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import time
from collections import deque, namedtuple
from typing import Optional, Any, List
import numpy as np
import torch
from ding.envs import BaseEnvManager
from ding.torch_utils import to_ndarray
from ding.utils import build_logger, EasyTimer, SERIAL_COLLECTOR_REGISTRY, one_time_warning, get_rank, get_world_size, \
broadcast_object_list, allreduce_data
from ding.worker.collector.base_serial_collector import ISerialCollector
from torch.nn import L1Loss
from lzero.mcts.buffer.game_segment import GameSegment
from lzero.mcts.utils import prepare_observation
@SERIAL_COLLECTOR_REGISTRY.register('episode_muzero')
class MuZeroCollector(ISerialCollector):
"""
Overview:
The Collector for MCTS+RL algorithms, including MuZero, EfficientZero, Sampled EfficientZero, Gumbel MuZero.
Interfaces:
__init__, reset, reset_env, reset_policy, _reset_stat, envstep, __del__, _compute_priorities, pad_and_save_last_trajectory, collect, _output_log, close
Property:
envstep
"""
# TO be compatible with ISerialCollector
config = dict()
def __init__(
self,
collect_print_freq: int = 100,
env: BaseEnvManager = None,
policy: namedtuple = None,
tb_logger: 'SummaryWriter' = None, # noqa
exp_name: Optional[str] = 'default_experiment',
instance_name: Optional[str] = 'collector',
policy_config: 'policy_config' = None, # noqa
) -> None:
"""
Overview:
Init the collector according to input arguments.
Arguments:
- collect_print_freq (:obj:`int`): collect_print_frequency in terms of training_steps.
- env (:obj:`BaseEnvManager`): the subclass of vectorized env_manager(BaseEnvManager)
- policy (:obj:`namedtuple`): the api namedtuple of collect_mode policy
- tb_logger (:obj:`SummaryWriter`): tensorboard handle
- instance_name (:obj:`Optional[str]`): Name of this instance.
- exp_name (:obj:`str`): Experiment name, which is used to indicate output directory.
- policy_config: Config of game.
"""
self._exp_name = exp_name
self._instance_name = instance_name
self._collect_print_freq = collect_print_freq
self._timer = EasyTimer()
self._end_flag = False
self._rank = get_rank()
self._world_size = get_world_size()
if self._rank == 0:
if tb_logger is not None:
self._logger, _ = build_logger(
path='./{}/log/{}'.format(self._exp_name, self._instance_name),
name=self._instance_name,
need_tb=False
)
self._tb_logger = tb_logger
else:
self._logger, self._tb_logger = build_logger(
path='./{}/log/{}'.format(self._exp_name, self._instance_name), name=self._instance_name
)
else:
self._logger, _ = build_logger(
path='./{}/log/{}'.format(self._exp_name, self._instance_name), name=self._instance_name, need_tb=False
)
self._tb_logger = None
self.policy_config = policy_config
self.reset(policy, env)
def reset_env(self, _env: Optional[BaseEnvManager] = None) -> None:
"""
Overview:
Reset the environment.
If _env is None, reset the old environment.
If _env is not None, replace the old environment in the collector with the new passed \
in environment and launch.
Arguments:
- env (:obj:`Optional[BaseEnvManager]`): instance of the subclass of vectorized \
env_manager(BaseEnvManager)
"""
if _env is not None:
self._env = _env
self._env.launch()
self._env_num = self._env.env_num
else:
self._env.reset()
def reset_policy(self, _policy: Optional[namedtuple] = None) -> None:
"""
Overview:
Reset the policy.
If _policy is None, reset the old policy.
If _policy is not None, replace the old policy in the collector with the new passed in policy.
Arguments:
- policy (:obj:`Optional[namedtuple]`): the api namedtuple of collect_mode policy
"""
assert hasattr(self, '_env'), "please set env first"
if _policy is not None:
self._policy = _policy
self._default_n_episode = _policy.get_attribute('cfg').get('n_episode', None)
self._logger.debug(
'Set default n_episode mode(n_episode({}), env_num({}))'.format(self._default_n_episode, self._env_num)
)
self._policy.reset()
def reset(self, _policy: Optional[namedtuple] = None, _env: Optional[BaseEnvManager] = None) -> None:
"""
Overview:
Reset the environment and policy.
If _env is None, reset the old environment.
If _env is not None, replace the old environment in the collector with the new passed \
in environment and launch.
If _policy is None, reset the old policy.
If _policy is not None, replace the old policy in the collector with the new passed in policy.
Arguments:
- policy (:obj:`Optional[namedtuple]`): the api namedtuple of collect_mode policy
- env (:obj:`Optional[BaseEnvManager]`): instance of the subclass of vectorized \
env_manager(BaseEnvManager)
"""
if _env is not None:
self.reset_env(_env)
if _policy is not None:
self.reset_policy(_policy)
self._env_info = {env_id: {'time': 0., 'step': 0} for env_id in range(self._env_num)}
self._episode_info = []
self._total_envstep_count = 0
self._total_episode_count = 0
self._total_duration = 0
self._last_train_iter = 0
self._end_flag = False
# A game_segment_pool implementation based on the deque structure.
self.game_segment_pool = deque(maxlen=int(1e6))
self.unroll_plus_td_steps = self.policy_config.num_unroll_steps + self.policy_config.td_steps
def _reset_stat(self, env_id: int) -> None:
"""
Overview:
Reset the collector's state. Including reset the traj_buffer, obs_pool, policy_output_pool\
and env_info. Reset these states according to env_id. You can refer to base_serial_collector\
to get more messages.
Arguments:
- env_id (:obj:`int`): the id where we need to reset the collector's state
"""
self._env_info[env_id] = {'time': 0., 'step': 0}
@property
def envstep(self) -> int:
"""
Overview:
Print the total envstep count.
Return:
- envstep (:obj:`int`): the total envstep count
"""
return self._total_envstep_count
def close(self) -> None:
"""
Overview:
Close the collector. If end_flag is False, close the environment, flush the tb_logger\
and close the tb_logger.
"""
if self._end_flag:
return
self._end_flag = True
self._env.close()
if self._tb_logger:
self._tb_logger.flush()
self._tb_logger.close()
def __del__(self) -> None:
"""
Overview:
Execute the close command and close the collector. __del__ is automatically called to \
destroy the collector instance when the collector finishes its work
"""
self.close()
# ==============================================================
# MCTS+RL related core code
# ==============================================================
def _compute_priorities(self, i, pred_values_lst, search_values_lst):
"""
Overview:
obtain the priorities at index i.
Arguments:
- i: index.
- pred_values_lst: The list of value being predicted.
- search_values_lst: The list of value obtained through search.
"""
if self.policy_config.use_priority:
# Calculate priorities. The priorities are the L1 losses between the predicted
# values and the search values. We use 'none' as the reduction parameter, which
# means the loss is calculated for each element individually, instead of being summed or averaged.
# A small constant (1e-6) is added to the results to avoid zero priorities. This
# is done because zero priorities could potentially cause issues in some scenarios.
pred_values = torch.from_numpy(np.array(pred_values_lst[i])).to(self.policy_config.device).float().view(-1)
search_values = torch.from_numpy(np.array(search_values_lst[i])).to(self.policy_config.device
).float().view(-1)
priorities = L1Loss(reduction='none'
)(pred_values,
search_values).detach().cpu().numpy() + 1e-6
else:
# priorities is None -> use the max priority for all newly collected data
priorities = None
return priorities
def pad_and_save_last_trajectory(self, i, last_game_segments, last_game_priorities, game_segments, done) -> None:
"""
Overview:
put the last game segment into the pool if the current game is finished
Arguments:
- last_game_segments (:obj:`list`): list of the last game segments
- last_game_priorities (:obj:`list`): list of the last game priorities
- game_segments (:obj:`list`): list of the current game segments
Note:
(last_game_segments[i].obs_segment[-4:][j] == game_segments[i].obs_segment[:4][j]).all() is True
"""
# pad over last segment trajectory
beg_index = self.policy_config.model.frame_stack_num
end_index = beg_index + self.policy_config.num_unroll_steps
# the start <frame_stack_num> obs is init zero obs, so we take the [<frame_stack_num> : <frame_stack_num>+<num_unroll_steps>] obs as the pad obs
# e.g. the start 4 obs is init zero obs, the num_unroll_steps is 5, so we take the [4:9] obs as the pad obs
pad_obs_lst = game_segments[i].obs_segment[beg_index:end_index]
pad_child_visits_lst = game_segments[i].child_visit_segment[:self.policy_config.num_unroll_steps]
# EfficientZero original repo bug:
# pad_child_visits_lst = game_segments[i].child_visit_segment[beg_index:end_index]
beg_index = 0
# self.unroll_plus_td_steps = self.policy_config.num_unroll_steps + self.policy_config.td_steps
end_index = beg_index + self.unroll_plus_td_steps - 1
pad_reward_lst = game_segments[i].reward_segment[beg_index:end_index]
if self.policy_config.use_ture_chance_label_in_chance_encoder:
chance_lst = game_segments[i].chance_segment[beg_index:end_index]
beg_index = 0
end_index = beg_index + self.unroll_plus_td_steps
pad_root_values_lst = game_segments[i].root_value_segment[beg_index:end_index]
if self.policy_config.gumbel_algo:
pad_improved_policy_prob = game_segments[i].improved_policy_probs[beg_index:end_index]
# pad over and save
if self.policy_config.gumbel_algo:
last_game_segments[i].pad_over(pad_obs_lst, pad_reward_lst, pad_root_values_lst, pad_child_visits_lst, next_segment_improved_policy = pad_improved_policy_prob)
else:
if self.policy_config.use_ture_chance_label_in_chance_encoder:
last_game_segments[i].pad_over(pad_obs_lst, pad_reward_lst, pad_root_values_lst, pad_child_visits_lst, next_chances = chance_lst)
else:
last_game_segments[i].pad_over(pad_obs_lst, pad_reward_lst, pad_root_values_lst, pad_child_visits_lst)
"""
Note:
game_segment element shape:
obs: game_segment_length + stack + num_unroll_steps, 20+4 +5
rew: game_segment_length + stack + num_unroll_steps + td_steps -1 20 +5+3-1
action: game_segment_length -> 20
root_values: game_segment_length + num_unroll_steps + td_steps -> 20 +5+3
child_visits: game_segment_length + num_unroll_steps -> 20 +5
to_play: game_segment_length -> 20
action_mask: game_segment_length -> 20
"""
last_game_segments[i].game_segment_to_array()
# put the game segment into the pool
self.game_segment_pool.append((last_game_segments[i], last_game_priorities[i], done[i]))
# reset last game_segments
last_game_segments[i] = None
last_game_priorities[i] = None
return None
def collect(self,
n_episode: Optional[int] = None,
train_iter: int = 0,
policy_kwargs: Optional[dict] = None) -> List[Any]:
"""
Overview:
Collect `n_episode` data with policy_kwargs, which is already trained `train_iter` iterations.
Arguments:
- n_episode (:obj:`int`): the number of collecting data episode.
- train_iter (:obj:`int`): the number of training iteration.
- policy_kwargs (:obj:`dict`): the keyword args for policy forward.
Returns:
- return_data (:obj:`List`): A list containing collected game_segments
"""
if n_episode is None:
if self._default_n_episode is None:
raise RuntimeError("Please specify collect n_episode")
else:
n_episode = self._default_n_episode
assert n_episode >= self._env_num, "Please make sure n_episode >= env_num{}/{}".format(n_episode, self._env_num)
if policy_kwargs is None:
policy_kwargs = {}
temperature = policy_kwargs['temperature']
epsilon = policy_kwargs['epsilon']
collected_episode = 0
collected_step = 0
env_nums = self._env_num
# initializations
init_obs = self._env.ready_obs
retry_waiting_time = 0.001
while len(init_obs.keys()) != self._env_num:
# In order to be compatible with subprocess env_manager, in which sometimes self._env_num is not equal to
# len(self._env.ready_obs), especially in tictactoe env.
self._logger.info('The current init_obs.keys() is {}'.format(init_obs.keys()))
self._logger.info('Before sleeping, the _env_states is {}'.format(self._env._env_states))
time.sleep(retry_waiting_time)
self._logger.info('=' * 10 + 'Wait for all environments (subprocess) to finish resetting.' + '=' * 10)
self._logger.info(
'After sleeping {}s, the current _env_states is {}'.format(retry_waiting_time, self._env._env_states)
)
init_obs = self._env.ready_obs
action_mask_dict = {i: to_ndarray(init_obs[i]['action_mask']) for i in range(env_nums)}
to_play_dict = {i: to_ndarray(init_obs[i]['to_play']) for i in range(env_nums)}
if self.policy_config.use_ture_chance_label_in_chance_encoder:
chance_dict = {i: to_ndarray(init_obs[i]['chance']) for i in range(env_nums)}
game_segments = [
GameSegment(
self._env.action_space,
game_segment_length=self.policy_config.game_segment_length,
config=self.policy_config
) for _ in range(env_nums)
]
# stacked observation windows in reset stage for init game_segments
observation_window_stack = [[] for _ in range(env_nums)]
for env_id in range(env_nums):
observation_window_stack[env_id] = deque(
[to_ndarray(init_obs[env_id]['observation']) for _ in range(self.policy_config.model.frame_stack_num)],
maxlen=self.policy_config.model.frame_stack_num
)
game_segments[env_id].reset(observation_window_stack[env_id])
dones = np.array([False for _ in range(env_nums)])
last_game_segments = [None for _ in range(env_nums)]
last_game_priorities = [None for _ in range(env_nums)]
# for priorities in self-play
search_values_lst = [[] for _ in range(env_nums)]
pred_values_lst = [[] for _ in range(env_nums)]
if self.policy_config.gumbel_algo:
improved_policy_lst = [[] for _ in range(env_nums)]
# some logs
eps_steps_lst, visit_entropies_lst = np.zeros(env_nums), np.zeros(env_nums)
if self.policy_config.gumbel_algo:
completed_value_lst = np.zeros(env_nums)
self_play_moves = 0.
self_play_episodes = 0.
self_play_moves_max = 0
self_play_visit_entropy = []
total_transitions = 0
ready_env_id = set()
remain_episode = n_episode
while True:
with self._timer:
# Get current ready env obs.
obs = self._env.ready_obs
new_available_env_id = set(obs.keys()).difference(ready_env_id)
ready_env_id = ready_env_id.union(set(list(new_available_env_id)[:remain_episode]))
remain_episode -= min(len(new_available_env_id), remain_episode)
stack_obs = {env_id: game_segments[env_id].get_obs() for env_id in ready_env_id}
stack_obs = list(stack_obs.values())
action_mask_dict = {env_id: action_mask_dict[env_id] for env_id in ready_env_id}
to_play_dict = {env_id: to_play_dict[env_id] for env_id in ready_env_id}
action_mask = [action_mask_dict[env_id] for env_id in ready_env_id]
to_play = [to_play_dict[env_id] for env_id in ready_env_id]
if self.policy_config.use_ture_chance_label_in_chance_encoder:
chance_dict = {env_id: chance_dict[env_id] for env_id in ready_env_id}
chance = [chance_dict[env_id] for env_id in ready_env_id]
stack_obs = to_ndarray(stack_obs)
stack_obs = prepare_observation(stack_obs, self.policy_config.model.model_type)
stack_obs = torch.from_numpy(stack_obs).to(self.policy_config.device).float()
# ==============================================================
# policy forward
# ==============================================================
policy_output = self._policy.forward(stack_obs, action_mask, temperature, to_play, epsilon)
actions_no_env_id = {k: v['action'] for k, v in policy_output.items()}
distributions_dict_no_env_id = {k: v['visit_count_distributions'] for k, v in policy_output.items()}
if self.policy_config.sampled_algo:
root_sampled_actions_dict_no_env_id = {
k: v['root_sampled_actions']
for k, v in policy_output.items()
}
value_dict_no_env_id = {k: v['searched_value'] for k, v in policy_output.items()}
pred_value_dict_no_env_id = {k: v['predicted_value'] for k, v in policy_output.items()}
visit_entropy_dict_no_env_id = {
k: v['visit_count_distribution_entropy']
for k, v in policy_output.items()
}
if self.policy_config.gumbel_algo:
improved_policy_dict_no_env_id = {k: v['improved_policy_probs'] for k, v in policy_output.items()}
completed_value_no_env_id = {
k: v['roots_completed_value']
for k, v in policy_output.items()
}
# TODO(pu): subprocess
actions = {}
distributions_dict = {}
if self.policy_config.sampled_algo:
root_sampled_actions_dict = {}
value_dict = {}
pred_value_dict = {}
visit_entropy_dict = {}
if self.policy_config.gumbel_algo:
improved_policy_dict = {}
completed_value_dict = {}
for index, env_id in enumerate(ready_env_id):
actions[env_id] = actions_no_env_id.pop(index)
distributions_dict[env_id] = distributions_dict_no_env_id.pop(index)
if self.policy_config.sampled_algo:
root_sampled_actions_dict[env_id] = root_sampled_actions_dict_no_env_id.pop(index)
value_dict[env_id] = value_dict_no_env_id.pop(index)
pred_value_dict[env_id] = pred_value_dict_no_env_id.pop(index)
visit_entropy_dict[env_id] = visit_entropy_dict_no_env_id.pop(index)
if self.policy_config.gumbel_algo:
improved_policy_dict[env_id] = improved_policy_dict_no_env_id.pop(index)
completed_value_dict[env_id] = completed_value_no_env_id.pop(index)
# ==============================================================
# Interact with env.
# ==============================================================
timesteps = self._env.step(actions)
interaction_duration = self._timer.value / len(timesteps)
for env_id, timestep in timesteps.items():
with self._timer:
if timestep.info.get('abnormal', False):
# If there is an abnormal timestep, reset all the related variables(including this env).
# suppose there is no reset param, just reset this env
self._env.reset({env_id: None})
self._policy.reset([env_id])
self._reset_stat(env_id)
self._logger.info('Env{} returns a abnormal step, its info is {}'.format(env_id, timestep.info))
continue
obs, reward, done, info = timestep.obs, timestep.reward, timestep.done, timestep.info
if self.policy_config.sampled_algo:
game_segments[env_id].store_search_stats(
distributions_dict[env_id], value_dict[env_id], root_sampled_actions_dict[env_id]
)
elif self.policy_config.gumbel_algo:
game_segments[env_id].store_search_stats(distributions_dict[env_id], value_dict[env_id], improved_policy = improved_policy_dict[env_id])
else:
game_segments[env_id].store_search_stats(distributions_dict[env_id], value_dict[env_id])
# append a transition tuple, including a_t, o_{t+1}, r_{t}, action_mask_{t}, to_play_{t}
# in ``game_segments[env_id].init``, we have append o_{t} in ``self.obs_segment``
if self.policy_config.use_ture_chance_label_in_chance_encoder:
game_segments[env_id].append(
actions[env_id], to_ndarray(obs['observation']), reward, action_mask_dict[env_id],
to_play_dict[env_id], chance_dict[env_id]
)
else:
game_segments[env_id].append(
actions[env_id], to_ndarray(obs['observation']), reward, action_mask_dict[env_id],
to_play_dict[env_id]
)
# NOTE: the position of code snippet is very important.
# the obs['action_mask'] and obs['to_play'] are corresponding to the next action
action_mask_dict[env_id] = to_ndarray(obs['action_mask'])
to_play_dict[env_id] = to_ndarray(obs['to_play'])
if self.policy_config.use_ture_chance_label_in_chance_encoder:
chance_dict[env_id] = to_ndarray(obs['chance'])
if self.policy_config.ignore_done:
dones[env_id] = False
else:
dones[env_id] = done
visit_entropies_lst[env_id] += visit_entropy_dict[env_id]
if self.policy_config.gumbel_algo:
completed_value_lst[env_id] += np.mean(np.array(completed_value_dict[env_id]))
eps_steps_lst[env_id] += 1
total_transitions += 1
if self.policy_config.use_priority:
pred_values_lst[env_id].append(pred_value_dict[env_id])
search_values_lst[env_id].append(value_dict[env_id])
if self.policy_config.gumbel_algo:
improved_policy_lst[env_id].append(improved_policy_dict[env_id])
# append the newest obs
observation_window_stack[env_id].append(to_ndarray(obs['observation']))
# ==============================================================
# we will save a game segment if it is the end of the game or the next game segment is finished.
# ==============================================================
# if game segment is full, we will save the last game segment
if game_segments[env_id].is_full():
# pad over last segment trajectory
if last_game_segments[env_id] is not None:
# TODO(pu): return the one game segment
self.pad_and_save_last_trajectory(
env_id, last_game_segments, last_game_priorities, game_segments, dones
)
# calculate priority
priorities = self._compute_priorities(env_id, pred_values_lst, search_values_lst)
pred_values_lst[env_id] = []
search_values_lst[env_id] = []
if self.policy_config.gumbel_algo:
improved_policy_lst[env_id] = []
# the current game_segments become last_game_segment
last_game_segments[env_id] = game_segments[env_id]
last_game_priorities[env_id] = priorities
# create new GameSegment
game_segments[env_id] = GameSegment(
self._env.action_space,
game_segment_length=self.policy_config.game_segment_length,
config=self.policy_config
)
game_segments[env_id].reset(observation_window_stack[env_id])
self._env_info[env_id]['step'] += 1
collected_step += 1
self._env_info[env_id]['time'] += self._timer.value + interaction_duration
if timestep.done:
self._total_episode_count += 1
reward = timestep.info['eval_episode_return']
info = {
'reward': reward,
'time': self._env_info[env_id]['time'],
'step': self._env_info[env_id]['step'],
'visit_entropy': visit_entropies_lst[env_id] / eps_steps_lst[env_id],
}
if self.policy_config.gumbel_algo:
info['completed_value'] = completed_value_lst[env_id] / eps_steps_lst[env_id]
collected_episode += 1
self._episode_info.append(info)
# ==============================================================
# if it is the end of the game, we will save the game segment
# ==============================================================
# NOTE: put the penultimate game segment in one episode into the trajectory_pool
# pad over 2th last game_segment using the last game_segment
if last_game_segments[env_id] is not None:
self.pad_and_save_last_trajectory(
env_id, last_game_segments, last_game_priorities, game_segments, dones
)
# store current segment trajectory
priorities = self._compute_priorities(env_id, pred_values_lst, search_values_lst)
# NOTE: put the last game segment in one episode into the trajectory_pool
game_segments[env_id].game_segment_to_array()
# assert len(game_segments[env_id]) == len(priorities)
# NOTE: save the last game segment in one episode into the trajectory_pool if it's not null
if len(game_segments[env_id].reward_segment) != 0:
self.game_segment_pool.append((game_segments[env_id], priorities, dones[env_id]))
# print(game_segments[env_id].reward_segment)
# reset the finished env and init game_segments
if n_episode > self._env_num:
# Get current ready env obs.
init_obs = self._env.ready_obs
retry_waiting_time = 0.001
while len(init_obs.keys()) != self._env_num:
# In order to be compatible with subprocess env_manager, in which sometimes self._env_num is not equal to
# len(self._env.ready_obs), especially in tictactoe env.
self._logger.info('The current init_obs.keys() is {}'.format(init_obs.keys()))
self._logger.info('Before sleeping, the _env_states is {}'.format(self._env._env_states))
time.sleep(retry_waiting_time)
self._logger.info(
'=' * 10 + 'Wait for all environments (subprocess) to finish resetting.' + '=' * 10
)
self._logger.info(
'After sleeping {}s, the current _env_states is {}'.format(
retry_waiting_time, self._env._env_states
)
)
init_obs = self._env.ready_obs
new_available_env_id = set(init_obs.keys()).difference(ready_env_id)
ready_env_id = ready_env_id.union(set(list(new_available_env_id)[:remain_episode]))
remain_episode -= min(len(new_available_env_id), remain_episode)
action_mask_dict[env_id] = to_ndarray(init_obs[env_id]['action_mask'])
to_play_dict[env_id] = to_ndarray(init_obs[env_id]['to_play'])
if self.policy_config.use_ture_chance_label_in_chance_encoder:
chance_dict[env_id] = to_ndarray(init_obs[env_id]['chance'])
game_segments[env_id] = GameSegment(
self._env.action_space,
game_segment_length=self.policy_config.game_segment_length,
config=self.policy_config
)
observation_window_stack[env_id] = deque(
[init_obs[env_id]['observation'] for _ in range(self.policy_config.model.frame_stack_num)],
maxlen=self.policy_config.model.frame_stack_num
)
game_segments[env_id].reset(observation_window_stack[env_id])
last_game_segments[env_id] = None
last_game_priorities[env_id] = None
# log
self_play_moves_max = max(self_play_moves_max, eps_steps_lst[env_id])
self_play_visit_entropy.append(visit_entropies_lst[env_id] / eps_steps_lst[env_id])
self_play_moves += eps_steps_lst[env_id]
self_play_episodes += 1
pred_values_lst[env_id] = []
search_values_lst[env_id] = []
eps_steps_lst[env_id] = 0
visit_entropies_lst[env_id] = 0
# Env reset is done by env_manager automatically
self._policy.reset([env_id])
self._reset_stat(env_id)
# TODO(pu): subprocess mode, when n_episode > self._env_num, occasionally the ready_env_id=()
# and the stack_obs is np.array(None, dtype=object)
ready_env_id.remove(env_id)
if collected_episode >= n_episode:
# [data, meta_data]
return_data = [self.game_segment_pool[i][0] for i in range(len(self.game_segment_pool))], [
{
'priorities': self.game_segment_pool[i][1],
'done': self.game_segment_pool[i][2],
'unroll_plus_td_steps': self.unroll_plus_td_steps
} for i in range(len(self.game_segment_pool))
]
self.game_segment_pool.clear()
# for i in range(len(self.game_segment_pool)):
# print(self.game_segment_pool[i][0].obs_segment.__len__())
# print(self.game_segment_pool[i][0].reward_segment)
# for i in range(len(return_data[0])):
# print(return_data[0][i].reward_segment)
break
collected_duration = sum([d['time'] for d in self._episode_info])
# reduce data when enables DDP
if self._world_size > 1:
collected_step = allreduce_data(collected_step, 'sum')
collected_episode = allreduce_data(collected_episode, 'sum')
collected_duration = allreduce_data(collected_duration, 'sum')
self._total_envstep_count += collected_step
self._total_episode_count += collected_episode
self._total_duration += collected_duration
# log
self._output_log(train_iter)
return return_data
def _output_log(self, train_iter: int) -> None:
"""
Overview:
Print the output log information. You can refer to Docs/Best Practice/How to understand\
training generated folders/Serial mode/log/collector for more details.
Arguments:
- train_iter (:obj:`int`): the number of training iteration.
"""
if self._rank != 0:
return
if (train_iter - self._last_train_iter) >= self._collect_print_freq and len(self._episode_info) > 0:
self._last_train_iter = train_iter
episode_count = len(self._episode_info)
envstep_count = sum([d['step'] for d in self._episode_info])
duration = sum([d['time'] for d in self._episode_info])
episode_reward = [d['reward'] for d in self._episode_info]
visit_entropy = [d['visit_entropy'] for d in self._episode_info]
if self.policy_config.gumbel_algo:
completed_value = [d['completed_value'] for d in self._episode_info]
self._total_duration += duration
info = {
'episode_count': episode_count,
'envstep_count': envstep_count,
'avg_envstep_per_episode': envstep_count / episode_count,
'avg_envstep_per_sec': envstep_count / duration,
'avg_episode_per_sec': episode_count / duration,
'collect_time': duration,
'reward_mean': np.mean(episode_reward),
'reward_std': np.std(episode_reward),
'reward_max': np.max(episode_reward),
'reward_min': np.min(episode_reward),
'total_envstep_count': self._total_envstep_count,
'total_episode_count': self._total_episode_count,
'total_duration': self._total_duration,
'visit_entropy': np.mean(visit_entropy),
# 'each_reward': episode_reward,
}
if self.policy_config.gumbel_algo:
info['completed_value'] = np.mean(completed_value)
self._episode_info.clear()
self._logger.info("collect end:\n{}".format('\n'.join(['{}: {}'.format(k, v) for k, v in info.items()])))
for k, v in info.items():
if k in ['each_reward']:
continue
self._tb_logger.add_scalar('{}_iter/'.format(self._instance_name) + k, v, train_iter)
if k in ['total_envstep_count']:
continue
self._tb_logger.add_scalar('{}_step/'.format(self._instance_name) + k, v, self._total_envstep_count)
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