This tutorial walks through the process of creating a Unity Environment from scratch. We recommend first reading the Getting Started guide to understand the concepts presented here first in an already-built environment.
In this example, we will create an agent capable of controlling a ball on a platform. We will then train the agent to roll the ball toward the cube while avoiding falling off the platform.
Using the ML-Agents Toolkit in a Unity project involves the following basic steps:
- Create an environment for your agents to live in. An environment can range from a simple physical simulation containing a few objects to an entire game or ecosystem.
- Implement your Agent subclasses. An Agent subclass defines the code an Agent uses to observe its environment, to carry out assigned actions, and to calculate the rewards used for reinforcement training. You can also implement optional methods to reset the Agent when it has finished or failed its task.
- Add your Agent subclasses to appropriate GameObjects, typically, the object in the scene that represents the Agent in the simulation.
Note: If you are unfamiliar with Unity, refer to Learning the interface in the Unity Manual if an Editor task isn't explained sufficiently in this tutorial.
If you haven't already, follow the installation instructions.
The first task to accomplish is simply creating a new Unity project and importing the ML-Agents assets into it:
- Launch Unity Hub and create a new 3D project named "RollerBall".
- Add the ML-Agents Unity package to your project.
Your Unity Project window should contain the following assets:
Next, we will create a very simple scene to act as our learning environment. The "physical" components of the environment include a Plane to act as the floor for the Agent to move around on, a Cube to act as the goal or target for the agent to seek, and a Sphere to represent the Agent itself.
- Right click in Hierarchy window, select 3D Object > Plane.
- Name the GameObject "Floor."
- Select the Floor Plane to view its properties in the Inspector window.
- Set Transform to Position =
(0, 0, 0)
, Rotation =(0, 0, 0)
, Scale =(1, 1, 1)
.
- Right click in Hierarchy window, select 3D Object > Cube.
- Name the GameObject "Target"
- Select the Target Cube to view its properties in the Inspector window.
- Set Transform to Position =
(3, 0.5, 3)
, Rotation =(0, 0, 0)
, Scale =(1, 1, 1)
.
- Right click in Hierarchy window, select 3D Object > Sphere.
- Name the GameObject "RollerAgent"
- Select the RollerAgent Sphere to view its properties in the Inspector window.
- Set Transform to Position =
(0, 0.5, 0)
, Rotation =(0, 0, 0)
, Scale =(1, 1, 1)
. - Click Add Component.
- Add the
Rigidbody
component to the Sphere.
Note that the screenshot above includes the Roller Agent
script, which we will
create in the next section. However, before we do that, we'll first group the
floor, target and agent under a single, empty, GameObject. This will simplify
some of our subsequent steps.
To do so:
- Right-click on your Project Hierarchy and create a new empty GameObject. Name it TrainingArea.
- Reset the TrainingArea’s Transform so that it is at
(0,0,0)
with Rotation(0,0,0)
and Scale(1,1,1)
. - Drag the Floor, Target, and RollerAgent GameObjects in the Hierarchy into the TrainingArea GameObject.
To create the Agent:
- Select the RollerAgent GameObject to view it in the Inspector window.
- Click Add Component.
- Click New Script in the list of components (at the bottom).
- Name the script "RollerAgent".
- Click Create and Add.
Then, edit the new RollerAgent
script:
- In the Unity Project window, double-click the
RollerAgent
script to open it in your code editor. - In the editor, add the
using Unity.MLAgents;
andusing Unity.MLAgents.Sensors;
statements and then change the base class fromMonoBehaviour
toAgent
. - Delete the
Update()
method, but we will use theStart()
function, so leave it alone for now.
So far, these are the basic steps that you would use to add ML-Agents to any
Unity project. Next, we will add the logic that will let our Agent learn to roll
to the cube using reinforcement learning. More specifically, we will need to
extend three methods from the Agent
base class:
OnEpisodeBegin()
CollectObservations(VectorSensor sensor)
OnActionReceived(float[] vectorAction)
We overview each of these in more detail in the dedicated subsections below.
The process of training in the ML-Agents Toolkit involves running episodes where
the Agent (Sphere) attempts to solve the task. Each episode lasts until the
Agents solves the task (i.e. reaches the cube), fails (rolls off the platform)
or times out (takes too long to solve or fail at the task). At the start of each
episode, the OnEpisodeBegin()
method is called to set-up the environment for a
new episode. Typically the scene is initialized in a random manner to enable the
agent to learn to solve the task under a variety of conditions.
In this example, each time the Agent (Sphere) reaches its target (Cube), its
episode ends and the method moves the target (Cube) to a new random location. In
addition, if the Agent rolls off the platform, the OnEpisodeBegin()
method
puts it back onto the floor.
To move the target (Cube), we need a reference to its Transform (which stores a
GameObject's position, orientation and scale in the 3D world). To get this
reference, add a public field of type Transform
to the RollerAgent class.
Public fields of a component in Unity get displayed in the Inspector window,
allowing you to choose which GameObject to use as the target in the Unity
Editor.
To reset the Agent's velocity (and later to apply force to move the agent) we
need a reference to the Rigidbody component. A
Rigidbody is Unity's
primary element for physics simulation. (See
Physics for full
documentation of Unity physics.) Since the Rigidbody component is on the same
GameObject as our Agent script, the best way to get this reference is using
GameObject.GetComponent<T>()
, which we can call in our script's Start()
method.
So far, our RollerAgent script looks like:
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
public class RollerAgent : Agent
{
Rigidbody rBody;
void Start () {
rBody = GetComponent<Rigidbody>();
}
public Transform Target;
public override void OnEpisodeBegin()
{
if (this.transform.localPosition.y < 0)
{
// If the Agent fell, zero its momentum
this.rBody.angularVelocity = Vector3.zero;
this.rBody.velocity = Vector3.zero;
this.transform.localPosition = new Vector3( 0, 0.5f, 0);
}
// Move the target to a new spot
Target.localPosition = new Vector3(Random.value * 8 - 4,
0.5f,
Random.value * 8 - 4);
}
}
Next, let's implement the Agent.CollectObservations(VectorSensor sensor)
method.
The Agent sends the information we collect to the Brain, which uses it to make a decision. When you train the Agent (or use a trained model), the data is fed into a neural network as a feature vector. For an Agent to successfully learn a task, we need to provide the correct information. A good rule of thumb for deciding what information to collect is to consider what you would need to calculate an analytical solution to the problem.
In our case, the information our Agent collects includes the position of the target, the position of the agent itself, and the velocity of the agent. This helps the Agent learn to control its speed so it doesn't overshoot the target and roll off the platform. In total, the agent observation contains 8 values as implemented below:
public override void CollectObservations(VectorSensor sensor)
{
// Target and Agent positions
sensor.AddObservation(Target.localPosition);
sensor.AddObservation(this.transform.localPosition);
// Agent velocity
sensor.AddObservation(rBody.velocity.x);
sensor.AddObservation(rBody.velocity.z);
}
The final part of the Agent code is the Agent.OnActionReceived()
method, which
receives actions and assigns the reward.
To solve the task of moving towards the target, the Agent (Sphere) needs to be
able to move in the x
and z
directions. As such, we will provide 2 actions
to the agent. The first determines the force applied along the x-axis; the
second determines the force applied along the z-axis. (If we allowed the Agent
to move in three dimensions, then we would need a third action.
The RollerAgent applies the values from the action[]
array to its Rigidbody
component, rBody
, using the Rigidbody.AddForce
function:
Vector3 controlSignal = Vector3.zero;
controlSignal.x = action[0];
controlSignal.z = action[1];
rBody.AddForce(controlSignal * forceMultiplier);
Reinforcement learning requires rewards. Assign rewards in the
OnActionReceived()
function. The learning algorithm uses the rewards assigned
to the Agent during the simulation and learning process to determine whether it
is giving the Agent the optimal actions. You want to reward an Agent for
completing the assigned task. In this case, the Agent is given a reward of 1.0
for reaching the Target cube.
The RollerAgent calculates the distance to detect when it reaches the target.
When it does, the code calls the Agent.SetReward()
method to assign a reward
of 1.0 and marks the agent as finished by calling the EndEpisode()
method on
the Agent.
float distanceToTarget = Vector3.Distance(this.transform.localPosition, Target.localPosition);
// Reached target
if (distanceToTarget < 1.42f)
{
SetReward(1.0f);
EndEpisode();
}
Finally, if the Agent falls off the platform, end the episode so that it can reset itself:
// Fell off platform
if (this.transform.localPosition.y < 0)
{
EndEpisode();
}
With the action and reward logic outlined above, the final version of the
OnActionReceived()
function looks like:
public float forceMultiplier = 10;
public override void OnActionReceived(float[] vectorAction)
{
// Actions, size = 2
Vector3 controlSignal = Vector3.zero;
controlSignal.x = vectorAction[0];
controlSignal.z = vectorAction[1];
rBody.AddForce(controlSignal * forceMultiplier);
// Rewards
float distanceToTarget = Vector3.Distance(this.transform.localPosition, Target.localPosition);
// Reached target
if (distanceToTarget < 1.42f)
{
SetReward(1.0f);
EndEpisode();
}
// Fell off platform
else if (this.transform.localPosition.y < 0)
{
EndEpisode();
}
}
Note the forceMultiplier
class variable is defined before the function. Since forceMultiplier
is
public, you can set the value from the Inspector window.
Now, that all the GameObjects and ML-Agent components are in place, it is time to connect everything together in the Unity Editor. This involves changing some of the Agent Component's properties so that they are compatible with our Agent code.
- Select the RollerAgent GameObject to show its properties in the Inspector window.
- Drag the Target GameObject in the Hierarchy into the
Target
field in RollerAgent Script. - Add the
Decision Requester
script with the Add Component button from the RollerAgent Inspector. - Change Decision Period to
10
. For more information on decisions, see the Agent documentation - Add the
Behavior Parameters
script with the Add Component button from the RollerAgent Inspector. - Modify the Behavior Parameters of the Agent :
Behavior Name
to RollerBallVector Observation
>Space Size
= 8Vector Action
>Space Type
= ContinuousVector Action
>Space Size
= 2
Now you are ready to test the environment before training.
It is always a good idea to first test your environment by controlling the Agent
using the keyboard. To do so, you will need to extend the Heuristic()
method
in the RollerAgent
class. For our example, the heuristic will generate an
action corresponding to the values of the "Horizontal" and "Vertical" input axis
(which correspond to the keyboard arrow keys):
public override void Heuristic(float[] actionsOut)
{
actionsOut[0] = Input.GetAxis("Horizontal");
actionsOut[1] = Input.GetAxis("Vertical");
}
In order for the Agent to use the Heuristic, You will need to set the
Behavior Type
to Heuristic Only
in the Behavior Parameters
of the
RollerAgent.
Press Play to run the scene and use the arrows keys to move the Agent around the platform. Make sure that there are no errors displayed in the Unity Editor Console window and that the Agent resets when it reaches its target or falls from the platform.
The process is the same as described in the Getting Started Guide.
The hyperparameters for training are specified in a configuration file that you
pass to the mlagents-learn
program. Create a new rollerball_config.yaml
file
under config/
and include the following hyperparameter values:
behaviors:
RollerBall:
trainer_type: ppo
hyperparameters:
batch_size: 10
buffer_size: 100
learning_rate: 3.0e-4
beta: 5.0e-4
epsilon: 0.2
lambd: 0.99
num_epoch: 3
learning_rate_schedule: linear
network_settings:
normalize: false
hidden_units: 128
num_layers: 2
reward_signals:
extrinsic:
gamma: 0.99
strength: 1.0
max_steps: 500000
time_horizon: 64
summary_freq: 10000
Hyperparameters are explained in the training configuration file documentation
Since this example creates a very simple training environment with only a few inputs and outputs, using small batch and buffer sizes speeds up the training considerably. However, if you add more complexity to the environment or change the reward or observation functions, you might also find that training performs better with different hyperparameter values. In addition to setting these hyperparameter values, the Agent DecisionFrequency parameter has a large effect on training time and success. A larger value reduces the number of decisions the training algorithm has to consider and, in this simple environment, speeds up training.
To train your agent, run the following command before pressing Play in the Editor:
mlagents-learn config/rollerball_config.yaml --run-id=RollerBall
To monitor the statistics of Agent performance during training, use TensorBoard.
In particular, the cumulative_reward and value_estimate statistics show how well the Agent is achieving the task. In this example, the maximum reward an Agent can earn is 1.0, so these statistics approach that value when the Agent has successfully solved the problem.
In many of the example environments, many
copies of the training area are instantiated in the scene. This generally speeds
up training, allowing the environment to gather many experiences in parallel.
This can be achieved simply by instantiating many Agents with the same
Behavior Name
. Note that we've already simplified our transition to using
multiple areas by creating the TrainingArea
GameObject and relying on local
positions in RollerAgent.cs
. Use the following steps to parallelize your
RollerBall environment:
- Drag the TrainingArea GameObject, along with its attached GameObjects, into your Assets browser, turning it into a prefab.
- You can now instantiate copies of the TrainingArea prefab. Drag them into your scene, positioning them so that they do not overlap.