We are very excited to have released ML-Agents Release 1 on April 30, 2020. This is a huge release in so many ways, specifically that we are moving the C# and communicator to v1.0!
In the following days, we will be publishing a blog post on all the changes on ML-Agents Release 1 and what it means.
In the meantime, please refer to the release notes for ML-Agents Release 1 here:
As usual, please follow our guidelines on where to open issues, bugs, discussion. All feedback welcome and thank you again for your support of ML-Agents.
Hi,
I am working with ML Agents for some time now. I like this project, it improved much since early versions. But I always end up modifying package’s C# source code, throught not as much as I did before.
For example, now I’m working on multi-goal reinforcement learning (goals are fixed actually, so there is just multiple rewards, one for each goal). I need to send multiple rewards to python side, so I’ve made a subclass of SideChannel. But there is a problem: I can’t accurately synchronize these side rewards with main one without modifying C# package source. To solve this I modified Agent.SendInfoToBrain to call another function which generates and sends auxiliary rewards to python code.
Before that, there was another problem, when I needed to disable ending of episode when agent’s GameObject is deactivated. Also haven’t found a way besides modifying C# source.
Maybe these are just my specific problems and workaround isn’t that bad, but I still decided to share.
Keep up good work.
Congratulations! Thank you for your hard work, each release has attacked major pain points, and it’s great to see the project reaching a stable point.
humm… worked second time. But, the config file has been changed. no PPO directory. looks like you have to specify “trainer_config.yaml” instead. Guess the user docs haven’t caught up to release
Hi, currently I am working on a Space Shooter game and I created an agent for it. But whenever I try to build it gives this error:
UnityEditor.BuildPlayerWindow+BuildMethodException: 4 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002bb] in <17b72532ee2c4da1b6f632d3f1705fe0>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <17b72532ee2c4da1b6f632d3f1705fe0>:0
here is my code
```csharp
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
public class SpaceshipAI : Agent
{
public static SpaceshipAI Instance;
SpaceshipMovement movement;
public void OnEpisodeBeginFunction()
{
OnEpisodeBegin();
}
private void Awake()
{
Instance = this;
}
private void Start()
{
movement = GetComponent<SpaceshipMovement>();
}
public override void OnActionReceived(float[] act)
{
Vector2 temp = new Vector2(act[0], act[1]);
movement.movement = temp;
}
public void AddRewardFunction(float reward)
{
AddReward(reward);
}
public void EndEpisodeFunction()
{
EndEpisode();
}
}
Thank you for great product!
Can’t catch whats happening with online_bc/offline_bc trainers. There is no any mention in migration logs nor in docs. Are their not supported anymore? Are there any alternatives via gail or behavioral_cloning?