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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Linq;
#if ENABLE_TENSORFLOW
using TensorFlow;
#endif
/// CoreBrain which decides actions using internally embedded TensorFlow model.
public class CoreBrainInternal : ScriptableObject, CoreBrain
{
[SerializeField]
private bool broadcast = true;
[System.Serializable]
private struct TensorFlowAgentPlaceholder
{
public enum tensorType
{
Integer,
FloatingPoint}
;
public string name;
public tensorType valueType;
public float minValue;
public float maxValue;
}
ExternalCommunicator coord;
/// Modify only in inspector : Reference to the Graph asset
public TextAsset graphModel;
/// Modify only in inspector : If a scope was used when training the model, specify it here
public string graphScope;
[SerializeField]
/// Modify only in inspector : If your graph takes additional inputs that are fixed you can specify them here.
private TensorFlowAgentPlaceholder[] graphPlaceholders;
/// Modify only in inspector : Name of the placholder of the batch size
public string BatchSizePlaceholderName = "batch_size";
/// Modify only in inspector : Name of the state placeholder
public string StatePlacholderName = "state";
/// Modify only in inspector : Name of the recurrent input
public string RecurrentInPlaceholderName = "recurrent_in";
/// Modify only in inspector : Name of the recurrent output
public string RecurrentOutPlaceholderName = "recurrent_out";
/// Modify only in inspector : Names of the observations placeholders
public string[] ObservationPlaceholderName;
/// Modify only in inspector : Name of the action node
public string ActionPlaceholderName = "action";
#if ENABLE_TENSORFLOW
TFGraph graph;
TFSession session;
bool hasRecurrent;
bool hasState;
bool hasBatchSize;
List<int> agentKeys;
int currentBatchSize;
float[,] inputState;
List<float[,,,]> observationMatrixList;
float[,] inputOldMemories;
#endif
/// Reference to the brain that uses this CoreBrainInternal
public Brain brain;
/// Create the reference to the brain
public void SetBrain(Brain b)
{
brain = b;
}
/// Loads the tensorflow graph model to generate a TFGraph object
public void InitializeCoreBrain()
{
#if ENABLE_TENSORFLOW
#if UNITY_ANDROID
// This needs to ba called only once and will raise an exception if
// there are multiple internal brains
try{
TensorFlowSharp.Android.NativeBinding.Init();
}
catch{
}
#endif
if ((brain.gameObject.transform.parent.gameObject.GetComponent<Academy>().communicator == null)
|| (!broadcast))
{
coord = null;
}
else if (brain.gameObject.transform.parent.gameObject.GetComponent<Academy>().communicator is ExternalCommunicator)
{
coord = (ExternalCommunicator)brain.gameObject.transform.parent.gameObject.GetComponent<Academy>().communicator;
coord.SubscribeBrain(brain);
}
if (graphModel != null)
{
graph = new TFGraph();
graph.Import(graphModel.bytes);
session = new TFSession(graph);
if (graph[graphScope + BatchSizePlaceholderName] != null)
{
hasBatchSize = true;
}
if ((graph[graphScope + RecurrentInPlaceholderName] != null) && (graph[graphScope + RecurrentOutPlaceholderName] != null))
{
hasRecurrent = true;
}
if (graph[graphScope + StatePlacholderName] != null)
{
hasState = true;
}
}
#endif
}
/// Collects information from the agents and store them
public void SendState()
{
#if ENABLE_TENSORFLOW
agentKeys = new List<int>(brain.agents.Keys);
currentBatchSize = brain.agents.Count;
if (currentBatchSize == 0)
{
if (coord != null)
{
coord.giveBrainInfo(brain);
}
return;
}
// Create the state tensor
if (hasState)
{
Dictionary<int, List<float>> states = brain.CollectStates();
inputState = new float[currentBatchSize, brain.brainParameters.stateSize];
int i = 0;
foreach (int k in agentKeys)
{
List<float> state_list = states[k];
for (int j = 0; j < brain.brainParameters.stateSize; j++)
{
inputState[i, j] = state_list[j];
}
i++;
}
}
// Create the observation tensors
observationMatrixList = brain.GetObservationMatrixList(agentKeys);
// Create the recurrent tensor
if (hasRecurrent)
{
Dictionary<int, float[]> old_memories = brain.CollectMemories();
inputOldMemories = new float[currentBatchSize, brain.brainParameters.memorySize];
int i = 0;
foreach (int k in agentKeys)
{
float[] m = old_memories[k];
for (int j = 0; j < brain.brainParameters.memorySize; j++)
{
inputOldMemories[i, j] = m[j];
}
i++;
}
}
if (coord != null)
{
coord.giveBrainInfo(brain);
}
#endif
}
/// Uses the stored information to run the tensorflow graph and generate
/// the actions.
public void DecideAction()
{
#if ENABLE_TENSORFLOW
if (currentBatchSize == 0)
{
return;
}
var runner = session.GetRunner();
runner.Fetch(graph[graphScope + ActionPlaceholderName][0]);
if (hasBatchSize)
{
runner.AddInput(graph[graphScope + BatchSizePlaceholderName][0], new int[] { currentBatchSize });
}
foreach (TensorFlowAgentPlaceholder placeholder in graphPlaceholders)
{
try
{
if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.FloatingPoint)
{
runner.AddInput(graph[graphScope + placeholder.name][0], new float[] { Random.Range(placeholder.minValue, placeholder.maxValue) });
}
else if (placeholder.valueType == TensorFlowAgentPlaceholder.tensorType.Integer)
{
runner.AddInput(graph[graphScope + placeholder.name][0], new int[] { Random.Range((int)placeholder.minValue, (int)placeholder.maxValue + 1) });
}
}
catch
{
throw new UnityAgentsException(string.Format(@"One of the Tensorflow placeholder cound nout be found.
In brain {0}, there are no {1} placeholder named {2}.",
brain.gameObject.name, placeholder.valueType.ToString(), graphScope + placeholder.name));
}
}
// Create the state tensor
if (hasState)
{
if (brain.brainParameters.stateSpaceType == StateType.discrete)
{
int[,] discreteInputState = new int[currentBatchSize, 1];
for (int i = 0; i < currentBatchSize; i++)
{
discreteInputState[i, 0] = (int)inputState[i, 0];
}
runner.AddInput(graph[graphScope + StatePlacholderName][0], discreteInputState);
}
else
{
runner.AddInput(graph[graphScope + StatePlacholderName][0], inputState);
}
}
// Create the observation tensors
for (int obs_number = 0; obs_number < brain.brainParameters.cameraResolutions.Length; obs_number++)
{
runner.AddInput(graph[graphScope + ObservationPlaceholderName[obs_number]][0], observationMatrixList[obs_number]);
}
if (hasRecurrent)
{
runner.AddInput(graph[graphScope + RecurrentInPlaceholderName][0], inputOldMemories);
runner.Fetch(graph[graphScope + RecurrentOutPlaceholderName][0]);
}
TFTensor[] networkOutput;
try
{
networkOutput = runner.Run();
}
catch (TFException e)
{
string errorMessage = e.Message;
try
{
errorMessage = string.Format(@"The tensorflow graph needs an input for {0} of type {1}",
e.Message.Split(new string[]{ "Node: " }, 0)[1].Split('=')[0],
e.Message.Split(new string[]{ "dtype=" }, 0)[1].Split(',')[0]);
}
finally
{
throw new UnityAgentsException(errorMessage);
}
}
// Create the recurrent tensor
if (hasRecurrent)
{
Dictionary<int, float[]> new_memories = new Dictionary<int, float[]>();
float[,] recurrent_tensor = networkOutput[1].GetValue() as float[,];
int i = 0;
foreach (int k in agentKeys)
{
float[] m = new float[brain.brainParameters.memorySize];
for (int j = 0; j < brain.brainParameters.memorySize; j++)
{
m[j] = recurrent_tensor[i, j];
}
new_memories.Add(k, m);
i++;
}
brain.SendMemories(new_memories);
}
Dictionary<int, float[]> actions = new Dictionary<int, float[]>();
if (brain.brainParameters.actionSpaceType == StateType.continuous)
{
float[,] output = networkOutput[0].GetValue() as float[,];
int i = 0;
foreach (int k in agentKeys)
{
float[] a = new float[brain.brainParameters.actionSize];
for (int j = 0; j < brain.brainParameters.actionSize; j++)
{
a[j] = output[i, j];
}
actions.Add(k, a);
i++;
}
}
else if (brain.brainParameters.actionSpaceType == StateType.discrete)
{
long[,] output = networkOutput[0].GetValue() as long[,];
int i = 0;
foreach (int k in agentKeys)
{
float[] a = new float[1] { (float)(output[i, 0]) };
actions.Add(k, a);
i++;
}
}
brain.SendActions(actions);
#endif
}
/// Displays the parameters of the CoreBrainInternal in the Inspector
public void OnInspector()
{
#if ENABLE_TENSORFLOW && UNITY_EDITOR
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
broadcast = EditorGUILayout.Toggle("Broadcast", broadcast);
SerializedObject serializedBrain = new SerializedObject(this);
GUILayout.Label("Edit the Tensorflow graph parameters here");
SerializedProperty tfGraphModel = serializedBrain.FindProperty("graphModel");
serializedBrain.Update();
EditorGUILayout.ObjectField(tfGraphModel);
serializedBrain.ApplyModifiedProperties();
if (graphModel == null)
{
EditorGUILayout.HelpBox("Please provide a tensorflow graph as a bytes file.", MessageType.Error);
}
graphScope = EditorGUILayout.TextField("Graph Scope : ", graphScope);
if (BatchSizePlaceholderName == "")
{
BatchSizePlaceholderName = "batch_size";
}
BatchSizePlaceholderName = EditorGUILayout.TextField("Batch Size Node Name", BatchSizePlaceholderName);
if (StatePlacholderName == "")
{
StatePlacholderName = "state";
}
StatePlacholderName = EditorGUILayout.TextField("State Node Name", StatePlacholderName);
if (RecurrentInPlaceholderName == "")
{
RecurrentInPlaceholderName = "recurrent_in";
}
RecurrentInPlaceholderName = EditorGUILayout.TextField("Recurrent Input Node Name", RecurrentInPlaceholderName);
if (RecurrentOutPlaceholderName == "")
{
RecurrentOutPlaceholderName = "recurrent_out";
}
RecurrentOutPlaceholderName = EditorGUILayout.TextField("Recurrent Output Node Name", RecurrentOutPlaceholderName);
if (brain.brainParameters.cameraResolutions != null)
{
if (brain.brainParameters.cameraResolutions.Count() > 0)
{
if (ObservationPlaceholderName == null)
{
ObservationPlaceholderName = new string[brain.brainParameters.cameraResolutions.Count()];
}
if (ObservationPlaceholderName.Count() != brain.brainParameters.cameraResolutions.Count())
{
ObservationPlaceholderName = new string[brain.brainParameters.cameraResolutions.Count()];
}
for (int obs_number = 0; obs_number < brain.brainParameters.cameraResolutions.Count(); obs_number++)
{
if ((ObservationPlaceholderName[obs_number] == "") || (ObservationPlaceholderName[obs_number] == null))
{
ObservationPlaceholderName[obs_number] = "observation_" + obs_number;
}
}
SerializedProperty opn = serializedBrain.FindProperty("ObservationPlaceholderName");
serializedBrain.Update();
EditorGUILayout.PropertyField(opn, true);
serializedBrain.ApplyModifiedProperties();
}
}
if (ActionPlaceholderName == "")
{
ActionPlaceholderName = "action";
}
ActionPlaceholderName = EditorGUILayout.TextField("Action Node Name", ActionPlaceholderName);
SerializedProperty tfPlaceholders = serializedBrain.FindProperty("graphPlaceholders");
serializedBrain.Update();
EditorGUILayout.PropertyField(tfPlaceholders, true);
serializedBrain.ApplyModifiedProperties();
#endif
}
}