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Dynamic Sensor Benchmarks In

/hh-develop-gridsensor-tests/static
HH 4 年前
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1912e47a
共有 37 个文件被更改,包括 15129 次插入979 次删除
  1. 197
      Project/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerGRAVEYARD.unity
  2. 462
      Project/Assets/ML-Agents/Examples/GridWorld/Scenes/GridWorld.unity
  3. 950
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab
  4. 693
      Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity
  5. 241
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentGrid.cs
  6. 35
      com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs
  7. 8
      config/ppo/PushBlock.yaml
  8. 2
      config/sac/PushBlock.yaml
  9. 329
      Project/Assets/ML-Agents/Examples/GridWorld/Prefabs/Canvas.prefab
  10. 7
      Project/Assets/ML-Agents/Examples/GridWorld/Prefabs/Canvas.prefab.meta
  11. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/DynamicRays_3Rays_3Hazards_PPO.nn
  12. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/DynamicRays_3Rays_3Hazards_PPO.nn.meta
  13. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus.nn
  14. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus.nn.meta
  15. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus3Stack_SAC_RaySizep5_grid.nn
  16. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus3Stack_SAC_RaySizep5_grid.nn.meta
  17. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus3Stack_SAC_RaySizep5_grid_Maze.nn
  18. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus3Stack_SAC_RaySizep5_grid_Maze.nn.meta
  19. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus5Stacking.nn
  20. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocus5Stacking.nn.meta
  21. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusNoStacking.nn
  22. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusNoStacking.nn.meta
  23. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusWithGrid.nn
  24. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusWithGrid.nn.meta
  25. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusWithGridRotateWithAgentNoStacking.nn
  26. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusWithGridRotateWithAgentNoStacking.nn.meta
  27. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusWithGridRotateWithPlatform.nn
  28. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockAutoFocusWithGridRotateWithPlatform.nn.meta
  29. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboDynamicGridNewRBSensor.nn
  30. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboDynamicGridNewRBSensor.nn.meta
  31. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboStaticGridNew.nn
  32. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboStaticGridNew.nn.meta
  33. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockMoreRaysComboRBSensorStaticGrid.nn
  34. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockMoreRaysComboRBSensorStaticGrid.nn.meta
  35. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockSAC.nn
  36. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockSAC.nn.meta
  37. 28
      config/sac/PushBlockcopy.yaml

197
Project/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerGRAVEYARD.unity


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950
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文件差异内容过多而无法显示
查看文件

693
Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity


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Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentGrid.cs


using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;

Renderer m_GroundRenderer;
EnvironmentParameters m_ResetParams;
public bool useAutoFocus = false;
public List<RayPerceptionSensorComponent3D> raySensorsList = new List<RayPerceptionSensorComponent3D>();
public float focusAngle = 90;
public bool canLookAround;
public float lookAngle = 0;
public float maxLookAngle = 45f;
// public float rayHeight = 0;
void Awake()
{
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();

sensor.AddObservation(localVelocity.z);
// sensor.AddObservation(transform.localRotation);
// sensor.AddObservation(transform.localPosition);
if (useAutoFocus)
{
sensor.AddObservation(focusAngle / 180);
// sensor.AddObservation(rayHeight);
}
if (canLookAround)
{
sensor.AddObservation(lookAngle / maxLookAngle);
// sensor.AddObservation(rayHeight);
}
}
}

var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier,
areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier);
randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ);
if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false)
// if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false)
if (Physics.CheckBox(randomSpawnPos, new Vector3(.75f, 0.01f, .75f)) == false)
{
foundNewSpawnLocation = true;
}

m_GroundRenderer.material = m_GroundMaterial;
}
// /// <summary>
// /// Moves the agent according to the selected action.
// /// </summary>
// public void MoveAgent(ActionBuffers actionBuffers)
// {
// var dirToGo = Vector3.zero;
// var rotateDir = Vector3.zero;
//
//// var forwardAction = act[0];
//// var lateralAction = act[1];
//// var rotatedAction = act[2];
// var act = actionBuffers.ContinuousActions;
// dirToGo += transform.forward * act[0];
// dirToGo += transform.right * act[1];
//
// rotateDir = transform.up * act[2];
//// switch (action)
//// {
//// case 1:
//// dirToGo = transform.forward * 1f;
//// break;
//// case 2:
//// dirToGo = transform.forward * -1f;
//// break;
//// case 3:
//// rotateDir = transform.up * 1f;
//// break;
//// case 4:
//// rotateDir = transform.up * -1f;
//// break;
//// case 5:
//// dirToGo = transform.right * -0.75f;
//// break;
//// case 6:
//// dirToGo = transform.right * 0.75f;
//// break;
//// }
// transform.Rotate(rotateDir.normalized, Time.fixedDeltaTime * 200f);
// m_AgentRb.AddForce(dirToGo.normalized * m_PushBlockSettings.agentRunSpeed,
// ForceMode.VelocityChange);
//
//
//// if (canLookAround)
//// {
//// var angle = act[1];
//// switch (angle)
//// {
//// case 0:
//// lookAngle = 0;
//// break;
//// case 1:
//// lookAngle = maxLookAngle/3;
//// break;
//// case 2:
//// lookAngle = maxLookAngle/2;
//// break;
//// case 3:
//// lookAngle = maxLookAngle/1;
//// break;
//// case 4:
//// lookAngle = -maxLookAngle/3;
//// break;
//// case 5:
//// lookAngle = -maxLookAngle/2;
//// break;
//// case 6:
//// lookAngle = -maxLookAngle/1;
//// break;
//// }
////
//// foreach (var item in raySensorsList)
//// {
//// item.transform.localRotation = Quaternion.Euler(0,lookAngle,0);
//// }
//// }
//
//
// if (useAutoFocus)
// {
// focusAngle = Mathf.Lerp(0, 180, (act[3] + 1f) * 0.5f);
//// var focus = act[1];
//// var focusAngleTarget = act[1];
//// switch (focus)
//// {
//// case 0:
//// focusAngle = 0;
//// break;
//// case 1:
//// focusAngle = 30;
//// break;
//// case 2:
//// focusAngle = 60;
//// break;
//// case 3:
//// focusAngle = 90;
//// break;
//// case 4:
//// focusAngle = 120;
//// break;
//// case 5:
//// focusAngle = 180;
//// break;
//// }
//// Mathf.MoveTowards()
//// var height = act[2];
//// switch (height)
//// {
//// case 0:
//// rayHeight = 0;
//// break;
//// case 1:
//// rayHeight = 1;
//// break;
//// }
//
// foreach (var item in raySensorsList)
// {
// item.MaxRayDegrees = focusAngle;
//// item.StartVerticalOffset = rayHeight;
//// item.EndVerticalOffset = rayHeight;
// }
// }
// }
/// <summary>
/// Moves the agent according to the selected action.
/// </summary>

transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed,
ForceMode.VelocityChange);
if (canLookAround)
{
var angle = act[1];
switch (angle)
{
case 0:
lookAngle = 0;
break;
case 1:
lookAngle = maxLookAngle / 3;
break;
case 2:
lookAngle = maxLookAngle / 2;
break;
case 3:
lookAngle = maxLookAngle / 1;
break;
case 4:
lookAngle = -maxLookAngle / 3;
break;
case 5:
lookAngle = -maxLookAngle / 2;
break;
case 6:
lookAngle = -maxLookAngle / 1;
break;
}
foreach (var item in raySensorsList)
{
item.transform.localRotation = Quaternion.Euler(0, lookAngle, 0);
}
}
if (useAutoFocus)
{
var focus = act[1];
switch (focus)
{
case 0:
focusAngle = 15;
break;
case 1:
focusAngle = 30;
break;
case 2:
focusAngle = 60;
break;
case 3:
focusAngle = 90;
break;
case 4:
focusAngle = 120;
break;
case 5:
focusAngle = 180;
break;
}
// var height = act[2];
// switch (height)
// {
// case 0:
// rayHeight = 0;
// break;
// case 1:
// rayHeight = 1;
// break;
// }
foreach (var item in raySensorsList)
{
item.MaxRayDegrees = focusAngle;
// item.StartVerticalOffset = rayHeight;
// item.EndVerticalOffset = rayHeight;
}
}
}
/// <summary>

{
// Move the agent using the action.
// MoveAgent(actionBuffers);
// /// <summary>
// /// Called every step of the engine. Here the agent takes an action.
// /// </summary>
// public override void OnActionReceived(ActionBuffers actionBuffers)
//
// {
// // Move the agent using the action.
// MoveAgent(actionBuffers.DiscreteActions);
//
// // Penalty given each step to encourage agent to finish task quickly.
// AddReward(-1f / MaxStep);
// }
public override void Heuristic(in ActionBuffers actionsOut)
{

35
com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs


/// <summary>
/// Texture where the colors are written to so that they can be compressed in PNG format.
/// </summary>
protected Texture2D m_perceptionTexture2D;
public Texture2D m_perceptionTexture2D;
//
// Utility Constants Calculated on Init

byteSizesBytesList = new List<byte[]>();
m_perceptionTexture2D = new Texture2D(GridNumSideX, GridNumSideZ, TextureFormat.RGB24, false);
testTexture = new Texture2D(GridNumSideX, GridNumSideZ, TextureFormat.RGB24, false);
}
/// <summary>

return SensorCompressionType.PNG;
}
// public Texture aTexture;
public Texture2D testTexture;
public bool showGridObservationGUI;
void OnGUI()
{
// if (!aTexture)
if (!testTexture)
{
Debug.LogError("Assign a Texture in the inspector.");
return;
}
if (showGridObservationGUI)
{
// GUI.DrawTexture(new Rect(10, 10, 60, 60), aTexture, ScaleMode.ScaleToFit, true, 10.0F);
GUI.DrawTexture(new Rect(10, 10, 600, 600), testTexture, ScaleMode.ScaleToFit, true, 1f);
}
}
/// <summary>
/// GetCompressedObservation - Calls Perceive then puts the data stored on the perception buffer
/// onto the m_perceptionTexture2D to be converted to a byte array and returned

}
}
m_perceptionTexture2D.SetPixels(m_PerceptionColors);
if (showGridObservationGUI)
{
testTexture.SetPixels(m_PerceptionColors);
// testTexture.EncodeToPNG();
testTexture.Apply();
}
}
public float overlapBoxScale = .5f;

Collider[] foundColliders = null;
Vector3 cellCenter = Vector3.zero;
Vector3 halfCellScale = Vector3.one * overlapBoxScale;
Vector3 halfCellScale = Vector3.one * (overlapBoxScale * .5f);
// Vector3 halfCellScale = new Vector3(CellScaleX / 2f, CellScaleY, CellScaleZ / 2f);
for (int cellIndex = 0; cellIndex < NumCells; cellIndex++)

Gizmos.matrix = oldGizmoMatrix * cubeTransform;
Gizmos.color = CellActivity[i];
// Gizmos.DrawCube(Vector3.zero, Vector3.one * .75f);
Gizmos.DrawCube(Vector3.zero, new Vector3(.85f, .15f, .85f));
Gizmos.DrawCube(Vector3.zero, Vector3.one * overlapBoxScale);
// Gizmos.DrawCube(Vector3.zero, new Vector3(.85f, .15f, .85f));
// Gizmos.DrawWireCube(Vector3.zero, Vector3.one * .75f);
// Gizmos.DrawSphere(Vector3.zero, .5f);
}

8
config/ppo/PushBlock.yaml


extrinsic:
gamma: 0.99
strength: 1.0
curiosity:
strength: 0.02
gamma: 0.99
encoding_size: 256
# curiosity:
# strength: 0.02
# gamma: 0.99
# encoding_size: 256
keep_checkpoints: 5
max_steps: 2000000
time_horizon: 64

2
config/sac/PushBlock.yaml


keep_checkpoints: 5
max_steps: 2000000
time_horizon: 64
summary_freq: 100000
summary_freq: 10000
threaded: true

329
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script: {fileID: 11500000, guid: 19ed1486aa27d4903b34839f37b8f69f, type: 3}

28
config/sac/PushBlockcopy.yaml


behaviors:
PushBlock:
trainer_type: sac
hyperparameters:
learning_rate: 0.0003
learning_rate_schedule: constant
batch_size: 128
buffer_size: 50000
buffer_init_steps: 0
tau: 0.005
steps_per_update: 10.0
save_replay_buffer: false
init_entcoef: 0.05
reward_signal_steps_per_update: 10.0
network_settings:
normalize: false
hidden_units: 256
num_layers: 2
vis_encode_type: simple
reward_signals:
extrinsic:
gamma: 0.99
strength: 1.0
keep_checkpoints: 5
max_steps: 2000000
time_horizon: 64
summary_freq: 100000
threaded: true
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