您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
154 行
5.6 KiB
154 行
5.6 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Barracuda;
|
|
using System.IO;
|
|
using MLAgents;
|
|
using MLAgents.Policies;
|
|
|
|
namespace MLAgentsExamples
|
|
{
|
|
/// <summary>
|
|
/// Utility class to allow the NNModel file for an agent to be overriden during inference.
|
|
/// This is used internally to validate the file after training is done.
|
|
/// The behavior name to override and file path are specified on the commandline, e.g.
|
|
/// player.exe --mlagents-override-model behavior1 /path/to/model1.nn --mlagents-override-model behavior2 /path/to/model2.nn
|
|
///
|
|
/// Additionally, a number of episodes to run can be specified; after this, the application will quit.
|
|
/// Note this will only work with example scenes that have 1:1 Agent:Behaviors. More complicated scenes like WallJump
|
|
/// probably won't override correctly.
|
|
/// </summary>
|
|
public class ModelOverrider : MonoBehaviour
|
|
{
|
|
const string k_CommandLineModelOverrideFlag = "--mlagents-override-model";
|
|
const string k_CommandLineQuitAfterEpisodesFlag = "--mlagents-quit-after-episodes";
|
|
|
|
// The attached Agent
|
|
Agent m_Agent;
|
|
|
|
// Assets paths to use, with the behavior name as the key.
|
|
Dictionary<string, string> m_BehaviorNameOverrides = new Dictionary<string, string>();
|
|
|
|
// Cached loaded NNModels, with the behavior name as the key.
|
|
Dictionary<string, NNModel> m_CachedModels = new Dictionary<string, NNModel>();
|
|
|
|
// Max episodes to run. Only used if > 0
|
|
// Will default to 1 if override models are specified, otherwise 0.
|
|
int m_MaxEpisodes;
|
|
|
|
int m_NumSteps;
|
|
|
|
/// <summary>
|
|
/// Get the asset path to use from the commandline arguments.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
void GetAssetPathFromCommandLine()
|
|
{
|
|
m_BehaviorNameOverrides.Clear();
|
|
|
|
var maxEpisodes = 0;
|
|
|
|
var args = Environment.GetCommandLineArgs();
|
|
for (var i = 0; i < args.Length - 1; i++)
|
|
{
|
|
if (args[i] == k_CommandLineModelOverrideFlag && i < args.Length-2)
|
|
{
|
|
var key = args[i + 1].Trim();
|
|
var value = args[i + 2].Trim();
|
|
m_BehaviorNameOverrides[key] = value;
|
|
}
|
|
else if (args[i] == k_CommandLineQuitAfterEpisodesFlag)
|
|
{
|
|
Int32.TryParse(args[i + 1], out maxEpisodes);
|
|
}
|
|
}
|
|
|
|
if (m_BehaviorNameOverrides.Count > 0)
|
|
{
|
|
// If overriding models, set maxEpisodes to 1 or the command line value
|
|
m_MaxEpisodes = maxEpisodes > 0 ? maxEpisodes : 1;
|
|
Debug.Log($"setting m_MaxEpisodes to {maxEpisodes}");
|
|
}
|
|
}
|
|
|
|
void OnEnable()
|
|
{
|
|
m_Agent = GetComponent<Agent>();
|
|
|
|
GetAssetPathFromCommandLine();
|
|
if (m_BehaviorNameOverrides.Count > 0)
|
|
{
|
|
OverrideModel();
|
|
}
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
if (m_MaxEpisodes > 0)
|
|
{
|
|
// For Agents without maxSteps, exit as soon as we've hit the target number of episodes.
|
|
// For Agents that specify maxStep, also make sure we've gone at least that many steps.
|
|
// Since we exit as soon as *any* Agent hits its target, the maxSteps condition keeps us running
|
|
// a bit longer in case there's an early failure.
|
|
if (m_Agent.CompletedEpisodes >= m_MaxEpisodes && m_NumSteps > m_MaxEpisodes * m_Agent.maxStep)
|
|
{
|
|
Application.Quit(0);
|
|
}
|
|
}
|
|
m_NumSteps++;
|
|
}
|
|
|
|
NNModel GetModelForBehaviorName(string behaviorName)
|
|
{
|
|
if (m_CachedModels.ContainsKey(behaviorName))
|
|
{
|
|
return m_CachedModels[behaviorName];
|
|
}
|
|
|
|
if (!m_BehaviorNameOverrides.ContainsKey(behaviorName))
|
|
{
|
|
Debug.Log($"No override for behaviorName {behaviorName}");
|
|
return null;
|
|
}
|
|
|
|
var assetPath = m_BehaviorNameOverrides[behaviorName];
|
|
|
|
byte[] model = null;
|
|
try
|
|
{
|
|
model = File.ReadAllBytes(assetPath);
|
|
}
|
|
catch(IOException)
|
|
{
|
|
Debug.Log($"Couldn't load file {assetPath}", this);
|
|
// Cache the null so we don't repeatedly try to load a missing file
|
|
m_CachedModels[behaviorName] = null;
|
|
return null;
|
|
}
|
|
|
|
var asset = ScriptableObject.CreateInstance<NNModel>();
|
|
asset.modelData = ScriptableObject.CreateInstance<NNModelData>();
|
|
asset.modelData.Value = model;
|
|
|
|
asset.name = "Override - " + Path.GetFileName(assetPath);
|
|
m_CachedModels[behaviorName] = asset;
|
|
return asset;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Load the NNModel file from the specified path, and give it to the attached agent.
|
|
/// </summary>
|
|
void OverrideModel()
|
|
{
|
|
m_Agent.LazyInitialize();
|
|
var bp = m_Agent.GetComponent<BehaviorParameters>();
|
|
var name = bp.behaviorName;
|
|
|
|
var nnModel = GetModelForBehaviorName(name);
|
|
Debug.Log($"Overriding behavior {name} for agent with model {nnModel?.name}");
|
|
// This might give a null model; that's better because we'll fall back to the Heuristic
|
|
m_Agent.SetModel($"Override_{name}", nnModel);
|
|
|
|
}
|
|
}
|
|
}
|