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351 行
13 KiB
351 行
13 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Barracuda;
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using System.IO;
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using Unity.Barracuda.ONNX;
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using Unity.MLAgents;
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using Unity.MLAgents.Policies;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Unity.MLAgentsExamples
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{
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/// <summary>
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/// Utility class to allow the NNModel file for an agent to be overriden during inference.
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/// This is used internally to validate the file after training is done.
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/// The behavior name to override and file path are specified on the commandline, e.g.
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/// player.exe --mlagents-override-model-directory /path/to/models
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///
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/// Additionally, a number of episodes to run can be specified; after this, the application will quit.
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/// Note this will only work with example scenes that have 1:1 Agent:Behaviors. More complicated scenes like WallJump
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/// probably won't override correctly.
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/// </summary>
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public class ModelOverrider : MonoBehaviour
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{
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HashSet<string> k_SupportedExtensions = new HashSet<string> { "nn", "onnx" };
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const string k_CommandLineModelOverrideDirectoryFlag = "--mlagents-override-model-directory";
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const string k_CommandLineModelOverrideExtensionFlag = "--mlagents-override-model-extension";
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const string k_CommandLineQuitAfterEpisodesFlag = "--mlagents-quit-after-episodes";
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const string k_CommandLineQuitAfterSeconds = "--mlagents-quit-after-seconds";
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const string k_CommandLineQuitOnLoadFailure = "--mlagents-quit-on-load-failure";
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// The attached Agent
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Agent m_Agent;
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string m_BehaviorNameOverrideDirectory;
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private List<string> m_OverrideExtensions = new List<string>();
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// Cached loaded NNModels, with the behavior name as the key.
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Dictionary<string, NNModel> m_CachedModels = new Dictionary<string, NNModel>();
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// Max episodes to run. Only used if > 0
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// Will default to 1 if override models are specified, otherwise 0.
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int m_MaxEpisodes;
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// Deadline - exit if the time exceeds this
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DateTime m_Deadline = DateTime.MaxValue;
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int m_NumSteps;
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int m_PreviousNumSteps;
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int m_PreviousAgentCompletedEpisodes;
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bool m_QuitOnLoadFailure;
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[Tooltip("Debug values to be used in place of the command line for overriding models.")]
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public string debugCommandLineOverride;
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// Static values to keep track of completed episodes and steps across resets
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// These are updated in OnDisable.
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static int s_PreviousAgentCompletedEpisodes;
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static int s_PreviousNumSteps;
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int TotalCompletedEpisodes
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{
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get { return m_PreviousAgentCompletedEpisodes + (m_Agent == null ? 0 : m_Agent.CompletedEpisodes); }
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}
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int TotalNumSteps
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{
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get { return m_PreviousNumSteps + m_NumSteps; }
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}
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public bool HasOverrides
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{
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get
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{
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GetAssetPathFromCommandLine();
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return !string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory);
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}
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}
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public static string GetOverrideBehaviorName(string originalBehaviorName)
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{
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return $"Override_{originalBehaviorName}";
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}
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/// <summary>
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/// Get the asset path to use from the commandline arguments.
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/// </summary>
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/// <returns></returns>
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void GetAssetPathFromCommandLine()
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{
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var maxEpisodes = 0;
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var timeoutSeconds = 0;
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string[] commandLineArgsOverride = null;
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if (!string.IsNullOrEmpty(debugCommandLineOverride) && Application.isEditor)
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{
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commandLineArgsOverride = debugCommandLineOverride.Split(' ');
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}
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var args = commandLineArgsOverride ?? Environment.GetCommandLineArgs();
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for (var i = 0; i < args.Length; i++)
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{
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if (args[i] == k_CommandLineModelOverrideDirectoryFlag && i < args.Length - 1)
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{
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m_BehaviorNameOverrideDirectory = args[i + 1].Trim();
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}
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else if (args[i] == k_CommandLineModelOverrideExtensionFlag && i < args.Length - 1)
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{
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var overrideExtension = args[i + 1].Trim().ToLower();
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var isKnownExtension = k_SupportedExtensions.Contains(overrideExtension);
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if (!isKnownExtension)
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{
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Debug.LogError($"loading unsupported format: {overrideExtension}");
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Application.Quit(1);
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#if UNITY_EDITOR
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EditorApplication.isPlaying = false;
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#endif
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}
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m_OverrideExtensions.Add(overrideExtension);
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}
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else if (args[i] == k_CommandLineQuitAfterEpisodesFlag && i < args.Length - 1)
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{
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Int32.TryParse(args[i + 1], out maxEpisodes);
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}
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else if (args[i] == k_CommandLineQuitAfterSeconds && i < args.Length - 1)
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{
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Int32.TryParse(args[i + 1], out timeoutSeconds);
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}
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else if (args[i] == k_CommandLineQuitOnLoadFailure)
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{
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m_QuitOnLoadFailure = true;
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}
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}
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if (!string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory))
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{
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// If overriding models, set maxEpisodes to 1 or the command line value
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m_MaxEpisodes = maxEpisodes > 0 ? maxEpisodes : 1;
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Debug.Log($"setting m_MaxEpisodes to {maxEpisodes}");
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}
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if (timeoutSeconds > 0)
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{
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m_Deadline = DateTime.Now + TimeSpan.FromSeconds(timeoutSeconds);
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Debug.Log($"setting deadline to {timeoutSeconds} from now.");
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}
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}
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void OnEnable()
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{
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// Start with these initialized to previous values in the case where we're resetting scenes.
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m_PreviousNumSteps = s_PreviousNumSteps;
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m_PreviousAgentCompletedEpisodes = s_PreviousAgentCompletedEpisodes;
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m_Agent = GetComponent<Agent>();
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GetAssetPathFromCommandLine();
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if (HasOverrides)
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{
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OverrideModel();
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}
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}
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void OnDisable()
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{
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// Update the static episode and step counts.
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// For a single agent in the scene, this will be a straightforward increment.
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// If there are multiple agents, we'll increment the count by the Agent that completed the most episodes.
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s_PreviousAgentCompletedEpisodes = Mathf.Max(s_PreviousAgentCompletedEpisodes, TotalCompletedEpisodes);
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s_PreviousNumSteps = Mathf.Max(s_PreviousNumSteps, TotalNumSteps);
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}
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void FixedUpdate()
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{
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if (m_MaxEpisodes > 0)
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{
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// For Agents without maxSteps, exit as soon as we've hit the target number of episodes.
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// For Agents that specify MaxStep, also make sure we've gone at least that many steps.
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// Since we exit as soon as *any* Agent hits its target, the maxSteps condition keeps us running
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// a bit longer in case there's an early failure.
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if (TotalCompletedEpisodes >= m_MaxEpisodes && TotalNumSteps > m_MaxEpisodes * m_Agent.MaxStep)
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{
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Debug.Log($"ModelOverride reached {TotalCompletedEpisodes} episodes and {TotalNumSteps} steps. Exiting.");
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Application.Quit(0);
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#if UNITY_EDITOR
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EditorApplication.isPlaying = false;
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#endif
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}
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else if (DateTime.Now >= m_Deadline)
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{
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Debug.Log(
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$"Deadline exceeded. " +
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$"{TotalCompletedEpisodes}/{m_MaxEpisodes} episodes and " +
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$"{TotalNumSteps}/{m_MaxEpisodes * m_Agent.MaxStep} steps completed. Exiting.");
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Application.Quit(0);
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#if UNITY_EDITOR
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EditorApplication.isPlaying = false;
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#endif
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}
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}
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m_NumSteps++;
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}
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public NNModel GetModelForBehaviorName(string behaviorName)
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{
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if (m_CachedModels.ContainsKey(behaviorName))
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{
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return m_CachedModels[behaviorName];
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}
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if (string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory))
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{
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Debug.Log($"No override directory set.");
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return null;
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}
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// Try the override extensions in order. If they weren't set, try .nn first, then .onnx.
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var overrideExtensions = (m_OverrideExtensions.Count > 0)
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? m_OverrideExtensions.ToArray()
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: new[] { "nn", "onnx" };
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byte[] rawModel = null;
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bool isOnnx = false;
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string assetName = null;
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foreach (var overrideExtension in overrideExtensions)
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{
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var assetPath = Path.Combine(m_BehaviorNameOverrideDirectory, $"{behaviorName}.{overrideExtension}");
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try
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{
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rawModel = File.ReadAllBytes(assetPath);
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isOnnx = overrideExtension.Equals("onnx");
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assetName = "Override - " + Path.GetFileName(assetPath);
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break;
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}
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catch (IOException)
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{
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// Do nothing - try the next extension, or we'll exit if nothing loaded.
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}
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}
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if (rawModel == null)
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{
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Debug.Log($"Couldn't load model file(s) for {behaviorName} in {m_BehaviorNameOverrideDirectory} (full path: {Path.GetFullPath(m_BehaviorNameOverrideDirectory)}");
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// Cache the null so we don't repeatedly try to load a missing file
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m_CachedModels[behaviorName] = null;
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return null;
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}
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var asset = isOnnx ? LoadOnnxModel(rawModel) : LoadBarracudaModel(rawModel);
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asset.name = assetName;
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m_CachedModels[behaviorName] = asset;
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return asset;
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}
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NNModel LoadBarracudaModel(byte[] rawModel)
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{
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var asset = ScriptableObject.CreateInstance<NNModel>();
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asset.modelData = ScriptableObject.CreateInstance<NNModelData>();
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asset.modelData.Value = rawModel;
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return asset;
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}
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NNModel LoadOnnxModel(byte[] rawModel)
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{
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var converter = new ONNXModelConverter(true);
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var onnxModel = converter.Convert(rawModel);
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NNModelData assetData = ScriptableObject.CreateInstance<NNModelData>();
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using (var memoryStream = new MemoryStream())
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using (var writer = new BinaryWriter(memoryStream))
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{
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ModelWriter.Save(writer, onnxModel);
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assetData.Value = memoryStream.ToArray();
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}
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assetData.name = "Data";
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assetData.hideFlags = HideFlags.HideInHierarchy;
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var asset = ScriptableObject.CreateInstance<NNModel>();
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asset.modelData = assetData;
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return asset;
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}
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/// <summary>
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/// Load the NNModel file from the specified path, and give it to the attached agent.
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/// </summary>
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void OverrideModel()
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{
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bool overrideOk = false;
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string overrideError = null;
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m_Agent.LazyInitialize();
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var bp = m_Agent.GetComponent<BehaviorParameters>();
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var behaviorName = bp.BehaviorName;
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NNModel nnModel = null;
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try
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{
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nnModel = GetModelForBehaviorName(behaviorName);
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}
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catch (Exception e)
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{
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overrideError = $"Exception calling GetModelForBehaviorName: {e}";
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}
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if (nnModel == null)
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{
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if (string.IsNullOrEmpty(overrideError))
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{
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overrideError =
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$"Didn't find a model for behaviorName {behaviorName}. Make " +
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"sure the behaviorName is set correctly in the commandline " +
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"and that the model file exists";
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}
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}
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else
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{
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var modelName = nnModel != null ? nnModel.name : "<null>";
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Debug.Log($"Overriding behavior {behaviorName} for agent with model {modelName}");
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try
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{
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m_Agent.SetModel(GetOverrideBehaviorName(behaviorName), nnModel);
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overrideOk = true;
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}
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catch (Exception e)
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{
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overrideError = $"Exception calling Agent.SetModel: {e}";
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}
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}
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if (!overrideOk && m_QuitOnLoadFailure)
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{
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if (!string.IsNullOrEmpty(overrideError))
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{
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Debug.LogWarning(overrideError);
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}
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Application.Quit(1);
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#if UNITY_EDITOR
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EditorApplication.isPlaying = false;
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#endif
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}
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}
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}
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}
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