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.
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))
* 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 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.
* 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.
* 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 interface for `RayPerceptionSensor.PerceiveStatic()` was changed to take an input class and write to an output class, and the method was renamed to `Perceive()`.
*`DecisionRequester` has been made internal (you can still use the DecisionRequesterComponent from the inspector). `RepeatAction` was renamed `TakeActionsBetweenDecisions` for clarity.
* 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.
* If you implemented custom `SideChannels`, update the signatures of your methods, and add your data to the `OutgoingMessage` or read it from the `IncomingMessage`.
* 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.)
* 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.
* 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.
* 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.
* 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.
* 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)
* 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`.
* 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.
*`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.
* 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.
* 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.
*`Default` corresponds to the previous unchecked behavior, meaning that Agents will train if they connect to a python trainer, otherwise they will perform inference.
* 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).
* 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.
* 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.
* 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.
* 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.
*`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).
* 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`.
* 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