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301 行
11 KiB
301 行
11 KiB
# # Unity ML-Agents Toolkit
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# ## ML-Agent Learning
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"""Launches trainers for each External Brains in a Unity Environment."""
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import os
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import threading
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from typing import Dict, Set, List
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from collections import defaultdict
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import numpy as np
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from mlagents.tf_utils import tf
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from mlagents_envs.logging_util import get_logger
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from mlagents.trainers.env_manager import EnvManager, EnvironmentStep
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from mlagents_envs.exception import (
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UnityEnvironmentException,
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UnityCommunicationException,
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UnityCommunicatorStoppedException,
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)
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from mlagents_envs.timers import (
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hierarchical_timer,
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timed,
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get_timer_stack_for_thread,
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merge_gauges,
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)
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from mlagents.trainers.trainer import Trainer
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from mlagents.trainers.environment_parameter_manager import EnvironmentParameterManager
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from mlagents.trainers.trainer_util import TrainerFactory
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from mlagents.trainers.behavior_id_utils import BehaviorIdentifiers
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from mlagents.trainers.agent_processor import AgentManager
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from mlagents.tf_utils.globals import get_rank
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try:
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import torch
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except ModuleNotFoundError:
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torch = None # type: ignore
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class TrainerController:
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def __init__(
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self,
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trainer_factory: TrainerFactory,
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output_path: str,
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run_id: str,
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param_manager: EnvironmentParameterManager,
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train: bool,
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training_seed: int,
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):
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"""
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:param output_path: Path to save the model.
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:param summaries_dir: Folder to save training summaries.
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:param run_id: The sub-directory name for model and summary statistics
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:param param_manager: EnvironmentParameterManager object which stores information about all
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environment parameters.
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:param train: Whether to train model, or only run inference.
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:param training_seed: Seed to use for Numpy and Tensorflow random number generation.
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:param threaded: Whether or not to run trainers in a separate thread. Disable for testing/debugging.
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"""
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self.trainers: Dict[str, Trainer] = {}
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self.brain_name_to_identifier: Dict[str, Set] = defaultdict(set)
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self.trainer_factory = trainer_factory
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self.output_path = output_path
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self.logger = get_logger(__name__)
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self.run_id = run_id
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self.train_model = train
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self.param_manager = param_manager
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self.ghost_controller = self.trainer_factory.ghost_controller
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self.registered_behavior_ids: Set[str] = set()
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self.trainer_threads: List[threading.Thread] = []
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self.kill_trainers = False
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torch.set_num_threads(1)
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np.random.seed(training_seed)
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tf.set_random_seed(training_seed)
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if torch is not None:
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torch.manual_seed(training_seed)
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self.rank = get_rank()
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@timed
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def _save_models(self):
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"""
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Saves current model to checkpoint folder.
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"""
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if self.rank is not None and self.rank != 0:
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return
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for brain_name in self.trainers.keys():
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self.trainers[brain_name].save_model()
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self.logger.info("Saved Model")
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@staticmethod
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def _create_output_path(output_path):
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try:
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if not os.path.exists(output_path):
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os.makedirs(output_path)
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except Exception:
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raise UnityEnvironmentException(
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f"The folder {output_path} containing the "
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"generated model could not be "
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"accessed. Please make sure the "
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"permissions are set correctly."
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)
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@timed
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def _reset_env(self, env_manager: EnvManager) -> None:
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"""Resets the environment.
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Returns:
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A Data structure corresponding to the initial reset state of the
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environment.
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"""
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new_config = self.param_manager.get_current_samplers()
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env_manager.reset(config=new_config)
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# Register any new behavior ids that were generated on the reset.
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self._register_new_behaviors(env_manager, env_manager.first_step_infos)
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def _not_done_training(self) -> bool:
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return (
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any(t.should_still_train for t in self.trainers.values())
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or not self.train_model
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) or len(self.trainers) == 0
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def _create_trainer_and_manager(
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self, env_manager: EnvManager, name_behavior_id: str
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) -> None:
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parsed_behavior_id = BehaviorIdentifiers.from_name_behavior_id(name_behavior_id)
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brain_name = parsed_behavior_id.brain_name
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trainerthread = None
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if brain_name in self.trainers:
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trainer = self.trainers[brain_name]
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else:
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trainer = self.trainer_factory.generate(brain_name)
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self.trainers[brain_name] = trainer
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if trainer.threaded:
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# Only create trainer thread for new trainers
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trainerthread = threading.Thread(
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target=self.trainer_update_func, args=(trainer,), daemon=True
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)
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self.trainer_threads.append(trainerthread)
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policy = trainer.create_policy(
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parsed_behavior_id, env_manager.training_behaviors[name_behavior_id]
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)
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trainer.add_policy(parsed_behavior_id, policy)
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agent_manager = AgentManager(
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policy,
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name_behavior_id,
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trainer.stats_reporter,
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trainer.parameters.time_horizon,
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threaded=trainer.threaded,
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)
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env_manager.set_agent_manager(name_behavior_id, agent_manager)
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env_manager.set_policy(name_behavior_id, policy)
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self.brain_name_to_identifier[brain_name].add(name_behavior_id)
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trainer.publish_policy_queue(agent_manager.policy_queue)
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trainer.subscribe_trajectory_queue(agent_manager.trajectory_queue)
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# Only start new trainers
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if trainerthread is not None:
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trainerthread.start()
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def _create_trainers_and_managers(
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self, env_manager: EnvManager, behavior_ids: Set[str]
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) -> None:
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for behavior_id in behavior_ids:
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self._create_trainer_and_manager(env_manager, behavior_id)
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@timed
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def start_learning(self, env_manager: EnvManager) -> None:
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self._create_output_path(self.output_path)
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tf.reset_default_graph()
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try:
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# Initial reset
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self._reset_env(env_manager)
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while self._not_done_training():
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n_steps = self.advance(env_manager)
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for _ in range(n_steps):
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self.reset_env_if_ready(env_manager)
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# Stop advancing trainers
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self.join_threads()
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except (
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KeyboardInterrupt,
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UnityCommunicationException,
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UnityEnvironmentException,
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UnityCommunicatorStoppedException,
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) as ex:
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self.join_threads()
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self.logger.info(
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"Learning was interrupted. Please wait while the graph is generated."
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)
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if isinstance(ex, KeyboardInterrupt) or isinstance(
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ex, UnityCommunicatorStoppedException
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):
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pass
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else:
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# If the environment failed, we want to make sure to raise
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# the exception so we exit the process with an return code of 1.
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raise ex
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finally:
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if self.train_model:
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self._save_models()
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def end_trainer_episodes(self) -> None:
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# Reward buffers reset takes place only for curriculum learning
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# else no reset.
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for trainer in self.trainers.values():
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trainer.end_episode()
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def reset_env_if_ready(self, env: EnvManager) -> None:
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# Get the sizes of the reward buffers.
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reward_buff = {k: list(t.reward_buffer) for (k, t) in self.trainers.items()}
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curr_step = {k: int(t.step) for (k, t) in self.trainers.items()}
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max_step = {k: int(t.get_max_steps) for (k, t) in self.trainers.items()}
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# Attempt to increment the lessons of the brains who
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# were ready.
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updated, param_must_reset = self.param_manager.update_lessons(
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curr_step, max_step, reward_buff
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)
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if updated:
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for trainer in self.trainers.values():
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trainer.reward_buffer.clear()
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# If ghost trainer swapped teams
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ghost_controller_reset = self.ghost_controller.should_reset()
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if param_must_reset or ghost_controller_reset:
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self._reset_env(env) # This reset also sends the new config to env
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self.end_trainer_episodes()
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elif updated:
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env.set_env_parameters(self.param_manager.get_current_samplers())
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@timed
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def advance(self, env_manager: EnvManager) -> int:
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# Get steps
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with hierarchical_timer("env_step"):
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new_step_infos = env_manager.get_steps()
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self._register_new_behaviors(env_manager, new_step_infos)
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num_steps = env_manager.process_steps(new_step_infos)
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# Report current lesson for each environment parameter
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for (
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param_name,
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lesson_number,
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) in self.param_manager.get_current_lesson_number().items():
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for trainer in self.trainers.values():
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trainer.stats_reporter.set_stat(
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f"Environment/Lesson Number/{param_name}", lesson_number
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)
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for trainer in self.trainers.values():
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if not trainer.threaded:
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with hierarchical_timer("trainer_advance"):
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trainer.advance()
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return num_steps
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def _register_new_behaviors(
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self, env_manager: EnvManager, step_infos: List[EnvironmentStep]
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) -> None:
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"""
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Handle registration (adding trainers and managers) of new behaviors ids.
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:param env_manager:
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:param step_infos:
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:return:
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"""
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step_behavior_ids: Set[str] = set()
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for s in step_infos:
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step_behavior_ids |= set(s.name_behavior_ids)
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new_behavior_ids = step_behavior_ids - self.registered_behavior_ids
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self._create_trainers_and_managers(env_manager, new_behavior_ids)
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self.registered_behavior_ids |= step_behavior_ids
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def join_threads(self, timeout_seconds: float = 1.0) -> None:
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"""
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Wait for threads to finish, and merge their timer information into the main thread.
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:param timeout_seconds:
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:return:
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"""
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self.kill_trainers = True
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for t in self.trainer_threads:
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try:
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t.join(timeout_seconds)
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except Exception:
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pass
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with hierarchical_timer("trainer_threads") as main_timer_node:
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for trainer_thread in self.trainer_threads:
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thread_timer_stack = get_timer_stack_for_thread(trainer_thread)
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if thread_timer_stack:
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main_timer_node.merge(
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thread_timer_stack.root,
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root_name="thread_root",
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is_parallel=True,
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)
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merge_gauges(thread_timer_stack.gauges)
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def trainer_update_func(self, trainer: Trainer) -> None:
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while not self.kill_trainers:
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with hierarchical_timer("trainer_advance"):
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trainer.advance()
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