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
172 行
6.5 KiB
172 行
6.5 KiB
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using MLAgents.CommunicatorObjects;
|
|
|
|
namespace MLAgents
|
|
{
|
|
public struct EnvironmentResetParameters
|
|
{
|
|
/// <summary>
|
|
/// Mapping of string : float which defines which parameters can be
|
|
/// reset from python.
|
|
/// </summary>
|
|
public ResetParameters resetParameters;
|
|
|
|
/// <summary>
|
|
/// The protobuf for custom reset parameters.
|
|
/// NOTE: This is the last remaining relic of gRPC protocol
|
|
/// that is left in our code. We need to decide how to handle this
|
|
/// moving forward.
|
|
/// </summary>
|
|
public CustomResetParametersProto customResetParameters;
|
|
}
|
|
public struct CommunicatorInitParameters
|
|
{
|
|
/// <summary>
|
|
/// Port to listen for connections on.
|
|
/// </summary>
|
|
public int port;
|
|
/// <summary>
|
|
/// The name of the environment.
|
|
/// </summary>
|
|
public string name;
|
|
/// <summary>
|
|
/// The version of the Unity SDK.
|
|
/// </summary>
|
|
public string version;
|
|
/// <summary>
|
|
/// The set of environment parameters defined by the user that will be sent to the communicator.
|
|
/// </summary>
|
|
public EnvironmentResetParameters environmentResetParameters;
|
|
}
|
|
public struct UnityRLInitParameters
|
|
{
|
|
/// <summary>
|
|
/// An RNG seed sent from the python process to Unity.
|
|
/// </summary>
|
|
public int seed;
|
|
}
|
|
public struct UnityRLInputParameters
|
|
{
|
|
/// <summary>
|
|
/// Boolean sent back from python to indicate whether or not training is happening.
|
|
/// </summary>
|
|
public bool isTraining;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delegate for handling quite events sent back from the communicator.
|
|
/// </summary>
|
|
public delegate void QuitCommandHandler();
|
|
|
|
/// <summary>
|
|
/// Delegate for handling reset parameter updates sent from the communicator.
|
|
/// </summary>
|
|
/// <param name="resetParams"></param>
|
|
public delegate void ResetCommandHandler(EnvironmentResetParameters resetParams);
|
|
|
|
/// <summary>
|
|
/// Delegate to handle UnityRLInputParameters updates from the communicator.
|
|
/// </summary>
|
|
/// <param name="inputParams"></param>
|
|
public delegate void RLInputReceivedHandler(UnityRLInputParameters inputParams);
|
|
|
|
/**
|
|
This is the interface of the Communicators.
|
|
This does not need to be modified nor implemented to create a Unity environment.
|
|
|
|
When the Unity Communicator is initialized, it will wait for the External Communicator
|
|
to be initialized as well. The two communicators will then exchange their first messages
|
|
that will usually contain information for initialization (information that does not need
|
|
to be resent at each new exchange).
|
|
|
|
By convention a Unity input is from External to Unity and a Unity output is from Unity to
|
|
External. Inputs and outputs are relative to Unity.
|
|
|
|
By convention, when the Unity Communicator and External Communicator call exchange, the
|
|
exchange is NOT simultaneous but sequential. This means that when a side of the
|
|
communication calls exchange, the other will receive the result of its previous
|
|
exchange call.
|
|
This is what happens when A calls exchange a single time:
|
|
A sends data_1 to B -> B receives data_1 -> B generates and sends data_2 -> A receives data_2
|
|
When A calls exchange, it sends data_1 and receives data_2
|
|
|
|
Since the messages are sent back and forth with exchange and simultaneously when calling
|
|
initialize, External sends two messages at initialization.
|
|
|
|
The structure of the messages is as follows:
|
|
UnityMessage
|
|
...Header
|
|
...UnityOutput
|
|
......UnityRLOutput
|
|
......UnityRLInitializationOutput
|
|
...UnityInput
|
|
......UnityRLInput
|
|
......UnityRLInitializationInput
|
|
|
|
UnityOutput and UnityInput can be extended to provide functionalities beyond RL
|
|
UnityRLOutput and UnityRLInput can be extended to provide new RL functionalities
|
|
*/
|
|
public interface ICommunicator
|
|
{
|
|
/// <summary>
|
|
/// Quit was received by the communicator.
|
|
/// </summary>
|
|
event QuitCommandHandler QuitCommandReceived;
|
|
|
|
|
|
/// <summary>
|
|
/// Reset command sent back from the communicator.
|
|
/// </summary>
|
|
event ResetCommandHandler ResetCommandReceived;
|
|
|
|
/// <summary>
|
|
/// Unity RL Input was received by the communicator.
|
|
/// </summary>
|
|
event RLInputReceivedHandler RLInputReceived;
|
|
|
|
/// <summary>
|
|
/// Sends the academy parameters through the Communicator.
|
|
/// Is used by the academy to send the AcademyParameters to the communicator.
|
|
/// </summary>
|
|
/// <returns>The External Initialization Parameters received.</returns>
|
|
/// <param name="initParameters">The Unity Initialization Parameters to be sent.</param>
|
|
UnityRLInitParameters Initialize(CommunicatorInitParameters initParameters);
|
|
|
|
/// <summary>
|
|
/// Registers a new Brain to the Communicator.
|
|
/// </summary>
|
|
/// <param name="name">The name or key uniquely identifying the Brain</param>
|
|
/// <param name="brainParameters">The Parameters for the Brain being registered</param>
|
|
void SubscribeBrain(string name, BrainParameters brainParameters);
|
|
|
|
/// <summary>
|
|
/// Sends the observations of one Agent.
|
|
/// </summary>
|
|
/// <param name="brainKey">Batch Key.</param>
|
|
/// <param name="agent">Agent info.</param>
|
|
void PutObservations(string brainKey, Agent agent);
|
|
|
|
/// <summary>
|
|
/// Signals the ICommunicator that the Agents are now ready to receive their action
|
|
/// and that if the communicator has not yet received an action for one of the Agents
|
|
/// it needs to get one at this point.
|
|
/// </summary>
|
|
void DecideBatch();
|
|
|
|
/// <summary>
|
|
/// Gets the AgentActions based on the batching key.
|
|
/// </summary>
|
|
/// <param name="key">A key to identify which actions to get</param>
|
|
/// <returns></returns>
|
|
Dictionary<Agent, AgentAction> GetActions(string key);
|
|
|
|
/// <summary>
|
|
/// Registers a side channel to the communicator. The side channel will exchange
|
|
/// messages with its Python equivalent.
|
|
/// </summary>
|
|
/// <param name="sideChannel"> The side channel to be registered.</param>
|
|
void RegisterSideChannel(SideChannel sideChannel);
|
|
}
|
|
}
|