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244 行
9.4 KiB
244 行
9.4 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Barracuda;
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using System.IO;
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using Unity.MLAgents;
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using Unity.MLAgents.Policies;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Unity.MLAgentsExamples
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{
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/// <summary>
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/// Utility class to allow the NNModel file for an agent to be overriden during inference.
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/// This is used internally to validate the file after training is done.
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/// The behavior name to override and file path are specified on the commandline, e.g.
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/// player.exe --mlagents-override-model behavior1 /path/to/model1.nn --mlagents-override-model behavior2 /path/to/model2.nn
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///
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/// Additionally, a number of episodes to run can be specified; after this, the application will quit.
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/// Note this will only work with example scenes that have 1:1 Agent:Behaviors. More complicated scenes like WallJump
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/// probably won't override correctly.
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/// </summary>
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public class ModelOverrider : MonoBehaviour
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{
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const string k_CommandLineModelOverrideFlag = "--mlagents-override-model";
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const string k_CommandLineModelOverrideDirectoryFlag = "--mlagents-override-model-directory";
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const string k_CommandLineQuitAfterEpisodesFlag = "--mlagents-quit-after-episodes";
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const string k_CommandLineQuitOnLoadFailure = "--mlagents-quit-on-load-failure";
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// The attached Agent
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Agent m_Agent;
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// Assets paths to use, with the behavior name as the key.
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Dictionary<string, string> m_BehaviorNameOverrides = new Dictionary<string, string>();
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string m_BehaviorNameOverrideDirectory;
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// Cached loaded NNModels, with the behavior name as the key.
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Dictionary<string, NNModel> m_CachedModels = new Dictionary<string, NNModel>();
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// Max episodes to run. Only used if > 0
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// Will default to 1 if override models are specified, otherwise 0.
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int m_MaxEpisodes;
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int m_NumSteps;
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int m_PreviousNumSteps;
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int m_PreviousAgentCompletedEpisodes;
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bool m_QuitOnLoadFailure;
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[Tooltip("Debug values to be used in place of the command line for overriding models.")]
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public string debugCommandLineOverride;
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// Static values to keep track of completed episodes and steps across resets
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// These are updated in OnDisable.
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static int s_PreviousAgentCompletedEpisodes;
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static int s_PreviousNumSteps;
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int TotalCompletedEpisodes
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{
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get { return m_PreviousAgentCompletedEpisodes + (m_Agent == null ? 0 : m_Agent.CompletedEpisodes); }
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}
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int TotalNumSteps
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{
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get { return m_PreviousNumSteps + m_NumSteps; }
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}
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public bool HasOverrides
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{
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get { return m_BehaviorNameOverrides.Count > 0 || !string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory); }
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}
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public static string GetOverrideBehaviorName(string originalBehaviorName)
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{
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return $"Override_{originalBehaviorName}";
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}
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/// <summary>
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/// Get the asset path to use from the commandline arguments.
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/// </summary>
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/// <returns></returns>
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void GetAssetPathFromCommandLine()
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{
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m_BehaviorNameOverrides.Clear();
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var maxEpisodes = 0;
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string[] commandLineArgsOverride = null;
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if (!string.IsNullOrEmpty(debugCommandLineOverride) && Application.isEditor)
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{
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commandLineArgsOverride = debugCommandLineOverride.Split(' ');
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}
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var args = commandLineArgsOverride ?? Environment.GetCommandLineArgs();
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for (var i = 0; i < args.Length; i++)
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{
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if (args[i] == k_CommandLineModelOverrideFlag && i < args.Length-2)
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{
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var key = args[i + 1].Trim();
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var value = args[i + 2].Trim();
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m_BehaviorNameOverrides[key] = value;
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}
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else if (args[i] == k_CommandLineModelOverrideDirectoryFlag && i < args.Length-1)
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{
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m_BehaviorNameOverrideDirectory = args[i + 1].Trim();
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}
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else if (args[i] == k_CommandLineQuitAfterEpisodesFlag && i < args.Length-1)
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{
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Int32.TryParse(args[i + 1], out maxEpisodes);
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}
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else if (args[i] == k_CommandLineQuitOnLoadFailure)
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{
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m_QuitOnLoadFailure = true;
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}
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}
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if (HasOverrides)
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{
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// If overriding models, set maxEpisodes to 1 or the command line value
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m_MaxEpisodes = maxEpisodes > 0 ? maxEpisodes : 1;
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Debug.Log($"setting m_MaxEpisodes to {maxEpisodes}");
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}
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}
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void OnEnable()
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{
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// Start with these initialized to previous values in the case where we're resetting scenes.
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m_PreviousNumSteps = s_PreviousNumSteps;
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m_PreviousAgentCompletedEpisodes = s_PreviousAgentCompletedEpisodes;
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m_Agent = GetComponent<Agent>();
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GetAssetPathFromCommandLine();
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if (HasOverrides)
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{
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OverrideModel();
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}
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}
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void OnDisable()
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{
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// Update the static episode and step counts.
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// For a single agent in the scene, this will be a straightforward increment.
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// If there are multiple agents, we'll increment the count by the Agent that completed the most episodes.
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s_PreviousAgentCompletedEpisodes = Mathf.Max(s_PreviousAgentCompletedEpisodes, TotalCompletedEpisodes);
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s_PreviousNumSteps = Mathf.Max(s_PreviousNumSteps, TotalNumSteps);
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}
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void FixedUpdate()
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{
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if (m_MaxEpisodes > 0)
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{
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// For Agents without maxSteps, exit as soon as we've hit the target number of episodes.
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// For Agents that specify MaxStep, also make sure we've gone at least that many steps.
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// Since we exit as soon as *any* Agent hits its target, the maxSteps condition keeps us running
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// a bit longer in case there's an early failure.
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if (TotalCompletedEpisodes >= m_MaxEpisodes && TotalNumSteps > m_MaxEpisodes * m_Agent.MaxStep)
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{
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Debug.Log($"ModelOverride reached {TotalCompletedEpisodes} episodes and {TotalNumSteps} steps. Exiting.");
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Application.Quit(0);
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#if UNITY_EDITOR
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EditorApplication.isPlaying = false;
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#endif
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}
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}
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m_NumSteps++;
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}
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public NNModel GetModelForBehaviorName(string behaviorName)
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{
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if (m_CachedModels.ContainsKey(behaviorName))
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{
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return m_CachedModels[behaviorName];
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}
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string assetPath = null;
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if (m_BehaviorNameOverrides.ContainsKey(behaviorName))
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{
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assetPath = m_BehaviorNameOverrides[behaviorName];
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}
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else if(!string.IsNullOrEmpty(m_BehaviorNameOverrideDirectory))
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{
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assetPath = Path.Combine(m_BehaviorNameOverrideDirectory, $"{behaviorName}.nn");
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}
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if (string.IsNullOrEmpty(assetPath))
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{
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Debug.Log($"No override for BehaviorName {behaviorName}, and no directory set.");
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return null;
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}
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byte[] model = null;
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try
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{
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model = File.ReadAllBytes(assetPath);
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}
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catch(IOException)
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{
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Debug.Log($"Couldn't load file {assetPath} at full path {Path.GetFullPath(assetPath)}", this);
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// Cache the null so we don't repeatedly try to load a missing file
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m_CachedModels[behaviorName] = null;
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return null;
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}
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var asset = ScriptableObject.CreateInstance<NNModel>();
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asset.modelData = ScriptableObject.CreateInstance<NNModelData>();
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asset.modelData.Value = model;
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asset.name = "Override - " + Path.GetFileName(assetPath);
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m_CachedModels[behaviorName] = asset;
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return asset;
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}
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/// <summary>
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/// Load the NNModel file from the specified path, and give it to the attached agent.
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/// </summary>
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void OverrideModel()
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{
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m_Agent.LazyInitialize();
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var bp = m_Agent.GetComponent<BehaviorParameters>();
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var behaviorName = bp.BehaviorName;
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var nnModel = GetModelForBehaviorName(behaviorName);
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if (nnModel == null && m_QuitOnLoadFailure)
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{
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Debug.Log(
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$"Didn't find a model for behaviorName {behaviorName}. Make " +
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$"sure the behaviorName is set correctly in the commandline " +
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$"and that the model file exists"
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);
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Application.Quit(1);
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#if UNITY_EDITOR
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EditorApplication.isPlaying = false;
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#endif
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}
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var modelName = nnModel != null ? nnModel.name : "<null>";
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Debug.Log($"Overriding behavior {behaviorName} for agent with model {modelName}");
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// This might give a null model; that's better because we'll fall back to the Heuristic
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m_Agent.SetModel(GetOverrideBehaviorName(behaviorName), nnModel);
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}
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}
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}
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