unity_env / server /unity_environment.py
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# Copyright (c) Meta Platforms, Inc. and affiliates.
# All rights reserved.
#
# This source code is licensed under the BSD-style license found in the
# LICENSE file in the root directory of this source tree.
"""
Unity ML-Agents Environment Implementation.
Wraps Unity ML-Agents environments (PushBlock, 3DBall, GridWorld, etc.)
with the OpenEnv interface for standardized reinforcement learning.
"""
import base64
import glob
import hashlib
import io
import os
from pathlib import Path
from sys import platform
from typing import Any, Dict, List, Optional
from uuid import uuid4
import numpy as np
# Support multiple import scenarios
try:
# In-repo imports (when running from OpenEnv repository root)
from openenv.core.env_server.interfaces import Environment
from ..models import UnityAction, UnityObservation, UnityState
except ImportError:
# openenv from pip
from openenv.core.env_server.interfaces import Environment
try:
# Direct execution from envs/unity_env/ directory (imports from parent)
import sys
from pathlib import Path
# Add parent directory to path for direct execution
_parent = str(Path(__file__).parent.parent)
if _parent not in sys.path:
sys.path.insert(0, _parent)
from models import UnityAction, UnityObservation, UnityState
except ImportError:
try:
# Package installed as unity_env
from unity_env.models import UnityAction, UnityObservation, UnityState
except ImportError:
# Running from OpenEnv root with envs prefix
from envs.unity_env.models import UnityAction, UnityObservation, UnityState
# Persistent cache directory to avoid re-downloading environment binaries
PERSISTENT_CACHE_DIR = os.path.join(str(Path.home()), ".mlagents-cache")
def get_cached_binary_path(cache_dir: str, name: str, url: str) -> Optional[str]:
"""Check if binary is cached and return its path."""
if platform == "darwin":
extension = "*.app"
elif platform in ("linux", "linux2"):
extension = "*.x86_64"
elif platform == "win32":
extension = "*.exe"
else:
return None
bin_dir = os.path.join(cache_dir, "binaries")
url_hash = "-" + hashlib.md5(url.encode()).hexdigest()
search_path = os.path.join(bin_dir, name + url_hash, "**", extension)
candidates = glob.glob(search_path, recursive=True)
for c in candidates:
if "UnityCrashHandler64" not in c:
return c
return None
class UnityMLAgentsEnvironment(Environment):
"""
Wraps Unity ML-Agents environments with the OpenEnv interface.
This environment supports all Unity ML-Agents registry environments
including PushBlock, 3DBall, GridWorld, and more. Environments are
automatically downloaded on first use.
Features:
- Dynamic environment switching via reset(env_id="...")
- Support for both discrete and continuous action spaces
- Optional visual observations (base64-encoded images)
- Persistent caching to avoid re-downloading binaries
- Headless mode for faster training (no_graphics=True)
Example:
>>> env = UnityMLAgentsEnvironment()
>>> obs = env.reset()
>>> print(obs.vector_observations)
>>>
>>> # Take a random action
>>> obs = env.step(UnityAction(discrete_actions=[1])) # Move forward
>>> print(obs.reward)
Example with different environment:
>>> env = UnityMLAgentsEnvironment(env_id="3DBall")
>>> obs = env.reset()
>>>
>>> # Or switch environment on reset
>>> obs = env.reset(env_id="PushBlock")
"""
# Each WebSocket session gets its own environment instance
SUPPORTS_CONCURRENT_SESSIONS = False
def __init__(
self,
env_id: Optional[str] = None,
no_graphics: Optional[bool] = None,
time_scale: Optional[float] = None,
width: Optional[int] = None,
height: Optional[int] = None,
quality_level: Optional[int] = None,
cache_dir: Optional[str] = None,
):
"""
Initialize the Unity ML-Agents environment.
Configuration can be provided via constructor arguments or environment
variables. Environment variables are used when constructor arguments
are not provided (useful for Docker deployment).
Args:
env_id: Identifier of the Unity environment to load.
Available: PushBlock, 3DBall, 3DBallHard, GridWorld, Basic
Env var: UNITY_ENV_ID (default: PushBlock)
no_graphics: If True, run in headless mode (faster training).
Env var: UNITY_NO_GRAPHICS (0 or 1, default: 0 = graphics enabled)
time_scale: Simulation speed multiplier.
Env var: UNITY_TIME_SCALE (default: 1.0)
width: Window width in pixels (when graphics enabled).
Env var: UNITY_WIDTH (default: 1280)
height: Window height in pixels (when graphics enabled).
Env var: UNITY_HEIGHT (default: 720)
quality_level: Graphics quality 0-5 (when graphics enabled).
Env var: UNITY_QUALITY_LEVEL (default: 5)
cache_dir: Directory to cache downloaded environment binaries.
Env var: UNITY_CACHE_DIR (default: ~/.mlagents-cache)
"""
# Initialize cleanup-critical attributes first (for __del__ safety)
self._unity_env = None
self._behavior_name = None
self._behavior_spec = None
self._engine_channel = None
# Read from environment variables with defaults, allow constructor override
self._env_id = env_id or os.environ.get("UNITY_ENV_ID", "PushBlock")
# Handle no_graphics: default is False (graphics enabled)
if no_graphics is not None:
self._no_graphics = no_graphics
else:
env_no_graphics = os.environ.get("UNITY_NO_GRAPHICS", "0")
self._no_graphics = env_no_graphics.lower() in ("1", "true", "yes")
self._time_scale = (
time_scale
if time_scale is not None
else float(os.environ.get("UNITY_TIME_SCALE", "1.0"))
)
self._width = (
width
if width is not None
else int(os.environ.get("UNITY_WIDTH", "1280"))
)
self._height = (
height
if height is not None
else int(os.environ.get("UNITY_HEIGHT", "720"))
)
self._quality_level = (
quality_level
if quality_level is not None
else int(os.environ.get("UNITY_QUALITY_LEVEL", "5"))
)
self._cache_dir = cache_dir or os.environ.get(
"UNITY_CACHE_DIR", PERSISTENT_CACHE_DIR
)
self._include_visual = False
# State tracking
self._state = UnityState(
episode_id=str(uuid4()),
step_count=0,
env_id=self._env_id,
)
# Ensure cache directory exists
os.makedirs(self._cache_dir, exist_ok=True)
def _load_environment(self, env_id: str) -> None:
"""Load or switch to a Unity environment."""
# Close existing environment if any
if self._unity_env is not None:
try:
self._unity_env.close()
except Exception:
pass
# Import ML-Agents components
try:
from mlagents_envs.base_env import ActionTuple
from mlagents_envs.registry import default_registry
from mlagents_envs.registry.remote_registry_entry import RemoteRegistryEntry
from mlagents_envs.side_channel.engine_configuration_channel import (
EngineConfigurationChannel,
)
except ImportError as e:
raise ImportError(
"mlagents-envs is required. Install with: pip install mlagents-envs"
) from e
# Create engine configuration channel
self._engine_channel = EngineConfigurationChannel()
# Check if environment is in registry
if env_id not in default_registry:
available = list(default_registry.keys())
raise ValueError(
f"Environment '{env_id}' not found. Available: {available}"
)
# Get registry entry and create with persistent cache
entry = default_registry[env_id]
# Create a new entry with our persistent cache directory
persistent_entry = RemoteRegistryEntry(
identifier=entry.identifier,
expected_reward=entry.expected_reward,
description=entry.description,
linux_url=getattr(entry, "_linux_url", None),
darwin_url=getattr(entry, "_darwin_url", None),
win_url=getattr(entry, "_win_url", None),
additional_args=getattr(entry, "_add_args", []),
tmp_dir=self._cache_dir,
)
# Create the environment
self._unity_env = persistent_entry.make(
no_graphics=self._no_graphics,
side_channels=[self._engine_channel],
)
# Configure engine settings
if not self._no_graphics:
self._engine_channel.set_configuration_parameters(
width=self._width,
height=self._height,
quality_level=self._quality_level,
time_scale=self._time_scale,
)
else:
self._engine_channel.set_configuration_parameters(
time_scale=self._time_scale
)
# Get behavior info
if not self._unity_env.behavior_specs:
self._unity_env.step()
self._behavior_name = list(self._unity_env.behavior_specs.keys())[0]
self._behavior_spec = self._unity_env.behavior_specs[self._behavior_name]
# Update state
self._env_id = env_id
self._state.env_id = env_id
self._state.behavior_name = self._behavior_name
self._state.action_spec = self._get_action_spec_info()
self._state.observation_spec = self._get_observation_spec_info()
self._state.available_envs = list(default_registry.keys())
def _get_action_spec_info(self) -> Dict[str, Any]:
"""Get information about the action space."""
spec = self._behavior_spec.action_spec
return {
"is_discrete": spec.is_discrete(),
"is_continuous": spec.is_continuous(),
"discrete_size": spec.discrete_size,
"discrete_branches": list(spec.discrete_branches) if spec.is_discrete() else [],
"continuous_size": spec.continuous_size,
}
def _get_observation_spec_info(self) -> Dict[str, Any]:
"""Get information about the observation space."""
specs = self._behavior_spec.observation_specs
obs_info = []
for i, spec in enumerate(specs):
obs_info.append({
"index": i,
"shape": list(spec.shape),
"dimension_property": str(spec.dimension_property),
"observation_type": str(spec.observation_type),
})
return {"observations": obs_info, "count": len(specs)}
def _get_observation(
self,
decision_steps=None,
terminal_steps=None,
reward: float = 0.0,
done: bool = False,
) -> UnityObservation:
"""Convert Unity observation to UnityObservation."""
vector_obs = []
visual_obs = []
# Determine which steps to use
if terminal_steps is not None and len(terminal_steps) > 0:
steps = terminal_steps
done = True
# Get reward from terminal step
if len(terminal_steps.agent_id) > 0:
reward = float(terminal_steps[terminal_steps.agent_id[0]].reward)
elif decision_steps is not None and len(decision_steps) > 0:
steps = decision_steps
# Get reward from decision step
if len(decision_steps.agent_id) > 0:
reward = float(decision_steps[decision_steps.agent_id[0]].reward)
else:
# No agents, return empty observation
return UnityObservation(
vector_observations=[],
visual_observations=None,
behavior_name=self._behavior_name or "",
done=done,
reward=reward,
action_spec_info=self._state.action_spec,
observation_spec_info=self._state.observation_spec,
)
# Process observations from first agent
for obs in steps.obs:
if len(obs.shape) == 2:
# Vector observation (agents, features)
vector_obs.extend(obs[0].tolist())
elif len(obs.shape) == 4 and self._include_visual:
# Visual observation (agents, height, width, channels)
img_array = (obs[0] * 255).astype(np.uint8)
# Encode as base64 PNG
try:
from PIL import Image
img = Image.fromarray(img_array)
buffer = io.BytesIO()
img.save(buffer, format="PNG")
img_b64 = base64.b64encode(buffer.getvalue()).decode("utf-8")
visual_obs.append(img_b64)
except ImportError:
# PIL not available, skip visual observations
pass
return UnityObservation(
vector_observations=vector_obs,
visual_observations=visual_obs if visual_obs else None,
behavior_name=self._behavior_name or "",
done=done,
reward=reward,
action_spec_info=self._state.action_spec,
observation_spec_info=self._state.observation_spec,
)
def reset(
self,
env_id: Optional[str] = None,
seed: Optional[int] = None,
include_visual: bool = False,
**kwargs,
) -> UnityObservation:
"""
Reset the environment and return initial observation.
Args:
env_id: Optionally switch to a different Unity environment.
seed: Random seed (not fully supported by Unity ML-Agents).
include_visual: If True, include visual observations in output.
**kwargs: Additional arguments (ignored).
Returns:
UnityObservation with initial state.
"""
self._include_visual = include_visual
# Load or switch environment if needed
target_env = env_id or self._env_id
if self._unity_env is None or target_env != self._env_id:
self._load_environment(target_env)
# Reset the environment
self._unity_env.reset()
# Update state
self._state = UnityState(
episode_id=str(uuid4()),
step_count=0,
env_id=self._env_id,
behavior_name=self._behavior_name,
action_spec=self._state.action_spec,
observation_spec=self._state.observation_spec,
available_envs=self._state.available_envs,
)
# Get initial observation
decision_steps, terminal_steps = self._unity_env.get_steps(self._behavior_name)
return self._get_observation(
decision_steps=decision_steps,
terminal_steps=terminal_steps,
reward=0.0,
done=False,
)
def step(self, action: UnityAction) -> UnityObservation:
"""
Execute one step in the environment.
Args:
action: UnityAction with discrete and/or continuous actions.
Returns:
UnityObservation with new state, reward, and done flag.
"""
if self._unity_env is None:
raise RuntimeError("Environment not initialized. Call reset() first.")
from mlagents_envs.base_env import ActionTuple
# Get current decision steps to know how many agents
decision_steps, terminal_steps = self._unity_env.get_steps(self._behavior_name)
# Check if episode already ended
if len(terminal_steps) > 0:
return self._get_observation(
decision_steps=decision_steps,
terminal_steps=terminal_steps,
done=True,
)
n_agents = len(decision_steps)
if n_agents == 0:
# No agents need decisions, just step
self._unity_env.step()
self._state.step_count += 1
decision_steps, terminal_steps = self._unity_env.get_steps(self._behavior_name)
return self._get_observation(
decision_steps=decision_steps,
terminal_steps=terminal_steps,
)
# Build action tuple
action_tuple = ActionTuple()
# Handle discrete actions
if action.discrete_actions is not None:
discrete = np.array([action.discrete_actions] * n_agents, dtype=np.int32)
# Ensure correct shape (n_agents, n_branches)
if discrete.ndim == 1:
discrete = discrete.reshape(n_agents, -1)
action_tuple.add_discrete(discrete)
elif self._behavior_spec.action_spec.is_discrete():
# Default to no-op (action 0)
n_branches = self._behavior_spec.action_spec.discrete_size
discrete = np.zeros((n_agents, n_branches), dtype=np.int32)
action_tuple.add_discrete(discrete)
# Handle continuous actions
if action.continuous_actions is not None:
continuous = np.array([action.continuous_actions] * n_agents, dtype=np.float32)
if continuous.ndim == 1:
continuous = continuous.reshape(n_agents, -1)
action_tuple.add_continuous(continuous)
elif self._behavior_spec.action_spec.is_continuous():
# Default to zero actions
n_continuous = self._behavior_spec.action_spec.continuous_size
continuous = np.zeros((n_agents, n_continuous), dtype=np.float32)
action_tuple.add_continuous(continuous)
# Set actions and step
self._unity_env.set_actions(self._behavior_name, action_tuple)
self._unity_env.step()
self._state.step_count += 1
# Get new observation
decision_steps, terminal_steps = self._unity_env.get_steps(self._behavior_name)
return self._get_observation(
decision_steps=decision_steps,
terminal_steps=terminal_steps,
)
async def reset_async(
self,
env_id: Optional[str] = None,
seed: Optional[int] = None,
include_visual: bool = False,
**kwargs,
) -> UnityObservation:
"""
Async version of reset - runs in a thread to avoid blocking the event loop.
Unity ML-Agents environments can take 10-60+ seconds to initialize.
Running in a thread allows the event loop to continue processing
WebSocket keepalive pings during this time.
"""
import asyncio
return await asyncio.to_thread(
self.reset,
env_id=env_id,
seed=seed,
include_visual=include_visual,
**kwargs,
)
async def step_async(self, action: UnityAction) -> UnityObservation:
"""
Async version of step - runs in a thread to avoid blocking the event loop.
Although step() is usually fast, running in a thread ensures
the event loop remains responsive.
"""
import asyncio
return await asyncio.to_thread(self.step, action)
@property
def state(self) -> UnityState:
"""Get the current environment state."""
return self._state
def close(self) -> None:
"""Close the Unity environment."""
unity_env = getattr(self, "_unity_env", None)
if unity_env is not None:
try:
unity_env.close()
except Exception:
pass
self._unity_env = None
def __del__(self):
"""Cleanup on deletion."""
try:
self.close()
except Exception:
pass