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266 行
11 KiB
266 行
11 KiB
# # Unity ML-Agents Toolkit
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import logging
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from typing import Dict, List, Any, NamedTuple
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import numpy as np
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from mlagents.envs.brain import AllBrainInfo, BrainInfo
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from mlagents.envs.action_info import ActionInfoOutputs
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from mlagents.trainers.buffer import Buffer
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from mlagents.trainers.trainer import Trainer, UnityTrainerException
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from mlagents.trainers.components.reward_signals import RewardSignalResult
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LOGGER = logging.getLogger("mlagents.trainers")
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RewardSignalResults = Dict[str, RewardSignalResult]
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class AllRewardsOutput(NamedTuple):
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"""
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This class stores all of the outputs of the reward signals,
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as well as the raw reward from the environment.
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"""
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reward_signals: RewardSignalResults
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environment: np.ndarray
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class RLTrainer(Trainer):
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"""
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This class is the base class for trainers that use Reward Signals.
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Contains methods for adding BrainInfos to the Buffer.
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"""
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def __init__(self, *args, **kwargs):
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super(RLTrainer, self).__init__(*args, **kwargs)
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# Make sure we have at least one reward_signal
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if not self.trainer_parameters["reward_signals"]:
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raise UnityTrainerException(
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"No reward signals were defined. At least one must be used with {}.".format(
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self.__class__.__name__
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)
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)
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# collected_rewards is a dictionary from name of reward signal to a dictionary of agent_id to cumulative reward
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# used for reporting only. We always want to report the environment reward to Tensorboard, regardless
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# of what reward signals are actually present.
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self.collected_rewards = {"environment": {}}
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self.training_buffer = Buffer()
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self.episode_steps = {}
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def construct_curr_info(self, next_info: BrainInfo) -> BrainInfo:
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"""
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Constructs a BrainInfo which contains the most recent previous experiences for all agents
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which correspond to the agents in a provided next_info.
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:BrainInfo next_info: A t+1 BrainInfo.
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:return: curr_info: Reconstructed BrainInfo to match agents of next_info.
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"""
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visual_observations: List[List[Any]] = [
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[] for _ in next_info.visual_observations
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] # TODO add types to brain.py methods
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vector_observations = []
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rewards = []
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local_dones = []
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max_reacheds = []
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agents = []
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prev_vector_actions = []
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action_masks = []
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for agent_id in next_info.agents:
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agent_brain_info = self.training_buffer[agent_id].last_brain_info
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if agent_brain_info is None:
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agent_brain_info = next_info
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agent_index = agent_brain_info.agents.index(agent_id)
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for i in range(len(next_info.visual_observations)):
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visual_observations[i].append(
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agent_brain_info.visual_observations[i][agent_index]
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)
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vector_observations.append(
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agent_brain_info.vector_observations[agent_index]
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)
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rewards.append(agent_brain_info.rewards[agent_index])
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local_dones.append(agent_brain_info.local_done[agent_index])
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max_reacheds.append(agent_brain_info.max_reached[agent_index])
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agents.append(agent_brain_info.agents[agent_index])
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prev_vector_actions.append(
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agent_brain_info.previous_vector_actions[agent_index]
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)
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action_masks.append(agent_brain_info.action_masks[agent_index])
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curr_info = BrainInfo(
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visual_observations,
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vector_observations,
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rewards,
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agents,
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local_dones,
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prev_vector_actions,
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max_reacheds,
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action_masks,
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)
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return curr_info
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def add_experiences(
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self,
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curr_all_info: AllBrainInfo,
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next_all_info: AllBrainInfo,
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take_action_outputs: ActionInfoOutputs,
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) -> None:
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"""
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Adds experiences to each agent's experience history.
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:param curr_all_info: Dictionary of all current brains and corresponding BrainInfo.
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:param next_all_info: Dictionary of all current brains and corresponding BrainInfo.
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:param take_action_outputs: The outputs of the Policy's get_action method.
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"""
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self.trainer_metrics.start_experience_collection_timer()
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if take_action_outputs:
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self.stats["Policy/Entropy"].append(take_action_outputs["entropy"].mean())
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self.stats["Policy/Learning Rate"].append(
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take_action_outputs["learning_rate"]
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)
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for name, signal in self.policy.reward_signals.items():
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self.stats[signal.value_name].append(
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np.mean(take_action_outputs["value_heads"][name])
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)
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curr_info = curr_all_info[self.brain_name]
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next_info = next_all_info[self.brain_name]
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for agent_id in curr_info.agents:
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self.training_buffer[agent_id].last_brain_info = curr_info
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self.training_buffer[
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agent_id
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].last_take_action_outputs = take_action_outputs
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if curr_info.agents != next_info.agents:
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curr_to_use = self.construct_curr_info(next_info)
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else:
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curr_to_use = curr_info
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# Evaluate and store the reward signals
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tmp_reward_signal_outs = {}
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for name, signal in self.policy.reward_signals.items():
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tmp_reward_signal_outs[name] = signal.evaluate(curr_to_use, next_info)
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# Store the environment reward
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tmp_environment = np.array(next_info.rewards)
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rewards_out = AllRewardsOutput(
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reward_signals=tmp_reward_signal_outs, environment=tmp_environment
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)
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for agent_id in next_info.agents:
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stored_info = self.training_buffer[agent_id].last_brain_info
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stored_take_action_outputs = self.training_buffer[
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agent_id
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].last_take_action_outputs
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if stored_info is not None:
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idx = stored_info.agents.index(agent_id)
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next_idx = next_info.agents.index(agent_id)
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if not stored_info.local_done[idx]:
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for i, _ in enumerate(stored_info.visual_observations):
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self.training_buffer[agent_id]["visual_obs%d" % i].append(
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stored_info.visual_observations[i][idx]
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)
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self.training_buffer[agent_id]["next_visual_obs%d" % i].append(
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next_info.visual_observations[i][next_idx]
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)
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if self.policy.use_vec_obs:
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self.training_buffer[agent_id]["vector_obs"].append(
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stored_info.vector_observations[idx]
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)
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self.training_buffer[agent_id]["next_vector_in"].append(
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next_info.vector_observations[next_idx]
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)
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if self.policy.use_recurrent:
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self.training_buffer[agent_id]["memory"].append(
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self.policy.retrieve_memories([agent_id])[0, :]
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)
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self.training_buffer[agent_id]["masks"].append(1.0)
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self.training_buffer[agent_id]["done"].append(
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next_info.local_done[next_idx]
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)
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# Add the outputs of the last eval
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self.add_policy_outputs(stored_take_action_outputs, agent_id, idx)
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# Store action masks if neccessary
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if not self.policy.use_continuous_act:
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self.training_buffer[agent_id]["action_mask"].append(
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stored_info.action_masks[idx], padding_value=1
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)
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self.training_buffer[agent_id]["prev_action"].append(
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stored_info.previous_vector_actions[idx]
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)
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values = stored_take_action_outputs["value_heads"]
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# Add the value outputs if needed
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self.add_rewards_outputs(
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rewards_out, values, agent_id, idx, next_idx
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)
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for name, rewards in self.collected_rewards.items():
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if agent_id not in rewards:
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rewards[agent_id] = 0
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if name == "environment":
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# Report the reward from the environment
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rewards[agent_id] += rewards_out.environment[next_idx]
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else:
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# Report the reward signals
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rewards[agent_id] += rewards_out.reward_signals[
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name
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].scaled_reward[next_idx]
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if not next_info.local_done[next_idx]:
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if agent_id not in self.episode_steps:
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self.episode_steps[agent_id] = 0
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self.episode_steps[agent_id] += 1
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self.trainer_metrics.end_experience_collection_timer()
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def end_episode(self) -> None:
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"""
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A signal that the Episode has ended. The buffer must be reset.
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Get only called when the academy resets.
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"""
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self.training_buffer.reset_local_buffers()
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for agent_id in self.episode_steps:
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self.episode_steps[agent_id] = 0
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for rewards in self.collected_rewards.values():
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for agent_id in rewards:
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rewards[agent_id] = 0
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def clear_update_buffer(self) -> None:
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"""
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Clear the buffers that have been built up during inference. If
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we're not training, this should be called instead of update_policy.
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"""
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self.training_buffer.reset_update_buffer()
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def add_policy_outputs(
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self, take_action_outputs: ActionInfoOutputs, agent_id: str, agent_idx: int
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) -> None:
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"""
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Takes the output of the last action and store it into the training buffer.
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We break this out from add_experiences since it is very highly dependent
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on the type of trainer.
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:param take_action_outputs: The outputs of the Policy's get_action method.
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:param agent_id: the Agent we're adding to.
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:param agent_idx: the index of the Agent agent_id
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"""
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raise UnityTrainerException(
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"The add_policy_outputs method was not implemented."
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)
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def add_rewards_outputs(
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self,
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rewards_out: AllRewardsOutput,
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values: Dict[str, np.ndarray],
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agent_id: str,
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agent_idx: int,
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agent_next_idx: int,
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) -> None:
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"""
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Takes the value and evaluated rewards output of the last action and store it
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into the training buffer. We break this out from add_experiences since it is very
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highly dependent on the type of trainer.
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:param take_action_outputs: The outputs of the Policy's get_action method.
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:param rewards_dict: Dict of rewards after evaluation
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:param agent_id: the Agent we're adding to.
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:param agent_idx: the index of the Agent agent_id in the current brain info
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:param agent_next_idx: the index of the Agent agent_id in the next brain info
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"""
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raise UnityTrainerException(
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"The add_rewards_outputs method was not implemented."
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)
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