Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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from typing import List, NamedTuple
import numpy as np
from mlagents.trainers.buffer import AgentBuffer
class AgentExperience(NamedTuple):
obs: List[np.ndarray]
reward: float
done: bool
action: np.ndarray
action_probs: np.ndarray
action_pre: np.ndarray # TODO: Remove this
action_mask: np.ndarray
prev_action: np.ndarray
interrupted: bool
memory: np.ndarray
class ObsUtil:
@staticmethod
def get_obs_with_rank(observations: List[np.array], rank: int) -> List[np.array]:
result: List[np.array] = []
for obs in observations:
if len(obs.shape) == rank:
result += [obs]
return result
@staticmethod
def get_name_at(index: int) -> str:
return "obs_%d" % index
@staticmethod
def get_name_at_next(index: int) -> str:
return "next_obs_%d" % index
@staticmethod
def from_buffer(batch: AgentBuffer, num_obs: int) -> List[np.array]:
result: List[np.array] = []
for i in range(num_obs):
result.append(batch[ObsUtil.get_name_at(i)])
return result
@staticmethod
def from_buffer_next(batch: AgentBuffer, num_obs: int) -> List[np.array]:
result = []
for i in range(num_obs):
result.append(batch[ObsUtil.get_name_at_next(i)])
return result
class Trajectory(NamedTuple):
steps: List[AgentExperience]
next_obs: List[
np.ndarray
] # Observation following the trajectory, for bootstrapping
agent_id: str
behavior_id: str
def to_agentbuffer(self) -> AgentBuffer:
"""
Converts a Trajectory to an AgentBuffer
:param trajectory: A Trajectory
:returns: AgentBuffer. Note that the length of the AgentBuffer will be one
less than the trajectory, as the next observation need to be populated from the last
step of the trajectory.
"""
agent_buffer_trajectory = AgentBuffer()
obs = self.steps[0].obs
for step, exp in enumerate(self.steps):
if step < len(self.steps) - 1:
next_obs = self.steps[step + 1].obs
else:
next_obs = self.next_obs
num_obs = len(obs)
for i in range(num_obs):
agent_buffer_trajectory[ObsUtil.get_name_at(i)].append(obs[i])
agent_buffer_trajectory[ObsUtil.get_name_at_next(i)].append(next_obs[i])
if exp.memory is not None:
agent_buffer_trajectory["memory"].append(exp.memory)
agent_buffer_trajectory["masks"].append(1.0)
agent_buffer_trajectory["done"].append(exp.done)
# Add the outputs of the last eval
if exp.action_pre is not None:
actions_pre = exp.action_pre
agent_buffer_trajectory["actions_pre"].append(actions_pre)
# value is a dictionary from name of reward to value estimate of the value head
agent_buffer_trajectory["actions"].append(exp.action)
agent_buffer_trajectory["action_probs"].append(exp.action_probs)
# Store action masks if necessary. Note that 1 means active, while
# in AgentExperience False means active.
if exp.action_mask is not None:
mask = 1 - np.concatenate(exp.action_mask)
agent_buffer_trajectory["action_mask"].append(mask, padding_value=1)
else:
# This should never be needed unless the environment somehow doesn't supply the
# action mask in a discrete space.
agent_buffer_trajectory["action_mask"].append(
np.ones(exp.action_probs.shape, dtype=np.float32), padding_value=1
)
agent_buffer_trajectory["prev_action"].append(exp.prev_action)
agent_buffer_trajectory["environment_rewards"].append(exp.reward)
# Store the next visual obs as the current
obs = next_obs
return agent_buffer_trajectory
@property
def done_reached(self) -> bool:
"""
Returns true if trajectory is terminated with a Done.
"""
return self.steps[-1].done
@property
def interrupted(self) -> bool:
"""
Returns true if trajectory was terminated because max steps was reached.
"""
return self.steps[-1].interrupted