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457 行
20 KiB
457 行
20 KiB
# # Unity ML-Agents Toolkit
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# ## ML-Agent Learning (Ghost Trainer)
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from typing import Deque, Dict, List, cast
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import numpy as np
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from mlagents_envs.logging_util import get_logger
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from mlagents_envs.base_env import BehaviorSpec
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from mlagents.trainers.policy import Policy
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from mlagents.trainers.policy.tf_policy import TFPolicy
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from mlagents.trainers.trainer import Trainer
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from mlagents.trainers.trajectory import Trajectory
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from mlagents.trainers.agent_processor import AgentManagerQueue
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from mlagents.trainers.stats import StatsPropertyType
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from mlagents.trainers.behavior_id_utils import (
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BehaviorIdentifiers,
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create_name_behavior_id,
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)
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logger = get_logger(__name__)
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class GhostTrainer(Trainer):
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"""
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The GhostTrainer trains agents in adversarial games (there are teams in opposition) using a self-play mechanism.
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In adversarial settings with self-play, at any time, there is only a single learning team. The other team(s) is
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"ghosted" which means that its agents are executing fixed policies and not learning. The GhostTrainer wraps
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a standard RL trainer which trains the learning team and ensures that only the trajectories collected
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by the learning team are used for training. The GhostTrainer also maintains past policy snapshots to be used
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as the fixed policies when the team is not learning. The GhostTrainer is 1:1 with brain_names as the other
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trainers, and is responsible for one or more teams. Note, a GhostTrainer can have only one team in
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asymmetric games where there is only one team with a particular behavior i.e. Hide and Seek.
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The GhostController manages high level coordination between multiple ghost trainers. The learning team id
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is cycled throughout a training run.
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"""
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def __init__(
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self,
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trainer,
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brain_name,
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controller,
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reward_buff_cap,
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trainer_settings,
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training,
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artifact_path,
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):
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"""
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Creates a GhostTrainer.
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:param trainer: The trainer of the policy/policies being trained with self_play
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:param brain_name: The name of the brain associated with trainer config
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:param controller: GhostController that coordinates all ghost trainers and calculates ELO
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:param reward_buff_cap: Max reward history to track in the reward buffer
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:param trainer_settings: The parameters for the trainer.
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:param training: Whether the trainer is set for training.
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:param artifact_path: Path to store artifacts from this trainer.
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"""
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super().__init__(
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brain_name, trainer_settings, training, artifact_path, reward_buff_cap
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)
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self.trainer = trainer
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self.controller = controller
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self._internal_trajectory_queues: Dict[str, AgentManagerQueue[Trajectory]] = {}
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self._internal_policy_queues: Dict[str, AgentManagerQueue[Policy]] = {}
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self._team_to_name_to_policy_queue: Dict[
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int, Dict[str, AgentManagerQueue[Policy]]
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] = {}
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self._name_to_parsed_behavior_id: Dict[str, BehaviorIdentifiers] = {}
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# assign ghost's stats collection to wrapped trainer's
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self._stats_reporter = self.trainer.stats_reporter
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# Set the logging to print ELO in the console
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self._stats_reporter.add_property(StatsPropertyType.SELF_PLAY, True)
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self_play_parameters = trainer_settings.self_play
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self.window = self_play_parameters.window
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self.play_against_latest_model_ratio = (
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self_play_parameters.play_against_latest_model_ratio
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)
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if (
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self.play_against_latest_model_ratio > 1.0
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or self.play_against_latest_model_ratio < 0.0
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):
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logger.warning(
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"The play_against_latest_model_ratio is not between 0 and 1."
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)
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self.steps_between_save = self_play_parameters.save_steps
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self.steps_between_swap = self_play_parameters.swap_steps
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self.steps_to_train_team = self_play_parameters.team_change
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if self.steps_to_train_team > self.get_max_steps:
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logger.warning(
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"The max steps of the GhostTrainer for behavior name {} is less than team change. This team will not face \
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opposition that has been trained if the opposition is managed by a different GhostTrainer as in an \
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asymmetric game.".format(
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self.brain_name
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)
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)
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# Counts the number of steps of the ghost policies. Snapshot swapping
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# depends on this counter whereas snapshot saving and team switching depends
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# on the wrapped. This ensures that all teams train for the same number of trainer
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# steps.
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self.ghost_step: int = 0
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# A list of dicts from brain name to a single snapshot for this trainer's policies
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self.policy_snapshots: List[Dict[str, List[float]]] = []
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# A dict from brain name to the current snapshot of this trainer's policies
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self.current_policy_snapshot: Dict[str, List[float]] = {}
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self.snapshot_counter: int = 0
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# wrapped_training_team and learning team need to be separate
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# in the situation where new agents are created destroyed
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# after learning team switches. These agents need to be added
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# to trainers properly.
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self._learning_team: int = None
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self.wrapped_trainer_team: int = None
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self.last_save: int = 0
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self.last_swap: int = 0
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self.last_team_change: int = 0
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# Chosen because it is the initial ELO in Chess
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self.initial_elo: float = self_play_parameters.initial_elo
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self.policy_elos: List[float] = [self.initial_elo] * (
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self.window + 1
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) # for learning policy
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self.current_opponent: int = 0
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@property
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def get_step(self) -> int:
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"""
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Returns the number of steps the wrapped trainer has performed
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:return: the step count of the wrapped trainer
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"""
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return self.trainer.get_step
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@property
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def reward_buffer(self) -> Deque[float]:
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"""
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Returns the reward buffer. The reward buffer contains the cumulative
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rewards of the most recent episodes completed by agents using this
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trainer.
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:return: the reward buffer.
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"""
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return self.trainer.reward_buffer
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@property
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def current_elo(self) -> float:
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"""
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Gets ELO of current policy which is always last in the list
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:return: ELO of current policy
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"""
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return self.policy_elos[-1]
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def change_current_elo(self, change: float) -> None:
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"""
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Changes elo of current policy which is always last in the list
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:param change: Amount to change current elo by
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"""
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self.policy_elos[-1] += change
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def get_opponent_elo(self) -> float:
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"""
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Get elo of current opponent policy
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:return: ELO of current opponent policy
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"""
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return self.policy_elos[self.current_opponent]
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def change_opponent_elo(self, change: float) -> None:
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"""
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Changes elo of current opponent policy
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:param change: Amount to change current opponent elo by
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"""
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self.policy_elos[self.current_opponent] -= change
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def _process_trajectory(self, trajectory: Trajectory) -> None:
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"""
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Determines the final result of an episode and asks the GhostController
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to calculate the ELO change. The GhostController changes the ELO
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of the opponent policy since this may be in a different GhostTrainer
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i.e. in asymmetric games. We assume the last reward determines the winner.
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:param trajectory: Trajectory.
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"""
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if trajectory.done_reached:
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# Assumption is that final reward is >0/0/<0 for win/draw/loss
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final_reward = trajectory.steps[-1].reward
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result = 0.5
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if final_reward > 0:
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result = 1.0
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elif final_reward < 0:
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result = 0.0
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change = self.controller.compute_elo_rating_changes(
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self.current_elo, result
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)
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self.change_current_elo(change)
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self._stats_reporter.add_stat("Self-play/ELO", self.current_elo)
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def advance(self) -> None:
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"""
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Steps the trainer, passing trajectories to wrapped trainer and calling trainer advance
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"""
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for trajectory_queue in self.trajectory_queues:
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parsed_behavior_id = self._name_to_parsed_behavior_id[
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trajectory_queue.behavior_id
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]
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if parsed_behavior_id.team_id == self._learning_team:
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# With a future multiagent trainer, this will be indexed by 'role'
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internal_trajectory_queue = self._internal_trajectory_queues[
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parsed_behavior_id.brain_name
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]
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try:
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# We grab at most the maximum length of the queue.
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# This ensures that even if the queue is being filled faster than it is
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# being emptied, the trajectories in the queue are on-policy.
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for _ in range(trajectory_queue.qsize()):
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t = trajectory_queue.get_nowait()
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# adds to wrapped trainers queue
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internal_trajectory_queue.put(t)
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self._process_trajectory(t)
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except AgentManagerQueue.Empty:
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pass
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else:
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# Dump trajectories from non-learning policy
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try:
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for _ in range(trajectory_queue.qsize()):
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t = trajectory_queue.get_nowait()
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# count ghost steps
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self.ghost_step += len(t.steps)
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except AgentManagerQueue.Empty:
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pass
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self._next_summary_step = self.trainer._next_summary_step
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self.trainer.advance()
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if self.get_step - self.last_team_change > self.steps_to_train_team:
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self.controller.change_training_team(self.get_step)
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self.last_team_change = self.get_step
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next_learning_team = self.controller.get_learning_team
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# CASE 1: Current learning team is managed by this GhostTrainer.
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# If the learning team changes, the following loop over queues will push the
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# new policy into the policy queue for the new learning agent if
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# that policy is managed by this GhostTrainer. Otherwise, it will save the current snapshot.
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# CASE 2: Current learning team is managed by a different GhostTrainer.
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# If the learning team changes to a team managed by this GhostTrainer, this loop
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# will push the current_snapshot into the correct queue. Otherwise,
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# it will continue skipping and swap_snapshot will continue to handle
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# pushing fixed snapshots
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# Case 3: No team change. The if statement just continues to push the policy
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# into the correct queue (or not if not learning team).
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for brain_name in self._internal_policy_queues:
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internal_policy_queue = self._internal_policy_queues[brain_name]
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try:
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policy = cast(TFPolicy, internal_policy_queue.get_nowait())
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self.current_policy_snapshot[brain_name] = policy.get_weights()
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except AgentManagerQueue.Empty:
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pass
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if next_learning_team in self._team_to_name_to_policy_queue:
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name_to_policy_queue = self._team_to_name_to_policy_queue[
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next_learning_team
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]
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if brain_name in name_to_policy_queue:
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behavior_id = create_name_behavior_id(
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brain_name, next_learning_team
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)
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policy = self.get_policy(behavior_id)
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policy.load_weights(self.current_policy_snapshot[brain_name])
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name_to_policy_queue[brain_name].put(policy)
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# Note save and swap should be on different step counters.
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# We don't want to save unless the policy is learning.
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if self.get_step - self.last_save > self.steps_between_save:
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self._save_snapshot()
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self.last_save = self.get_step
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if (
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self._learning_team != next_learning_team
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or self.ghost_step - self.last_swap > self.steps_between_swap
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):
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self._learning_team = next_learning_team
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self._swap_snapshots()
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self.last_swap = self.ghost_step
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def end_episode(self):
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"""
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Forwarding call to wrapped trainers end_episode
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"""
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self.trainer.end_episode()
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def save_model(self) -> None:
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"""
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Forwarding call to wrapped trainers save_model.
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"""
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self.trainer.save_model()
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def create_policy(
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self, parsed_behavior_id: BehaviorIdentifiers, behavior_spec: BehaviorSpec
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) -> TFPolicy:
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"""
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Creates policy with the wrapped trainer's create_policy function
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The first policy encountered sets the wrapped
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trainer team. This is to ensure that all agents from the same multi-agent
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team are grouped. All policies associated with this team are added to the
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wrapped trainer to be trained.
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"""
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policy = self.trainer.create_policy(parsed_behavior_id, behavior_spec)
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policy.create_tf_graph()
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policy.initialize_or_load()
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policy.init_load_weights()
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team_id = parsed_behavior_id.team_id
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self.controller.subscribe_team_id(team_id, self)
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# First policy or a new agent on the same team encountered
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if self.wrapped_trainer_team is None or team_id == self.wrapped_trainer_team:
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internal_trainer_policy = self.trainer.create_policy(
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parsed_behavior_id, behavior_spec
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)
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self.trainer.add_policy(parsed_behavior_id, internal_trainer_policy)
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internal_trainer_policy.init_load_weights()
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self.current_policy_snapshot[
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parsed_behavior_id.brain_name
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] = internal_trainer_policy.get_weights()
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policy.load_weights(internal_trainer_policy.get_weights())
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self._save_snapshot() # Need to save after trainer initializes policy
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self._learning_team = self.controller.get_learning_team
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self.wrapped_trainer_team = team_id
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return policy
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def add_policy(
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self, parsed_behavior_id: BehaviorIdentifiers, policy: TFPolicy
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) -> None:
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"""
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Adds policy to GhostTrainer.
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:param parsed_behavior_id: Behavior ID that the policy should belong to.
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:param policy: Policy to associate with name_behavior_id.
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"""
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name_behavior_id = parsed_behavior_id.behavior_id
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self._name_to_parsed_behavior_id[name_behavior_id] = parsed_behavior_id
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self.policies[name_behavior_id] = policy
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def get_policy(self, name_behavior_id: str) -> TFPolicy:
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"""
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Gets policy associated with name_behavior_id
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:param name_behavior_id: Fully qualified behavior name
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:return: Policy associated with name_behavior_id
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"""
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return self.policies[name_behavior_id]
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def _save_snapshot(self) -> None:
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"""
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Saves a snapshot of the current weights of the policy and maintains the policy_snapshots
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according to the window size
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"""
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for brain_name in self.current_policy_snapshot:
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current_snapshot_for_brain_name = self.current_policy_snapshot[brain_name]
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try:
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self.policy_snapshots[self.snapshot_counter][
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brain_name
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] = current_snapshot_for_brain_name
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except IndexError:
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self.policy_snapshots.append(
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{brain_name: current_snapshot_for_brain_name}
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)
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self.policy_elos[self.snapshot_counter] = self.current_elo
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self.snapshot_counter = (self.snapshot_counter + 1) % self.window
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def _swap_snapshots(self) -> None:
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"""
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Swaps the appropriate weight to the policy and pushes it to respective policy queues
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"""
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for team_id in self._team_to_name_to_policy_queue:
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if team_id == self._learning_team:
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continue
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elif np.random.uniform() < (1 - self.play_against_latest_model_ratio):
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x = np.random.randint(len(self.policy_snapshots))
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snapshot = self.policy_snapshots[x]
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else:
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snapshot = self.current_policy_snapshot
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x = "current"
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self.current_opponent = -1 if x == "current" else x
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name_to_policy_queue = self._team_to_name_to_policy_queue[team_id]
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for brain_name in self._team_to_name_to_policy_queue[team_id]:
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behavior_id = create_name_behavior_id(brain_name, team_id)
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policy = self.get_policy(behavior_id)
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policy.load_weights(snapshot[brain_name])
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name_to_policy_queue[brain_name].put(policy)
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logger.debug(
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"Step {}: Swapping snapshot {} to id {} with team {} learning".format(
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self.ghost_step, x, behavior_id, self._learning_team
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)
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)
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def publish_policy_queue(self, policy_queue: AgentManagerQueue[Policy]) -> None:
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"""
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Adds a policy queue for every member of the team to the list of queues to publish to when this Trainer
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makes a policy update. Creates an internal policy queue for the wrapped
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trainer to push to. The GhostTrainer pushes all policies to the env.
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:param queue: Policy queue to publish to.
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"""
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super().publish_policy_queue(policy_queue)
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parsed_behavior_id = self._name_to_parsed_behavior_id[policy_queue.behavior_id]
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try:
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self._team_to_name_to_policy_queue[parsed_behavior_id.team_id][
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parsed_behavior_id.brain_name
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] = policy_queue
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except KeyError:
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self._team_to_name_to_policy_queue[parsed_behavior_id.team_id] = {
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parsed_behavior_id.brain_name: policy_queue
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}
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if parsed_behavior_id.team_id == self.wrapped_trainer_team:
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# With a future multiagent trainer, this will be indexed by 'role'
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internal_policy_queue: AgentManagerQueue[Policy] = AgentManagerQueue(
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parsed_behavior_id.brain_name
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)
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self._internal_policy_queues[
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parsed_behavior_id.brain_name
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] = internal_policy_queue
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self.trainer.publish_policy_queue(internal_policy_queue)
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def subscribe_trajectory_queue(
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self, trajectory_queue: AgentManagerQueue[Trajectory]
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) -> None:
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"""
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Adds a trajectory queue for every member of the team to the list of queues for the trainer
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to ingest Trajectories from. Creates an internal trajectory queue to push trajectories from
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the learning team. The wrapped trainer subscribes to this queue.
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:param queue: Trajectory queue to publish to.
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"""
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super().subscribe_trajectory_queue(trajectory_queue)
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parsed_behavior_id = self._name_to_parsed_behavior_id[
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trajectory_queue.behavior_id
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]
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if parsed_behavior_id.team_id == self.wrapped_trainer_team:
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# With a future multiagent trainer, this will be indexed by 'role'
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internal_trajectory_queue: AgentManagerQueue[
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Trajectory
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] = AgentManagerQueue(parsed_behavior_id.brain_name)
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self._internal_trajectory_queues[
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parsed_behavior_id.brain_name
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] = internal_trajectory_queue
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self.trainer.subscribe_trajectory_queue(internal_trajectory_queue)
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