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rename AgentInterface.emulate_observe_on_trainer or observe_transition and call from AgentInterface.observe
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@@ -900,31 +900,35 @@ class Agent(AgentInterface):
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# make agent specific changes to the transition if needed
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transition = self.update_transition_before_adding_to_replay_buffer(transition)
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# sum up the total shaped reward
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self.total_shaped_reward_in_current_episode += transition.reward
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self.total_reward_in_current_episode += env_response.reward
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self.shaped_reward.add_sample(transition.reward)
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self.reward.add_sample(env_response.reward)
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# add action info to transition
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if type(self.parent).__name__ == 'CompositeAgent':
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transition.add_info(self.parent.last_action_info.__dict__)
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else:
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transition.add_info(self.last_action_info.__dict__)
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# create and store the transition
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if self.phase in [RunPhase.TRAIN, RunPhase.HEATUP]:
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# for episodic memories we keep the transitions in a local buffer until the episode is ended.
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# for regular memories we insert the transitions directly to the memory
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self.current_episode_buffer.insert(transition)
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if not isinstance(self.memory, EpisodicExperienceReplay) \
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and not self.ap.algorithm.store_transitions_only_when_episodes_are_terminated:
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self.call_memory('store', transition)
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self.total_reward_in_current_episode += env_response.reward
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self.reward.add_sample(env_response.reward)
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if self.ap.visualization.dump_in_episode_signals:
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self.update_step_in_episode_log()
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return self.observe_transition(transition)
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return transition.game_over
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def observe_transition(self, transition):
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# sum up the total shaped reward
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self.total_shaped_reward_in_current_episode += transition.reward
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self.shaped_reward.add_sample(transition.reward)
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# create and store the transition
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if self.phase in [RunPhase.TRAIN, RunPhase.HEATUP]:
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# for episodic memories we keep the transitions in a local buffer until the episode is ended.
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# for regular memories we insert the transitions directly to the memory
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self.current_episode_buffer.insert(transition)
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if not isinstance(self.memory, EpisodicExperienceReplay) \
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and not self.ap.algorithm.store_transitions_only_when_episodes_are_terminated:
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self.call_memory('store', transition)
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if self.ap.visualization.dump_in_episode_signals:
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self.update_step_in_episode_log()
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return transition.game_over
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def post_training_commands(self) -> None:
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"""
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@@ -1009,38 +1013,6 @@ class Agent(AgentInterface):
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for network in self.networks.values():
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network.sync()
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# TODO-remove - this is a temporary flow, used by the trainer worker, duplicated from observe() - need to create
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# an external trainer flow reusing the existing flow and methods [e.g. observe(), step(), act()]
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def emulate_observe_on_trainer(self, transition: Transition) -> bool:
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"""
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This emulates the observe using the transition obtained from the rollout worker on the training worker
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in case of distributed training.
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Given a response from the environment, distill the observation from it and store it for later use.
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The response should be a dictionary containing the performed action, the new observation and measurements,
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the reward, a game over flag and any additional information necessary.
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:return:
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"""
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# sum up the total shaped reward
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self.total_shaped_reward_in_current_episode += transition.reward
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self.total_reward_in_current_episode += transition.reward
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self.shaped_reward.add_sample(transition.reward)
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self.reward.add_sample(transition.reward)
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# create and store the transition
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if self.phase in [RunPhase.TRAIN, RunPhase.HEATUP]:
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# for episodic memories we keep the transitions in a local buffer until the episode is ended.
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# for regular memories we insert the transitions directly to the memory
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self.current_episode_buffer.insert(transition)
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if not isinstance(self.memory, EpisodicExperienceReplay) \
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and not self.ap.algorithm.store_transitions_only_when_episodes_are_terminated:
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self.call_memory('store', transition)
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if self.ap.visualization.dump_in_episode_signals:
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self.update_step_in_episode_log()
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return transition.game_over
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def get_success_rate(self) -> float:
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return self.num_successes_across_evaluation_episodes / self.num_evaluation_episodes_completed
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