/// <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="academyParameters">The Unity Initialization Parameters to be sent.</param> public CommunicatorObjects.UnityRLInitializationInput SendAcademyParameters( CommunicatorObjects.UnityRLInitializationOutput academyParameters) { CommunicatorObjects.UnityInput input; var initializationInput = new CommunicatorObjects.UnityInput(); try { initializationInput = m_communicator.Initialize( new CommunicatorObjects.UnityOutput { RlInitializationOutput = academyParameters }, out input); } catch { throw new UnityAgentsException( "The Communicator was unable to connect. Please make sure the External " + "process is ready to accept communication with Unity."); } var firstRlInput = input.RlInput; m_command = firstRlInput.Command; m_arenasParameters = input.RlResetInput; m_isTraining = firstRlInput.IsTraining; return(initializationInput.RlInitializationInput); }
/// <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="academyParameters">The Unity Initialization Parameters to be sent.</param> public CommunicatorObjects.UnityRLInitializationInput SendAcademyParameters( CommunicatorObjects.UnityRLInitializationOutput academyParameters) { CommunicatorObjects.UnityInput input; var initializationInput = new CommunicatorObjects.UnityInput(); try { initializationInput = m_Communicator.Initialize( new CommunicatorObjects.UnityOutput { RlInitializationOutput = academyParameters }, out input); } catch { var exceptionMessage = "The Communicator was unable to connect. Please make sure the External " + "process is ready to accept communication with Unity."; // Check for common error condition and add details to the exception message. var httpProxy = Environment.GetEnvironmentVariable("HTTP_PROXY"); var httpsProxy = Environment.GetEnvironmentVariable("HTTPS_PROXY"); if (httpProxy != null || httpsProxy != null) { exceptionMessage += " Try removing HTTP_PROXY and HTTPS_PROXY from the" + "environment variables and try again."; } throw new UnityAgentsException(exceptionMessage); } var firstRlInput = input.RlInput; m_Command = firstRlInput.Command; m_EnvironmentParameters = firstRlInput.EnvironmentParameters; m_IsTraining = firstRlInput.IsTraining; return(initializationInput.RlInitializationInput); }
/// <summary> /// Initializes the environment, configures it and initialized the Academy. /// </summary> private void InitializeEnvironment() { InitializeAcademy(); Communicator communicator = null; var exposedBrains = broadcastHub.broadcastingBrains.Where(x => x != null).ToList();; var controlledBrains = broadcastHub.broadcastingBrains.Where( x => x != null && x is LearningBrain && broadcastHub.IsControlled(x)); foreach (LearningBrain brain in controlledBrains) { brain.SetToControlledExternally(); } // Try to launch the communicator by usig the arguments passed at launch try { communicator = new RPCCommunicator( new CommunicatorParameters { port = ReadArgs() }); } // If it fails, we check if there are any external brains in the scene // If there are : Launch the communicator on the default port // If there arn't, there is no need for a communicator and it is set // to null catch { communicator = null; if (controlledBrains.ToList().Count > 0) { communicator = new RPCCommunicator( new CommunicatorParameters { port = 5005 }); } } brainBatcher = new Batcher(communicator); foreach (var trainingBrain in exposedBrains) { trainingBrain.SetBatcher(brainBatcher); } if (communicator != null) { isCommunicatorOn = true; var academyParameters = new CommunicatorObjects.UnityRLInitializationOutput(); academyParameters.Name = gameObject.name; academyParameters.Version = kApiVersion; foreach (var brain in exposedBrains) { var bp = brain.brainParameters; academyParameters.BrainParameters.Add( bp.ToProto(brain.name, broadcastHub.IsControlled(brain))); } academyParameters.EnvironmentParameters = new CommunicatorObjects.EnvironmentParametersProto(); foreach (var key in resetParameters.Keys) { academyParameters.EnvironmentParameters.FloatParameters.Add( key, resetParameters[key] ); } var pythonParameters = brainBatcher.SendAcademyParameters(academyParameters); Random.InitState(pythonParameters.Seed); Application.logMessageReceived += HandleLog; logPath = Path.GetFullPath(".") + "/UnitySDK.log"; logWriter = new StreamWriter(logPath, false); logWriter.WriteLine(System.DateTime.Now.ToString()); logWriter.WriteLine(" "); logWriter.Close(); } // If a communicator is enabled/provided, then we assume we are in // training mode. In the absence of a communicator, we assume we are // in inference mode. isInference = !isCommunicatorOn; BrainDecideAction += () => { }; AgentSetStatus += (m, d, i) => { }; AgentResetIfDone += () => { }; AgentSendState += () => { }; AgentAct += () => { }; AgentForceReset += () => { }; // Configure the environment using the configurations provided by // the developer in the Editor. SetIsInference(!brainBatcher.GetIsTraining()); ConfigureEnvironment(); }
/// <summary> /// Initializes the environment, configures it and initialized the Academy. /// </summary> // 初始化 private void InitializeEnvironment() { // 保存旧值 originalGravity = Physics.gravity; originalFixedDeltaTime = Time.fixedDeltaTime; originalMaximumDeltaTime = Time.maximumDeltaTime; // 调用虚函数 // InitializeAcademy() InitializeAcademy(); Communicator communicator = null; // BroadcastHub: 简单的Brain的列表 // 获取所有的Brain var exposedBrains = broadcastHub.broadcastingBrains.Where(x => x != null).ToList();; // 获取受控制的LearningBrain var controlledBrains = broadcastHub.broadcastingBrains.Where( x => x != null && x is LearningBrain && broadcastHub.IsControlled(x) ); // 设置Brain是Controlled foreach (LearningBrain brain in controlledBrains) { // 标记_isControlled = true; brain.SetToControlledExternally(); } // Try to launch the communicator by usig the arguments passed at launch try { communicator = new RPCCommunicator( new CommunicatorParameters { // 从命令行,读取要连接的端口号 port = ReadArgs() }); } // If it fails, we check if there are any external brains in the scene // If there are : Launch the communicator on the default port // If there arn't, there is no need for a communicator and it is set // to null catch { communicator = null; // 如果有,需要控制的LearningBrain // 则表示,需要TensorFlow // 所以,尝试连接默认端口 if (controlledBrains.ToList().Count > 0) { communicator = new RPCCommunicator( new CommunicatorParameters { port = 5005 }); } } // 创建Batcher brainBatcher = new Batcher(communicator); // Brain设置到Batcher // Batcher,是用来,连接Brain和Agent的地方 foreach (var trainingBrain in exposedBrains) { trainingBrain.SetBatcher(brainBatcher); } if (communicator != null) { isCommunicatorOn = true; // 创建UnityRLInitializationOutput消息 var academyParameters = new CommunicatorObjects.UnityRLInitializationOutput(); academyParameters.Name = gameObject.name; academyParameters.Version = kApiVersion; // 从需要控制的Brain中 // 获取BrainParameters // 填写到消息中 foreach (var brain in exposedBrains) { var bp = brain.brainParameters; academyParameters.BrainParameters.Add(bp.ToProto(brain.name, broadcastHub.IsControlled(brain))); } // 填写EnvironmentParameters academyParameters.EnvironmentParameters = new CommunicatorObjects.EnvironmentParametersProto(); foreach (var key in resetParameters.Keys) { academyParameters.EnvironmentParameters.FloatParameters.Add(key, resetParameters[key]); } // Q: 通过Batcher发送消息? var pythonParameters = brainBatcher.SendAcademyParameters(academyParameters); Random.InitState(pythonParameters.Seed); // 监听Unity消息 Application.logMessageReceived += HandleLog; // 写入日志 // 当前开始时间 logPath = Path.GetFullPath(".") + "/UnitySDK.log"; using (var fs = File.Open(logPath, FileMode.Append, FileAccess.Write, FileShare.ReadWrite)) { logWriter = new StreamWriter(fs); logWriter.WriteLine(System.DateTime.Now.ToString()); logWriter.WriteLine(" "); logWriter.Close(); } } // If a communicator is enabled/provided, then we assume we are in // training mode. In the absence of a communicator, we assume we are // in inference mode. isInference = !isCommunicatorOn; BrainDecideAction += () => { }; DestroyAction += () => { }; AgentSetStatus += (m, d, i) => { }; AgentResetIfDone += () => { }; AgentSendState += () => { }; AgentAct += () => { }; AgentForceReset += () => { }; // Configure the environment using the configurations provided by // the developer in the Editor. SetIsInference(!brainBatcher.GetIsTraining()); ConfigureEnvironment(); }
/// <summary> /// Initializes the environment, configures it and initialized the Academy. /// </summary> private void InitializeEnvironment() { m_OriginalGravity = Physics.gravity; m_OriginalFixedDeltaTime = Time.fixedDeltaTime; m_OriginalMaximumDeltaTime = Time.maximumDeltaTime; InitializeAcademy(); ICommunicator communicator; var exposedBrains = broadcastHub.broadcastingBrains.Where(x => x != null).ToList(); var controlledBrains = broadcastHub.broadcastingBrains.Where( x => x != null && x is LearningBrain && broadcastHub.IsControlled(x)); foreach (var brain1 in controlledBrains) { var brain = (LearningBrain)brain1; brain.SetToControlledExternally(); } // Try to launch the communicator by usig the arguments passed at launch try { communicator = new RpcCommunicator( new CommunicatorParameters { port = ReadArgs() }); } // If it fails, we check if there are any external brains in the scene // If there are : Launch the communicator on the default port // If there arn't, there is no need for a communicator and it is set // to null catch { communicator = null; if (controlledBrains.ToList().Count > 0) { communicator = new RpcCommunicator( new CommunicatorParameters { port = 5005 }); } } m_BrainBatcher = new Batcher(communicator); foreach (var trainingBrain in exposedBrains) { trainingBrain.SetBatcher(m_BrainBatcher); } if (communicator != null) { m_IsCommunicatorOn = true; var academyParameters = new CommunicatorObjects.UnityRLInitializationOutput(); academyParameters.Name = gameObject.name; academyParameters.Version = k_KApiVersion; foreach (var brain in exposedBrains) { var bp = brain.brainParameters; academyParameters.BrainParameters.Add( bp.ToProto(brain.name, broadcastHub.IsControlled(brain))); } academyParameters.EnvironmentParameters = new CommunicatorObjects.EnvironmentParametersProto(); foreach (var key in resetParameters.Keys) { academyParameters.EnvironmentParameters.FloatParameters.Add( key, resetParameters[key] ); } var pythonParameters = m_BrainBatcher.SendAcademyParameters(academyParameters); Random.InitState(pythonParameters.Seed); } // If a communicator is enabled/provided, then we assume we are in // training mode. In the absence of a communicator, we assume we are // in inference mode. m_IsInference = !m_IsCommunicatorOn; BrainDecideAction += () => { }; DestroyAction += () => { }; AgentSetStatus += (i) => { }; AgentResetIfDone += () => { }; AgentSendState += () => { }; AgentAct += () => { }; AgentForceReset += () => { }; // Configure the environment using the configurations provided by // the developer in the Editor. SetIsInference(!m_BrainBatcher.GetIsTraining()); ConfigureEnvironment(); }
/// <summary> /// Initializes the environment, configures it and initialized the Academy. /// </summary> private void InitializeEnvironment() { originalGravity = Physics.gravity; originalFixedDeltaTime = Time.fixedDeltaTime; originalMaximumDeltaTime = Time.maximumDeltaTime; InitializeAcademy(); Communicator communicator = null; var spawnPrefab = agentSpawner.GetPrefabFor(GetAgentId()); var spawnAgentPrefabs = spawnPrefab.GetComponentsInChildren <Agent>(); var spawnAgentPrefabBrains = spawnAgentPrefabs .Where(x => x.brain as LearningBrain != null) .Select(x => x.brain) .ToList(); var spawnerEnabled = spawnAgentPrefabBrains.Count > 0; var hubBrains = broadcastHub.broadcastingBrains.Where(x => x != null).ToList();; var hubControlledBrains = broadcastHub.broadcastingBrains.Where( x => x != null && x is LearningBrain && broadcastHub.IsControlled(x)); IEnumerable <Brain> exposedBrains = spawnerEnabled ? spawnAgentPrefabBrains : hubBrains; IEnumerable <Brain> controlledBrains = hubControlledBrains; if (spawnerEnabled) { controlledBrains = IsTrainingMode() ? spawnAgentPrefabBrains : new List <Brain>(); } // Try to launch the communicator by usig the arguments passed at launch try { communicator = new RPCCommunicator( new CommunicatorParameters { port = ReadArgs() }); } // If it fails, we check if there are any external brains in the scene // If there are : Launch the communicator on the default port // If there arn't, there is no need for a communicator and it is set // to null catch { communicator = null; if (controlledBrains.ToList().Count > 0) { communicator = new RPCCommunicator( new CommunicatorParameters { port = 5005 }); } } foreach (LearningBrain brain in controlledBrains) { brain.SetToControlledExternally(); } brainBatcher = new Batcher(communicator); foreach (var trainingBrain in exposedBrains) { trainingBrain.SetBatcher(brainBatcher); } if (communicator != null) { isCommunicatorOn = true; var academyParameters = new CommunicatorObjects.UnityRLInitializationOutput(); academyParameters.Name = gameObject.name; academyParameters.Version = kApiVersion; foreach (var brain in exposedBrains) { var bp = brain.brainParameters; academyParameters.BrainParameters.Add( bp.ToProto(brain.name, broadcastHub.IsControlled(brain))); } academyParameters.EnvironmentParameters = new CommunicatorObjects.EnvironmentParametersProto(); foreach (var key in resetParameters.Keys) { academyParameters.EnvironmentParameters.FloatParameters.Add( key, resetParameters[key] ); } var pythonParameters = brainBatcher.SendAcademyParameters(academyParameters); Random.InitState(pythonParameters.Seed); Application.logMessageReceived += HandleLog; logPath = Path.GetFullPath(".") + "/UnitySDK.log"; using (var fs = File.Open(logPath, FileMode.Append, FileAccess.Write, FileShare.ReadWrite)) { logWriter = new StreamWriter(fs); logWriter.WriteLine(System.DateTime.Now.ToString()); logWriter.WriteLine(" "); logWriter.Close(); } } // If a communicator is enabled/provided, then we assume we are in // training mode. In the absence of a communicator, we assume we are // in inference mode. isInference = !isCommunicatorOn; BrainDecideAction += () => { }; DestroyAction += () => { }; AgentSetStatus += (m, d, i) => { }; AgentResetIfDone += () => { }; AgentSendState += () => { }; AgentAct += () => { }; AgentForceReset += () => { }; // Configure the environment using the configurations provided by // the developer in the Editor. SetIsInference(!brainBatcher.GetIsTraining()); ConfigureEnvironment(); if (spawnerEnabled) { agentSpawner.SpawnSpawnableEnv(this.gameObject, GetNumAgents(), spawnPrefab); } }