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。
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
 
 
 
 
 

621 行
22 KiB

import random
from typing import Dict, List, Any, Tuple
import numpy as np
from mlagents_envs.base_env import (
ActionSpec,
ObservationSpec,
ObservationType,
ActionTuple,
BaseEnv,
BehaviorSpec,
DecisionSteps,
TerminalSteps,
BehaviorMapping,
)
from mlagents_envs.tests.test_rpc_utils import proto_from_steps_and_action
from mlagents_envs.communicator_objects.agent_info_action_pair_pb2 import (
AgentInfoActionPairProto,
)
from mlagents.trainers.tests.dummy_config import create_observation_specs_with_shapes
OBS_SIZE = 1
VIS_OBS_SIZE = (20, 20, 3)
VAR_LEN_SIZE = (10, 5)
STEP_SIZE = 0.2
TIME_PENALTY = 0.01
MIN_STEPS = int(1.0 / STEP_SIZE) + 1
SUCCESS_REWARD = 1.0 + MIN_STEPS * TIME_PENALTY
def clamp(x, min_val, max_val):
return max(min_val, min(x, max_val))
class SimpleEnvironment(BaseEnv):
"""
Very simple "game" - the agent has a position on [-1, 1], gets a reward of 1 if it reaches 1, and a reward of -1 if
it reaches -1. The position is incremented by the action amount (clamped to [-step_size, step_size]).
"""
def __init__(
self,
brain_names,
step_size=STEP_SIZE,
num_visual=0,
num_vector=1,
num_var_len=0,
vis_obs_size=VIS_OBS_SIZE,
vec_obs_size=OBS_SIZE,
var_len_obs_size=VAR_LEN_SIZE,
action_sizes=(1, 0),
goal_indices=None,
):
super().__init__()
self.num_visual = num_visual
self.num_vector = num_vector
self.num_var_len = num_var_len
self.vis_obs_size = vis_obs_size
self.vec_obs_size = vec_obs_size
self.var_len_obs_size = var_len_obs_size
self.goal_indices = goal_indices
continuous_action_size, discrete_action_size = action_sizes
discrete_tuple = tuple(2 for _ in range(discrete_action_size))
action_spec = ActionSpec(continuous_action_size, discrete_tuple)
self.total_action_size = (
continuous_action_size + discrete_action_size
) # to set the goals/positions
self.action_spec = action_spec
self.behavior_spec = BehaviorSpec(self._make_observation_specs(), action_spec)
self.action_spec = action_spec
self.names = brain_names
self.positions: Dict[str, List[float]] = {}
self.step_count: Dict[str, float] = {}
# Concatenate the arguments for a consistent random seed
seed = (
brain_names,
step_size,
num_visual,
num_vector,
num_var_len,
vis_obs_size,
vec_obs_size,
var_len_obs_size,
action_sizes,
)
self.random = random.Random(str(seed))
self.goal: Dict[str, int] = {}
self.action = {}
self.rewards: Dict[str, float] = {}
self.final_rewards: Dict[str, List[float]] = {}
self.step_result: Dict[str, Tuple[DecisionSteps, TerminalSteps]] = {}
self.agent_id: Dict[str, int] = {}
self.step_size = step_size # defines the difficulty of the test
# Allow to be used as a UnityEnvironment during tests
self.academy_capabilities = None
for name in self.names:
self.agent_id[name] = 0
self.goal[name] = self.random.choice([-1, 1])
self.rewards[name] = 0
self.final_rewards[name] = []
self._reset_agent(name)
self.action[name] = None
self.step_result[name] = None
def _make_observation_specs(self) -> List[ObservationSpec]:
obs_shape: List[Any] = []
for _ in range(self.num_vector):
obs_shape.append((self.vec_obs_size,))
for _ in range(self.num_visual):
obs_shape.append(self.vis_obs_size)
for _ in range(self.num_var_len):
obs_shape.append(self.var_len_obs_size)
obs_spec = create_observation_specs_with_shapes(obs_shape)
if self.goal_indices is not None:
for i in range(len(obs_spec)):
if i in self.goal_indices:
obs_spec[i] = ObservationSpec(
shape=obs_spec[i].shape,
dimension_property=obs_spec[i].dimension_property,
observation_type=ObservationType.GOAL_SIGNAL,
name=obs_spec[i].name,
)
return obs_spec
def _make_obs(self, value: float) -> List[np.ndarray]:
obs = []
for _ in range(self.num_vector):
obs.append(np.ones((1, self.vec_obs_size), dtype=np.float32) * value)
for _ in range(self.num_visual):
obs.append(np.ones((1,) + self.vis_obs_size, dtype=np.float32) * value)
for _ in range(self.num_var_len):
obs.append(np.ones((1,) + self.var_len_obs_size, dtype=np.float32) * value)
return obs
@property
def behavior_specs(self):
behavior_dict = {}
for n in self.names:
behavior_dict[n] = self.behavior_spec
return BehaviorMapping(behavior_dict)
def set_action_for_agent(self, behavior_name, agent_id, action):
pass
def set_actions(self, behavior_name, action):
self.action[behavior_name] = action
def get_steps(self, behavior_name):
return self.step_result[behavior_name]
def _take_action(self, name: str) -> bool:
deltas = []
_act = self.action[name]
if self.action_spec.continuous_size > 0:
for _cont in _act.continuous[0]:
deltas.append(_cont)
if self.action_spec.discrete_size > 0:
for _disc in _act.discrete[0]:
deltas.append(1 if _disc else -1)
for i, _delta in enumerate(deltas):
_delta = clamp(_delta, -self.step_size, self.step_size)
self.positions[name][i] += _delta
self.positions[name][i] = clamp(self.positions[name][i], -1, 1)
self.step_count[name] += 1
# Both must be in 1.0 to be done
done = all(pos >= 1.0 or pos <= -1.0 for pos in self.positions[name])
return done
def _generate_mask(self):
action_mask = None
if self.action_spec.discrete_size > 0:
# LL-Python API will return an empty dim if there is only 1 agent.
ndmask = np.array(
2 * self.action_spec.discrete_size * [False], dtype=np.bool
)
ndmask = np.expand_dims(ndmask, axis=0)
action_mask = [ndmask]
return action_mask
def _compute_reward(self, name: str, done: bool) -> float:
if done:
reward = 0.0
for _pos in self.positions[name]:
reward += (SUCCESS_REWARD * _pos * self.goal[name]) / len(
self.positions[name]
)
else:
reward = -TIME_PENALTY
return reward
def _reset_agent(self, name):
self.goal[name] = self.random.choice([-1, 1])
self.positions[name] = [0.0 for _ in range(self.total_action_size)]
self.step_count[name] = 0
self.rewards[name] = 0
self.agent_id[name] = self.agent_id[name] + 1
def _make_batched_step(
self, name: str, done: bool, reward: float, group_reward: float
) -> Tuple[DecisionSteps, TerminalSteps]:
m_vector_obs = self._make_obs(self.goal[name])
m_reward = np.array([reward], dtype=np.float32)
m_agent_id = np.array([self.agent_id[name]], dtype=np.int32)
m_group_id = np.array([0], dtype=np.int32)
m_group_reward = np.array([group_reward], dtype=np.float32)
action_mask = self._generate_mask()
decision_step = DecisionSteps(
m_vector_obs, m_reward, m_agent_id, action_mask, m_group_id, m_group_reward
)
terminal_step = TerminalSteps.empty(self.behavior_spec)
if done:
self.final_rewards[name].append(self.rewards[name])
self._reset_agent(name)
new_vector_obs = self._make_obs(self.goal[name])
(
new_reward,
new_done,
new_agent_id,
new_action_mask,
new_group_id,
new_group_reward,
) = self._construct_reset_step(name)
decision_step = DecisionSteps(
new_vector_obs,
new_reward,
new_agent_id,
new_action_mask,
new_group_id,
new_group_reward,
)
terminal_step = TerminalSteps(
m_vector_obs,
m_reward,
np.array([False], dtype=np.bool),
m_agent_id,
m_group_id,
m_group_reward,
)
return (decision_step, terminal_step)
def _construct_reset_step(
self, name: str
) -> Tuple[np.ndarray, np.ndarray, np.ndarray, np.ndarray, np.ndarray, np.ndarray]:
new_reward = np.array([0.0], dtype=np.float32)
new_done = np.array([False], dtype=np.bool)
new_agent_id = np.array([self.agent_id[name]], dtype=np.int32)
new_action_mask = self._generate_mask()
new_group_id = np.array([0], dtype=np.int32)
new_group_reward = np.array([0.0], dtype=np.float32)
return (
new_reward,
new_done,
new_agent_id,
new_action_mask,
new_group_id,
new_group_reward,
)
def step(self) -> None:
assert all(action is not None for action in self.action.values())
for name in self.names:
done = self._take_action(name)
reward = self._compute_reward(name, done)
self.rewards[name] += reward
self.step_result[name] = self._make_batched_step(name, done, reward, 0.0)
def reset(self) -> None: # type: ignore
for name in self.names:
self._reset_agent(name)
self.step_result[name] = self._make_batched_step(name, False, 0.0, 0.0)
@property
def reset_parameters(self) -> Dict[str, str]:
return {}
def close(self):
pass
class MemoryEnvironment(SimpleEnvironment):
def __init__(self, brain_names, action_sizes=(1, 0), step_size=0.2):
super().__init__(brain_names, action_sizes=action_sizes, step_size=step_size)
# Number of steps to reveal the goal for. Lower is harder. Should be
# less than 1/step_size to force agent to use memory
self.num_show_steps = 2
def _make_batched_step(
self, name: str, done: bool, reward: float, group_reward: float
) -> Tuple[DecisionSteps, TerminalSteps]:
recurrent_obs_val = (
self.goal[name] if self.step_count[name] <= self.num_show_steps else 0
)
m_vector_obs = self._make_obs(recurrent_obs_val)
m_reward = np.array([reward], dtype=np.float32)
m_agent_id = np.array([self.agent_id[name]], dtype=np.int32)
m_group_id = np.array([0], dtype=np.int32)
m_group_reward = np.array([group_reward], dtype=np.float32)
action_mask = self._generate_mask()
decision_step = DecisionSteps(
m_vector_obs, m_reward, m_agent_id, action_mask, m_group_id, m_group_reward
)
terminal_step = TerminalSteps.empty(self.behavior_spec)
if done:
self.final_rewards[name].append(self.rewards[name])
self._reset_agent(name)
recurrent_obs_val = (
self.goal[name] if self.step_count[name] <= self.num_show_steps else 0
)
new_vector_obs = self._make_obs(recurrent_obs_val)
(
new_reward,
new_done,
new_agent_id,
new_action_mask,
new_group_id,
new_group_reward,
) = self._construct_reset_step(name)
decision_step = DecisionSteps(
new_vector_obs,
new_reward,
new_agent_id,
new_action_mask,
new_group_id,
new_group_reward,
)
terminal_step = TerminalSteps(
m_vector_obs,
m_reward,
np.array([False], dtype=np.bool),
m_agent_id,
m_group_id,
m_group_reward,
)
return (decision_step, terminal_step)
class MultiAgentEnvironment(BaseEnv):
"""
The MultiAgentEnvironment maintains a list of SimpleEnvironment, one for each agent.
When sending DecisionSteps and TerminalSteps to the trainers, it first batches the
decision steps from the individual environments. When setting actions, it indexes the
batched ActionTuple to obtain the ActionTuple for individual agents
"""
def __init__(
self,
brain_names,
step_size=STEP_SIZE,
num_visual=0,
num_vector=1,
num_var_len=0,
vis_obs_size=VIS_OBS_SIZE,
vec_obs_size=OBS_SIZE,
var_len_obs_size=VAR_LEN_SIZE,
action_sizes=(1, 0),
num_agents=2,
goal_indices=None,
):
super().__init__()
self.envs = {}
self.dones = {}
self.just_died = set()
self.names = brain_names
self.final_rewards: Dict[str, List[float]] = {}
for name in brain_names:
self.final_rewards[name] = []
for i in range(num_agents):
name_and_num = name + str(i)
self.envs[name_and_num] = SimpleEnvironment(
[name],
step_size,
num_visual,
num_vector,
num_var_len,
vis_obs_size,
vec_obs_size,
var_len_obs_size,
action_sizes,
goal_indices,
)
self.dones[name_and_num] = False
self.envs[name_and_num].reset()
# All envs have the same behavior spec, so just get the last one.
self.behavior_spec = self.envs[name_and_num].behavior_spec
self.action_spec = self.envs[name_and_num].action_spec
self.num_agents = num_agents
@property
def all_done(self):
return all(self.dones.values())
@property
def behavior_specs(self):
behavior_dict = {}
for n in self.names:
behavior_dict[n] = self.behavior_spec
return BehaviorMapping(behavior_dict)
def set_action_for_agent(self, behavior_name, agent_id, action):
pass
def set_actions(self, behavior_name, action):
# The ActionTuple contains the actions for all n_agents. This
# slices the ActionTuple into an action tuple for each environment
# and sets it. The index j is used to ignore agents that have already
# reached done.
j = 0
for i in range(self.num_agents):
_act = ActionTuple()
name_and_num = behavior_name + str(i)
env = self.envs[name_and_num]
if not self.dones[name_and_num]:
if self.action_spec.continuous_size > 0:
_act.add_continuous(action.continuous[j : j + 1])
if self.action_spec.discrete_size > 0:
_disc_list = [action.discrete[j, :]]
_act.add_discrete(np.array(_disc_list))
j += 1
env.action[behavior_name] = _act
def get_steps(self, behavior_name):
# This gets the individual DecisionSteps and TerminalSteps
# from the envs and merges them into a batch to be sent
# to the AgentProcessor.
dec_vec_obs = []
dec_reward = []
dec_group_reward = []
dec_agent_id = []
dec_group_id = []
ter_vec_obs = []
ter_reward = []
ter_group_reward = []
ter_agent_id = []
ter_group_id = []
interrupted = []
action_mask = None
terminal_step = TerminalSteps.empty(self.behavior_spec)
decision_step = None
for i in range(self.num_agents):
name_and_num = behavior_name + str(i)
env = self.envs[name_and_num]
_dec, _term = env.step_result[behavior_name]
if not self.dones[name_and_num]:
dec_agent_id.append(i)
dec_group_id.append(1)
if len(dec_vec_obs) > 0:
for j, obs in enumerate(_dec.obs):
dec_vec_obs[j] = np.concatenate((dec_vec_obs[j], obs), axis=0)
else:
for obs in _dec.obs:
dec_vec_obs.append(obs)
dec_reward.append(_dec.reward[0])
dec_group_reward.append(_dec.group_reward[0])
if _dec.action_mask is not None:
if action_mask is None:
action_mask = []
if len(action_mask) > 0:
action_mask[0] = np.concatenate(
(action_mask[0], _dec.action_mask[0]), axis=0
)
else:
action_mask.append(_dec.action_mask[0])
if len(_term.reward) > 0 and name_and_num in self.just_died:
ter_agent_id.append(i)
ter_group_id.append(1)
if len(ter_vec_obs) > 0:
for j, obs in enumerate(_term.obs):
ter_vec_obs[j] = np.concatenate((ter_vec_obs[j], obs), axis=0)
else:
for obs in _term.obs:
ter_vec_obs.append(obs)
ter_reward.append(_term.reward[0])
ter_group_reward.append(_term.group_reward[0])
interrupted.append(False)
self.just_died.remove(name_and_num)
decision_step = DecisionSteps(
dec_vec_obs,
dec_reward,
dec_agent_id,
action_mask,
dec_group_id,
dec_group_reward,
)
terminal_step = TerminalSteps(
ter_vec_obs,
ter_reward,
interrupted,
ter_agent_id,
ter_group_id,
ter_group_reward,
)
return (decision_step, terminal_step)
def step(self) -> None:
# Steps all environments and calls reset if all agents are done.
for name in self.names:
for i in range(self.num_agents):
name_and_num = name + str(i)
# Does not step the env if done
if not self.dones[name_and_num]:
env = self.envs[name_and_num]
# Reproducing part of env step to intercept Dones
assert all(action is not None for action in env.action.values())
done = env._take_action(name)
reward = env._compute_reward(name, done)
self.dones[name_and_num] = done
if done:
self.just_died.add(name_and_num)
if self.all_done:
env.step_result[name] = env._make_batched_step(
name, done, 0.0, reward
)
self.final_rewards[name].append(reward)
self.reset()
elif done:
# This agent has finished but others are still running.
# This gives a reward of the time penalty if this agent
# is successful and the negative env reward if it fails.
ceil_reward = min(-TIME_PENALTY, reward)
env.step_result[name] = env._make_batched_step(
name, done, ceil_reward, 0.0
)
self.final_rewards[name].append(reward)
else:
env.step_result[name] = env._make_batched_step(
name, done, reward, 0.0
)
def reset(self) -> None: # type: ignore
for name in self.names:
for i in range(self.num_agents):
name_and_num = name + str(i)
self.dones[name_and_num] = False
@property
def reset_parameters(self) -> Dict[str, str]:
return {}
def close(self):
pass
class RecordEnvironment(SimpleEnvironment):
def __init__(
self,
brain_names,
step_size=0.2,
num_visual=0,
num_vector=1,
action_sizes=(1, 0),
n_demos=30,
):
super().__init__(
brain_names,
step_size=step_size,
num_visual=num_visual,
num_vector=num_vector,
action_sizes=action_sizes,
)
self.demonstration_protos: Dict[str, List[AgentInfoActionPairProto]] = {}
self.n_demos = n_demos
for name in self.names:
self.demonstration_protos[name] = []
def step(self) -> None:
super().step()
for name in self.names:
discrete_actions = (
self.action[name].discrete
if self.action_spec.discrete_size > 0
else None
)
continuous_actions = (
self.action[name].continuous
if self.action_spec.continuous_size > 0
else None
)
self.demonstration_protos[name] += proto_from_steps_and_action(
self.step_result[name][0],
self.step_result[name][1],
continuous_actions,
discrete_actions,
)
self.demonstration_protos[name] = self.demonstration_protos[name][
-self.n_demos :
]
def solve(self) -> None:
self.reset()
for _ in range(self.n_demos):
for name in self.names:
if self.action_spec.discrete_size > 0:
self.action[name] = ActionTuple(
np.array([], dtype=np.float32),
np.array(
[[1]] if self.goal[name] > 0 else [[0]], dtype=np.int32
),
)
else:
self.action[name] = ActionTuple(
np.array([[float(self.goal[name])]], dtype=np.float32),
np.array([], dtype=np.int32),
)
self.step()
class UnexpectedExceptionEnvironment(SimpleEnvironment):
def __init__(self, brain_names, use_discrete, to_raise):
super().__init__(brain_names, use_discrete)
self.to_raise = to_raise
def step(self) -> None:
raise self.to_raise()