Unity ML-Agents Gym Wrapper
A common way in which machine learning researchers interact with simulation
environments is via a wrapper provided by OpenAI called gym
. For more
information on the gym interface, see here.
We provide a gym wrapper and instructions for using it with existing machine
learning algorithms which utilize gym. Our wrapper provides interfaces on top of
our UnityEnvironment
class, which is the default way of interfacing with a
Unity environment via Python.
Installation
The gym wrapper is part of the mlagents_envs
package. Please refer to the
mlagents_envs installation instructions.
Using the Gym Wrapper
The gym interface is available from gym_unity.envs
. To launch an environment
from the root of the project repository use:
from mlagents_envs.envs.unity_gym_env import UnityToGymWrapper
env = UnityToGymWrapper(unity_env, uint8_visual, flatten_branched, allow_multiple_obs)
-
unity_env
refers to the Unity environment to be wrapped. -
uint8_visual
refers to whether to output visual observations asuint8
values (0-255). Many common Gym environments (e.g. Atari) do this. By default they will be floats (0.0-1.0). Defaults toFalse
. -
flatten_branched
will flatten a branched discrete action space into a Gym Discrete. Otherwise, it will be converted into a MultiDiscrete. Defaults toFalse
. -
allow_multiple_obs
will return a list of observations. The first elements contain the visual observations and the last element contains the array of vector observations. If False the environment returns a single array (containing a single visual observations, if present, otherwise the vector observation). Defaults toFalse
. -
action_space_seed
is the optional seed for action sampling. If non-None, will be used to set the random seed on created gym.Space instances.
The returned environment env
will function as a gym.
Limitations
- It is only possible to use an environment with a single Agent.
- By default, the first visual observation is provided as the
observation
, if present. Otherwise, vector observations are provided. You can receive all visual and vector observations by using theallow_multiple_obs=True
option in the gym parameters. If set toTrue
, you will receive a list ofobservation
instead of only one. - The
TerminalSteps
orDecisionSteps
output from the environment can still be accessed from theinfo
provided byenv.step(action)
. - Stacked vector observations are not supported.
- Environment registration for use with
gym.make()
is currently not supported. - Calling env.render() will not render a new frame of the environment. It will return the latest visual observation if using visual observations.
Running OpenAI Baselines Algorithms
OpenAI provides a set of open-source maintained and tested Reinforcement Learning algorithms called the Baselines.
Using the provided Gym wrapper, it is possible to train ML-Agents environments using these algorithms. This requires the creation of custom training scripts to launch each algorithm. In most cases these scripts can be created by making slight modifications to the ones provided for Atari and Mujoco environments.
These examples were tested with baselines version 0.1.6.
Example - DQN Baseline
In order to train an agent to play the GridWorld
environment using the
Baselines DQN algorithm, you first need to install the baselines package using
pip:
pip install git+git://github.com/openai/baselines
Next, create a file called train_unity.py
. Then create an /envs/
directory
and build the environment to that directory. For more information on
building Unity environments, see
here. Note that because of
limitations of the DQN baseline, the environment must have a single visual
observation, a single discrete action and a single Agent in the scene.
Add the following code to the train_unity.py
file:
import gym
from baselines import deepq
from baselines import logger
from mlagents_envs.environment import UnityEnvironment
from mlagents_envs.envs.unity_gym_env import UnityToGymWrapper
def main():
unity_env = UnityEnvironment( < path - to - environment >)
env = UnityToGymWrapper(unity_env, uint8_visual=True)
logger.configure('./logs') # Change to log in a different directory
act = deepq.learn(
env,
"cnn", # For visual inputs
lr=2.5e-4,
total_timesteps=1000000,
buffer_size=50000,
exploration_fraction=0.05,
exploration_final_eps=0.1,
print_freq=20,
train_freq=5,
learning_starts=20000,
target_network_update_freq=50,
gamma=0.99,
prioritized_replay=False,
checkpoint_freq=1000,
checkpoint_path='./logs', # Change to save model in a different directory
dueling=True
)
print("Saving model to unity_model.pkl")
act.save("unity_model.pkl")
if __name__ == '__main__':
main()
To start the training process, run the following from the directory containing
train_unity.py
:
python -m train_unity
Other Algorithms
Other algorithms in the Baselines repository can be run using scripts similar to
the examples from the baselines package. In most cases, the primary changes
needed to use a Unity environment are to import UnityToGymWrapper
, and to
replace the environment creation code, typically gym.make()
, with a call to
UnityToGymWrapper(unity_environment)
passing the environment as input.
A typical rule of thumb is that for vision-based environments, modification should be done to Atari training scripts, and for vector observation environments, modification should be done to Mujoco scripts.
Some algorithms will make use of make_env()
or make_mujoco_env()
functions.
You can define a similar function for Unity environments. An example of such a
method using the PPO2 baseline:
from mlagents_envs.environment import UnityEnvironment
from mlagents_envs.envs import UnityToGymWrapper
from baselines.common.vec_env.subproc_vec_env import SubprocVecEnv
from baselines.common.vec_env.dummy_vec_env import DummyVecEnv
from baselines.bench import Monitor
from baselines import logger
import baselines.ppo2.ppo2 as ppo2
import os
try:
from mpi4py import MPI
except ImportError:
MPI = None
def make_unity_env(env_directory, num_env, visual, start_index=0):
"""
Create a wrapped, monitored Unity environment.
"""
def make_env(rank, use_visual=True): # pylint: disable=C0111
def _thunk():
unity_env = UnityEnvironment(env_directory, base_port=5000 + rank)
env = UnityToGymWrapper(unity_env, uint8_visual=True)
env = Monitor(env, logger.get_dir() and os.path.join(logger.get_dir(), str(rank)))
return env
return _thunk
if visual:
return SubprocVecEnv([make_env(i + start_index) for i in range(num_env)])
else:
rank = MPI.COMM_WORLD.Get_rank() if MPI else 0
return DummyVecEnv([make_env(rank, use_visual=False)])
def main():
env = make_unity_env( < path - to - environment >, 4, True)
ppo2.learn(
network="mlp",
env=env,
total_timesteps=100000,
lr=1e-3,
)
if __name__ == '__main__':
main()
Run Google Dopamine Algorithms
Google provides a framework Dopamine, and implementations of algorithms, e.g. DQN, Rainbow, and the C51 variant of Rainbow. Using the Gym wrapper, we can run Unity environments using Dopamine.
First, after installing the Gym wrapper, clone the Dopamine repository.
git clone https://github.com/google/dopamine
Then, follow the appropriate install instructions as specified on Dopamine's homepage. Note that the Dopamine guide specifies using a virtualenv. If you choose to do so, make sure your unity_env package is also installed within the same virtualenv as Dopamine.
Adapting Dopamine's Scripts
First, open dopamine/atari/run_experiment.py
. Alternatively, copy the entire
atari
folder, and name it something else (e.g. unity
). If you choose the
copy approach, be sure to change the package names in the import statements in
train.py
to your new directory.
Within run_experiment.py
, we will need to make changes to which environment is
instantiated, just as in the Baselines example. At the top of the file, insert
from mlagents_envs.environment import UnityEnvironment
from mlagents_envs.envs import UnityToGymWrapper
to import the Gym Wrapper. Navigate to the create_atari_environment
method in
the same file, and switch to instantiating a Unity environment by replacing the
method with the following code.
game_version = 'v0' if sticky_actions else 'v4'
full_game_name = '{}NoFrameskip-{}'.format(game_name, game_version)
unity_env = UnityEnvironment(<path-to-environment>)
env = UnityToGymWrapper(unity_env, uint8_visual=True)
return env
<path-to-environment>
is the path to your built Unity executable. For more
information on building Unity environments, see
here, and note the Limitations
section below.
Note that we are not using the preprocessor from Dopamine, as it uses many Atari-specific calls. Furthermore, frame-skipping can be done from within Unity, rather than on the Python side.
Limitations
Since Dopamine is designed around variants of DQN, it is only compatible with
discrete action spaces, and specifically the Discrete Gym space. For
environments that use branched discrete action spaces, you can enable the
flatten_branched
parameter in UnityToGymWrapper
, which treats each
combination of branched actions as separate actions.
Furthermore, when building your environments, ensure that your Agent is using
visual observations with greyscale enabled, and that the dimensions of the
visual observations is 84 by 84 (matches the parameter found in dqn_agent.py
and rainbow_agent.py
). Dopamine's agents currently do not automatically adapt
to the observation dimensions or number of channels.
Hyperparameters
The hyperparameters provided by Dopamine are tailored to the Atari games, and
you will likely need to adjust them for ML-Agents environments. Here is a sample
dopamine/agents/rainbow/configs/rainbow.gin
file that is known to work with
a simple GridWorld.
import dopamine.agents.rainbow.rainbow_agent
import dopamine.unity.run_experiment
import dopamine.replay_memory.prioritized_replay_buffer
import gin.tf.external_configurables
RainbowAgent.num_atoms = 51
RainbowAgent.stack_size = 1
RainbowAgent.vmax = 10.
RainbowAgent.gamma = 0.99
RainbowAgent.update_horizon = 3
RainbowAgent.min_replay_history = 20000 # agent steps
RainbowAgent.update_period = 5
RainbowAgent.target_update_period = 50 # agent steps
RainbowAgent.epsilon_train = 0.1
RainbowAgent.epsilon_eval = 0.01
RainbowAgent.epsilon_decay_period = 50000 # agent steps
RainbowAgent.replay_scheme = 'prioritized'
RainbowAgent.tf_device = '/cpu:0' # use '/cpu:*' for non-GPU version
RainbowAgent.optimizer = @tf.train.AdamOptimizer()
tf.train.AdamOptimizer.learning_rate = 0.00025
tf.train.AdamOptimizer.epsilon = 0.0003125
Runner.game_name = "Unity" # any name can be used here
Runner.sticky_actions = False
Runner.num_iterations = 200
Runner.training_steps = 10000 # agent steps
Runner.evaluation_steps = 500 # agent steps
Runner.max_steps_per_episode = 27000 # agent steps
WrappedPrioritizedReplayBuffer.replay_capacity = 1000000
WrappedPrioritizedReplayBuffer.batch_size = 32
This example assumed you copied atari
to a separate folder named unity
.
Replace unity
in import dopamine.unity.run_experiment
with the folder you
copied your run_experiment.py
and trainer.py
files to. If you directly
modified the existing files, then use atari
here.
Starting a Run
You can now run Dopamine as you would normally:
python -um dopamine.unity.train \
--agent_name=rainbow \
--base_dir=/tmp/dopamine \
--gin_files='dopamine/agents/rainbow/configs/rainbow.gin'
Again, we assume that you've copied atari
into a separate folder. Remember to
replace unity
with the directory you copied your files into. If you edited the
Atari files directly, this should be atari
.
Example: GridWorld
As a baseline, here are rewards over time for the three algorithms provided with Dopamine as run on the GridWorld example environment. All Dopamine (DQN, Rainbow, C51) runs were done with the same epsilon, epsilon decay, replay history, training steps, and buffer settings as specified above. Note that the first 20000 steps are used to pre-fill the training buffer, and no learning happens.
We provide results from our PPO implementation and the DQN from Baselines as
reference. Note that all runs used the same greyscale GridWorld as Dopamine. For
PPO, num_layers
was set to 2, and all other hyperparameters are the default
for GridWorld in config/ppo/GridWorld.yaml
. For Baselines DQN, the provided
hyperparameters in the previous section are used. Note that Baselines implements
certain features (e.g. dueling-Q) that are not enabled in Dopamine DQN.