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Unity ML-Agents Python Low Level API
The mlagents
Python package contains two components: a low level API which
allows you to interact directly with a Unity Environment (mlagents_envs
) and
an entry point to train (mlagents-learn
) which allows you to train agents in
Unity Environments using our implementations of reinforcement learning or
imitation learning. This document describes how to use the mlagents_envs
API.
For information on using mlagents-learn
, see here.
The Python Low Level API can be used to interact directly with your Unity learning environment. As such, it can serve as the basis for developing and evaluating new learning algorithms.
mlagents_envs
The ML-Agents Toolkit Low Level API is a Python API for controlling the simulation loop of an environment or game built with Unity. This API is used by the training algorithms inside the ML-Agent Toolkit, but you can also write your own Python programs using this API.
The key objects in the Python API include:
- UnityEnvironment — the main interface between the Unity application and your code. Use UnityEnvironment to start and control a simulation or training session.
- BehaviorName - is a string that identifies a behavior in the simulation.
- AgentId - is an
int
that serves as unique identifier for Agents in the simulation. - DecisionSteps — contains the data from Agents belonging to the same
"Behavior" in the simulation, such as observations and rewards. Only Agents
that requested a decision since the last call to
env.step()
are in the DecisionSteps object. - TerminalSteps — contains the data from Agents belonging to the same
"Behavior" in the simulation, such as observations and rewards. Only Agents
whose episode ended since the last call to
env.step()
are in the TerminalSteps object. - BehaviorSpec — describes the shape of the observation data inside DecisionSteps and TerminalSteps as well as the expected action shapes.
These classes are all defined in the base_env script.
An Agent "Behavior" is a group of Agents identified by a BehaviorName
that share the same
observations and action types (described in their BehaviorSpec
). You can think about Agent
Behavior as a group of agents that will share the same policy. All Agents with the same
behavior have the same goal and reward signals.
To communicate with an Agent in a Unity environment from a Python program, the
Agent in the simulation must have Behavior Parameters
set to communicate. You
must set the Behavior Type
to Default
and give it a Behavior Name
.
Notice: Currently communication between Unity and Python takes place over an open socket without authentication. As such, please make sure that the network where training takes place is secure. This will be addressed in a future release.
Loading a Unity Environment
Python-side communication happens through UnityEnvironment
which is located in
environment.py
. To load
a Unity environment from a built binary file, put the file in the same directory
as envs
. For example, if the filename of your Unity environment is 3DBall
, in python, run:
from mlagents_envs.environment import UnityEnvironment
env = UnityEnvironment(file_name="3DBall", seed=1, side_channels=[])
file_name
is the name of the environment binary (located in the root directory of the python project).worker_id
indicates which port to use for communication with the environment. For use in parallel training regimes such as A3C.seed
indicates the seed to use when generating random numbers during the training process. In environments which are deterministic, setting the seed enables reproducible experimentation by ensuring that the environment and trainers utilize the same random seed.side_channels
provides a way to exchange data with the Unity simulation that is not related to the reinforcement learning loop. For example: configurations or properties. More on them in the Modifying the environment from Python section.
If you want to directly interact with the Editor, you need to use
file_name=None
, then press the ▶️ button in the Editor when the
message "Start training by pressing the Play button in the Unity Editor" is
displayed on the screen
Interacting with a Unity Environment
The BaseEnv interface
A BaseEnv
has the following methods:
- Reset :
env.reset()
Sends a signal to reset the environment. Returns None. - Step :
env.step()
Sends a signal to step the environment. Returns None. Note that a "step" for Python does not correspond to either UnityUpdate
norFixedUpdate
. Whenstep()
orreset()
is called, the Unity simulation will move forward until an Agent in the simulation needs a input from Python to act. - Close :
env.close()
Sends a shutdown signal to the environment and terminates the communication. - Get Behavior Names :
env.get_behavior_names()
Returns a list ofBehaviorName
. Note that the number of groups can change over time in the simulation if new Agent behaviors are created in the simulation. - Get Behavior Spec :
env.get_behavior_spec(behavior_name: str)
Returns theBehaviorSpec
corresponding to the behavior_name given as input. ABehaviorSpec
contains information such as the observation shapes, the action type (multi-discrete or continuous) and the action shape. Note that theBehaviorSpec
for a specific group is fixed throughout the simulation. - Get Steps :
env.get_steps(behavior_name: str)
Returns a tupleDecisionSteps, TerminalSteps
corresponding to the behavior_name given as input. TheDecisionSteps
contains information about the state of the agents that need an action this step and have the behavior behavior_name. TheTerminalSteps
contains information about the state of the agents whose episode ended and have the behavior behavior_name. BothDecisionSteps
andTerminalSteps
contain information such as the observations, the rewards and the agent identifiers.DecisionSteps
also contains action masks for the next action whileTerminalSteps
contains the reason for termination (did the Agent reach its maximum step and was interrupted). The data is innp.array
of which the first dimension is always the number of agents note that the number of agents is not guaranteed to remain constant during the simulation and it is not unusual to have eitherDecisionSteps
orTerminalSteps
contain no Agents at all. - Set Actions :
env.set_actions(behavior_name: str, action: np.array)
Sets the actions for a whole agent group.action
is a 2Dnp.array
ofdtype=np.int32
in the discrete action case anddtype=np.float32
in the continuous action case. The first dimension ofaction
is the number of agents that requested a decision since the last call toenv.step()
. The second dimension is the number of discrete actions in multi-discrete action type and the number of actions in continuous action type. - Set Action for Agent :
env.set_action_for_agent(agent_group: str, agent_id: int, action: np.array)
Sets the action for a specific Agent in an agent group.agent_group
is the name of the group the Agent belongs to andagent_id
is the integer identifier of the Agent. Action is a 1D array of typedtype=np.int32
and size equal to the number of discrete actions in multi-discrete action type and of typedtype=np.float32
and size equal to the number of actions in continuous action type.
Note: If no action is provided for an agent group between two calls to env.step()
then
the default action will be all zeros (in either discrete or continuous action space)
DecisionSteps and DecisionStep
DecisionSteps
(with s
) contains information about a whole batch of Agents while
DecisionStep
(no s
) only contains information about a single Agent.
A DecisionSteps
has the following fields :
obs
is a list of numpy arrays observations collected by the group of agent. The first dimension of the array corresponds to the batch size of the group (number of agents requesting a decision since the last call toenv.step()
).reward
is a float vector of length batch size. Corresponds to the rewards collected by each agent since the last simulation step.done
is an array of booleans of length batch size. Is true if the associated Agent was terminated during the last simulation step.agent_id
is an int vector of length batch size containing unique identifier for the corresponding Agent. This is used to track Agents across simulation steps.action_mask
is an optional list of two dimensional array of booleans. Only available in multi-discrete action space type. Each array corresponds to an action branch. The first dimension of each array is the batch size and the second contains a mask for each action of the branch. If true, the action is not available for the agent during this simulation step.
It also has the two following methods:
len(DecisionSteps)
Returns the number of agents requesting a decision since the last call toenv.step()
.DecisionSteps[agent_id]
Returns aDecisionStep
for the Agent with theagent_id
unique identifier.
A DecisionStep
has the following fields:
obs
is a list of numpy arrays observations collected by the agent. (Each array has one less dimension than the arrays inDecisionSteps
)reward
is a float. Corresponds to the rewards collected by the agent since the last simulation step.done
is a bool. Is true if the Agent was terminated during the last simulation step.agent_id
is an int and an unique identifier for the corresponding Agent.action_mask
is an optional list of one dimensional array of booleans. Only available in multi-discrete action space type. Each array corresponds to an action branch. Each array contains a mask for each action of the branch. If true, the action is not available for the agent during this simulation step.
TerminalSteps and TerminalStep
Similarly to DecisionSteps
and DecisionStep
,
TerminalSteps
(with s
) contains information about a whole batch of Agents while
TerminalStep
(no s
) only contains information about a single Agent.
A TerminalSteps
has the following fields :
obs
is a list of numpy arrays observations collected by the group of agent. The first dimension of the array corresponds to the batch size of the group (number of agents requesting a decision since the last call toenv.step()
).reward
is a float vector of length batch size. Corresponds to the rewards collected by each agent since the last simulation step.done
is an array of booleans of length batch size. Is true if the associated Agent was terminated during the last simulation step.agent_id
is an int vector of length batch size containing unique identifier for the corresponding Agent. This is used to track Agents across simulation steps.max_step
is an array of booleans of length batch size. Is true if the associated Agent reached its maximum number of steps during the last simulation step.
It also has the two following methods:
len(TerminalSteps)
Returns the number of agents requesting a decision since the last call toenv.step()
.TerminalSteps[agent_id]
Returns aTerminalStep
for the Agent with theagent_id
unique identifier.
A TerminalStep
has the following fields:
obs
is a list of numpy arrays observations collected by the agent. (Each array has one less dimension than the arrays inTerminalSteps
)reward
is a float. Corresponds to the rewards collected by the agent since the last simulation step.done
is a bool. Is true if the Agent was terminated during the last simulation step.agent_id
is an int and an unique identifier for the corresponding Agent.max_step
is a bool. Is true if the Agent reached its maximum number of steps during the last simulation step.
BehaviorSpec
An Agent behavior can either have discrete or continuous actions. To check which type
it is, use spec.is_action_discrete()
or spec.is_action_continuous()
to see
which one it is. If discrete, the action tensors are expected to be np.int32
. If
continuous, the actions are expected to be np.float32
.
A BehaviorSpec
has the following fields :
observation_shapes
is a List of Tuples of int : Each Tuple corresponds to an observation's dimensions (without the number of agents dimension). The shape tuples have the same ordering as the ordering of the DecisionSteps, DecisionStep, TerminalSteps and TerminalStep.action_type
is the type of data of the action. it can be discrete or continuous. If discrete, the action tensors are expected to benp.int32
. If continuous, the actions are expected to benp.float32
.action_size
is anint
corresponding to the expected dimension of the action array.- In continuous action space it is the number of floats that constitute the action.
- In discrete action space (same as multi-discrete) it corresponds to the number of branches (the number of independent actions)
discrete_action_branches
is a Tuple of int only for discrete action space. Each int corresponds to the number of different options for each branch of the action. For example : In a game direction input (no movement, left, right) and jump input (no jump, jump) there will be two branches (direction and jump), the first one with 3 options and the second with 2 options. (action_size = 2
anddiscrete_action_branches = (3,2,)
)
Communicating additional information with the Environment
In addition to the means of communicating between Unity and python described above, we also provide methods for sharing agent-agnostic information. These additional methods are referred to as side channels. ML-Agents includes two ready-made side channels, described below. It is also possible to create custom side channels to communicate any additional data between a Unity environment and Python. Instructions for creating custom side channels can be found here.
Side channels exist as separate classes which are instantiated, and then passed as list to the side_channels
argument of the constructor of the UnityEnvironment
class.
channel = MyChannel()
env = UnityEnvironment(side_channels = [channel])
Note : A side channel will only send/receive messages when env.step
or env.reset()
is
called.
EngineConfigurationChannel
The EngineConfiguration
side channel allows you to modify the time-scale, resolution, and graphics quality of the environment. This can be useful for adjusting the environment to perform better during training, or be more interpretable during inference.
EngineConfigurationChannel
has two methods :
set_configuration_parameters
which takes the following arguments:width
: Defines the width of the display. Default 80.height
: Defines the height of the display. Default 80.quality_level
: Defines the quality level of the simulation. Default 1.time_scale
: Defines the multiplier for the deltatime in the simulation. If set to a higher value, time will pass faster in the simulation but the physics may perform unpredictably. Default 20.target_frame_rate
: Instructs simulation to try to render at a specified frame rate. Default -1.
set_configuration
with argument config which is anEngineConfig
NamedTuple object.
For example, the following code would adjust the time-scale of the simulation to be 2x realtime.
from mlagents_envs.environment import UnityEnvironment
from mlagents_envs.side_channel.engine_configuration_channel import EngineConfigurationChannel
channel = EngineConfigurationChannel()
env = UnityEnvironment(side_channels=[channel])
channel.set_configuration_parameters(time_scale = 2.0)
i = env.reset()
...
FloatPropertiesChannel
The FloatPropertiesChannel
will allow you to get and set pre-defined numerical values in the environment. This can be useful for adjusting environment-specific settings, or for reading non-agent related information from the environment. You can call get_property
and set_property
on the side channel to read and write properties.
FloatPropertiesChannel
has three methods:
-
set_property
Sets a property in the Unity Environment.- key: The string identifier of the property.
- value: The float value of the property.
-
get_property
Gets a property in the Unity Environment. If the property was not found, will return None.- key: The string identifier of the property.
-
list_properties
Returns a list of all the string identifiers of the properties
from mlagents_envs.environment import UnityEnvironment
from mlagents_envs.side_channel.float_properties_channel import FloatPropertiesChannel
channel = FloatPropertiesChannel()
env = UnityEnvironment(side_channels=[channel])
channel.set_property("parameter_1", 2.0)
i = env.reset()
readout_value = channel.get_property("parameter_2")
...
Once a property has been modified in Python, you can access it in C# after the next call to step
as follows:
var sharedProperties = SideChannelUtils.GetSideChannel<FloatPropertiesChannel>();
float property1 = sharedProperties.GetPropertyWithDefault("parameter_1", 0.0f);
Custom side channels
For information on how to make custom side channels for sending additional data types, see the documentation here.