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207 行
7.4 KiB
207 行
7.4 KiB
using System.Collections.Generic;
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using Unity.Barracuda;
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using UnityEngine.Profiling;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Policies;
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using Unity.MLAgents.Sensors;
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namespace Unity.MLAgents.Inference
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{
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internal struct AgentInfoSensorsPair
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{
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public AgentInfo agentInfo;
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public List<ISensor> sensors;
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}
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internal class ModelRunner
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{
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List<AgentInfoSensorsPair> m_Infos = new List<AgentInfoSensorsPair>();
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Dictionary<int, ActionBuffers> m_LastActionsReceived = new Dictionary<int, ActionBuffers>();
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List<int> m_OrderedAgentsRequestingDecisions = new List<int>();
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ITensorAllocator m_TensorAllocator;
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TensorGenerator m_TensorGenerator;
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TensorApplier m_TensorApplier;
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NNModel m_Model;
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InferenceDevice m_InferenceDevice;
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IWorker m_Engine;
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bool m_Verbose = false;
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string[] m_OutputNames;
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IReadOnlyList<TensorProxy> m_InferenceInputs;
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IReadOnlyList<TensorProxy> m_InferenceOutputs;
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Dictionary<int, List<float>> m_Memories = new Dictionary<int, List<float>>();
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SensorShapeValidator m_SensorShapeValidator = new SensorShapeValidator();
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bool m_VisualObservationsInitialized;
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/// <summary>
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/// Initializes the Brain with the Model that it will use when selecting actions for
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/// the agents
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/// </summary>
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/// <param name="model"> The Barracuda model to load </param>
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/// <param name="actionSpec"> Description of the action spaces for the Agent.</param>
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/// <param name="inferenceDevice"> Inference execution device. CPU is the fastest
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/// option for most of ML Agents models. </param>
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/// <param name="seed"> The seed that will be used to initialize the RandomNormal
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/// and Multinomial objects used when running inference.</param>
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/// <exception cref="UnityAgentsException">Throws an error when the model is null
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/// </exception>
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public ModelRunner(
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NNModel model,
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ActionSpec actionSpec,
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InferenceDevice inferenceDevice = InferenceDevice.CPU,
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int seed = 0)
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{
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Model barracudaModel;
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m_Model = model;
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m_InferenceDevice = inferenceDevice;
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m_TensorAllocator = new TensorCachingAllocator();
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if (model != null)
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{
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#if BARRACUDA_VERBOSE
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m_Verbose = true;
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#endif
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D.logEnabled = m_Verbose;
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barracudaModel = ModelLoader.Load(model);
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var executionDevice = inferenceDevice == InferenceDevice.GPU
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? WorkerFactory.Type.ComputePrecompiled
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: WorkerFactory.Type.CSharp;
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m_Engine = WorkerFactory.CreateWorker(executionDevice, barracudaModel, m_Verbose);
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}
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else
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{
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barracudaModel = null;
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m_Engine = null;
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}
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m_InferenceInputs = barracudaModel.GetInputTensors();
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m_OutputNames = barracudaModel.GetOutputNames();
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m_TensorGenerator = new TensorGenerator(
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seed, m_TensorAllocator, m_Memories, barracudaModel);
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m_TensorApplier = new TensorApplier(
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actionSpec, seed, m_TensorAllocator, m_Memories, barracudaModel);
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}
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static Dictionary<string, Tensor> PrepareBarracudaInputs(IEnumerable<TensorProxy> infInputs)
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{
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var inputs = new Dictionary<string, Tensor>();
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foreach (var inp in infInputs)
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{
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inputs[inp.name] = inp.data;
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}
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return inputs;
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}
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public void Dispose()
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{
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if (m_Engine != null)
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m_Engine.Dispose();
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m_TensorAllocator?.Reset(false);
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}
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List<TensorProxy> FetchBarracudaOutputs(string[] names)
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{
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var outputs = new List<TensorProxy>();
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foreach (var n in names)
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{
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var output = m_Engine.PeekOutput(n);
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outputs.Add(TensorUtils.TensorProxyFromBarracuda(output, n));
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}
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return outputs;
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}
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public void PutObservations(AgentInfo info, List<ISensor> sensors)
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{
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#if DEBUG
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m_SensorShapeValidator.ValidateSensors(sensors);
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#endif
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m_Infos.Add(new AgentInfoSensorsPair
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{
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agentInfo = info,
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sensors = sensors
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});
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// We add the episodeId to this list to maintain the order in which the decisions were requested
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m_OrderedAgentsRequestingDecisions.Add(info.episodeId);
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if (!m_LastActionsReceived.ContainsKey(info.episodeId))
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{
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m_LastActionsReceived[info.episodeId] = ActionBuffers.Empty;
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}
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if (info.done)
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{
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// If the agent is done, we remove the key from the last action dictionary since no action
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// should be taken.
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m_LastActionsReceived.Remove(info.episodeId);
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}
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}
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public void DecideBatch()
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{
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var currentBatchSize = m_Infos.Count;
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if (currentBatchSize == 0)
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{
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return;
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}
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if (!m_VisualObservationsInitialized)
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{
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// Just grab the first agent in the collection (any will suffice, really).
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// We check for an empty Collection above, so this will always return successfully.
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var firstInfo = m_Infos[0];
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m_TensorGenerator.InitializeObservations(firstInfo.sensors, m_TensorAllocator);
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m_VisualObservationsInitialized = true;
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}
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Profiler.BeginSample("ModelRunner.DecideAction");
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Profiler.BeginSample($"MLAgents.{m_Model.name}.GenerateTensors");
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// Prepare the input tensors to be feed into the engine
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m_TensorGenerator.GenerateTensors(m_InferenceInputs, currentBatchSize, m_Infos);
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Profiler.EndSample();
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Profiler.BeginSample($"MLAgents.{m_Model.name}.PrepareBarracudaInputs");
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var inputs = PrepareBarracudaInputs(m_InferenceInputs);
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Profiler.EndSample();
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// Execute the Model
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Profiler.BeginSample($"MLAgents.{m_Model.name}.ExecuteGraph");
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m_Engine.Execute(inputs);
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Profiler.EndSample();
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Profiler.BeginSample($"MLAgents.{m_Model.name}.FetchBarracudaOutputs");
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m_InferenceOutputs = FetchBarracudaOutputs(m_OutputNames);
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Profiler.EndSample();
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Profiler.BeginSample($"MLAgents.{m_Model.name}.ApplyTensors");
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// Update the outputs
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m_TensorApplier.ApplyTensors(m_InferenceOutputs, m_OrderedAgentsRequestingDecisions, m_LastActionsReceived);
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Profiler.EndSample();
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Profiler.EndSample();
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m_Infos.Clear();
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m_OrderedAgentsRequestingDecisions.Clear();
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}
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public bool HasModel(NNModel other, InferenceDevice otherInferenceDevice)
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{
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return m_Model == other && m_InferenceDevice == otherInferenceDevice;
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}
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public ActionBuffers GetAction(int agentId)
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{
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if (m_LastActionsReceived.ContainsKey(agentId))
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{
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return m_LastActionsReceived[agentId];
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}
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return ActionBuffers.Empty;
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}
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}
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}
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