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RayPercpetion, Push Block, and misc environment changes (#432)
RayPercpetion, Push Block, and misc environment changes (#432)
RayPerception moved to a component that is now used by Banana, Soccer, Hallway, and Push Block. Converted Push Block to use RayPerception for local perception and retrained model. Re-worked Hallway to be more extensible./develop-generalizationTraining-TrainerController
GitHub
7 年前
当前提交
4a7481a1
共有 101 个文件被更改,包括 7007 次插入 和 8982 次删除
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47python/trainer_config.yaml
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41unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/HallwayArea.prefab
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884unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity
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198unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs
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2unity-environment/Assets/ML-Agents/Examples/PushBlock/Materials/groundPushblock.mat
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108unity-environment/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockArea.prefab
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180unity-environment/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlock.unity
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150unity-environment/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs
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2unity-environment/Assets/ML-Agents/Examples/Reacher/Materials/Materials/checker1.mat
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4unity-environment/Assets/ML-Agents/Examples/Soccer/Prefabs/SoccerBall/Prefabs/SoccerBall.prefab
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67unity-environment/Assets/ML-Agents/Examples/Soccer/Scenes/SoccerTwos.unity
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80unity-environment/Assets/ML-Agents/Examples/SharedAssets/Scripts/RayPerception.cs
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using System.Collections.Generic; |
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using UnityEngine; |
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/// <summary>
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/// Ray perception component. Attach this to agents to enable "local perception"
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/// via the use of ray casts directed outward from the agent.
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/// </summary>
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public class RayPerception : MonoBehaviour |
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{ |
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List<float> perceptionBuffer = new List<float>(); |
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Vector3 endPosition; |
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RaycastHit hit; |
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/// <summary>
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/// Creates perception vector to be used as part of an observation of an agent.
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/// </summary>
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/// <returns>The partial vector observation corresponding to the set of rays</returns>
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/// <param name="rayDistance">Radius of rays</param>
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/// <param name="rayAngles">Anlges of rays (starting from (1,0) on unit circle).</param>
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/// <param name="detectableObjects">List of tags which correspond to object types agent can see</param>
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/// <param name="startOffset">Starting heigh offset of ray from center of agent.</param>
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/// <param name="endOffset">Ending height offset of ray from center of agent.</param>
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public List<float> Perceive(float rayDistance, |
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float[] rayAngles, string[] detectableObjects, |
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float startOffset, float endOffset) |
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{ |
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perceptionBuffer.Clear(); |
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// For each ray sublist stores categorial information on detected object
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// along with object distance.
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foreach (float angle in rayAngles) |
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{ |
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endPosition = transform.TransformDirection( |
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PolarToCartesian(rayDistance, angle)); |
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endPosition.y = endOffset; |
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if (Application.isEditor) |
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{ |
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Debug.DrawRay(transform.position + new Vector3(0f, startOffset, 0f), |
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endPosition, Color.black, 0.01f, true); |
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} |
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float[] subList = new float[detectableObjects.Length + 2]; |
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if (Physics.SphereCast(transform.position + |
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new Vector3(0f, startOffset, 0f), 0.5f, |
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endPosition, out hit, rayDistance)) |
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{ |
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for (int i = 0; i < detectableObjects.Length; i++) |
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{ |
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if (hit.collider.gameObject.CompareTag(detectableObjects[i])) |
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{ |
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subList[i] = 1; |
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subList[detectableObjects.Length + 1] = hit.distance / rayDistance; |
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break; |
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} |
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} |
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} |
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else |
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{ |
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subList[detectableObjects.Length] = 1f; |
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} |
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perceptionBuffer.AddRange(subList); |
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} |
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return perceptionBuffer; |
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} |
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/// <summary>
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/// Converts polar coordinate to cartesian coordinate.
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/// </summary>
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public static Vector3 PolarToCartesian(float radius, float angle) |
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{ |
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float x = radius * Mathf.Cos(DegreeToRadian(angle)); |
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float z = radius * Mathf.Sin(DegreeToRadian(angle)); |
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return new Vector3(x, 0f, z); |
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} |
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/// <summary>
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/// Converts degrees to radians.
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/// </summary>
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public static float DegreeToRadian(float degree) |
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{ |
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return degree * Mathf.PI / 180f; |
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} |
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} |
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1001
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1001
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1001
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文件差异内容过多而无法显示
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