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__Note:__ You can only perform training with an `Learning Brain`.
To set up the environment for training, you will need specify which agents are contributing
to the training and which Brain is being trained. You can only perform training with
an `Learning Brain`.
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"a learning brain"

to the training and which Brain is being trained. You can only perform training with
an `Learning Brain`.

1. Assign the **3DBallLearning** to the agents you would like to train.
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"Assign the 3DBallLearning brain..."

__Note:__ You can pass the same brain to multiple agents in a scene by
leveraging Unity's prefab system or look for all the agents in a scene
using the search bar of the `Hierarchy` window with the word `Agent`.
* We modified the way we do inference with ML-Agents. All previous `.bytes`
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Replace with something like "We have changed the way ML-Agents models perform inference"

as TensorFlowSharp and CoreML. The models we ship with our examples and the models
generated with our trainers use the TensorFlowSharp inference backend :
They have a `.tf` extension. This means that you will not be able to use them
without first installing the TensorflowSharp backend. You can find instructions
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Is it TensorFlowSharp or TensorflowSharp?

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TensorFlowSharp, thanks.

Unity settings first. You will also need to have appropriate inference backends
installed in order to run your models inside of Unity. See [here](Inference-Engine.md)
for more information.
Unity settings first.
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"some Unity settings first." --> "a few Unity settings:"

README.md Outdated
our [documentation home](docs/Readme.md).
* If you are a researcher interested in a discussion of Unity as an AI platform, see a pre-print of our [reference paper on Unity and the ML-Agents Toolkit](https://arxiv.org/abs/1809.02627). Also, see below for instructions on citing this paper.
* If you have used a version of the ML-Agents toolkit prior to v0.6, we strongly
* If you have used a prior version of the ML-Agents toolkit, we strongly
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"a prior" --> "an earlier"


In order to run pre-trained models of agents behaviors, you will need to set-up the
[Inference Engine](Inference-Engine.md). The Inference Engine is a general API to
run Neural Network models in Unity that leverages existing inference libraries such
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"Neural Network models" --> "neural network models (the kind generated by ML-Agents)"

In order to run pre-trained models of agents behaviors, you will need to set-up the
[Inference Engine](Inference-Engine.md). The Inference Engine is a general API to
run Neural Network models in Unity that leverages existing inference libraries such
as TensorFlowSharp and CoreML. The models we ship with our examples and the models
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CoreML --> Apple's Core ML


## Setting up the Inference Engine

In order to run pre-trained models of agents behaviors, you will need to set-up the
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We provide pre-trained models for all the agents in our all demo environments. To be able to run those models, you'll first need to set-up the Inference Engine.

[Inference Engine](Inference-Engine.md). The Inference Engine is a general API to
run Neural Network models in Unity that leverages existing inference libraries such
as TensorFlowSharp and CoreML. The models we ship with our examples and the models
generated with our trainers use the TensorFlowSharp inference backend :
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The models we ship with our examples and the models generated with our trainers use the TensorFlowSharp inference backend : They have a .tf extension. This means that you will not be able to use them
without first installing the TensorFlowSharp backend.

-->

Since the ML-Agents Toolkit uses TensorFlow for training neural network models, the output model format is TensorFlow and the model files include a .tf extension. Consequently, you need to install the TensorFlowSharp backend to be able to run these models within the Unity Editor.

2. In the **Project** window, go to `Assets/ML-Agents/Examples/3DBall/Prefabs` folder
and select the `Game/Platform` prefab.
3. In the `Ball 3D Agent` Component: Drag the **3DBallLearning** located into
3. In the `Ball 3D Agent` Component: Drag the **3DBallLearning** Brain located into
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Brain located into --> Brain located in


## Setting up the Inference Engine

We provide pre-trained models for all the agents in our all demo environments.
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in our all demo -> in all of our demo


1. Assign the **3DBallLearning** to the agents you would like to train and the **3DBallPlayer** Brain to the agents you want to control manually.
__Note:__ You can only perform training with an `Learning Brain`.
To set up the environment for training, you will need specify which agents are contributing
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you will need specify -> you will need to specify


__Note:__ Assigning a Brain to an agent (dragging a Brain into the `Brain` property of
the agent) means that the Brain will be making decision for that agent. Whereas dragging
a Brain into the Broadcast Hub means that the Brain will be exposed to the Python process.
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Maybe change to:

Whereas dragging a Brain into the Broadcast Hub means that the Brain will be exposed to the Python process, and checking the Control toggle means the Brain will be exposed to the Python process and controlled by the Python process(so that the training happens).

have now a `.tf` extension and use TensorflowSharp as a backend for the
[Inference Engine](Inference-Engine.md).
__Note:__ You will need to delete the previous TensorFlowSharp package
and install the new one to do inference.
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Maybe add:

To correctly delete the previous TensorFlowSharp package, Delete all of the files under ML-Agents/Plugins folder except the files under ML-Agents/Plugins/ProtoBuffer.

leveraging Unity's prefab system or look for all the agents in a scene
using the search bar of the `Hierarchy` window with the word `Agent`.
* To update a scene from v0.5 to v0.6, you must:
* Remove the `Brain` GameObjects in the scene
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Remove the Brain GameObjects in the scene -> Delete all of the Brain GameObjects under Academy in the scene.

using the search bar of the `Hierarchy` window with the word `Agent`.
* To update a scene from v0.5 to v0.6, you must:
* Remove the `Brain` GameObjects in the scene
* Create new `Brain` Scriptable Objects using `Assets -> Create ->
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Maybe change to:

Create new Brain Scriptable Objects using Assets -> Create -> ML-Agents for each type of the Brain you plan to use, and put the created files under a folder called Brains within your project.

* Edit their `Brain Parameters` to be the same as the parameters used
in the `Brain` GameObjects
* Agents have a `Brain` field in the Inspector, you need to drag the
appropriate Brain asset in it.
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Brain asset -> Brain Scriptable Objects

Since you referred to them as Scriptable Objects before.


__Note:__ You can pass the same brain to multiple agents in a scene by
leveraging Unity's prefab system or look for all the agents in a scene
using the search bar of the `Hierarchy` window with the word `Agent`.
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The steps to do migration is still missing the steps to add new brain to the BroadCast Hub, and drag the brain into the corresponding field.

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Also the steps to drag the .tf file into the LearningBrain asset is missing.

The steps to migrate from TensorFlowSharp to the Inference Engine are missing.

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Also add a note that all of the models need to be retrained, and the previous models no longer works.

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Also add a note that the model scope has been changed, and now each of the brain's checkpoint file lives within its own folder.

[Inference Engine](Inference-Engine.md).
__Note:__ You will need to delete the previous TensorFlowSharp package
and install the new one to do inference.

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Also I think this section should be moved above the migration steps.

on how to install the TensorFlowSharp backend [here](Inference-Engine.md).
Once the backend is installed, you will need to reimport the models : Right click
on the `.tf` model and select `Reimport`.

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Also to align with the format of the Basic Guide, the steps to use Inference Engine should be described within this page instead of in another page, so that our user has a place to go through all of the steps in one place.

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In the ideal scenario maybe, but ML-Agents will not host any Inference Engine documentation. So we can only link to external docs.

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Just like how we did things with Tensorflowsharp, we were not hosting TensorFlowSharp, but we put the docs on how to use TensorFlowSharp on our own github.


We provide pre-trained models for all the agents in all our demo environments.
To be able to run those models, you'll first need to set-up the Inference
Engine.The Inference Engine is a general API to
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Engine.The --> Engine. The

Unity settings first. You will also need to have appropriate inference backends
installed in order to run your models inside of Unity. See [here](Inference-Engine.md)
for more information.
In order to use the ML-Agents toolkit within Unity, you need to change a few
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you need to change --> you first need to change

docs/Readme.md Outdated
## Installation & Set-up

* [Installation](Installation.md)
## Installation & Set-up
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Not sure why any of the changes in this file are necessary.

@vincentpierre vincentpierre merged commit 1bdf8be into release-v0.6 Oct 19, 2018
@vincentpierre vincentpierre deleted the release-v0.6-improvements branch October 19, 2018 00:48
@github-actions github-actions bot locked as resolved and limited conversation to collaborators May 19, 2021
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