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The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve as environments for training intelligent agents using deep reinforcement learning and imitation learning.

0 0 1 C#
# Upgrading
## :warning: Warning :warning:
The C# editor code and python trainer code are not compatible between releases. This means that if you upgrade one, you *must* upgrade the other as well. If you experience new errors or unable to connect to training after updating, please double-check that the versions are in the same.
The versions can be found in
* `Academy.k_ApiVersion` in Academy.cs ([example](https://github.com/Unity-Technologies/ml-agents/blob/b255661084cb8f701c716b040693069a3fb9a257/UnitySDK/Assets/ML-Agents/Scripts/Academy.cs#L95))
* `UnityEnvironment.API_VERSION` in environment.py ([example](https://github.com/Unity-Technologies/ml-agents/blob/b255661084cb8f701c716b040693069a3fb9a257/ml-agents-envs/mlagents/envs/environment.py#L45))
2018-08-25 17:51:28 -07:00
# Migrating
## Migrating from 0.15 to latest
### Important changes
2020-03-30 15:58:50 -07:00
* The `--load` and `--train` command-line flags have been deprecated and replaced with `--resume` and `--inference`.
* Running with the same `--run-id` twice will now throw an error.
2020-04-01 15:19:18 -07:00
* The `play_against_current_self_ratio` self-play trainer hyperparameter has been renamed to `play_against_latest_model_ratio`
WIP : Changes to the LL-API - Refactor of “done” logic (#3681) * [skip ci] WIP : Modify the base_env.py file * [skip ci] typo * [skip ci] renamed some methods * [skip ci] Incorporated changes from our meeting * [skip ci] everything is broken * [skip ci] everything is broken * [skip ci] formatting * Fixing the gym tests * Fixing bug, C# has an error that needs fixing * Fixing the test * relaxing the threshold of 0.99 to 0.9 * fixing the C# side * formating * Fixed the llapi integratio test * [Increasing steps for testing] * Fixing the python tests * Need __contains__ after all * changing the max_steps in the tests * addressing comments * Making env_manager logic clearer as proposed in the comments * Remove duplicated logic and added back in episode length (#3728) * removing mentions of multi-agent in gym and changed the docstring in base_env.py * Edited the Documentation for the changes to the LLAPI (#3733) * Edited the Documentation for the changes to the LLAPI * Forgot the CHANGELOG * Fixing a typo raised by #3731 * [skip ci] Update com.unity.ml-agents/CHANGELOG.md * [skip ci] Update docs/Migrating.md * [skip ci] Update docs/Python-API.md * [skip ci] Update docs/Python-API.md * Resolving silent merge conflicts * [skip ci] Update docs/Python-API.md * [skip ci] Update docs/Python-API.md * [skip ci] Update gym-unity/README.md * [skip ci] Update docs/Python-API.md * Added a sentence asking people to use the llapi instead of gym for multi-agents Co-authored-by: Ervin T <ervin@unity3d.com>
2020-04-06 12:50:32 -07:00
* Removed the multi-agent gym option from the gym wrapper. For multi-agent scenarios, use the [Low Level Python API](Python-API.md).
* The low level Python API has changed. You can look at the document [Low Level Python API documentation](Python-API.md) for more information. If you use `mlagents-learn` for training, this should be a transparent change.
* The obsolete `Agent` methods `GiveModel`, `Done`, `InitializeAgent`, `AgentAction` and `AgentReset` have been removed.
* The signature of `Agent.Heuristic()` was changed to take a `float[]` as a parameter, instead of returning the array. This was done to prevent a common source of error where users would return arrays of the wrong size.
2020-03-30 15:58:50 -07:00
### Steps to Migrate
* Replace the `--load` flag with `--resume` when calling `mlagents-learn`, and don't use the `--train` flag as training
will happen by default. To run without training, use `--inference`.
* To force-overwrite files from a pre-existing run, add the `--force` command-line flag.
* The Jupyter notebooks have been removed from the repository.
* `Academy.FloatProperties` was removed.
* `Academy.RegisterSideChannel` and `Academy.UnregisterSideChannel` were removed.
* Replace `Academy.FloatProperties` with `SideChannelUtils.GetSideChannel<FloatPropertiesChannel>()`.
* Replace `Academy.RegisterSideChannel` with `SideChannelUtils.RegisterSideChannel()`.
* Replace `Academy.UnregisterSideChannel` with `SideChannelUtils.UnregisterSideChannel`.
* If your Agent class overrides `Heuristic()`, change the signature to `public override void Heuristic(float[] actionsOut)` and assign values to `actionsOut` instead of returning an array.
Merge 0.15.1 to master (#3755) * Bumping version on the release (#3615) * Update examples project to 2018.4.18f1 (#3618) From 2018.4.14f1. An internal package dependency was updated as a side effect. * Remove dead components from the examples scenes (#3619) (#3624) * Improve warnings and exception if using unsupported combo * add meta file * fix unit test * enforce onnx conversion (expect tf2 CI to fail) (#3600) * Update error message * Updated the release branch docs (#3621) * Updated the release branch docs * Edited the README * make sure top-level timer is closed before writing * Remove space from Product Name for examples In #2588 it was suggested that the space in the Product Name for our example environments causes confusion when using a default build because of the need to escape the space in the build filename. This change removes the space from the Product Name in the project's player settings. * [bug-fix] Increase 3dballhard and GAIL default steps (#3636) * Updating the NN models (#3632) * Updating the NN models * Update gridworld * [skip ci] Update BallHard * Update hallway * Hotfixes for Release 0.15.1 (#3698) * [bug-fix] Increase height of wall in CrawlerStatic (#3650) * [bug-fix] Improve performance for PPO with continuous actions (#3662) * Corrected a typo in a name of a function (#3670) OnEpsiodeBegin was corrected to OnEpisodeBegin in Migrating.md document * Add Academy.AutomaticSteppingEnabled to migration (#3666) * Fix editor port in Dockerfile (#3674) * Hotfix memory leak on Python (#3664) * Hotfix memory leak on Python * Fixing * Fixing a bug in the heuristic policy. A decision should not be requested when the agent is done * [bug-fix] Make Python able to deal with 0-step episodes (#3671) * adding some comments Co-authored-by: Ervin T <ervin@unity3d.com> * Remove vis_encode_type from list of required (#3677) * Update changelog (#3678) * Shorten timeout duration for environment close (#3679) The timeout duration for closing an environment was set to the same duration as the timeout when waiting for a response from the still-running environment. This led to long waits for the error response when communication version wasn't matching. This change forces a timeout duration of 0 when handling errors. * Bumping the versions * handle multiple dones in a single step (#3700) * handle multiple dones in a single step * [tests] Make end-to-end tests more stable (#3697) * [bug-fix] Fix entropy computation for GaussianDistribution (#3684) * Fix how we set logging levels (#3703) * cleanup logging * comments and cleanup * pylint, gym * [skip-ci] Update changelog for logging fix. (#3707) * [skip ci] Update README * [skip ci] Fixed a typo Co-authored-by: Ervin T <ervin@unity3d.com> Co-authored-by: Adam Streck <adam.streck@gmail.com> Co-authored-by: Chris Elion <chris.elion@unity3d.com> Co-authored-by: Jonathan Harper <jharper+moar@unity3d.com> * fix changelog * keep master gridworld Co-authored-by: Vincent-Pierre BERGES <vincentpierre@unity3d.com> Co-authored-by: Jonathan Harper <jharper+moar@unity3d.com> Co-authored-by: Ervin T <ervin@unity3d.com> Co-authored-by: Adam Streck <adam.streck@gmail.com>
2020-04-08 11:19:24 -07:00
## Migrating from 0.14 to 0.15
### Important changes
* The `Agent.CollectObservations()` virtual method now takes as input a `VectorSensor` sensor as argument. The `Agent.AddVectorObs()` methods were removed.
* The `SetMask` was renamed to `SetMask` method must now be called on the `DiscreteActionMasker` argument of the `CollectDiscreteActionMasks` virtual method.
* We consolidated our API for `DiscreteActionMasker`. `SetMask` takes two arguments : the branch index and the list of masked actions for that branch.
* The `Monitor` class has been moved to the Examples Project. (It was prone to errors during testing)
* The `MLAgents.Sensors` namespace has been introduced. All sensors classes are part of the `MLAgents.Sensors` namespace.
* The `MLAgents.SideChannels` namespace has been introduced. All side channel classes are part of the `MLAgents.SideChannels` namespace.
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* The interface for `RayPerceptionSensor.PerceiveStatic()` was changed to take an input class and write to an output class, and the method was renamed to `Perceive()`.
* The `SetMask` method must now be called on the `DiscreteActionMasker` argument of the `CollectDiscreteActionMasks` method.
* The method `GetStepCount()` on the Agent class has been replaced with the property getter `StepCount`
* The `--multi-gpu` option has been removed temporarily.
* `AgentInfo.actionMasks` has been renamed to `AgentInfo.discreteActionMasks`.
* `BrainParameters` and `SpaceType` have been removed from the public API
* `BehaviorParameters` have been removed from the public API.
* `DecisionRequester` has been made internal (you can still use the DecisionRequesterComponent from the inspector). `RepeatAction` was renamed `TakeActionsBetweenDecisions` for clarity.
* The following methods in the `Agent` class have been renamed. The original method names will be removed in a later release:
* `InitializeAgent()` was renamed to `Initialize()`
* `AgentAction()` was renamed to `OnActionReceived()`
* `AgentReset()` was renamed to `OnEpsiodeBegin()`
* `Done()` was renamed to `EndEpisode()`
* `GiveModel()` was renamed to `SetModel()`
* The `IFloatProperties` interface has been removed.
* The interface for SideChannels was changed:
* In C#, `OnMessageReceived` now takes a `IncomingMessage` argument, and `QueueMessageToSend` takes an `OutgoingMessage` argument.
* In python, `on_message_received` now takes a `IncomingMessage` argument, and `queue_message_to_send` takes an `OutgoingMessage` argument.
* Automatic stepping for Academy is now controlled from the AutomaticSteppingEnabled property.
### Steps to Migrate
* Add the `using MLAgents.Sensors;` in addition to `using MLAgents;` on top of your Agent's script.
* Replace your Agent's implementation of `CollectObservations()` with `CollectObservations(VectorSensor sensor)`. In addition, replace all calls to `AddVectorObs()` with `sensor.AddObservation()` or `sensor.AddOneHotObservation()` on the `VectorSensor` passed as argument.
* Replace your calls to `SetActionMask` on your Agent to `DiscreteActionMasker.SetActionMask` in `CollectDiscreteActionMasks`.
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* If you call `RayPerceptionSensor.PerceiveStatic()` manually, add your inputs to a `RayPerceptionInput`. To get the previous float array output,
iterate through `RayPerceptionOutput.rayOutputs` and call `RayPerceptionOutput.RayOutput.ToFloatArray()`.
* Replace all calls to `Agent.GetStepCount()` with `Agent.StepCount`
* We strongly recommend replacing the following methods with their new equivalent as they will be removed in a later release:
* `InitializeAgent()` to `Initialize()`
* `AgentAction()` to `OnActionReceived()`
* `AgentReset()` to `OnEpisodeBegin()`
* `Done()` to `EndEpisode()`
* `GiveModel()` to `SetModel()`
* Replace `IFloatProperties` variables with `FloatPropertiesChannel` variables.
* If you implemented custom `SideChannels`, update the signatures of your methods, and add your data to the `OutgoingMessage` or read it from the `IncomingMessage`.
* Replace calls to Academy.EnableAutomaticStepping()/DisableAutomaticStepping() with Academy.AutomaticSteppingEnabled = true/false.
2020-02-06 15:13:21 -08:00
## Migrating from 0.13 to 0.14
### Important changes
* The `UnitySDK` folder has been split into a Unity Package (`com.unity.ml-agents`) and an examples project (`Project`). Please follow the [Installation Guide](Installation.md) to get up and running with this new repo structure.
* Several changes were made to how agents are reset and marked as done:
* Calling `Done()` on the Agent will now reset it immediately and call the `AgentReset` virtual method. (This is to simplify the previous logic in which the Agent had to wait for the next `EnvironmentStep` to reset)
* The "Reset on Done" setting in AgentParameters was removed; this is now effectively always true. `AgentOnDone` virtual method on the Agent has been removed.
* The `Decision Period` and `On Demand decision` checkbox have been removed from the Agent. On demand decision is now the default (calling `RequestDecision` on the Agent manually.)
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* The Academy class was changed to a singleton, and its virtual methods were removed.
* Trainer steps are now counted per-Agent, not per-environment as in previous versions. For instance, if you have 10 Agents in the scene, 20 environment steps now corresponds to 200 steps as printed in the terminal and in Tensorboard.
* Curriculum config files are now YAML formatted and all curricula for a training run are combined into a single file.
* The `--num-runs` command-line option has been removed from `mlagents-learn`.
* Several fields on the Agent were removed or made private in order to simplify the interface.
* The `agentParameters` field of the Agent has been removed. (Contained only `maxStep` information)
* `maxStep` is now a public field on the Agent. (Was moved from `agentParameters`)
* The `Info` field of the Agent has been made private. (Was only used internally and not meant to be modified outside of the Agent)
* The `GetReward()` method on the Agent has been removed. (It was being confused with `GetCumulativeReward()`)
* The `AgentAction` struct no longer contains a `value` field. (Value estimates were not set during inference)
* The `GetValueEstimate()` method on the Agent has been removed.
* The `UpdateValueAction()` method on the Agent has been removed.
* The deprecated `RayPerception3D` and `RayPerception2D` classes were removed, and the `legacyHitFractionBehavior` argument was removed from `RayPerceptionSensor.PerceiveStatic()`.
* RayPerceptionSensor was inconsistent in how it handle scale on the Agent's transform. It now scales the ray length and sphere size for casting as the transform's scale changes.
### Steps to Migrate
* Follow the instructions on how to install the `com.unity.ml-agents` package into your project in the [Installation Guide](Installation.md).
* If your Agent implemented `AgentOnDone` and did not have the checkbox `Reset On Done` checked in the inspector, you must call the code that was in `AgentOnDone` manually.
* If you give your Agent a reward or penalty at the end of an episode (e.g. for reaching a goal or falling off of a platform), make sure you call `AddReward()` or `SetReward()` *before* calling `Done()`. Previously, the order didn't matter.
* If you were not using `On Demand Decision` for your Agent, you **must** add a `DecisionRequester` component to your Agent GameObject and set its `Decision Period` field to the old `Decision Period` of the Agent.
* If you have a class that inherits from Academy:
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* If the class didn't override any of the virtual methods and didn't store any additional data, you can just remove the old script from the scene.
* If the class had additional data, create a new MonoBehaviour and store the data in the new MonoBehaviour instead.
* If the class overrode the virtual methods, create a new MonoBehaviour and move the logic to it:
* Move the InitializeAcademy code to MonoBehaviour.OnAwake
* Move the AcademyStep code to MonoBehaviour.FixedUpdate
* Move the OnDestroy code to MonoBehaviour.OnDestroy.
* Move the AcademyReset code to a new method and add it to the Academy.OnEnvironmentReset action.
* Multiply `max_steps` and `summary_freq` in your `trainer_config.yaml` by the number of Agents in the scene.
* Combine curriculum configs into a single file. See [the WallJump curricula](../config/curricula/wall_jump.yaml) for an example of the new curriculum config format.
A tool like https://www.json2yaml.com may be useful to help with the conversion.
* If you have a model trained which uses RayPerceptionSensor and has non-1.0 scale in the Agent's transform, it must be retrained.
## Migrating from ML-Agents toolkit v0.12.0 to v0.13.0
Develop side channels: migrate reset parameters (#2990) * [WIP] Side Channel initial layout * Working prototype for raw bytes * fixing format mistake * Added some errors and some unit tests in C# * Added the side channel for the Engine Configuration. (#2958) * Added the side channel for the Engine Configuration. Note that this change does not require modifying a lot of files : - Adding a sender in Python - Adding a receiver in C# - subscribe the receiver to the communicator (here is a one liner in the Academy) - Add the side channel to the Python UnityEnvironment (not represented here) Adding the side channel to the environment would look like such : ```python from mlagents.envs.environment import UnityEnvironment from mlagents.envs.side_channel.raw_bytes_channel import RawBytesChannel from mlagents.envs.side_channel.engine_configuration_channel import EngineConfigurationChannel channel0 = RawBytesChannel() channel1 = EngineConfigurationChannel() env = UnityEnvironment(base_port = 5004, side_channels = [channel0, channel1]) ``` * renamings * addressing comments * Logging a message when an unknown side channel number has been received by Unity * Addressing comments * renamings * renamings * Adding FloatProperties to the side channels (#2968) * renaming m_SideChannelsDict to m_SideChannel * renaming and some comments * renaming and adding a GetAndClearReceivedMessages() in the RawBytesSideChannel * micro-optimization * more errors and some nit * addressing comments * Using little-endian format in Python * adding some comments * Code comments * some changes and added the unit tests on both Python and C# * removing default default in get default * Update UnitySDK/Assets/ML-Agents/Scripts/SideChannel/SideChannel.cs Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update ml-agents-envs/mlagents/envs/side_channel/raw_bytes_channel.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * addressing comments * fixing tests * removing the arguments to reset and the property reset_parameters on the UnityEnvironment * curriculum works but removed the check for reset parameters in the scene * processing side channels before the reset command * Removing engine configuration from C# * Engine configuration removed * fixing the tests * Update ml-agents-envs/mlagents/envs/subprocess_env_manager.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing register callbacks with empty calls in FloarProperties * Clamp instead of min max * removing the brain names from the environment.py print * renaming reset_parameters to get properties * made a default engine config * bug fix * Empty commit * Docs changes for the Side Channels feature (#3011) * Docs changes for the Side Channels feature * replace deprecated with removed on the CustomResetPratmeters` * Update docs/Python-API.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update docs/Training-Generalized-Reinforcement-Learning-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing the console outputs in the docs * Update docs/Training-ML-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * replace does not work with ignored * adding a note on side channels * adding some steps to migrate * addressing comments * adding more docs to the LL-API * added a blob on how to access the properties in C# * adding space between ResetParameters * fix typo * bug fixes * addressing comments
2019-12-03 16:40:01 -08:00
### Important changes
Develop new ll api (#3022) * initial commit for LL-API * fixing ml-agents-envs tests * Implementing action masks * training is fixed for 3DBall * Tests all fixed, gym is broken and missing documentation changes * adding case where no vector obs * Fixed Gym * fixing tests of float64 * fixing float64 * reverting some of brain.py * removing old proto apis * comment type fixes * added properties to AgentGroupSpec and edited the notebooks. * clearing the notebook outputs * Update gym-unity/gym_unity/tests/test_gym.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update gym-unity/gym_unity/tests/test_gym.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update ml-agents-envs/mlagents/envs/base_env.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update ml-agents-envs/mlagents/envs/base_env.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * addressing first comments * NaN checks for rewards are back * restoring Union[int, Tuple[int, ...]] for action_shape * Made BatchdStepResult an object * Made _agent_id_to_index private * Update ml-agents-envs/mlagents/envs/base_env.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * replacing np.array with np.ndarray in typing * adding a new type for AgentGroup and AgentId * fixing brain_info when vec_obs == 0 * Docs ll api (#3047) * LL-API documentation changes * fixes * deleting implementation details * Update docs/Python-API.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * edited the migrating docs * Update docs/Migrating.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * adding a period * removing change log
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* The low level Python API has changed. You can look at the document [Low Level Python API documentation](Python-API.md) for more information. This should only affect you if you're writing a custom trainer; if you use `mlagents-learn` for training, this should be a transparent change.
* `reset()` on the Low-Level Python API no longer takes a `train_mode` argument. To modify the performance/speed of the engine, you must use an `EngineConfigurationChannel`
* `reset()` on the Low-Level Python API no longer takes a `config` argument. `UnityEnvironment` no longer has a `reset_parameters` field. To modify float properties in the environment, you must use a `FloatPropertiesChannel`. For more information, refer to the [Low Level Python API documentation](Python-API.md)
Develop side channels: migrate reset parameters (#2990) * [WIP] Side Channel initial layout * Working prototype for raw bytes * fixing format mistake * Added some errors and some unit tests in C# * Added the side channel for the Engine Configuration. (#2958) * Added the side channel for the Engine Configuration. Note that this change does not require modifying a lot of files : - Adding a sender in Python - Adding a receiver in C# - subscribe the receiver to the communicator (here is a one liner in the Academy) - Add the side channel to the Python UnityEnvironment (not represented here) Adding the side channel to the environment would look like such : ```python from mlagents.envs.environment import UnityEnvironment from mlagents.envs.side_channel.raw_bytes_channel import RawBytesChannel from mlagents.envs.side_channel.engine_configuration_channel import EngineConfigurationChannel channel0 = RawBytesChannel() channel1 = EngineConfigurationChannel() env = UnityEnvironment(base_port = 5004, side_channels = [channel0, channel1]) ``` * renamings * addressing comments * Logging a message when an unknown side channel number has been received by Unity * Addressing comments * renamings * renamings * Adding FloatProperties to the side channels (#2968) * renaming m_SideChannelsDict to m_SideChannel * renaming and some comments * renaming and adding a GetAndClearReceivedMessages() in the RawBytesSideChannel * micro-optimization * more errors and some nit * addressing comments * Using little-endian format in Python * adding some comments * Code comments * some changes and added the unit tests on both Python and C# * removing default default in get default * Update UnitySDK/Assets/ML-Agents/Scripts/SideChannel/SideChannel.cs Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update ml-agents-envs/mlagents/envs/side_channel/raw_bytes_channel.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * addressing comments * fixing tests * removing the arguments to reset and the property reset_parameters on the UnityEnvironment * curriculum works but removed the check for reset parameters in the scene * processing side channels before the reset command * Removing engine configuration from C# * Engine configuration removed * fixing the tests * Update ml-agents-envs/mlagents/envs/subprocess_env_manager.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing register callbacks with empty calls in FloarProperties * Clamp instead of min max * removing the brain names from the environment.py print * renaming reset_parameters to get properties * made a default engine config * bug fix * Empty commit * Docs changes for the Side Channels feature (#3011) * Docs changes for the Side Channels feature * replace deprecated with removed on the CustomResetPratmeters` * Update docs/Python-API.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update docs/Training-Generalized-Reinforcement-Learning-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing the console outputs in the docs * Update docs/Training-ML-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * replace does not work with ignored * adding a note on side channels * adding some steps to migrate * addressing comments * adding more docs to the LL-API * added a blob on how to access the properties in C# * adding space between ResetParameters * fix typo * bug fixes * addressing comments
2019-12-03 16:40:01 -08:00
* `CustomResetParameters` are now removed.
* The Academy no longer has a `Training Configuration` nor `Inference Configuration` field in the inspector. To modify the configuration from the Low-Level Python API, use an `EngineConfigurationChannel`.
To modify it during training, use the new command line arguments `--width`, `--height`, `--quality-level`, `--time-scale` and `--target-frame-rate` in `mlagents-learn`.
Develop side channels: migrate reset parameters (#2990) * [WIP] Side Channel initial layout * Working prototype for raw bytes * fixing format mistake * Added some errors and some unit tests in C# * Added the side channel for the Engine Configuration. (#2958) * Added the side channel for the Engine Configuration. Note that this change does not require modifying a lot of files : - Adding a sender in Python - Adding a receiver in C# - subscribe the receiver to the communicator (here is a one liner in the Academy) - Add the side channel to the Python UnityEnvironment (not represented here) Adding the side channel to the environment would look like such : ```python from mlagents.envs.environment import UnityEnvironment from mlagents.envs.side_channel.raw_bytes_channel import RawBytesChannel from mlagents.envs.side_channel.engine_configuration_channel import EngineConfigurationChannel channel0 = RawBytesChannel() channel1 = EngineConfigurationChannel() env = UnityEnvironment(base_port = 5004, side_channels = [channel0, channel1]) ``` * renamings * addressing comments * Logging a message when an unknown side channel number has been received by Unity * Addressing comments * renamings * renamings * Adding FloatProperties to the side channels (#2968) * renaming m_SideChannelsDict to m_SideChannel * renaming and some comments * renaming and adding a GetAndClearReceivedMessages() in the RawBytesSideChannel * micro-optimization * more errors and some nit * addressing comments * Using little-endian format in Python * adding some comments * Code comments * some changes and added the unit tests on both Python and C# * removing default default in get default * Update UnitySDK/Assets/ML-Agents/Scripts/SideChannel/SideChannel.cs Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update ml-agents-envs/mlagents/envs/side_channel/raw_bytes_channel.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * addressing comments * fixing tests * removing the arguments to reset and the property reset_parameters on the UnityEnvironment * curriculum works but removed the check for reset parameters in the scene * processing side channels before the reset command * Removing engine configuration from C# * Engine configuration removed * fixing the tests * Update ml-agents-envs/mlagents/envs/subprocess_env_manager.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing register callbacks with empty calls in FloarProperties * Clamp instead of min max * removing the brain names from the environment.py print * renaming reset_parameters to get properties * made a default engine config * bug fix * Empty commit * Docs changes for the Side Channels feature (#3011) * Docs changes for the Side Channels feature * replace deprecated with removed on the CustomResetPratmeters` * Update docs/Python-API.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update docs/Training-Generalized-Reinforcement-Learning-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing the console outputs in the docs * Update docs/Training-ML-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * replace does not work with ignored * adding a note on side channels * adding some steps to migrate * addressing comments * adding more docs to the LL-API * added a blob on how to access the properties in C# * adding space between ResetParameters * fix typo * bug fixes * addressing comments
2019-12-03 16:40:01 -08:00
* The Academy no longer has a `Default Reset Parameters` field in the inspector. The Academy class no longer has a `ResetParameters`. To access shared float properties with Python, use the new `FloatProperties` field on the Academy.
* Offline Behavioral Cloning has been removed. To learn from demonstrations, use the GAIL and
Behavioral Cloning features with either PPO or SAC. See [Imitation Learning](Training-Imitation-Learning.md) for more information.
* `mlagents.envs` was renamed to `mlagents_envs`. The previous repo layout depended on [PEP420](https://www.python.org/dev/peps/pep-0420/), which caused problems with some of our tooling such as mypy and pylint.
* The official version of Unity ML-Agents supports is now 2018.4 LTS. If you run into issues, please consider deleting your library folder and reponening your projects. You will need to install the Barracuda package into your project in order to ML-Agents to compile correctly.
Develop side channels: migrate reset parameters (#2990) * [WIP] Side Channel initial layout * Working prototype for raw bytes * fixing format mistake * Added some errors and some unit tests in C# * Added the side channel for the Engine Configuration. (#2958) * Added the side channel for the Engine Configuration. Note that this change does not require modifying a lot of files : - Adding a sender in Python - Adding a receiver in C# - subscribe the receiver to the communicator (here is a one liner in the Academy) - Add the side channel to the Python UnityEnvironment (not represented here) Adding the side channel to the environment would look like such : ```python from mlagents.envs.environment import UnityEnvironment from mlagents.envs.side_channel.raw_bytes_channel import RawBytesChannel from mlagents.envs.side_channel.engine_configuration_channel import EngineConfigurationChannel channel0 = RawBytesChannel() channel1 = EngineConfigurationChannel() env = UnityEnvironment(base_port = 5004, side_channels = [channel0, channel1]) ``` * renamings * addressing comments * Logging a message when an unknown side channel number has been received by Unity * Addressing comments * renamings * renamings * Adding FloatProperties to the side channels (#2968) * renaming m_SideChannelsDict to m_SideChannel * renaming and some comments * renaming and adding a GetAndClearReceivedMessages() in the RawBytesSideChannel * micro-optimization * more errors and some nit * addressing comments * Using little-endian format in Python * adding some comments * Code comments * some changes and added the unit tests on both Python and C# * removing default default in get default * Update UnitySDK/Assets/ML-Agents/Scripts/SideChannel/SideChannel.cs Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update ml-agents-envs/mlagents/envs/side_channel/raw_bytes_channel.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * addressing comments * fixing tests * removing the arguments to reset and the property reset_parameters on the UnityEnvironment * curriculum works but removed the check for reset parameters in the scene * processing side channels before the reset command * Removing engine configuration from C# * Engine configuration removed * fixing the tests * Update ml-agents-envs/mlagents/envs/subprocess_env_manager.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing register callbacks with empty calls in FloarProperties * Clamp instead of min max * removing the brain names from the environment.py print * renaming reset_parameters to get properties * made a default engine config * bug fix * Empty commit * Docs changes for the Side Channels feature (#3011) * Docs changes for the Side Channels feature * replace deprecated with removed on the CustomResetPratmeters` * Update docs/Python-API.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update docs/Training-Generalized-Reinforcement-Learning-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing the console outputs in the docs * Update docs/Training-ML-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * replace does not work with ignored * adding a note on side channels * adding some steps to migrate * addressing comments * adding more docs to the LL-API * added a blob on how to access the properties in C# * adding space between ResetParameters * fix typo * bug fixes * addressing comments
2019-12-03 16:40:01 -08:00
### Steps to Migrate
* If you had a custom `Training Configuration` in the Academy inspector, you will need to pass your custom configuration at every training run using the new command line arguments `--width`, `--height`, `--quality-level`, `--time-scale` and `--target-frame-rate`.
* If you were using `--slow` in `mlagents-learn`, you will need to pass your old `Inference Configuration` of the Academy inspector with the new command line arguments `--width`, `--height`, `--quality-level`, `--time-scale` and `--target-frame-rate` instead.
* Any imports from `mlagents.envs` should be replaced with `mlagents_envs`.
Develop side channels: migrate reset parameters (#2990) * [WIP] Side Channel initial layout * Working prototype for raw bytes * fixing format mistake * Added some errors and some unit tests in C# * Added the side channel for the Engine Configuration. (#2958) * Added the side channel for the Engine Configuration. Note that this change does not require modifying a lot of files : - Adding a sender in Python - Adding a receiver in C# - subscribe the receiver to the communicator (here is a one liner in the Academy) - Add the side channel to the Python UnityEnvironment (not represented here) Adding the side channel to the environment would look like such : ```python from mlagents.envs.environment import UnityEnvironment from mlagents.envs.side_channel.raw_bytes_channel import RawBytesChannel from mlagents.envs.side_channel.engine_configuration_channel import EngineConfigurationChannel channel0 = RawBytesChannel() channel1 = EngineConfigurationChannel() env = UnityEnvironment(base_port = 5004, side_channels = [channel0, channel1]) ``` * renamings * addressing comments * Logging a message when an unknown side channel number has been received by Unity * Addressing comments * renamings * renamings * Adding FloatProperties to the side channels (#2968) * renaming m_SideChannelsDict to m_SideChannel * renaming and some comments * renaming and adding a GetAndClearReceivedMessages() in the RawBytesSideChannel * micro-optimization * more errors and some nit * addressing comments * Using little-endian format in Python * adding some comments * Code comments * some changes and added the unit tests on both Python and C# * removing default default in get default * Update UnitySDK/Assets/ML-Agents/Scripts/SideChannel/SideChannel.cs Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update ml-agents-envs/mlagents/envs/side_channel/raw_bytes_channel.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * addressing comments * fixing tests * removing the arguments to reset and the property reset_parameters on the UnityEnvironment * curriculum works but removed the check for reset parameters in the scene * processing side channels before the reset command * Removing engine configuration from C# * Engine configuration removed * fixing the tests * Update ml-agents-envs/mlagents/envs/subprocess_env_manager.py Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing register callbacks with empty calls in FloarProperties * Clamp instead of min max * removing the brain names from the environment.py print * renaming reset_parameters to get properties * made a default engine config * bug fix * Empty commit * Docs changes for the Side Channels feature (#3011) * Docs changes for the Side Channels feature * replace deprecated with removed on the CustomResetPratmeters` * Update docs/Python-API.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Update docs/Training-Generalized-Reinforcement-Learning-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * Removing the console outputs in the docs * Update docs/Training-ML-Agents.md Co-Authored-By: Chris Elion <chris.elion@unity3d.com> * replace does not work with ignored * adding a note on side channels * adding some steps to migrate * addressing comments * adding more docs to the LL-API * added a blob on how to access the properties in C# * adding space between ResetParameters * fix typo * bug fixes * addressing comments
2019-12-03 16:40:01 -08:00
2019-11-27 16:22:15 -08:00
## Migrating from ML-Agents toolkit v0.11.0 to v0.12.0
### Important Changes
* Text actions and observations, and custom action and observation protos have been removed.
* RayPerception3D and RayPerception2D are marked deprecated, and will be removed in a future release. They can be replaced by RayPerceptionSensorComponent3D and RayPerceptionSensorComponent2D.
* The `Use Heuristic` checkbox in Behavior Parameters has been replaced with a `Behavior Type` dropdown menu. This has the following options:
* `Default` corresponds to the previous unchecked behavior, meaning that Agents will train if they connect to a python trainer, otherwise they will perform inference.
* `Heuristic Only` means the Agent will always use the `Heuristic()` method. This corresponds to having "Use Heuristic" selected in 0.11.0.
* `Inference Only` means the Agent will always perform inference.
* Barracuda was upgraded to 0.3.2, and it is now installed via the Unity Package Manager.
### Steps to Migrate
* We [fixed a bug](https://github.com/Unity-Technologies/ml-agents/pull/2823) in `RayPerception3d.Perceive()` that was causing the `endOffset` to be used incorrectly. However this may produce different behavior from previous versions if you use a non-zero `startOffset`.
To reproduce the old behavior, you should increase the the value of `endOffset` by `startOffset`.
You can verify your raycasts are performing as expected in scene view using the debug rays.
* If you use RayPerception3D, replace it with RayPerceptionSensorComponent3D (and similarly for 2D). The settings, such as ray angles and detectable tags, are configured on the component now.
RayPerception3D would contribute `(# of rays) * (# of tags + 2)` to the State Size in Behavior Parameters, but this is no longer necessary, so you should reduce the State Size by this amount.
Making this change will require retraining your model, since the observations that RayPerceptionSensorComponent3D produces are different from the old behavior.
* If you see messages such as `The type or namespace 'Barracuda' could not be found` or `The type or namespace 'Google' could not be found`, you will need to [install the Barracuda preview package](Installation.md#package-installation).
## Migrating from ML-Agents toolkit v0.10 to v0.11.0
### Important Changes
* The definition of the gRPC service has changed.
* The online BC training feature has been removed.
Develop spawn brains (#2676) * Feature Deprecation : Online Behavioral Cloning In this PR : - Delete the online_bc_trainer - Delete the tests for online bc - delete the configuration file for online bc training * Deleting the BCTeacherHelper.cs Script TODO : - Remove usages in the scene - Documentation Edits *DO NOT MERGE* * IMPORTANT : REMOVED ALL IL SCENES - Removed all the IL scenes from the Examples folder * Removed all mentions of online BC training in the Documentation * Made a note in the Migrating.md doc about the removal of the Online BC feature. * Modified the Academy UI to remove the control checkbox and replaced it with a train in the editor checkbox * Removed the Broadcast functionality from the non-Learning brains * Bug fix * Note that the scenes are broken since the BroadcastHub has changed * Modified the LL-API for Python to remove the broadcasting functiuonality. * All unit tests are running * Modified the scenes since the Broadcast hub changed * Fixing black * Removed the train in editor checkbox * Formatting is stupid * Format, format, format * Modified the Documentation to remove mentions of the Control Checkbox or the broadcasting feature. Because they are dead... * Edited some comments to reflect the changes made * Addressing the comments * Addressing comments * Remving depricated InEditorTraining check box * Modified the LL-API. Training is broken by this commit * It seems to work... * Fix EditorTests * Fixing all tests * Fixing docs * Fixing all the comments referencing the HUB * Addressing comments * black * Updating the formatting manually * format, format, format, format, format, format, format, format, format, format, format, format * Addressing comments * Addressing some more of Harper comments * using sets instead of lists for clarity * black * black * Adding Optional[X] to the _update_brain_parameters of the environment * Editing the Documentation for base port * Editing the docs and removing socket communication * Editing the Images in the documentation * Fixes on links
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* The BroadcastHub has been deprecated. If there is a training Python process, all LearningBrains in the scene will automatically be trained. If there is no Python process, inference will be used.
1 to 1 Brain to Agent (#2729) * 1 to 1 Brain to Agent This is a work in progess In this PR : - Deleted all Brain Objects - Moved the BrainParameters into the Agent - Gave the Agent a Heuristic method (see Balance Ball for example) - Modified the Communicator and ModelRunner : Put can only take one agent at a time - Made the IBrain Interface with RequestDecision and DecideAction method No changes made to Python [Design Doc](https://docs.google.com/document/d/1hBhBxZ9lepGF4H6fc6Hu6AW7UwOmnyX3trmgI3HpOmo/edit#) * Removing editorconfig * Updating BallanceBall scene * grammar mistake * Clearing the Agents of the Model runner * Added Documentation on IBrain * Modified comments on GiveModel * Introduced a factory * Split Learning Brain in two * Changes to walljump * Fixing the Unit tests * Renaming the Brain to Policy * Heuristic now has priority over training * Edited code comments * Fixing bugs * Develop one to one scene edits (#2744) * Delting all brains, setting Behavior Parameters * Removing learning from all the configs * Forgot one agent * Removing leftover brains * Dead meta file * Adding Heuristics * Moving the policies in a separate folder * Missing meta file * Develop one to one with component (#2753) * Made Policy Factory a component * Broke the Heuristic * fix bug * BugFix * Reimplemented Heuristic * Changing all of the prefabs * forgotten file * Fixing under which conditions the Heuristic policy is used * Dispose of brain * Removing references to Brain in the Academy comments; * Develop one to one documentation (#2742) * initial changes to the documentation * More documentation changes, not done. * More documentation changes * More docs * Changed the images * addressing comments * Adding one line to the migrating doc * Removing warning in the Agent Inspector when Vis Obs is used * Fixing C# unit tests
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* The Brain ScriptableObjects have been deprecated. The Brain Parameters are now on the Agent and are referred to as Behavior Parameters. Make sure the Behavior Parameters is attached to the Agent GameObject.
* To use a heuristic behavior, implement the `Heuristic()` method in the Agent class and check the `use heuristic` checkbox in the Behavior Parameters.
* Several changes were made to the setup for visual observations (i.e. using Cameras or RenderTextures):
* Camera resolutions are no longer stored in the Brain Parameters.
* AgentParameters no longer stores lists of Cameras and RenderTextures
* To add visual observations to an Agent, you must now attach a CameraSensorComponent or RenderTextureComponent to the agent. The corresponding Camera or RenderTexture can be added to these in the editor, and the resolution and color/grayscale is configured on the component itself.
#### Steps to Migrate
* In order to be able to train, make sure both your ML-Agents Python package and UnitySDK code come from the v0.11 release. Training will not work, for example, if you update the ML-Agents Python package, and only update the API Version in UnitySDK.
* If your Agents used visual observations, you must add a CameraSensorComponent corresponding to each old Camera in the Agent's camera list (and similarly for RenderTextures).
* Since Brain ScriptableObjects have been removed, you will need to delete all the Brain ScriptableObjects from your `Assets` folder. Then, add a `Behavior Parameters` component to each `Agent` GameObject.
You will then need to complete the fields on the new `Behavior Parameters` component with the BrainParameters of the old Brain.
## Migrating from ML-Agents toolkit v0.9 to v0.10
### Important Changes
* We have updated the C# code in our repository to be in line with Unity Coding Conventions. This has changed the name of some public facing classes and enums.
* The example environments have been updated. If you were using these environments to benchmark your training, please note that the resulting rewards may be slightly different in v0.10.
#### Steps to Migrate
* `UnitySDK/Assets/ML-Agents/Scripts/Communicator.cs` and its class `Communicator` have been renamed to `UnitySDK/Assets/ML-Agents/Scripts/ICommunicator.cs` and `ICommunicator` respectively.
* The `SpaceType` Enums `discrete`, and `continuous` have been renamed to `Discrete` and `Continuous`.
* We have removed the `Done` call as well as the capacity to set `Max Steps` on the Academy. Therefore an AcademyReset will never be triggered from C# (only from Python). If you want to reset the simulation after a
fixed number of steps, or when an event in the simulation occurs, we recommend looking at our multi-agent example environments (such as FoodCollector).
In our examples, groups of Agents can be reset through an "Area" that can reset groups of Agents.
* The import for `mlagents.envs.UnityEnvironment` was removed. If you are using the Python API, change `from mlagents_envs import UnityEnvironment` to `from mlagents_envs.environment import UnityEnvironment`.
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## Migrating from ML-Agents toolkit v0.8 to v0.9
### Important Changes
* We have changed the way reward signals (including Curiosity) are defined in the
`trainer_config.yaml`.
Release 0.9.0 docs checklist and cleanup - v2 (#2372) * Included explicit version # for ZN * added explicit version for KR docs * minor fix in installation doc * Consistency with numbers for reset parameters * Removed extra verbiage. minor consistency * minor consistency * Cleaned up IL language * moved parameter sampling above in list * Cleaned up language in Env Parameter sampling * Cleaned up migrating content * updated consistency of Reset Parameter Sampling * Rename Training-Generalization-Learning.md to Training-Generalization-Reinforcement-Learning-Agents.md * Updated doc link for generalization * Rename Training-Generalization-Reinforcement-Learning-Agents.md to Training-Generalized-Reinforcement-Learning-Agents.md * Re-wrote the intro paragraph for generalization * add titles, cleaned up language for reset params * Update Training-Generalized-Reinforcement-Learning-Agents.md * cleanup of generalization doc * More cleanup in generalization * Fixed title * Clean up included sampler type section * cleaned up defining new sampler type in generalization * cleaned up training section of generalization * final cleanup for generalization * Clean up of Training w Imitation Learning doc * updated link for generalization, reordered * consistency fix * cleaned up training ml agents doc * Update and rename Profiling.md to Profiling-Python.md * Updated Python profiling link * minor clean up in profiling doc * Rename Training-BehavioralCloning.md to Training-Behavioral-Cloning.md * Updated link to BC * Rename Training-RewardSignals.md to Reward-Signals.md * fix reward links to new * cleaned up reward signal language * fixed broken links to reward signals * consistency fix * Updated readme with generalization * Added example for GAIL reward signal * minor fixes and consistency to Reward Signals * referencing GAIL in the recording demonstration * consistency * fixed desc of bc and gail * comment fix * comments fix * Fix broken links * Fix grammar in Overview for IL * Add optional params to reward signals comment to GAIL
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* When using multiple environments, every "step" is recorded in TensorBoard.
* The steps in the command line console corresponds to a single step of a single environment.
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Previously, each step corresponded to one step for all environments (i.e., `num_envs` steps).
#### Steps to Migrate
* If you were overriding any of these following parameters in your config file, remove them
from the top-level config and follow the steps below:
Release 0.9.0 docs checklist and cleanup - v2 (#2372) * Included explicit version # for ZN * added explicit version for KR docs * minor fix in installation doc * Consistency with numbers for reset parameters * Removed extra verbiage. minor consistency * minor consistency * Cleaned up IL language * moved parameter sampling above in list * Cleaned up language in Env Parameter sampling * Cleaned up migrating content * updated consistency of Reset Parameter Sampling * Rename Training-Generalization-Learning.md to Training-Generalization-Reinforcement-Learning-Agents.md * Updated doc link for generalization * Rename Training-Generalization-Reinforcement-Learning-Agents.md to Training-Generalized-Reinforcement-Learning-Agents.md * Re-wrote the intro paragraph for generalization * add titles, cleaned up language for reset params * Update Training-Generalized-Reinforcement-Learning-Agents.md * cleanup of generalization doc * More cleanup in generalization * Fixed title * Clean up included sampler type section * cleaned up defining new sampler type in generalization * cleaned up training section of generalization * final cleanup for generalization * Clean up of Training w Imitation Learning doc * updated link for generalization, reordered * consistency fix * cleaned up training ml agents doc * Update and rename Profiling.md to Profiling-Python.md * Updated Python profiling link * minor clean up in profiling doc * Rename Training-BehavioralCloning.md to Training-Behavioral-Cloning.md * Updated link to BC * Rename Training-RewardSignals.md to Reward-Signals.md * fix reward links to new * cleaned up reward signal language * fixed broken links to reward signals * consistency fix * Updated readme with generalization * Added example for GAIL reward signal * minor fixes and consistency to Reward Signals * referencing GAIL in the recording demonstration * consistency * fixed desc of bc and gail * comment fix * comments fix * Fix broken links * Fix grammar in Overview for IL * Add optional params to reward signals comment to GAIL
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* `gamma`: Define a new `extrinsic` reward signal and set it's `gamma` to your new gamma.
* `use_curiosity`, `curiosity_strength`, `curiosity_enc_size`: Define a `curiosity` reward signal
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and set its `strength` to `curiosity_strength`, and `encoding_size` to `curiosity_enc_size`. Give it
the same `gamma` as your `extrinsic` signal to mimic previous behavior.
Release 0.9.0 docs checklist and cleanup - v2 (#2372) * Included explicit version # for ZN * added explicit version for KR docs * minor fix in installation doc * Consistency with numbers for reset parameters * Removed extra verbiage. minor consistency * minor consistency * Cleaned up IL language * moved parameter sampling above in list * Cleaned up language in Env Parameter sampling * Cleaned up migrating content * updated consistency of Reset Parameter Sampling * Rename Training-Generalization-Learning.md to Training-Generalization-Reinforcement-Learning-Agents.md * Updated doc link for generalization * Rename Training-Generalization-Reinforcement-Learning-Agents.md to Training-Generalized-Reinforcement-Learning-Agents.md * Re-wrote the intro paragraph for generalization * add titles, cleaned up language for reset params * Update Training-Generalized-Reinforcement-Learning-Agents.md * cleanup of generalization doc * More cleanup in generalization * Fixed title * Clean up included sampler type section * cleaned up defining new sampler type in generalization * cleaned up training section of generalization * final cleanup for generalization * Clean up of Training w Imitation Learning doc * updated link for generalization, reordered * consistency fix * cleaned up training ml agents doc * Update and rename Profiling.md to Profiling-Python.md * Updated Python profiling link * minor clean up in profiling doc * Rename Training-BehavioralCloning.md to Training-Behavioral-Cloning.md * Updated link to BC * Rename Training-RewardSignals.md to Reward-Signals.md * fix reward links to new * cleaned up reward signal language * fixed broken links to reward signals * consistency fix * Updated readme with generalization * Added example for GAIL reward signal * minor fixes and consistency to Reward Signals * referencing GAIL in the recording demonstration * consistency * fixed desc of bc and gail * comment fix * comments fix * Fix broken links * Fix grammar in Overview for IL * Add optional params to reward signals comment to GAIL
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See [Reward Signals](Reward-Signals.md) for more information on defining reward signals.
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* TensorBoards generated when running multiple environments in v0.8 are not comparable to those generated in
v0.9 in terms of step count. Multiply your v0.8 step count by `num_envs` for an approximate comparison.
You may need to change `max_steps` in your config as appropriate as well.
## Migrating from ML-Agents toolkit v0.7 to v0.8
### Important Changes
* We have split the Python packages into two separate packages `ml-agents` and `ml-agents-envs`.
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* `--worker-id` option of `learn.py` has been removed, use `--base-port` instead if you'd like to run multiple instances of `learn.py`.
#### Steps to Migrate
* If you are installing via PyPI, there is no change.
* If you intend to make modifications to `ml-agents` or `ml-agents-envs` please check the Installing for Development in the [Installation documentation](Installation.md).
## Migrating from ML-Agents toolkit v0.6 to v0.7
### Important Changes
* We no longer support TFS and are now using the [Unity Inference Engine](Unity-Inference-Engine.md)
#### Steps to Migrate
* Make sure to remove the `ENABLE_TENSORFLOW` flag in your Unity Project settings
Brains as Scriptable Objects (#1250) * Initial Commit Ported most functionalities, still need to : - Documentation - Add Comments - Custom drawer for BrainParameters - Fix the UnitTests - Review Functionalities * Added Custom Drawer for the Brain Parameters * Improvements to the HubDrawer * Modified the Brain Editors * Minor bug fixes and UI changes * Modified the Help Boxes of the Drawers * Modified Brain class, renamed Initialize and made DecideAction virtual * Fix the UnityTests * Simpler Brain creation menu * Renamed Internal Brain to Learning Brain * modified the parameters to remove reference to External or Internal in the Protobuf objects * Updated the protobuf generated files * Fix the Pytests * Removed the graph scope from the Learning Brain * cleaner logic than try catch * Removed the isExternal field of the brain and put the isTraining logic into LearningBrain and Training Hub * Modified how the Brain finds the Academy * Removed refences to CoreBrain * Fix import bug * Addressed some comments * Remove useless imports * Added nice icons for the brains * Added a feature to deepcopy brain parameters between brains * Resolve drawer bug * Develop scriptable brains ball scene (#1233) * Created the Brains for the Ballance Ball Environment * Modified the Balance Ball Scene * Renamed Training Hub to Broadcast Hub * Added a comment * renamed SetToControlled to SetControlledExternally in the Learning Brain * Resolved errors in case ENABLE_TENSORFLOW is not activated * Update the BalanceBall Scene * Refactored the BrainParameters drawer * Addressed offline comments * Comments on the ResetParametersDrawer * refactired the BroadcastHubDrawer * Adding comments * Add comment on the horizontal bar * Added new comments * Refactor of the Editors * minor changes * Added documentation, Fixed a bug in the tenporary internal brain when TF# is disabled * Develop scriptable brains documentation (#1249) * Modified first docs * modified the markdown, not the images * Missing doc * Replaced Internal with Learned Brain * updated the images * Addressed some comments * Renamed Training Hub to Broadcast Hub * Forgot one file * Added new images * addressing comment * Fixed some typos * address comments on the code * addressed comments on documents * Resolving conflicts on the Learning Brain * Minor tweaks * Addressed Comments * Created a Clone method in the BrainParameters, created a new BrainParameters file, made a CumSum method * Added Unit Test
2018-10-05 14:40:04 -07:00
## Migrating from ML-Agents toolkit v0.5 to v0.6
### Important Changes
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* Brains are now Scriptable Objects instead of MonoBehaviors.
* You can no longer modify the type of a Brain. If you want to switch
between `PlayerBrain` and `LearningBrain` for multiple agents,
you will need to assign a new Brain to each agent separately.
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__Note:__ You can pass the same Brain to multiple agents in a scene by
leveraging Unity's prefab system or look for all the agents in a scene
using the search bar of the `Hierarchy` window with the word `Agent`.
* We replaced the **Internal** and **External** Brain with **Learning Brain**.
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When you need to train a model, you need to drag it into the `Broadcast Hub`
inside the `Academy` and check the `Control` checkbox.
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* We removed the `Broadcast` checkbox of the Brain, to use the broadcast
functionality, you need to drag the Brain into the `Broadcast Hub`.
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* When training multiple Brains at the same time, each model is now stored
into a separate model file rather than in the same file under different
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graph scopes.
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* The **Learning Brain** graph scope, placeholder names, output names and custom
placeholders can no longer be modified.
#### Steps to Migrate
* To update a scene from v0.5 to v0.6, you must:
* Remove the `Brain` GameObjects in the scene. (Delete all of the
Brain GameObjects under Academy in the scene.)
* Create new `Brain` Scriptable Objects using `Assets -> Create ->
ML-Agents` for each type of the Brain you plan to use, and put
the created files under a folder called Brains within your project.
* Edit their `Brain Parameters` to be the same as the parameters used
in the `Brain` GameObjects.
* Agents have a `Brain` field in the Inspector, you need to drag the
appropriate Brain ScriptableObject in it.
* The Academy has a `Broadcast Hub` field in the inspector, which is
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list of brains used in the scene. To train or control your Brain
from the `mlagents-learn` Python script, you need to drag the relevant
`LearningBrain` ScriptableObjects used in your scene into entries
into this list.
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## Migrating from ML-Agents toolkit v0.4 to v0.5
### Important
* The Unity project `unity-environment` has been renamed `UnitySDK`.
* The `python` folder has been renamed to `ml-agents`. It now contains two
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packages, `mlagents.env` and `mlagents.trainers`. `mlagents.env` can be used
to interact directly with a Unity environment, while `mlagents.trainers`
contains the classes for training agents.
* The supported Unity version has changed from `2017.1 or later` to `2017.4
or later`. 2017.4 is an LTS (Long Term Support) version that helps us
maintain good quality and support. Earlier versions of Unity might still work,
but you may encounter an
[error](FAQ.md#instance-of-corebraininternal-couldnt-be-created) listed here.
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### Unity API
* Discrete Actions now use [branches](https://arxiv.org/abs/1711.08946). You can
now specify concurrent discrete actions. You will need to update the Brain
Parameters in the Brain Inspector in all your environments that use discrete
actions. Refer to the
[discrete action documentation](Learning-Environment-Design-Agents.md#discrete-action-space)
for more information.
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### Python API
* In order to run a training session, you can now use the command
`mlagents-learn` instead of `python3 learn.py` after installing the `mlagents`
packages. This change is documented
[here](Training-ML-Agents.md#training-with-mlagents-learn). For example,
if we previously ran
```sh
python3 learn.py 3DBall --train
```
from the `python` subdirectory (which is changed to `ml-agents` subdirectory
in v0.5), we now run
```sh
mlagents-learn config/trainer_config.yaml --env=3DBall --train
```
from the root directory where we installed the ML-Agents Toolkit.
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* It is now required to specify the path to the yaml trainer configuration file
when running `mlagents-learn`. For an example trainer configuration file, see
[trainer_config.yaml](../config/trainer_config.yaml). An example of passing
a trainer configuration to `mlagents-learn` is shown above.
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* The environment name is now passed through the `--env` option.
* Curriculum learning has been changed. Refer to the
[curriculum learning documentation](Training-Curriculum-Learning.md)
for detailed information. In summary:
* Curriculum files for the same environment must now be placed into a folder.
Each curriculum file should be named after the Brain whose curriculum it
specifies.
* `min_lesson_length` now specifies the minimum number of episodes in a lesson
and affects reward thresholding.
* It is no longer necessary to specify the `Max Steps` of the Academy to use
curriculum learning.
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## Migrating from ML-Agents toolkit v0.3 to v0.4
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### Unity API
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* `using MLAgents;` needs to be added in all of the C# scripts that use
ML-Agents.
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### Python API
* We've changed some of the Python packages dependencies in requirement.txt
file. Make sure to run `pip3 install -e .` within your `ml-agents/python`
folder
to update your Python packages.
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## Migrating from ML-Agents toolkit v0.2 to v0.3
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There are a large number of new features and improvements in the ML-Agents
toolkit v0.3 which change both the training process and Unity API in ways which
will cause incompatibilities with environments made using older versions. This
page is designed to highlight those changes for users familiar with v0.1 or v0.2
in order to ensure a smooth transition.
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### Important
* The ML-Agents toolkit is no longer compatible with Python 2.
### Python Training
* The training script `ppo.py` and `PPO.ipynb` Python notebook have been
replaced with a single `learn.py` script as the launching point for training
with ML-Agents. For more information on using `learn.py`, see
[here](Training-ML-Agents.md#training-with-mlagents-learn).
* Hyperparameters for training Brains are now stored in the
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`trainer_config.yaml` file. For more information on using this file, see
[here](Training-ML-Agents.md#training-config-file).
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### Unity API
* Modifications to an Agent's rewards must now be done using either
`AddReward()` or `SetReward()`.
* Setting an Agent to done now requires the use of the `Done()` method.
* `CollectStates()` has been replaced by `CollectObservations()`, which now no
longer returns a list of floats.
* To collect observations, call `AddVectorObs()` within `CollectObservations()`.
Note that you can call `AddVectorObs()` with floats, integers, lists and
arrays of floats, Vector3 and Quaternions.
* `AgentStep()` has been replaced by `AgentAction()`.
* `WaitTime()` has been removed.
* The `Frame Skip` field of the Academy is replaced by the Agent's `Decision
Frequency` field, enabling the Agent to make decisions at different frequencies.
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* The names of the inputs in the Internal Brain have been changed. You must
replace `state` with `vector_observation` and `observation` with
`visual_observation`. In addition, you must remove the `epsilon` placeholder.
### Semantics
In order to more closely align with the terminology used in the Reinforcement
Learning field, and to be more descriptive, we have changed the names of some of
the concepts used in ML-Agents. The changes are highlighted in the table below.
| Old - v0.2 and earlier | New - v0.3 and later |
| --- | --- |
| State | Vector Observation |
| Observation | Visual Observation |
| Action | Vector Action |
| N/A | Text Observation |
| N/A | Text Action |