[RLlib] Unity3D integration (n Unity3D clients vs learning server). (#8590)

This commit is contained in:
Sven Mika
2020-05-30 22:48:34 +02:00
committed by GitHub
parent 016337d4eb
commit d8a081a185
31 changed files with 870 additions and 191 deletions
+2 -2
View File
@@ -23,7 +23,7 @@ parser.add_argument(
action="store_true",
help="Whether to take random instead of on-policy actions.")
parser.add_argument(
"--stop-at-reward",
"--stop-reward",
type=int,
default=9999,
help="Stop once the specified reward is reached.")
@@ -49,7 +49,7 @@ if __name__ == "__main__":
client.log_returns(eid, reward, info=info)
if done:
print("Total reward:", rewards)
if rewards >= args.stop_at_reward:
if rewards >= args.stop_reward:
print("Target reward achieved, exiting")
exit(0)
rewards = 0
+1 -2
View File
@@ -32,8 +32,7 @@ if __name__ == "__main__":
connector_config = {
# Use the connector server to generate experiences.
"input": (
lambda ioctx: PolicyServerInput( \
ioctx, SERVER_ADDRESS, SERVER_PORT)
lambda ioctx: PolicyServerInput(ioctx, SERVER_ADDRESS, SERVER_PORT)
),
# Use a single worker process to run the server.
"num_workers": 0,
@@ -1,23 +0,0 @@
#!/bin/bash
rm -f last_checkpoint.out
pkill -f cartpole_server.py
sleep 1
if [ -f cartpole_server.py ]; then
basedir="."
else
basedir="rllib/examples/serving" # In bazel.
fi
(python $basedir/cartpole_server.py --run=PPO 2>&1 | grep -v 200) &
pid=$!
echo "Waiting for server to start"
while ! curl localhost:9900; do
sleep 1
done
sleep 2
python $basedir/cartpole_client.py --stop-at-reward=100 --inference-mode=local
kill $pid
@@ -1,24 +0,0 @@
#!/bin/bash
rm -f last_checkpoint.out
pkill -f cartpole_server.py
sleep 1
if [ -f cartpole_server.py ]; then
basedir="."
else
basedir="rllib/examples/serving" # In bazel.
fi
(python $basedir/cartpole_server.py --run=DQN 2>&1 | grep -v 200) &
pid=$!
echo "Waiting for server to start"
while ! curl localhost:9900; do
sleep 1
done
sleep 2
python $basedir/cartpole_client.py --stop-at-reward=100 --inference-mode=remote
kill $pid
+120
View File
@@ -0,0 +1,120 @@
"""
Example of running a Unity3D client instance against an RLlib Policy server.
Unity3D clients can be run in distributed fashion on n nodes in the cloud
and all connect to the same RLlib server for faster sample collection.
For a locally running Unity3D example, see:
`examples/unity3d_env_local.py`
To run this script on possibly different machines
against a central Policy server:
1) Install Unity3D and `pip install mlagents`.
2) Compile a Unity3D example game with MLAgents support (e.g. 3DBall or any
other one that you created yourself) and place the compiled binary
somewhere, where your RLlib client script (see below) can access it.
2.1) To find Unity3D MLAgent examples, first `pip install mlagents`,
then check out the `.../ml-agents/Project/Assets/ML-Agents/Examples/`
folder.
3) Change your RLlib Policy server code so it knows the observation- and
action Spaces, the different Policies (called "behaviors" in Unity3D
MLAgents), and Agent-to-Policy mappings for your particular game.
Alternatively, use one of the two already existing setups (3DBall or
SoccerStrikersVsGoalie).
4) Then run (two separate shells/machines):
$ python unity3d_server.py --env 3DBall
$ python unity3d_client.py --inference-mode=local --game [path to game binary]
"""
import argparse
from ray.rllib.env.policy_client import PolicyClient
from ray.rllib.env.unity3d_env import Unity3DEnv
SERVER_ADDRESS = "localhost"
SERVER_PORT = 9900
parser = argparse.ArgumentParser()
parser.add_argument(
"--game",
type=str,
default=None,
help="The game executable to run as RL env. If not provided, uses local "
"Unity3D editor instance.")
parser.add_argument(
"--horizon",
type=int,
default=200,
help="The max. number of `step()`s for any episode (per agent) before "
"it'll be reset again automatically.")
parser.add_argument(
"--server",
type=str,
default=SERVER_ADDRESS + ":" + str(SERVER_PORT),
help="The Policy server's address and port to connect to from this client."
)
parser.add_argument(
"--no-train",
action="store_true",
help="Whether to disable training (on the server side).")
parser.add_argument(
"--inference-mode",
type=str,
default="local",
choices=["local", "remote"],
help="Whether to compute actions `local`ly or `remote`ly. Note that "
"`local` is much faster b/c observations/actions do not have to be "
"sent via the network.")
parser.add_argument(
"--update-interval-local-mode",
type=float,
default=10.0,
help="For `inference-mode=local`, every how many seconds do we update "
"learnt policy weights from the server?")
parser.add_argument(
"--stop-reward",
type=int,
default=9999,
help="Stop once the specified reward is reached.")
if __name__ == "__main__":
args = parser.parse_args()
# Start the client for sending environment information (e.g. observations,
# actions) to a policy server (listening on port 9900).
client = PolicyClient(
"http://" + args.server,
inference_mode=args.inference_mode,
update_interval=args.update_interval_local_mode)
# Start and reset the actual Unity3DEnv (either already running Unity3D
# editor or a binary (game) to be started automatically).
env = Unity3DEnv(file_name=args.game, episode_horizon=args.horizon)
obs = env.reset()
eid = client.start_episode(training_enabled=not args.no_train)
# Keep track of the total reward per episode.
total_rewards_this_episode = 0.0
# Loop infinitely through the env.
while True:
# Get actions from the Policy server given our current obs.
actions = client.get_action(eid, obs)
# Apply actions to our env.
obs, rewards, dones, infos = env.step(actions)
total_rewards_this_episode += sum(rewards.values())
# Log rewards and single-agent dones.
client.log_returns(eid, rewards, infos, multiagent_done_dict=dones)
# Check whether all agents are done and end the episode, if necessary.
if dones["__all__"]:
print("Episode done: Reward={}".format(total_rewards_this_episode))
if total_rewards_this_episode >= args.stop_reward:
quit(0)
# End the episode and reset Unity Env.
total_rewards_this_episode = 0.0
client.end_episode(eid, obs)
obs = env.reset()
# Start a new episode.
eid = client.start_episode(training_enabled=not args.no_train)
+129
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@@ -0,0 +1,129 @@
"""
Example of running a Unity3D (MLAgents) Policy server that can learn
Policies via sampling inside many connected Unity game clients (possibly
running in the cloud on n nodes).
For a locally running Unity3D example, see:
`examples/unity3d_env_local.py`
To run this script against one or more possibly cloud-based clients:
1) Install Unity3D and `pip install mlagents`.
2) Compile a Unity3D example game with MLAgents support (e.g. 3DBall or any
other one that you created yourself) and place the compiled binary
somewhere, where your RLlib client script (see below) can access it.
2.1) To find Unity3D MLAgent examples, first `pip install mlagents`,
then check out the `.../ml-agents/Project/Assets/ML-Agents/Examples/`
folder.
3) Change this RLlib Policy server code so it knows the observation- and
action Spaces, the different Policies (called "behaviors" in Unity3D
MLAgents), and Agent-to-Policy mappings for your particular game.
Alternatively, use one of the two already existing setups (3DBall or
SoccerStrikersVsGoalie).
4) Then run (two separate shells/machines):
$ python unity3d_server.py --env 3DBall
$ python unity3d_client.py --inference-mode=local --game [path to game binary]
"""
import argparse
import os
import ray
from ray.tune import register_env
from ray.rllib.agents.ppo import PPOTrainer
from ray.rllib.env.policy_server_input import PolicyServerInput
from ray.rllib.examples.env.random_env import RandomMultiAgentEnv
from ray.rllib.examples.env.unity3d_env import Unity3DEnv
SERVER_ADDRESS = "localhost"
SERVER_PORT = 9900
CHECKPOINT_FILE = "last_checkpoint_{}.out"
parser = argparse.ArgumentParser()
parser.add_argument(
"--env",
type=str,
default="3DBall",
choices=["3DBall", "SoccerStrikersVsGoalie"],
help="The name of the Env to run in the Unity3D editor. Either `3DBall` "
"or `SoccerStrikersVsGoalie` (feel free to add more to this script!)")
parser.add_argument(
"--port",
type=int,
default=SERVER_PORT,
help="The Policy server's port to listen on for ExternalEnv client "
"conections.")
parser.add_argument(
"--checkpoint-freq",
type=int,
default=10,
help="The frequency with which to create checkpoint files of the learnt "
"Policies.")
parser.add_argument(
"--no-restore",
action="store_true",
help="Whether to load the Policy "
"weights from a previous checkpoint")
if __name__ == "__main__":
args = parser.parse_args()
ray.init(local_mode=True)
# Create a fake-env for the server. This env will never be used (neither
# for sampling, nor for evaluation) and its obs/action Spaces do not
# matter either (multi-agent config below defines Spaces per Policy).
register_env("fake_unity", lambda c: RandomMultiAgentEnv(c))
policies, policy_mapping_fn = \
Unity3DEnv.get_policy_configs_for_game(args.env)
# The entire config will be sent to connecting clients so they can
# build their own samplers (and also Policy objects iff
# `inference_mode=local` on clients' command line).
config = {
# Use the connector server to generate experiences.
"input": (
lambda ioctx: PolicyServerInput(ioctx, SERVER_ADDRESS, args.port)),
# Use a single worker process (w/ SyncSampler) to run the server.
"num_workers": 0,
# Disable OPE, since the rollouts are coming from online clients.
"input_evaluation": [],
# Other settings.
"sample_batch_size": 64,
"train_batch_size": 256,
"rollout_fragment_length": 20,
# Multi-agent setup for the particular env.
"multiagent": {
"policies": policies,
"policy_mapping_fn": policy_mapping_fn,
},
"framework": "tf",
}
# Create the Trainer used for Policy serving.
trainer = PPOTrainer(env="fake_unity", config=config)
# Attempt to restore from checkpoint if possible.
checkpoint_path = CHECKPOINT_FILE.format(args.env)
if not args.no_restore and os.path.exists(checkpoint_path):
checkpoint_path = open(checkpoint_path).read()
print("Restoring from checkpoint path", checkpoint_path)
trainer.restore(checkpoint_path)
# Serving and training loop.
count = 0
while True:
# Calls to train() will block on the configured `input` in the Trainer
# config above (PolicyServerInput).
print(trainer.train())
if count % args.checkpoint_freq == 0:
print("Saving learning progress to checkpoint file.")
checkpoint = trainer.save()
# Write the latest checkpoint location to CHECKPOINT_FILE,
# so we can pick up from the latest one after a server re-start.
with open(checkpoint_path, "w") as f:
f.write(checkpoint)
count += 1