├── .gitignore
├── CODE_OF_CONDUCT.md
├── LICENSE
├── README.md
├── docs
├── Agents-Editor-Interface.md
├── Example-Environments.md
├── Getting-Started-with-Balance-Ball.md
├── Limitations-&-Common-Issues.md
├── Making-a-new-Unity-Environment.md
├── Organizing-the-Scene.md
├── Readme.md
├── Training-on-Amazon-Web-Service.md
├── Unity-Agents---Python-API.md
├── Unity-Agents-Overview.md
├── Using-TensorFlow-Sharp-in-Unity-(Experimental).md
├── best-practices-ppo.md
├── best-practices.md
├── broadcast.md
├── curriculum.md
├── installation.md
└── monitor.md
├── images
├── academy.png
├── agent.png
├── agents_diagram.png
├── balance.png
├── banner.png
├── brain.png
├── broadcast.png
├── crawler.png
├── curriculum.png
├── curriculum_progress.png
├── gridworld.png
├── internal_brain.png
├── math.png
├── monitor.png
├── normalization.png
├── player_brain.png
├── push.png
├── reacher.png
├── scene-hierarchy.png
├── tennis.png
├── unity-logo-rgb.png
├── unity-wide.png
└── wall.png
├── python
├── Basics.ipynb
├── PPO.ipynb
├── README.md
├── curricula
│ ├── push.json
│ ├── test.json
│ └── wall.json
├── ppo.py
├── ppo
│ ├── __init__.py
│ ├── history.py
│ ├── models.py
│ └── trainer.py
├── requirements.txt
├── setup.py
├── test_unityagents.py
└── unityagents
│ ├── __init__.py
│ ├── brain.py
│ ├── curriculum.py
│ ├── environment.py
│ └── exception.py
└── unity-environment
├── Assets
├── ML-Agents.meta
└── ML-Agents
│ ├── Editor.meta
│ ├── Editor
│ ├── BrainEditor.cs
│ └── BrainEditor.cs.meta
│ ├── Examples.meta
│ ├── Examples
│ ├── 3DBall.meta
│ ├── 3DBall
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── Game.prefab
│ │ │ └── Game.prefab.meta
│ │ ├── Scene.unity
│ │ ├── Scene.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── Ball3DAcademy.cs
│ │ │ ├── Ball3DAcademy.cs.meta
│ │ │ ├── Ball3DAgent.cs
│ │ │ ├── Ball3DAgent.cs.meta
│ │ │ ├── Ball3DDecision.cs
│ │ │ └── Ball3DDecision.cs.meta
│ │ ├── TFModels.meta
│ │ └── TFModels
│ │ │ ├── 3DBall.bytes
│ │ │ └── 3DBall.bytes.meta
│ ├── Area.meta
│ ├── Area
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── agent.mat
│ │ │ ├── agent.mat.meta
│ │ │ ├── block.mat
│ │ │ ├── block.mat.meta
│ │ │ ├── goal.mat
│ │ │ ├── goal.mat.meta
│ │ │ ├── wall.mat
│ │ │ └── wall.mat.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── Agent.prefab
│ │ │ ├── Agent.prefab.meta
│ │ │ ├── Block.prefab
│ │ │ ├── Block.prefab.meta
│ │ │ ├── GoalHolder.prefab
│ │ │ ├── GoalHolder.prefab.meta
│ │ │ ├── PushArea.prefab
│ │ │ ├── PushArea.prefab.meta
│ │ │ ├── WallArea.prefab
│ │ │ └── WallArea.prefab.meta
│ │ ├── Push.unity
│ │ ├── Push.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── Area.cs
│ │ │ ├── Area.cs.meta
│ │ │ ├── AreaAgent.cs
│ │ │ ├── AreaAgent.cs.meta
│ │ │ ├── AreaDecision.cs
│ │ │ ├── AreaDecision.cs.meta
│ │ │ ├── GoalInteract.cs
│ │ │ ├── GoalInteract.cs.meta
│ │ │ ├── Push.meta
│ │ │ ├── Push
│ │ │ │ ├── PushAcademy.cs
│ │ │ │ ├── PushAcademy.cs.meta
│ │ │ │ ├── PushAgent.cs
│ │ │ │ ├── PushAgent.cs.meta
│ │ │ │ ├── PushArea.cs
│ │ │ │ └── PushArea.cs.meta
│ │ │ ├── Wall.meta
│ │ │ └── Wall
│ │ │ │ ├── WallAcademy.cs
│ │ │ │ ├── WallAcademy.cs.meta
│ │ │ │ ├── WallAgent.cs
│ │ │ │ ├── WallAgent.cs.meta
│ │ │ │ ├── WallArea.cs
│ │ │ │ └── WallArea.cs.meta
│ │ ├── TFModels.meta
│ │ ├── TFModels
│ │ │ ├── Push.bytes
│ │ │ ├── Push.bytes.meta
│ │ │ ├── Wall.bytes
│ │ │ └── Wall.bytes.meta
│ │ ├── Wall.unity
│ │ └── Wall.unity.meta
│ ├── Basic.meta
│ ├── Basic
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── agent.mat
│ │ │ ├── agent.mat.meta
│ │ │ ├── goal.mat
│ │ │ └── goal.mat.meta
│ │ ├── Scene.unity
│ │ ├── Scene.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── BasicAcademy.cs
│ │ │ ├── BasicAcademy.cs.meta
│ │ │ ├── BasicAgent.cs
│ │ │ ├── BasicAgent.cs.meta
│ │ │ ├── BasicDecision.cs
│ │ │ └── BasicDecision.cs.meta
│ ├── Crawler.meta
│ ├── Crawler
│ │ ├── Crawler.unity
│ │ ├── Crawler.unity.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ │ ├── Checker.mat
│ │ │ ├── Checker.mat.meta
│ │ │ ├── Crawler.prefab
│ │ │ └── Crawler.prefab.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── CameraFollow.cs
│ │ │ ├── CameraFollow.cs.meta
│ │ │ ├── CrawlerAcademy.cs
│ │ │ ├── CrawlerAcademy.cs.meta
│ │ │ ├── CrawlerAgentConfigurable.cs
│ │ │ ├── CrawlerAgentConfigurable.cs.meta
│ │ │ ├── CrawlerBodyContact.cs
│ │ │ ├── CrawlerBodyContact.cs.meta
│ │ │ ├── CrawlerLegContact.cs
│ │ │ └── CrawlerLegContact.cs.meta
│ │ ├── TFModels.meta
│ │ └── TFModels
│ │ │ ├── crawler.bytes
│ │ │ └── crawler.bytes.meta
│ ├── GridWorld.meta
│ ├── GridWorld
│ │ ├── GridWorld.unity
│ │ ├── GridWorld.unity.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ │ ├── agent.prefab
│ │ │ ├── agent.prefab.meta
│ │ │ ├── goal.prefab
│ │ │ ├── goal.prefab.meta
│ │ │ ├── pit.prefab
│ │ │ └── pit.prefab.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── GridAcademy.cs
│ │ │ ├── GridAcademy.cs.meta
│ │ │ ├── GridAgent.cs
│ │ │ └── GridAgent.cs.meta
│ │ ├── TFModels.meta
│ │ └── TFModels
│ │ │ ├── GridWorld.bytes
│ │ │ └── GridWorld.bytes.meta
│ ├── Reacher.meta
│ ├── Reacher
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Goal.mat
│ │ │ ├── Goal.mat.meta
│ │ │ ├── Goal_on.mat
│ │ │ ├── Goal_on.mat.meta
│ │ │ ├── Hand.mat
│ │ │ ├── Hand.mat.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── checker 1.mat
│ │ │ │ ├── checker 1.mat.meta
│ │ │ │ ├── checker.mat
│ │ │ │ └── checker.mat.meta
│ │ │ ├── checker.jpg
│ │ │ └── checker.jpg.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── Agent.prefab
│ │ │ └── Agent.prefab.meta
│ │ ├── Scene.unity
│ │ ├── Scene.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── FlyCamera.cs
│ │ │ ├── FlyCamera.cs.meta
│ │ │ ├── ReacherAcademy.cs
│ │ │ ├── ReacherAcademy.cs.meta
│ │ │ ├── ReacherAgent.cs
│ │ │ ├── ReacherAgent.cs.meta
│ │ │ ├── ReacherDecision.cs
│ │ │ ├── ReacherDecision.cs.meta
│ │ │ ├── ReacherGoal.cs
│ │ │ └── ReacherGoal.cs.meta
│ │ ├── TFModels.meta
│ │ └── TFModels
│ │ │ ├── Reacher.bytes
│ │ │ └── Reacher.bytes.meta
│ ├── Tennis.meta
│ └── Tennis
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ ├── NetMat.mat
│ │ ├── NetMat.mat.meta
│ │ ├── ballMat.physicMaterial
│ │ ├── ballMat.physicMaterial.meta
│ │ ├── invisible.mat
│ │ ├── invisible.mat.meta
│ │ ├── racketMat.physicMaterial
│ │ ├── racketMat.physicMaterial.meta
│ │ ├── sand.mat
│ │ └── sand.mat.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ ├── TennisArea.prefab
│ │ └── TennisArea.prefab.meta
│ │ ├── Racket.meta
│ │ ├── Racket
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── None.mat
│ │ │ └── None.mat.meta
│ │ ├── Racket.mtl
│ │ ├── Racket.mtl.meta
│ │ ├── Racket.obj
│ │ ├── Racket.obj.meta
│ │ ├── RacketTex.png
│ │ └── RacketTex.png.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ ├── TennisAcademy.cs
│ │ ├── TennisAcademy.cs.meta
│ │ ├── TennisAgent.cs
│ │ ├── TennisAgent.cs.meta
│ │ ├── TennisArea.cs
│ │ ├── TennisArea.cs.meta
│ │ ├── hitWall.cs
│ │ └── hitWall.cs.meta
│ │ ├── TFModels.meta
│ │ ├── TFModels
│ │ ├── Tennis.bytes
│ │ └── Tennis.bytes.meta
│ │ ├── Tennis.unity
│ │ └── Tennis.unity.meta
│ ├── Materials.meta
│ ├── Materials
│ ├── MaterialsBall.meta
│ ├── MaterialsBall
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── logo 1.mat
│ │ │ ├── logo 1.mat.meta
│ │ │ ├── logo 2.mat
│ │ │ ├── logo 2.mat.meta
│ │ │ ├── logo.mat
│ │ │ └── logo.mat.meta
│ │ ├── Text.mat
│ │ ├── Text.mat.meta
│ │ ├── floor.jpg
│ │ ├── floor.jpg.meta
│ │ ├── floor.mat
│ │ ├── floor.mat.meta
│ │ ├── logo.png
│ │ └── logo.png.meta
│ ├── MaterialsGrid.meta
│ ├── MaterialsGrid
│ │ ├── Floor.mat
│ │ ├── Floor.mat.meta
│ │ ├── Wall.mat
│ │ ├── Wall.mat.meta
│ │ ├── agent_mat.mat
│ │ ├── agent_mat.mat.meta
│ │ ├── goal_mat.mat
│ │ ├── goal_mat.mat.meta
│ │ ├── pit_mat.mat
│ │ └── pit_mat.mat.meta
│ ├── MaterialsTennis.meta
│ ├── MaterialsTennis
│ │ ├── bounce.physicMaterial
│ │ └── bounce.physicMaterial.meta
│ ├── UIDefault.mat
│ ├── UIDefault.mat.meta
│ ├── ball.mat
│ └── ball.mat.meta
│ ├── Plugins.meta
│ ├── Plugins
│ ├── JSON.meta
│ └── JSON
│ │ ├── Newtonsoft.Json.dll
│ │ └── Newtonsoft.Json.dll.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── Academy.cs
│ ├── Academy.cs.meta
│ ├── Agent.cs
│ ├── Agent.cs.meta
│ ├── Brain.cs
│ ├── Brain.cs.meta
│ ├── Communicator.cs
│ ├── Communicator.cs.meta
│ ├── CoreBrain.cs
│ ├── CoreBrain.cs.meta
│ ├── CoreBrainExternal.cs
│ ├── CoreBrainExternal.cs.meta
│ ├── CoreBrainHeuristic.cs
│ ├── CoreBrainHeuristic.cs.meta
│ ├── CoreBrainInternal.cs
│ ├── CoreBrainInternal.cs.meta
│ ├── CoreBrainPlayer.cs
│ ├── CoreBrainPlayer.cs.meta
│ ├── Decision.cs
│ ├── Decision.cs.meta
│ ├── ExternalCommunicator.cs
│ ├── ExternalCommunicator.cs.meta
│ ├── Monitor.cs
│ ├── Monitor.cs.meta
│ ├── UnityAgentsException.cs
│ └── UnityAgentsException.cs.meta
│ ├── Template.meta
│ └── Template
│ ├── Scene.unity
│ ├── Scene.unity.meta
│ ├── Scripts.meta
│ └── Scripts
│ ├── TemplateAcademy.cs
│ ├── TemplateAcademy.cs.meta
│ ├── TemplateAgent.cs
│ ├── TemplateAgent.cs.meta
│ ├── TemplateDecision.cs
│ └── TemplateDecision.cs.meta
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | /unity-environment/[Ll]ibrary/
2 | /unity-environment/[Tt]emp/
3 | /unity-environment/[Oo]bj/
4 | /unity-environment/[Bb]uild/
5 | /unity-environment/[Bb]uilds/
6 | /unity-environment/[Pp]ackages/
7 | /unity-environment/[Uu]nity[Pp]ackage[Mm]anager/
8 | /unity-environment/Assets/AssetStoreTools*
9 |
10 | # Tensorflow Model Info
11 | /python/models
12 | /python/summaries
13 |
14 | # Environemnt logfile
15 | *unity-environment.log
16 |
17 | # Visual Studio 2015 cache directory
18 | /unity-environment/.vs/
19 |
20 | # Autogenerated VS/MD/Consulo solution and project files
21 | /unity-environmentExportedObj/
22 | /unity-environment.consulo/
23 | *.csproj
24 | *.unityproj
25 | *.sln
26 | *.suo
27 | *.tmp
28 | *.user
29 | *.userprefs
30 | *.pidb
31 | *.booproj
32 | *.svd
33 | *.pdb
34 |
35 | # Unity3D generated meta files
36 | *.pidb.meta
37 |
38 | # Unity3D Generated File On Crash Reports
39 | /unity-environment/sysinfo.txt
40 |
41 | # Builds
42 | *.apk
43 | *.unitypackage
44 | *.app
45 | *.exe
46 | *.x86_64
47 | *.x86
48 |
49 | # Tensorflow Sharp Files
50 | /unity-environment/Assets/ML-Agents/Plugins/Android*
51 | /unity-environment/Assets/ML-Agents/Plugins/iOS*
52 | /unity-environment/Assets/ML-Agents/Plugins/Computer*
53 | /unity-environment/Assets/ML-Agents/Plugins/System*
54 |
55 |
56 | # Mac hidden files
57 | *.DS_Store
58 | */.ipynb_checkpoints
59 | */.idea
60 | *.pyc
61 | *.idea/misc.xml
62 | *.idea/modules.xml
63 | *.iml
64 | *.xml
65 | *.cache
66 | */build/
67 | */dist/
68 | *.egg-info*
69 | *.eggs*
70 | *.gitignore.swp
71 |
72 | .DS_Store
73 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 |
2 |
3 | # Unity ML - Agents (Beta)
4 |
5 | **Unity Machine Learning Agents** allows researchers and developers to
6 | create games and simulations using the Unity Editor which serve as
7 | environments where intelligent agents can be trained using
8 | reinforcement learning, neuroevolution, or other machine learning
9 | methods through a simple-to-use Python API. For more information, see
10 | the [documentation page](docs).
11 |
12 | For a walkthrough on how to train an agent in one of the provided
13 | example environments, start
14 | [here](docs/Getting-Started-with-Balance-Ball.md).
15 |
16 | ## Features
17 | * Unity Engine flexibility and simplicity
18 | * Multiple observations (cameras)
19 | * Flexible Multi-agent support
20 | * Discrete and continuous action spaces
21 | * Python (2 and 3) control interface
22 | * Visualizing network outputs in environment
23 | * Easily definable Curriculum Learning scenarios
24 | * Broadcasting of Agent behavior for supervised learning
25 | * Tensorflow Sharp Agent Embedding _[Experimental]_
26 |
27 | ## Creating an Environment
28 |
29 | The _Agents SDK_, including example environment scenes is located in
30 | `unity-environment` folder. For requirements, instructions, and other
31 | information, see the contained Readme and the relevant
32 | [documentation](docs/Making-a-new-Unity-Environment.md).
33 |
34 | ## Training your Agents
35 |
36 | Once you've built a Unity Environment, example Reinforcement Learning
37 | algorithms and the Python API are available in the `python`
38 | folder. For requirements, instructions, and other information, see the
39 | contained Readme and the relevant
40 | [documentation](docs/Unity-Agents---Python-API.md).
41 |
--------------------------------------------------------------------------------
/docs/Organizing-the-Scene.md:
--------------------------------------------------------------------------------
1 | # Organizing the Scene Layout
2 |
3 | This tutorial will help you understand how to organize your scene when using Agents in your Unity environment.
4 |
5 | ## ML-Agents Game Objects
6 |
7 | There are three kinds of game objects you need to include in your scene in order to use Unity ML-Agents:
8 | * Academy
9 | * Brain
10 | * Agents
11 |
12 | #### Keep in mind :
13 | * There can only be one Academy game object in a scene.
14 | * You can have multiple Brain game objects but they must be child of the Academy game object.
15 |
16 | #### Here is an example of what your scene hierarchy should look like :
17 |
18 | 
19 |
20 | ### Functionality
21 |
22 | #### The Academy
23 | The Academy is responsible for:
24 | * Synchronizing the environment and keeping all agent's steps in pace. As such, there can only be one per scene.
25 | * Determining the speed of the engine, its quality, and the display's resolution.
26 | * Modifying the environment at every step and every reset according to the logic defined in `AcademyStep()` and `AcademyReset()`.
27 | * Coordinating the Brains which must be set as children of the Academy.
28 |
29 | #### Brains
30 | Each brain corresponds to a specific Decision-making method. This often aligns with a specific neural network model. The brain is responsible for deciding the action of all the Agents which are linked to it. There can be multiple brains in the same scene and multiple agents can subscribe to the same brain.
31 |
32 | #### Agents
33 | Each agent within a scene takes actions according to the decisions provided by it's linked Brain. There can be as many Agents of as many types as you like in the scene. The state size and action size of each agent must match the brain's parameters in order for the Brain to decide actions for it.
34 |
--------------------------------------------------------------------------------
/docs/Readme.md:
--------------------------------------------------------------------------------
1 | # Unity ML Agents Documentation
2 |
3 | ## About
4 | * [Unity ML Agents Overview](Unity-Agents-Overview.md)
5 | * [Example Environments](Example-Environments.md)
6 |
7 | ## Tutorials
8 | * [Installation & Set-up](installation.md)
9 | * [Getting Started with the Balance Ball Environment](Getting-Started-with-Balance-Ball.md)
10 | * [Making a new Unity Environment](Making-a-new-Unity-Environment.md)
11 | * [How to use the Python API](Unity-Agents---Python-API.md)
12 |
13 | ## Features
14 | * [Agents SDK Inspector Descriptions](Agents-Editor-Interface.md)
15 | * [Scene Organization](Organizing-the-Scene.md)
16 | * [Curriculum Learning](curriculum.md)
17 | * [Broadcast](broadcast.md)
18 | * [Monitor](monitor.md)
19 | * [Training on the Cloud with Amazon Web Services](Training-on-Amazon-Web-Service.md)
20 | * [TensorflowSharp in Unity [Experimental]](Using-TensorFlow-Sharp-in-Unity-(Experimental).md)
21 |
22 | ## Best Practices
23 | * [Best practices when creating an Environment](best-practices.md)
24 | * [Best practices when training using PPO](best-practices-ppo.md)
25 |
26 | ## Help
27 | * [Limitations & Common Issues](Limitations-&-Common-Issues.md)
28 |
--------------------------------------------------------------------------------
/docs/best-practices.md:
--------------------------------------------------------------------------------
1 | # Environment Design Best Practices
2 |
3 | ## General
4 | * It is often helpful to start with the simplest version of the problem, to ensure the agent can learn it. From there increase
5 | complexity over time. This can either be done manually, or via Curriculum Learning, where a set of lessons which progressively increase in difficulty are presented to the agent ([learn more here](../docs/curriculum.md)).
6 | * When possible, it is often helpful to ensure that you can complete the task by using a Player Brain to control the agent.
7 |
8 | ## Rewards
9 | * The magnitude of any given reward should typically not be greater than 1.0 in order to ensure a more stable learning process.
10 | * Positive rewards are often more helpful to shaping the desired behavior of an agent than negative rewards.
11 | * For locomotion tasks, a small positive reward (+0.1) for forward velocity is typically used.
12 | * If you want the agent to finish a task quickly, it is often helpful to provide a small penalty every step (-0.05) that the agent does not complete the task. In this case completion of the task should also coincide with the end of the episode.
13 | * Overly-large negative rewards can cause undesirable behavior where an agent learns to avoid any behavior which might produce the negative reward, even if it is also behavior which can eventually lead to a positive reward.
14 |
15 | ## States
16 | * States should include all variables relevant to allowing the agent to take the optimally informed decision.
17 | * Categorical state variables such as type of object (Sword, Shield, Bow) should be encoded in one-hot fashion (ie `3` -> `0, 0, 1`).
18 | * Besides encoding non-numeric values, all inputs should be normalized to be in the range 0 to +1 (or -1 to 1). For example rotation information on GameObjects should be recorded as `state.Add(transform.rotation.eulerAngles.y/180.0f-1.0f);` rather than `state.Add(transform.rotation.y);`. See the equation below for one approach of normaliztaion.
19 | * Positional information of relevant GameObjects should be encoded in relative coordinates wherever possible. This is often relative to the agent position.
20 |
21 | 
22 |
23 | ## Actions
24 | * When using continuous control, action values should be clipped to an appropriate range.
25 | * Be sure to set the action-space-size to the number of used actions, and not greater, as doing the latter can interfere with the efficency of the training process.
26 |
--------------------------------------------------------------------------------
/docs/broadcast.md:
--------------------------------------------------------------------------------
1 | # Using the Broadcast Feature
2 | The Player, Heuristic and Internal brains have been updated to support broadcast. The broadcast feature allows you to collect data from your agents in python without controling them.
3 | ## How to use : Unity
4 | To turn it on in Unity, simply check the `Broadcast` box as shown bellow:
5 |
6 | 
7 |
8 | ## How to use : Python
9 | When you launch your Unity Environment from python, you can see what the agents connected to non-external brains are doing. When calling `step` or `reset` on your environment, you retrieve a dictionary from brain names to `BrainInfo` objects. Each `BrainInfo` the non-external brains set to broadcast.
10 | Just like with an external brain, the `BrainInfo` object contains the fields for `observations`, `states`, `memories`,`rewards`, `local_done`, `agents` and `previous_actions`. Note that `previous_actions` corresponds to the actions that were taken by the agents at the previous step, not the current one.
11 | Note that when you do a `step` on the environment, you cannot provide actions for non-external brains. If there are no external brains in the scene, simply call `step()` with no arguments.
12 | You can use the broadcast feature to collect data generated by Player, Heuristics or Internal brains game sessions. You can then use this data to train an agent in a supervised context.
13 |
--------------------------------------------------------------------------------
/docs/installation.md:
--------------------------------------------------------------------------------
1 | # Installation & Set-up
2 |
3 | ## Install **Unity 2017.1** or later (required)
4 |
5 | Download link available [here](https://store.unity.com/download?ref=update).
6 |
7 | ## Clone the repository
8 | Once installed, you will want to clone the Agents GitHub repository. References will be made
9 | throughout to `unity-environment` and `python` directories. Both are located at the root of the repository.
10 |
11 | ## Installing Python API
12 | In order to train an agent within the framework, you will need to install Python 2 or 3, and the dependencies described below.
13 |
14 | ### Windows Users
15 |
16 | If you are a Windows user who is new to Python/TensorFlow, follow [this guide](https://unity3d.college/2017/10/25/machine-learning-in-unity3d-setting-up-the-environment-tensorflow-for-agentml-on-windows-10/) to set up your Python environment.
17 |
18 | ### Requirements
19 | * Jupyter
20 | * Matplotlib
21 | * numpy
22 | * Pillow
23 | * Python (2 or 3; 64bit required)
24 | * docopt (Training)
25 | * TensorFlow (1.0+) (Training)
26 |
27 | ### Installing Dependencies
28 | To install dependencies, go into the `python` sub-directory of the repository, and run (depending on your python version) from the command line:
29 |
30 | `pip install .`
31 |
32 | or
33 |
34 | `pip3 install .`
35 |
36 | If your Python environment doesn't include `pip`, see these [instructions](https://packaging.python.org/guides/installing-using-linux-tools/#installing-pip-setuptools-wheel-with-linux-package-managers) on installing it.
37 |
38 | Once the requirements are successfully installed, the next step is to check out the [Getting Started guide](Getting-Started-with-Balance-Ball.md).
39 |
40 | ## Installation Help
41 |
42 | ### Using Jupyter Notebook
43 |
44 | For a walkthrough of how to use Jupyter notebook, see [here](http://jupyter-notebook-beginner-guide.readthedocs.io/en/latest/execute.html).
45 |
46 | ### General Issues
47 |
48 | If you run into issues while attempting to install and run Unity ML Agents, see [here](https://github.com/Unity-Technologies/ml-agents/blob/master/docs/Limitations-&-Common-Issues.md) for a list of common issues and solutions.
49 |
50 | If you have an issue that isn't covered here, feel free to contact us at ml-agents@unity3d.com. Alternatively, feel free to create an issue on the repository.
51 | Be sure to include relevant information on OS, Python version, and exact error message if possible.
52 |
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/docs/monitor.md:
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1 | # Using the Monitor
2 |
3 | 
4 |
5 | The monitor allows visualizing information related to the agents or training process within a Unity scene.
6 |
7 | You can track many different things both related and unrelated to the agents themselves. To use the Monitor, call the Log function anywhere in your code :
8 | ```csharp
9 | Monitor.Log(key, value, displayType , target)
10 | ```
11 | * *`key`* is the name of the information you want to display.
12 | * *`value`* is the information you want to display.
13 | * *`displayType`* is a MonitorType that can be either `text`, `slider`, `bar` or `hist`.
14 | * `text` will convert `value` into a string and display it. It can be useful for displaying error messages!
15 | * `slider` is used to display a single float between -1 and 1. Note that value must be a float if you want to use a slider. If the value is positive, the slider will be green, if the value is negative, the slider will be red.
16 | * `hist` is used to display multiple floats. Note that value must be a list or array of floats. The Histogram will be a sequence of vertical sliders.
17 | * `bar` is used to see the proportions. Note that value must be a list or array of positive floats. For each float in values, a rectangle of width of value divided by the sum of all values will be show. It is best for visualizing values that sum to 1.
18 | * *`target`* is the transform to which you want to attach information. If the transform is `null` the information will be attached to the global monitor.
19 |
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/python/README.md:
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1 | 
2 |
3 | # Unity ML - Agents (Python API)
4 |
5 | ## Python Setup
6 |
7 | ### Requirements
8 | * Jupyter
9 | * docopt
10 | * Matplotlib
11 | * numpy
12 | * Pillow
13 | * Python (2 or 3)
14 | * Tensorflow (1.0+)
15 |
16 | ### Installing Dependencies
17 | To install dependencies, run:
18 |
19 | `pip install .`
20 |
21 | or
22 |
23 | `pip3 install .`
24 |
25 | If your Python environment doesn't include `pip`, see these [instructions](https://packaging.python.org/guides/installing-using-linux-tools/#installing-pip-setuptools-wheel-with-linux-package-managers) on installing it.
26 |
27 | ## Provided Jupyter Notebooks
28 |
29 | * **Basic** - Demonstrates usage of `UnityEnvironment` class for launching and interfacing with Unity Environments.
30 | * **PPO** - Used for training agents. Contains an implementation of Proximal Policy Optimization Reinforcement Learning algorithm.
31 |
32 | ### Running each notebook
33 |
34 | To launch jupyter, run:
35 |
36 | `jupyter notebook`
37 |
38 | Then navigate to `localhost:8888` to access each training notebook.
39 |
40 | To monitor training progress, run the following from the root directory of this repo:
41 |
42 | `tensorboard --logdir=summaries`
43 |
44 | Then navigate to `localhost:6006` to monitor progress with Tensorboard.
45 |
46 | ## Training PPO directly
47 |
48 | To train using PPO without the notebook, run: `python3 ppo.py --train`
49 |
50 | Where `` corresponds to the name of the built Unity environment.
51 |
52 | For a list of additional hyperparameters, run: `python3 ppo.py --help`
53 |
54 | ## Using Python API
55 | See this [documentation](../docs/Unity-Agents---Python-API.md) for a detailed description of the functions and uses of the Python API.
56 |
57 | ## Training on AWS
58 | See this related [blog post](https://medium.com/towards-data-science/how-to-run-unity-on-amazon-cloud-or-without-monitor-3c10ce022639) for a description of how to run Unity Environments on AWS EC2 instances with the GPU.
59 |
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/python/curricula/push.json:
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1 | {
2 | "measure" : "reward",
3 | "thresholds" : [0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75, 0.75],
4 | "min_lesson_length" : 2,
5 | "signal_smoothing" : true,
6 | "parameters" :
7 | {
8 | "goal_size" : [3.5, 3.25, 3.0, 2.75, 2.5, 2.25, 2.0, 1.75, 1.5, 1.25, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],
9 | "block_size": [1.5, 1.4, 1.3, 1.2, 1.1, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0],
10 | "x_variation":[1.5, 1.55, 1.6, 1.65, 1.7, 1.75, 1.8, 1.85, 1.9, 1.95, 2.0, 2.1, 2.2, 2.3, 2.4, 2.5]
11 | }
12 | }
13 |
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/python/curricula/test.json:
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1 | {
2 | "measure" : "reward",
3 | "thresholds" : [10, 20, 50],
4 | "min_lesson_length" : 3,
5 | "signal_smoothing" : true,
6 | "parameters" :
7 | {
8 | "param1" : [0.7, 0.5, 0.3, 0.1],
9 | "param2" : [100, 50, 20, 15],
10 | "param3" : [0.2, 0.3, 0.7, 0.9]
11 | }
12 | }
13 |
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/python/curricula/wall.json:
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1 | {
2 | "measure" : "reward",
3 | "thresholds" : [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5],
4 | "min_lesson_length" : 2,
5 | "signal_smoothing" : true,
6 | "parameters" :
7 | {
8 | "min_wall_height" : [0.0, 0.5, 1.0, 1.5, 2.0, 2.5, 3.0, 3.5, 4.0, 4.5],
9 | "max_wall_height" : [1.5, 2.0, 2.5, 3.0, 3.5, 4.0, 4.5, 5.0, 5.5, 6.0]
10 | }
11 | }
12 |
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/python/requirements.txt:
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1 | tensorflow>=1.0
2 | Pillow>=4.2.1
3 | matplotlib
4 | numpy>=1.11.0
5 | jupyter
6 | mock>=2.0.0
7 | pytest>=3.2.2
8 | docopt
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/python/setup.py:
--------------------------------------------------------------------------------
1 | #!/usr/bin/env python
2 |
3 | from setuptools import setup, Command, find_packages
4 |
5 |
6 | with open('requirements.txt') as f:
7 | required = f.read().splitlines()
8 |
9 | setup(name='unityagents',
10 | version='0.2.0',
11 | description='Unity Machine Learning Agents',
12 | license='Apache License 2.0',
13 | author='Unity Technologies',
14 | author_email='ML-Agents@unity3d.com',
15 | url='https://github.com/Unity-Technologies/ml-agents',
16 | packages=find_packages(exclude = ['ppo']),
17 | install_requires = required,
18 | long_description= ("Unity Machine Learning Agents allows researchers and developers "
19 | "to transform games and simulations created using the Unity Editor into environments "
20 | "where intelligent agents can be trained using reinforcement learning, evolutionary "
21 | "strategies, or other machine learning methods through a simple to use Python API.")
22 | )
23 |
--------------------------------------------------------------------------------
/python/unityagents/__init__.py:
--------------------------------------------------------------------------------
1 | from .environment import *
2 | from .brain import *
3 | from .exception import *
4 | from .curriculum import *
5 |
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/python/unityagents/brain.py:
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1 | class BrainInfo:
2 | def __init__(self, observation, state, memory=None, reward=None, agents=None, local_done=None, action =None):
3 | """
4 | Describes experience at current step of all agents linked to a brain.
5 | """
6 | self.observations = observation
7 | self.states = state
8 | self.memories = memory
9 | self.rewards = reward
10 | self.local_done = local_done
11 | self.agents = agents
12 | self.previous_actions = action
13 |
14 |
15 | class BrainParameters:
16 | def __init__(self, brain_name, brain_param):
17 | """
18 | Contains all brain-specific parameters.
19 | :param brain_name: Name of brain.
20 | :param brain_param: Dictionary of brain parameters.
21 | """
22 | self.brain_name = brain_name
23 | self.state_space_size = brain_param["stateSize"]
24 | self.number_observations = len(brain_param["cameraResolutions"])
25 | self.camera_resolutions = brain_param["cameraResolutions"]
26 | self.action_space_size = brain_param["actionSize"]
27 | self.memory_space_size = brain_param["memorySize"]
28 | self.action_descriptions = brain_param["actionDescriptions"]
29 | self.action_space_type = ["discrete", "continuous"][brain_param["actionSpaceType"]]
30 | self.state_space_type = ["discrete", "continuous"][brain_param["stateSpaceType"]]
31 |
32 | def __str__(self):
33 | return '''Unity brain name: {0}
34 | Number of observations (per agent): {1}
35 | State space type: {2}
36 | State space size (per agent): {3}
37 | Action space type: {4}
38 | Action space size (per agent): {5}
39 | Memory space size (per agent): {6}
40 | Action descriptions: {7}'''.format(self.brain_name,
41 | str(self.number_observations), self.state_space_type,
42 | str(self.state_space_size), self.action_space_type,
43 | str(self.action_space_size),
44 | str(self.memory_space_size),
45 | ', '.join(self.action_descriptions))
46 |
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/python/unityagents/exception.py:
--------------------------------------------------------------------------------
1 | import logging
2 | logger = logging.getLogger("unityagents")
3 |
4 | class UnityEnvironmentException(Exception):
5 | """
6 | Related to errors starting and closing environment.
7 | """
8 | pass
9 |
10 |
11 | class UnityActionException(Exception):
12 | """
13 | Related to errors with sending actions.
14 | """
15 | pass
16 |
17 | class UnityTimeOutException(Exception):
18 | """
19 | Related to errors with communication timeouts.
20 | """
21 | def __init__(self, message, log_file_path = None):
22 | if log_file_path is not None:
23 | try:
24 | with open(log_file_path, "r") as f:
25 | printing = False
26 | unity_error = '\n'
27 | for l in f:
28 | l=l.strip()
29 | if (l == 'Exception') or (l=='Error'):
30 | printing = True
31 | unity_error += '----------------------\n'
32 | if (l == ''):
33 | printing = False
34 | if printing:
35 | unity_error += l + '\n'
36 | logger.info(unity_error)
37 | logger.error("An error might have occured in the environment. "
38 | "You can check the logfile for more information at {}".format(log_file_path))
39 | except:
40 | logger.error("An error might have occured in the environment. "
41 | "No unity-environment.log file could be found.")
42 | super(UnityTimeOutException, self).__init__(message)
43 |
44 |
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/unity-environment/Assets/ML-Agents/Editor/BrainEditor.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | using UnityEditor;
6 | using System.Linq;
7 | /*
8 | This code is meant to modify the behavior of the inspector on Brain Components.
9 | Depending on the type of brain that is used, the available fields will be modified in the inspector accordingly.
10 | */
11 | [CustomEditor (typeof(Brain))]
12 | public class BrainEditor : Editor
13 | {
14 | public override void OnInspectorGUI ()
15 | {
16 | Brain myBrain = (Brain)target;
17 | SerializedObject serializedBrain = serializedObject;
18 |
19 | if (myBrain.transform.parent == null) {
20 | EditorGUILayout.HelpBox ("A Brain GameObject must be a child of an Academy GameObject!", MessageType.Error);
21 | } else if (myBrain.transform.parent.GetComponent () == null) {
22 | EditorGUILayout.HelpBox ("The Parent of a Brain must have an Academy Component attached to it!", MessageType.Error);
23 | }
24 |
25 | BrainParameters parameters = myBrain.brainParameters;
26 | if (parameters.actionDescriptions == null || parameters.actionDescriptions.Length != parameters.actionSize)
27 | parameters.actionDescriptions = new string[parameters.actionSize];
28 |
29 | serializedBrain.Update();
30 |
31 | SerializedProperty bp = serializedBrain.FindProperty ("brainParameters");
32 | EditorGUILayout.PropertyField(bp, true);
33 |
34 | SerializedProperty bt = serializedBrain.FindProperty("brainType");
35 | EditorGUILayout.PropertyField(bt);
36 |
37 | if (bt.enumValueIndex < 0) {
38 | bt.enumValueIndex = (int)BrainType.Player;
39 | }
40 |
41 | serializedBrain.ApplyModifiedProperties();
42 |
43 | myBrain.UpdateCoreBrains ();
44 | myBrain.coreBrain.OnInspector ();
45 |
46 | #if !NET_4_6 && ENABLE_TENSORFLOW
47 | EditorGUILayout.HelpBox ("You cannot have ENABLE_TENSORFLOW without NET_4_6", MessageType.Error);
48 | #endif
49 | }
50 | }
51 |
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/unity-environment/Assets/ML-Agents/Examples/3DBall/Scripts/Ball3DAcademy.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Ball3DAcademy : Academy
6 | {
7 | public override void AcademyReset()
8 | {
9 |
10 | }
11 |
12 | public override void AcademyStep()
13 | {
14 |
15 | }
16 | }
17 |
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/unity-environment/Assets/ML-Agents/Examples/3DBall/Scripts/Ball3DDecision.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Ball3DDecision : MonoBehaviour, Decision
6 | {
7 | public float[] Decide(List state, List observation, float reward, bool done, float[] memory)
8 | {
9 | if (gameObject.GetComponent().brainParameters.actionSpaceType == StateType.continuous)
10 | {
11 | List ret = new List();
12 | if (state[2] < 0 || state[5] < 0)
13 | {
14 | ret.Add(state[5]);
15 | }
16 | else
17 | {
18 | ret.Add(state[5]);
19 | }
20 | if (state[3] < 0 || state[7] < 0)
21 | {
22 | ret.Add(-state[7]);
23 | }
24 | else
25 | {
26 | ret.Add(-state[7]);
27 | }
28 | return ret.ToArray();
29 |
30 | }
31 | else
32 | {
33 | return new float[1]{ 1f };
34 | }
35 | }
36 |
37 | public float[] MakeMemory(List state, List observation, float reward, bool done, float[] memory)
38 | {
39 | return new float[0];
40 | }
41 | }
42 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class Area : MonoBehaviour {
6 |
7 | // Use this for initialization
8 | void Start () {
9 |
10 | }
11 |
12 | // Update is called once per frame
13 | void Update () {
14 |
15 | }
16 |
17 | public virtual void ResetArea() {
18 |
19 | }
20 | }
21 |
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/unity-environment/Assets/ML-Agents/Examples/Area/Scripts/AreaDecision.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class AreaDecision : MonoBehaviour, Decision {
6 |
7 | public float[] Decide (List state, List observation, float reward, bool done, float[] memory)
8 | {
9 | float[] action = new float[1];
10 | action[0] = Random.Range(0, 5);
11 | return action;
12 |
13 | }
14 |
15 | public float[] MakeMemory (List state, List observation, float reward, bool done, float[] memory)
16 | {
17 | return default(float[]);
18 |
19 | }
20 | }
21 |
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/unity-environment/Assets/ML-Agents/Examples/Area/Scripts/GoalInteract.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class GoalInteract : MonoBehaviour
6 | {
7 | public GameObject myAgent;
8 | public GameObject myObject;
9 | // Use this for initialization
10 | void Start()
11 | {
12 |
13 | }
14 |
15 | // Update is called once per frame
16 | void Update()
17 | {
18 |
19 | }
20 |
21 | private void OnCollisionEnter(Collision collision)
22 | {
23 | if (collision.gameObject == myObject)
24 | {
25 | Agent agent = myAgent.GetComponent();
26 | agent.done = true;
27 | agent.reward = 1f;
28 | }
29 | }
30 |
31 | }
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/unity-environment/Assets/ML-Agents/Examples/Area/Scripts/Push/PushAcademy.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PushAcademy : Academy {
6 |
7 | public float goalSize;
8 | public float blockSize;
9 | public float xVariation;
10 |
11 | public override void AcademyReset()
12 | {
13 | goalSize = (float)resetParameters["goal_size"];
14 | blockSize = (float)resetParameters["block_size"];
15 | xVariation = (float)resetParameters["x_variation"];
16 | }
17 |
18 | public override void AcademyStep()
19 | {
20 |
21 | }
22 |
23 | }
24 |
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/unity-environment/Assets/ML-Agents/Examples/Area/Scripts/Push/PushArea.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class PushArea : Area {
6 |
7 | public GameObject block;
8 | public GameObject goalHolder;
9 | public GameObject academy;
10 |
11 | // Use this for initialization
12 | void Start () {
13 | academy = GameObject.Find("Academy");
14 | }
15 |
16 | // Update is called once per frame
17 | void Update () {
18 |
19 | }
20 |
21 | public override void ResetArea()
22 | {
23 | float goalSize = academy.GetComponent().goalSize;
24 | float blockSize = academy.GetComponent().blockSize;
25 | float xVariation = academy.GetComponent().xVariation;
26 |
27 | block.transform.position = new Vector3(Random.Range(-xVariation, xVariation), 1f, -6f) + gameObject.transform.position;
28 | goalHolder.transform.position = new Vector3(Random.Range(-xVariation, xVariation), -0.1f, -2f) + gameObject.transform.position;
29 | goalSize = Random.Range(goalSize * 0.9f, goalSize * 1.1f);
30 | blockSize = Random.Range(blockSize * 0.9f, blockSize * 1.1f);
31 | block.transform.localScale = new Vector3(blockSize, 1f, blockSize);
32 | goalHolder.transform.localScale = new Vector3(goalSize, 1f, goalSize);
33 | }
34 |
35 | }
36 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class WallAcademy : Academy {
6 |
7 | public float minWallHeight;
8 | public float maxWallHeight;
9 |
10 | public override void AcademyReset()
11 | {
12 | minWallHeight = (float)resetParameters["min_wall_height"];
13 | maxWallHeight = (float)resetParameters["max_wall_height"];
14 | }
15 |
16 | public override void AcademyStep()
17 | {
18 |
19 | }
20 |
21 | }
22 |
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/unity-environment/Assets/ML-Agents/Examples/Area/Scripts/Wall/WallAgent.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class WallAgent : AreaAgent
6 | {
7 | public GameObject goalHolder;
8 | public GameObject block;
9 | public GameObject wall;
10 |
11 | public override void InitializeAgent()
12 | {
13 | base.InitializeAgent();
14 | }
15 |
16 | public override List CollectState()
17 | {
18 | List state = new List();
19 | Vector3 velocity = GetComponent().velocity;
20 | state.Add((transform.position.x - area.transform.position.x));
21 | state.Add((transform.position.y - area.transform.position.y));
22 | state.Add((transform.position.z + 5 - area.transform.position.z));
23 |
24 | state.Add((goalHolder.transform.position.x - area.transform.position.x));
25 | state.Add((goalHolder.transform.position.y - area.transform.position.y));
26 | state.Add((goalHolder.transform.position.z + 5 - area.transform.position.z));
27 |
28 | state.Add((block.transform.position.x - area.transform.position.x));
29 | state.Add((block.transform.position.y - area.transform.position.y));
30 | state.Add((block.transform.position.z + 5 - area.transform.position.z));
31 |
32 | state.Add(wall.transform.localScale.y);
33 |
34 | state.Add(velocity.x);
35 | state.Add(velocity.y);
36 | state.Add(velocity.z);
37 |
38 | Vector3 blockVelocity = block.GetComponent().velocity;
39 | state.Add(blockVelocity.x);
40 | state.Add(blockVelocity.y);
41 | state.Add(blockVelocity.z);
42 |
43 | return state;
44 | }
45 |
46 | public override void AgentStep(float[] act)
47 | {
48 | reward = -0.005f;
49 | MoveAgent(act);
50 |
51 | if (gameObject.transform.position.y < 0.0f ||
52 | Mathf.Abs(gameObject.transform.position.x - area.transform.position.x) > 8f ||
53 | Mathf.Abs(gameObject.transform.position.z + 5 - area.transform.position.z) > 8)
54 | {
55 | done = true;
56 | reward = -1f;
57 | }
58 | }
59 |
60 | public override void AgentReset()
61 | {
62 | transform.position = new Vector3(Random.Range(-3.5f, 3.5f), 1.1f, -8f) + area.transform.position;
63 | GetComponent().velocity = new Vector3(0f, 0f, 0f);
64 |
65 | area.GetComponent().ResetArea();
66 | }
67 |
68 | public override void AgentOnDone()
69 | {
70 |
71 | }
72 | }
73 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class WallArea : Area {
6 |
7 | public GameObject wall;
8 | public GameObject academy;
9 | public GameObject block;
10 | public GameObject goalHolder;
11 |
12 | // Use this for initialization
13 | void Start () {
14 | academy = GameObject.Find("Academy");
15 | }
16 |
17 | // Update is called once per frame
18 | void Update () {
19 |
20 | }
21 |
22 | public override void ResetArea() {
23 | float wallHeightMin = academy.GetComponent().minWallHeight;
24 | float wallHeightMax = academy.GetComponent().maxWallHeight;
25 | wall.transform.localScale = new Vector3(12f, Random.Range(wallHeightMin, wallHeightMax) - 0.1f, 1f);
26 | block.transform.position = new Vector3(Random.Range(-3.5f, 3.5f), 1f, Random.Range(-4f, -8f)) + gameObject.transform.position;
27 | goalHolder.transform.position = new Vector3(Random.Range(-3.5f, 3.5f), -0.1f, 0f) + gameObject.transform.position;
28 | }
29 | }
30 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class BasicAcademy : Academy {
6 |
7 | public override void AcademyReset()
8 | {
9 |
10 | }
11 |
12 | public override void AcademyStep()
13 | {
14 |
15 | }
16 |
17 | }
18 |
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/unity-environment/Assets/ML-Agents/Examples/Basic/Scripts/BasicAgent.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class BasicAgent : Agent
6 | {
7 |
8 | public int position;
9 | public int smallGoalPosition;
10 | public int largeGoalPosition;
11 | public GameObject largeGoal;
12 | public GameObject smallGoal;
13 | public int minPosition;
14 | public int maxPosition;
15 |
16 | public override List CollectState()
17 | {
18 | List state = new List();
19 | state.Add(position);
20 | return state;
21 | }
22 |
23 | public override void AgentStep(float[] act)
24 | {
25 | float movement = act[0];
26 | int direction = 0;
27 | if (movement == 0) { direction = -1; }
28 | if (movement == 1) { direction = 1; }
29 |
30 | position += direction;
31 | if (position < minPosition) { position = minPosition; }
32 | if (position > maxPosition) { position = maxPosition; }
33 |
34 | gameObject.transform.position = new Vector3(position, 0f, 0f);
35 |
36 | reward -= 0.01f;
37 |
38 | if (position == smallGoalPosition)
39 | {
40 | done = true;
41 | reward = 0.1f;
42 | }
43 |
44 | if (position == largeGoalPosition)
45 | {
46 | done = true;
47 | reward = 1f;
48 | }
49 | }
50 |
51 | public override void AgentReset()
52 | {
53 | position = 0;
54 | minPosition = -10;
55 | maxPosition = 10;
56 | smallGoalPosition = -3;
57 | largeGoalPosition = 7;
58 | smallGoal.transform.position = new Vector3(smallGoalPosition, 0f, 0f);
59 | largeGoal.transform.position = new Vector3(largeGoalPosition, 0f, 0f);
60 | }
61 |
62 | public override void AgentOnDone()
63 | {
64 |
65 | }
66 | }
67 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class BasicDecision : MonoBehaviour, Decision
6 | {
7 |
8 | public float[] Decide(List state, List observation, float reward, bool done, float[] memory)
9 | {
10 | return new float[1]{ 1f };
11 |
12 | }
13 |
14 | public float[] MakeMemory(List state, List observation, float reward, bool done, float[] memory)
15 | {
16 | return new float[0];
17 |
18 | }
19 | }
20 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CameraFollow : MonoBehaviour {
6 |
7 | public Transform target;
8 | Vector3 offset;
9 |
10 | // Use this for initialization
11 | void Start () {
12 | offset = gameObject.transform.position - target.position;
13 | }
14 |
15 | // Update is called once per frame
16 | void Update () {
17 | //gameObject.transform.position = target.position + offset;
18 | Vector3 newPosition = new Vector3(target.position.x + offset.x, transform.position.y, target.position.z + offset.z);
19 | gameObject.transform.position = newPosition;
20 | }
21 | }
22 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CrawlerAcademy : Academy
6 | {
7 | public override void InitializeAcademy()
8 | {
9 | Monitor.verticalOffset = 1f;
10 | }
11 |
12 | public override void AcademyReset()
13 | {
14 |
15 |
16 | }
17 |
18 | public override void AcademyStep()
19 | {
20 |
21 |
22 | }
23 | }
24 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CrawlerBodyContact : MonoBehaviour {
6 |
7 | CrawlerAgentConfigurable agent;
8 |
9 | void Start(){
10 | agent = gameObject.transform.parent.gameObject.GetComponent();
11 | }
12 |
13 | void OnTriggerEnter(Collider other){
14 | if (other.gameObject.name == "Ground")
15 | {
16 | agent.fell = true;
17 | }
18 | }
19 | }
20 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class CrawlerLegContact : MonoBehaviour {
6 |
7 | public int index;
8 | public CrawlerAgentConfigurable agent;
9 |
10 | void Start(){
11 | // agent = gameObject.transform.parent.gameObject.GetComponent();
12 | }
13 |
14 | void OnCollisionStay(Collision other){
15 | if (other.gameObject.name == "Platform")
16 | {
17 | agent.leg_touching[index] = true;
18 | }
19 | }
20 |
21 | }
22 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ReacherAcademy : Academy {
6 |
7 | public float goalSize;
8 | public float goalSpeed;
9 |
10 |
11 | public override void AcademyReset()
12 | {
13 | goalSize = (float)resetParameters["goal_size"];
14 | goalSpeed = (float)resetParameters["goal_speed"];
15 | }
16 |
17 | public override void AcademyStep()
18 | {
19 |
20 |
21 | }
22 |
23 | }
24 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ReacherDecision : MonoBehaviour, Decision {
6 |
7 | public float[] Decide (List state, List observation, float reward, bool done, float[] memory)
8 | {
9 | float[] action = new float[4];
10 | for (int i = 0; i < 4; i++) {
11 | action[i] = Random.Range(-1f, 1f);
12 | }
13 | return action;
14 |
15 | }
16 |
17 | public float[] MakeMemory (List state, List observation, float reward, bool done, float[] memory)
18 | {
19 | return default(float[]);
20 |
21 | }
22 | }
23 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ReacherGoal : MonoBehaviour {
6 |
7 | public GameObject agent;
8 | public GameObject hand;
9 | public GameObject goalOn;
10 |
11 | // Use this for initialization
12 | void Start () {
13 |
14 | }
15 |
16 | // Update is called once per frame
17 | void Update () {
18 |
19 | }
20 |
21 | private void OnTriggerEnter(Collider other)
22 | {
23 | if (other.gameObject == hand)
24 | {
25 | goalOn.transform.localScale = new Vector3(1f, 1f, 1f);
26 | }
27 | }
28 |
29 | private void OnTriggerExit(Collider other)
30 | {
31 | if (other.gameObject == hand)
32 | {
33 | goalOn.transform.localScale = new Vector3(0f, 0f, 0f);
34 | }
35 | }
36 |
37 |
38 | private void OnTriggerStay(Collider other)
39 | {
40 | if (other.gameObject == hand)
41 | {
42 | agent.GetComponent().reward = 0.1f;
43 | //agent.GetComponent().done = true;
44 | }
45 | }
46 | }
47 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class TennisAcademy : Academy
7 | {
8 |
9 | public override void AcademyReset()
10 | {
11 | }
12 |
13 | public override void AcademyStep()
14 | {
15 | }
16 |
17 | }
18 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TennisArea : MonoBehaviour {
6 |
7 | public GameObject ball;
8 | public GameObject agentA;
9 | public GameObject agentB;
10 |
11 | // Use this for initialization
12 | void Start () {
13 |
14 | }
15 |
16 | // Update is called once per frame
17 | void Update () {
18 |
19 | }
20 |
21 | public void MatchReset() {
22 | float ballOut = Random.Range(4f, 11f);
23 | int flip = Random.Range(0, 2);
24 | if (flip == 0)
25 | {
26 | ball.transform.position = new Vector3(-ballOut, 5f, 0f) + transform.position;
27 | }
28 | else
29 | {
30 | ball.transform.position = new Vector3(ballOut, 5f, 0f) + transform.position;
31 | }
32 | ball.GetComponent().velocity = new Vector3(0f, 0f, 0f);
33 | ball.transform.localScale = new Vector3(1, 1, 1);
34 | }
35 |
36 | void FixedUpdate() {
37 | Vector3 rgV = ball.GetComponent().velocity;
38 | ball.GetComponent().velocity = new Vector3(Mathf.Clamp(rgV.x, -9f, 9f), Mathf.Clamp(rgV.y, -9f, 9f), rgV.z);
39 | }
40 | }
41 |
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/unity-environment/Assets/ML-Agents/Scripts/Communicator.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | /** \brief AcademyParameters is a structure containing basic information about the
6 | * training environment. */
7 | /** The AcademyParameters will be sent via socket at the start of the Environment.
8 | * This structure does not need to be modified.
9 | */
10 | public struct AcademyParameters
11 | {
12 | public string AcademyName;
13 | /**< \brief The name of the Academy. If the communicator is External,
14 | * it will be the name of the Academy GameObject */
15 | public string apiNumber;
16 | /**< \brief The API number for the communicator. */
17 | public string logPath;
18 | /**< \brief The location of the logfile*/
19 | public Dictionary resetParameters;
20 | /**< \brief The default reset parameters are sent via socket*/
21 | public List brainNames;
22 | /**< \brief A list of the all the brains names sent via socket*/
23 | public List brainParameters;
24 | /**< \brief A list of the External brains parameters sent via socket*/
25 | public List externalBrainNames;
26 | /**< \brief A list of the External brains names sent via socket*/
27 | }
28 |
29 | public enum ExternalCommand
30 | {
31 | STEP,
32 | RESET,
33 | QUIT
34 | }
35 |
36 | /**
37 | * This is the interface used to generate coordinators.
38 | * This does not need to be modified nor implemented to create a
39 | * Unity environment.
40 | */
41 | public interface Communicator
42 | {
43 |
44 | /// Implement this method to allow brains to subscribe to the
45 | /// decisions made outside of Unity
46 | void SubscribeBrain(Brain brain);
47 |
48 | /// First contact between Communicator and external process
49 | bool CommunicatorHandShake();
50 |
51 | /// Implement this method to initialize the communicator
52 | void InitializeCommunicator();
53 |
54 | /// Implement this method to receive actions from outside of Unity and
55 | /// update the actions of the brains that subscribe
56 | void UpdateActions();
57 |
58 | /// Implement this method to return the ExternalCommand that
59 | /// was given outside of Unity
60 | ExternalCommand GetCommand();
61 |
62 | /// Implement this method to return the new dictionary of resetParameters
63 | /// that was given outside of Unity
64 | Dictionary GetResetParameters();
65 |
66 |
67 | }
68 |
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/unity-environment/Assets/ML-Agents/Scripts/CoreBrain.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | /** \brief An interface which defines the functions needed for a CoreBrain. */
6 | /** There is no need to modify or implement CoreBrain to create a Unity environment.
7 | */
8 | public interface CoreBrain
9 | {
10 |
11 | /// Implement setBrain so let the coreBrain know what brain is using it
12 | void SetBrain(Brain b);
13 | /// Implement this method to initialize CoreBrain
14 | void InitializeCoreBrain();
15 | /// Implement this method to define the logic for deciding actions
16 | void DecideAction();
17 | /// Implement this method to define the logic for sending the actions
18 | void SendState();
19 | /// Implement this method to define what should be displayed in the brain Inspector
20 | void OnInspector();
21 |
22 | }
23 |
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/unity-environment/Assets/ML-Agents/Scripts/CoreBrainExternal.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | /// CoreBrain which decides actions via communication with an external system such as Python.
6 | public class CoreBrainExternal : ScriptableObject, CoreBrain
7 | {
8 |
9 | public Brain brain;
10 | /**< Reference to the brain that uses this CoreBrainExternal */
11 |
12 | ExternalCommunicator coord;
13 |
14 | /// Creates the reference to the brain
15 | public void SetBrain(Brain b)
16 | {
17 | brain = b;
18 | }
19 |
20 | /// Generates the communicator for the Academy if none was present and
21 | /// subscribe to ExternalCommunicator if it was present.
22 | public void InitializeCoreBrain()
23 | {
24 | if (brain.gameObject.transform.parent.gameObject.GetComponent().communicator == null)
25 | {
26 | coord = null;
27 | throw new UnityAgentsException(string.Format("The brain {0} was set to" +
28 | " External mode" +
29 | " but Unity was unable to read the" +
30 | " arguments passed at launch.", brain.gameObject.name));
31 | }
32 | else if (brain.gameObject.transform.parent.gameObject.GetComponent().communicator is ExternalCommunicator)
33 | {
34 | coord = (ExternalCommunicator)brain.gameObject.transform.parent.gameObject.GetComponent().communicator;
35 | coord.SubscribeBrain(brain);
36 | }
37 |
38 | }
39 |
40 | /// Uses the communicator to retrieve the actions, memories and values and
41 | /// sends them to the agents
42 | public void DecideAction()
43 | {
44 | if (coord != null)
45 | {
46 | brain.SendActions(coord.GetDecidedAction(brain.gameObject.name));
47 | brain.SendMemories(coord.GetMemories(brain.gameObject.name));
48 | brain.SendValues(coord.GetValues(brain.gameObject.name));
49 | }
50 | }
51 |
52 | /// Uses the communicator to send the states, observations, rewards and
53 | /// dones outside of Unity
54 | public void SendState()
55 | {
56 | if (coord != null)
57 | {
58 | coord.giveBrainInfo(brain);
59 | }
60 | }
61 |
62 | /// Nothing needs to appear in the inspector
63 | public void OnInspector()
64 | {
65 |
66 | }
67 | }
68 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | /// Generic functions for Decision Interface
6 | public interface Decision
7 | {
8 | /// \brief Implement this method to define the logic of decision making
9 | /// for the CoreBrainHeuristic
10 | /** Given the information about the agent, return a vector of actions.
11 | * @param state The state of the agent
12 | * @param observation The cameras the agent uses
13 | * @param reward The reward the agent had at the previous step
14 | * @param done Weather or not the agent is done
15 | * @param memory The memories stored from the previous step with MakeMemory()
16 | * @return The vector of actions the agent will take at the next step
17 | */
18 | float[] Decide(List state, List observation, float reward, bool done, float[] memory);
19 |
20 | /// \brief Implement this method to define the logic of memory making for
21 | /// the CoreBrainHeuristic
22 | /** Given the information about the agent, return the new memory vector for the agent.
23 | * @param state The state of the agent
24 | * @param observation The cameras the agent uses
25 | * @param reward The reward the agent had at the previous step
26 | * @param done Weather or not the agent is done
27 | * @param memory The memories stored from the previous step with MakeMemory()
28 | * @return The vector of memories the agent will use at the next step
29 | */
30 | float[] MakeMemory(List state, List observation, float reward, bool done, float[] memory);
31 | }
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | using System;
6 | [System.Serializable]
7 | /// Contains exceptions specific to ML-Agents.
8 | public class UnityAgentsException : System.Exception
9 | {
10 | /// When a UnityAgentsException is called, the timeScale is set to 0.
11 | /// The simulation will end since no steps will be taken.
12 | public UnityAgentsException(string message) : base(message)
13 | {
14 | Time.timeScale = 0f;
15 | }
16 |
17 | /// A constructor is needed for serialization when an exception propagates
18 | /// from a remoting server to the client.
19 | protected UnityAgentsException(System.Runtime.Serialization.SerializationInfo info,
20 | System.Runtime.Serialization.StreamingContext context)
21 | { }
22 | }
23 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TemplateAcademy : Academy {
6 |
7 | public override void AcademyReset()
8 | {
9 |
10 |
11 | }
12 |
13 | public override void AcademyStep()
14 | {
15 |
16 |
17 | }
18 |
19 | }
20 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TemplateAgent : Agent {
6 |
7 |
8 |
9 | public override List CollectState()
10 | {
11 | List state = new List();
12 |
13 | return state;
14 | }
15 |
16 | public override void AgentStep(float[] act)
17 | {
18 |
19 | }
20 |
21 | public override void AgentReset()
22 | {
23 |
24 | }
25 |
26 | public override void AgentOnDone()
27 | {
28 |
29 | }
30 | }
31 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class TemplateDecision : MonoBehaviour, Decision
6 | {
7 |
8 | public float[] Decide(List state, List observation, float reward, bool done, float[] memory)
9 | {
10 | return new float[0];
11 |
12 | }
13 |
14 | public float[] MakeMemory(List state, List observation, float reward, bool done, float[] memory)
15 | {
16 | return new float[0];
17 |
18 | }
19 | }
20 |
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