker_training:
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subprocess_args = [launch_string]
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if no_graphics:
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subprocess_args += ["-nographics", "-batchmode"]
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subprocess_args += [
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UnityEnvironment.PORT_COMMAND_LINE_ARG,
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str(self.port),
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]
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subprocess_args += args
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try:
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self.proc1 = subprocess.Popen(
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subprocess_args,
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# start_new_session=True means that signals to the parent python process
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# (e.g. SIGINT from keyboard interrupt) will not be sent to the new process on POSIX platforms.
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# This is generally good since we want the environment to have a chance to shutdown,
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# but may be undesirable in come cases; if so, we'll add a command-line toggle.
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# Note that on Windows, the CTRL_C signal will still be sent.
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start_new_session=True,
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)
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except PermissionError as perm:
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# This is likely due to missing read or execute permissions on file.
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raise UnityEnvironmentException(
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f"Error when trying to launch environment - make sure "
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f"permissions are set correctly. For example "
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f'"chmod -R 755 {launch_string}"'
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) from perm
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else:
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# Comments for future maintenance:
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# xvfb-run is a wrapper around Xvfb, a virtual xserver where all
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# rendering is done to virtual memory. It automatically creates a
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# new virtual server automatically picking a server number `auto-servernum`.
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# The server is passed the arguments using `server-args`, we are telling
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# Xvfb to create Screen number 0 with width 640, height 480 and depth 24 bits.
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# Note that 640 X 480 are the default width and height. The main reason for
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# us to add this is because we'd like to change the depth from the default
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# of 8 bits to 24.
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# Unfortunately, this means that we will need to pass the arguments through
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# a shell which is why we set `shell=True`. Now, this adds its own
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# complications. E.g SIGINT can bounce off the shell and not get propagated
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# to the child processes. This is why we add `exec`, so that the shell gets
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# launched, the arguments are passed to `xvfb-run`. `exec` replaces the shell
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# we created with `xvfb`.
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#
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docker_ls = (
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f"exec xvfb-run --auto-servernum --server-args='-screen 0 640x480x24'"
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f" {launch_string} {UnityEnvironment.PORT_COMMAND_LINE_ARG} {self.port}"
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)
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self.proc1 = subprocess.Popen(
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docker_ls,
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stdout=subprocess.PIPE,
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stderr=subprocess.PIPE,
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shell=True,
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)
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def _update_group_specs(self, output: UnityOutputProto) -> None:
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init_output = output.rl_initialization_output
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for brain_param in init_output.brain_parameters:
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# Each BrainParameter in the rl_initialization_output should have at least one AgentInfo
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# Get that agent, because we need some of its observations.
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agent_infos = output.rl_output.agentInfos[brain_param.brain_name]
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if agent_infos.value:
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agent = agent_infos.value[0]
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new_spec = agent_group_spec_from_proto(brain_param, agent)
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self._env_specs[brain_param.brain_name] = new_spec
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logger.info(f"Connected new brain:\n{brain_param.brain_name}")
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def _update_state(self, output: UnityRLOutputProto) -> None:
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"""
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Collects experience information from all external brains in environment at current step.
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"""
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for brain_name in self._env_specs.keys():
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if brain_name in output.agentInfos:
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agent_info_list = output.agentInfos[brain_name].value
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self._env_state[brain_name] = batched_step_result_from_proto(
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agent_info_list, self._env_specs[brain_name]
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)
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else:
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self._env_state[brain_name] = BatchedStepResult.empty(
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self._env_specs[brain_name]
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)
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self._parse_side_channel_message(self.side_channels, output.side_channel)
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def reset(self) -> None:
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if self._loaded:
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outputs = self.communicator.exchange(self._generate_reset_input())
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if outputs is None:
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raise UnityCommunicationException("Communicator has stopped.")
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self._update_group_specs(outputs)
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rl_output = outputs.rl_output
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self._update_state(rl_output)
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self._is_first_message = False
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self._env_actions.clear()
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else:
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raise UnityEnvironmentException("No Unity environment is loaded.")
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@timed
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def step(self) -> None:
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if self._is_first_message:
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return self.reset()
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if not self._loaded:
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raise UnityEnvironmentException("No Unity environment is loaded.")
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# fill the blanks for missing actions
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for group_name in self._env_specs:
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if group_name not in self._env_actions:
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n_agents = 0
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if group_name in self._env_state:
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n_agents = self._env_state[group_name].n_agents()
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self._env_actions[group_name] = self._env_specs[
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group_name
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].create_empty_action(n_agents)
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step_input = self._generate_step_input(self._env_actions)
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with hierarchical_timer("communicator.exchange"):
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outputs = self.communicator.exchange(step_input)
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if outputs is None:
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raise UnityCommunicationException("Communicator has stopped.")
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self._update_group_specs(outputs)
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rl_output = outputs.rl_output
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self._update_state(rl_output)
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self._env_actions.clear()
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def get_agent_groups(self) -> List[AgentGroup]:
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return list(self._env_specs.keys())
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def _assert_group_exists(self, agent_group: str) -> None:
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if agent_group not in self._env_specs:
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raise UnityActionException(
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"The group {0} does not correspond to an existing agent group "
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"in the environment".format(agent_group)
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)
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def set_actions(self, agent_group: AgentGroup, action: np.ndarray) -> None:
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self._assert_group_exists(agent_group)
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if agent_group not in self._env_state:
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return
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spec = self._env_specs[agent_group]
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expected_type = np.float32 if spec.is_action_continuous() else np.int32
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expected_shape = (self._env_state[agent_group].n_agents(), spec.action_size)
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if action.shape != expected_shape:
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raise UnityActionException(
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"The group {0} needs an input of dimension {1} but received input of dimension {2}".format(
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agent_group, expected_shape, action.shape
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)
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)
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if action.dtype != expected_type:
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action = action.astype(expected_type)
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self._env_actions[agent_group] = action
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def set_action_for_agent(
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self, agent_group: AgentGroup, agent_id: AgentId, action: np.ndarray
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) -> None:
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self._assert_group_exists(agent_group)
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if agent_group not in self._env_state:
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return
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spec = self._env_specs[agent_group]
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expected_shape = (spec.action_size,)
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if action.shape != expected_shape:
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raise UnityActionException(
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"The Agent {0} in group {1} needs an input of dimension {2} but received input of dimension {3}".format(
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agent_id, agent_group, expected_shape, action.shape
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)
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)
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expected_type = np.float32 if spec.is_action_continuous() else np.int32
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if action.dtype != expected_type:
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action = action.astype(expected_type)
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if agent_group not in self._env_actions:
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self._env_actions[agent_group] = spec.create_empty_action(
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self._env_state[agent_group].n_agents()
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)
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try:
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index = np.where(self._env_state[agent_group].agent_id == agent_id)[0][0]
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except IndexError as ie:
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raise IndexError(
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"agent_id {} is did not request a decision at the previous step".format(
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agent_id
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)
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) from ie
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self._env_actions[agent_group][index] = action
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def get_step_result(self, agent_group: AgentGroup) -> BatchedStepResult:
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self._assert_group_exists(agent_group)
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return self._env_state[agent_group]
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def get_agent_group_spec(self, agent_group: AgentGroup) -> AgentGroupSpec:
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self._assert_group_exists(agent_group)
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return self._env_specs[agent_group]
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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:
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self._close()
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else:
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raise UnityEnvironmentException("No Unity environment is loaded.")
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def _close(self):
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self._loaded = False
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self.communicator.close()
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if self.proc1 is not None:
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# Wait a bit for the process to shutdown, but kill it if it takes too long
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try:
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self.proc1.wait(timeout=self.timeout_wait)
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signal_name = self.returncode_to_signal_name(self.proc1.returncode)
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signal_name = f" ({signal_name})" if signal_name else ""
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return_info = f"Environment shut down with return code {self.proc1.returncode}{signal_name}."
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logger.info(return_info)
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except subprocess.TimeoutExpired:
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logger.info("Environment timed out shutting down. Killing...")
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self.proc1.kill()
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# Set to None so we don't try to close multiple times.
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self.proc1 = None
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|
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@classmethod
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def _flatten(cls, arr: Any) -> List[float]:
|
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"""
|
|
Converts arrays to list.
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:param arr: numpy vector.
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:return: flattened list.
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"""
|
|
if isinstance(arr, cls.SCALAR_ACTION_TYPES):
|
|
arr = [float(arr)]
|
|
if isinstance(arr, np.ndarray):
|
|
arr = arr.tolist()
|
|
if len(arr) == 0:
|
|
return arr
|
|
if isinstance(arr[0], np.ndarray):
|
|
# pylint: disable=no-member
|
|
arr = [item for sublist in arr for item in sublist.tolist()]
|
|
if isinstance(arr[0], list):
|
|
# pylint: disable=not-an-iterable
|
|
arr = [item for sublist in arr for item in sublist]
|
|
arr = [float(x) for x in arr]
|
|
return arr
|
|
|
|
@staticmethod
|
|
def _parse_side_channel_message(
|
|
side_channels: Dict[uuid.UUID, SideChannel], data: bytes
|
|
) -> None:
|
|
offset = 0
|
|
while offset < len(data):
|
|
try:
|
|
channel_id = uuid.UUID(bytes_le=bytes(data[offset : offset + 16]))
|
|
offset += 16
|
|
message_len, = struct.unpack_from("<i", data, offset)
|
|
offset = offset + 4
|
|
message_data = data[offset : offset + message_len]
|
|
offset = offset + message_len
|
|
except Exception:
|
|
raise UnityEnvironmentException(
|
|
"There was a problem reading a message in a SideChannel. "
|
|
"Please make sure the version of MLAgents in Unity is "
|
|
"compatible with the Python version."
|
|
)
|
|
if len(message_data) != message_len:
|
|
raise UnityEnvironmentException(
|
|
"The message received by the side channel {0} was "
|
|
"unexpectedly short. Make sure your Unity Environment "
|
|
"sending side channel data properly.".format(channel_id)
|
|
)
|
|
if channel_id in side_channels:
|
|
side_channels[channel_id].on_message_received(message_data)
|
|
else:
|
|
logger.warning(
|
|
"Unknown side channel data received. Channel type "
|
|
": {0}.".format(channel_id)
|
|
)
|
|
|
|
@staticmethod
|
|
def _generate_side_channel_data(
|
|
side_channels: Dict[uuid.UUID, SideChannel]
|
|
) -> bytearray:
|
|
result = bytearray()
|
|
for channel_id, channel in side_channels.items():
|
|
for message in channel.message_queue:
|
|
result += channel_id.bytes_le
|
|
result += struct.pack("<i", len(message))
|
|
result += message
|
|
channel.message_queue = []
|
|
return result
|
|
|
|
@timed
|
|
def _generate_step_input(
|
|
self, vector_action: Dict[str, np.ndarray]
|
|
) -> UnityInputProto:
|
|
rl_in = UnityRLInputProto()
|
|
for b in vector_action:
|
|
n_agents = self._env_state[b].n_agents()
|
|
if n_agents == 0:
|
|
continue
|
|
for i in range(n_agents):
|
|
action = AgentActionProto(vector_actions=vector_action[b][i])
|
|
rl_in.agent_actions[b].value.extend([action])
|
|
rl_in.command = STEP
|
|
rl_in.side_channel = bytes(self._generate_side_channel_data(self.side_channels))
|
|
return self.wrap_unity_input(rl_in)
|
|
|
|
def _generate_reset_input(self) -> UnityInputProto:
|
|
rl_in = UnityRLInputProto()
|
|
rl_in.command = RESET
|
|
rl_in.side_channel = bytes(self._generate_side_channel_data(self.side_channels))
|
|
return self.wrap_unity_input(rl_in)
|
|
|
|
def send_academy_parameters(
|
|
self, init_parameters: UnityRLInitializationInputProto
|
|
) -> UnityOutputProto:
|
|
inputs = UnityInputProto()
|
|
inputs.rl_initialization_input.CopyFrom(init_parameters)
|
|
return self.communicator.initialize(inputs)
|
|
|
|
@staticmethod
|
|
def wrap_unity_input(rl_input: UnityRLInputProto) -> UnityInputProto:
|
|
result = UnityInputProto()
|
|
result.rl_input.CopyFrom(rl_input)
|
|
return result
|
|
|
|
@staticmethod
|
|
def returncode_to_signal_name(returncode: int) -> Optional[str]:
|
|
"""
|
|
Try to convert return codes into their corresponding signal name.
|
|
E.g. returncode_to_signal_name(-2) -> "SIGINT"
|
|
"""
|
|
try:
|
|
# A negative value -N indicates that the child was terminated by signal N (POSIX only).
|
|
s = signal.Signals(-returncode) # pylint: disable=no-member
|
|
return s.name
|
|
except Exception:
|
|
# Should generally be a ValueError, but catch everything just in case.
|
|
return None
|