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350 行
14 KiB
350 行
14 KiB
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Google.Protobuf;
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namespace MLAgents
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{
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/// <summary>
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/// The batcher is an RL specific class that makes sure that the information each object in
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/// Unity (Academy and Brains) wants to send to External is appropriately batched together
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/// and sent only when necessary.
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///
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/// The Batcher will only send a Message to the Communicator when either :
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/// 1 - The academy is done
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/// 2 - At least one brain has data to send
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///
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/// At each step, the batcher will keep track of the brains that queried the batcher for that
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/// step. The batcher can only send the batched data when all the Brains have queried the
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/// Batcher.
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/// </summary>
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public class Batcher
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{
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/// The default number of agents in the scene
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private const int NumAgents = 32;
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/// Keeps track of which brains have data to send on the current step
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Dictionary<string, bool> m_hasData =
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new Dictionary<string, bool>();
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/// Keeps track of which brains queried the batcher on the current step
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Dictionary<string, bool> m_hasQueried =
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new Dictionary<string, bool>();
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/// Keeps track of the agents of each brain on the current step
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Dictionary<string, List<Agent>> m_currentAgents =
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new Dictionary<string, List<Agent>>();
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/// The Communicator of the batcher, sends a message at most once per step
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Communicator m_communicator;
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/// The current UnityRLOutput to be sent when all the brains queried the batcher
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CommunicatorObjects.UnityRLOutput m_currentUnityRLOutput =
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new CommunicatorObjects.UnityRLOutput();
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/// Keeps track of the done flag of the Academy
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bool m_academyDone;
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/// Keeps track of last CommandProto sent by External
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CommunicatorObjects.CommandProto m_command;
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/// Keeps track of last EnvironmentParametersProto sent by External
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CommunicatorObjects.EnvironmentParametersProto m_environmentParameters;
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/// Keeps track of last training mode sent by External
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bool m_isTraining;
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/// Keeps track of the number of messages received
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private ulong m_messagesReceived;
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/// <summary>
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/// Initializes a new instance of the Batcher class.
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/// </summary>
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/// <param name="communicator">The communicator to be used by the batcher.</param>
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public Batcher(Communicator communicator)
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{
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this.m_communicator = communicator;
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}
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/// <summary>
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/// Sends the academy parameters through the Communicator.
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/// Is used by the academy to send the AcademyParameters to the communicator.
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/// </summary>
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/// <returns>The External Initialization Parameters received.</returns>
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/// <param name="academyParameters">The Unity Initialization Paramters to be sent.</param>
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public CommunicatorObjects.UnityRLInitializationInput SendAcademyParameters(
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CommunicatorObjects.UnityRLInitializationOutput academyParameters)
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{
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CommunicatorObjects.UnityInput input;
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var initializationInput = new CommunicatorObjects.UnityInput();
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try
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{
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initializationInput = m_communicator.Initialize(
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new CommunicatorObjects.UnityOutput
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{
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RlInitializationOutput = academyParameters
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},
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out input);
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}
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catch
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{
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throw new UnityAgentsException(
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"The Communicator was unable to connect. Please make sure the External " +
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"process is ready to accept communication with Unity.");
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}
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var firstRlInput = input.RlInput;
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m_command = firstRlInput.Command;
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m_environmentParameters = firstRlInput.EnvironmentParameters;
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m_isTraining = firstRlInput.IsTraining;
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return initializationInput.RlInitializationInput;
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}
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/// <summary>
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/// Registers the done flag of the academy to the next output to be sent
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/// to the communicator.
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/// </summary>
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/// <param name="done">If set to <c>true</c>
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/// The academy done state will be sent to External at the next Exchange.</param>
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public void RegisterAcademyDoneFlag(bool done)
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{
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m_academyDone = done;
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}
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/// <summary>
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/// Gets the command. Is used by the academy to get reset or quit signals.
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/// </summary>
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/// <returns>The current command.</returns>
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public CommunicatorObjects.CommandProto GetCommand()
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{
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return m_command;
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}
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/// <summary>
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/// Gets the number of messages received so far. Can be used to check for new messages.
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/// </summary>
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/// <returns>The number of messages received since start of the simulation</returns>
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public ulong GetNumberMessageReceived()
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{
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return m_messagesReceived;
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}
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/// <summary>
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/// Gets the environment parameters. Is used by the academy to update
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/// the environment parameters.
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/// </summary>
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/// <returns>The environment parameters.</returns>
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public CommunicatorObjects.EnvironmentParametersProto GetEnvironmentParameters()
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{
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return m_environmentParameters;
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}
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/// <summary>
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/// Gets the last training_mode flag External sent
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/// </summary>
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/// <returns><c>true</c>, if training mode is requested, <c>false</c> otherwise.</returns>
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public bool GetIsTraining()
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{
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return m_isTraining;
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}
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/// <summary>
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/// Adds the brain to the list of brains which will be sending information to External.
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/// </summary>
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/// <param name="brainKey">Brain key.</param>
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public void SubscribeBrain(string brainKey)
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{
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m_hasQueried[brainKey] = false;
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m_hasData[brainKey] = false;
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m_currentAgents[brainKey] = new List<Agent>(NumAgents);
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m_currentUnityRLOutput.AgentInfos.Add(
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brainKey,
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new CommunicatorObjects.UnityRLOutput.Types.ListAgentInfoProto());
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}
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/// <summary>
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/// Converts a AgentInfo to a protobuffer generated AgentInfoProto
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/// </summary>
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/// <returns>The protobuf verison of the AgentInfo.</returns>
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/// <param name="info">The AgentInfo to convert.</param>
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public static CommunicatorObjects.AgentInfoProto
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AgentInfoConvertor(AgentInfo info)
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{
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var agentInfoProto = new CommunicatorObjects.AgentInfoProto
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{
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StackedVectorObservation = { info.stackedVectorObservation },
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StoredVectorActions = { info.storedVectorActions },
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Memories = { info.memories },
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StoredTextActions = info.storedTextActions,
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TextObservation = info.textObservation,
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Reward = info.reward,
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MaxStepReached = info.maxStepReached,
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Done = info.done,
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Id = info.id,
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};
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foreach (Texture2D obs in info.visualObservations)
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{
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agentInfoProto.VisualObservations.Add(
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ByteString.CopyFrom(obs.EncodeToJPG())
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);
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}
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return agentInfoProto;
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}
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/// <summary>
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/// Converts a Brain into to a Protobuff BrainInfoProto so it can be sent
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/// </summary>
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/// <returns>The BrainInfoProto generated.</returns>
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/// <param name="brainParameters">The BrainParameters.</param>
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/// <param name="name">The name of the brain.</param>
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/// <param name="type">The type of brain.</param>
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public static CommunicatorObjects.BrainParametersProto BrainParametersConvertor(
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BrainParameters brainParameters, string name, CommunicatorObjects.BrainTypeProto type)
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{
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var brainParametersProto = new CommunicatorObjects.BrainParametersProto
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{
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VectorObservationSize = brainParameters.vectorObservationSize,
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NumStackedVectorObservations = brainParameters.numStackedVectorObservations,
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VectorActionSize = brainParameters.vectorActionSize,
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VectorActionSpaceType =
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(CommunicatorObjects.SpaceTypeProto)brainParameters.vectorActionSpaceType,
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BrainName = name,
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BrainType = type
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};
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brainParametersProto.VectorActionDescriptions.AddRange(
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brainParameters.vectorActionDescriptions);
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foreach (resolution res in brainParameters.cameraResolutions)
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{
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brainParametersProto.CameraResolutions.Add(
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new CommunicatorObjects.ResolutionProto
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{
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Width = res.width,
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Height = res.height,
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GrayScale = res.blackAndWhite
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});
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}
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return brainParametersProto;
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}
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/// <summary>
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/// Sends the brain info. If at least one brain has an agent in need of
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/// a decision or if the academy is done, the data is sent via
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/// Communicator. Else, a new step is realized. The data can only be
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/// sent once all the brains that subscribed to the batcher have tried
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/// to send information.
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/// </summary>
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/// <param name="brainKey">Brain key.</param>
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/// <param name="agentInfo">Agent info.</param>
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public void SendBrainInfo(
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string brainKey, Dictionary<Agent, AgentInfo> agentInfo)
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{
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// If no communicator is initialized, the Batcher will not transmit
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// BrainInfo
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if (m_communicator == null)
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{
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return;
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}
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// The brain tried called GiveBrainInfo, update m_hasQueried
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m_hasQueried[brainKey] = true;
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// Populate the currentAgents dictionary
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m_currentAgents[brainKey].Clear();
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foreach (Agent agent in agentInfo.Keys)
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{
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m_currentAgents[brainKey].Add(agent);
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}
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// If at least one agent has data to send, then append data to
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// the message and update hasSentState
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if (m_currentAgents[brainKey].Count > 0)
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{
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foreach (Agent agent in m_currentAgents[brainKey])
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{
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CommunicatorObjects.AgentInfoProto agentInfoProto =
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AgentInfoConvertor(agentInfo[agent]);
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m_currentUnityRLOutput.AgentInfos[brainKey].Value.Add(agentInfoProto);
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}
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m_hasData[brainKey] = true;
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}
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// If any agent needs to send data, then the whole message
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// must be sent
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if (m_hasQueried.Values.All(x => x))
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{
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if (m_hasData.Values.Any(x => x) || m_academyDone)
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{
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m_currentUnityRLOutput.GlobalDone = m_academyDone;
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SendBatchedMessageHelper();
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}
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// The message was just sent so we must reset hasSentState and
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// triedSendState
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foreach (string k in m_currentAgents.Keys)
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{
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m_hasData[k] = false;
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m_hasQueried[k] = false;
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}
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}
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}
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/// <summary>
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/// Helper method that sends the curent UnityRLOutput, receives the next UnityInput and
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/// Applies the appropriate AgentAction to the agents.
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/// </summary>
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void SendBatchedMessageHelper()
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{
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var input = m_communicator.Exchange(
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new CommunicatorObjects.UnityOutput{
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RlOutput = m_currentUnityRLOutput
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});
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m_messagesReceived += 1;
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foreach (string k in m_currentUnityRLOutput.AgentInfos.Keys)
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{
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m_currentUnityRLOutput.AgentInfos[k].Value.Clear();
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}
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if (input == null)
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{
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m_command = CommunicatorObjects.CommandProto.Quit;
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return;
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}
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CommunicatorObjects.UnityRLInput rlInput = input.RlInput;
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if (rlInput == null)
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{
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m_command = CommunicatorObjects.CommandProto.Quit;
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return;
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}
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m_command = rlInput.Command;
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m_environmentParameters = rlInput.EnvironmentParameters;
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m_isTraining = rlInput.IsTraining;
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if (rlInput.AgentActions == null)
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{
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return;
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}
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foreach (var brainName in rlInput.AgentActions.Keys)
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{
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if (!m_currentAgents[brainName].Any())
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{
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continue;
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}
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if (!rlInput.AgentActions[brainName].Value.Any())
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{
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continue;
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}
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for (var i = 0; i < m_currentAgents[brainName].Count(); i++)
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{
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var agent = m_currentAgents[brainName][i];
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var action = rlInput.AgentActions[brainName].Value[i];
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agent.UpdateVectorAction(
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action.VectorActions.ToArray());
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agent.UpdateMemoriesAction(
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action.Memories.ToList());
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agent.UpdateTextAction(
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action.TextActions);
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}
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}
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}
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}
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}
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