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Add old walker (#4212)

* old walker

* update walker to master

* revert walker to release 3

* fix prefab

* fix obs size

* rename behavior

* camera follow
/develop/bisim-review
GitHub 4 年前
当前提交
6526ac1d
共有 50 个文件被更改,包括 12437 次插入64 次删除
  1. 58
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/DynamicPlatformWalker.prefab
  2. 176
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/WalkerWithTargetPair.prefab
  3. 97
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamic.unity
  4. 6
      Project/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs
  5. 8
      Project/Assets/ML-Agents/Examples/OldWalker.meta
  6. 8
      Project/Assets/ML-Agents/Examples/OldWalker/Demos.meta
  7. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/Demos/ExpertWalker.demo
  8. 10
      Project/Assets/ML-Agents/Examples/OldWalker/Demos/ExpertWalker.demo.meta
  9. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/Demos/ExpertWalkerDyna.demo
  10. 10
      Project/Assets/ML-Agents/Examples/OldWalker/Demos/ExpertWalkerDyna.demo.meta
  11. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/Demos/ExpertWalkerStat.demo
  12. 10
      Project/Assets/ML-Agents/Examples/OldWalker/Demos/ExpertWalkerStat.demo.meta
  13. 8
      Project/Assets/ML-Agents/Examples/OldWalker/Materials.meta
  14. 80
      Project/Assets/ML-Agents/Examples/OldWalker/Materials/WalkerCourt.mat
  15. 8
      Project/Assets/ML-Agents/Examples/OldWalker/Materials/WalkerCourt.mat.meta
  16. 8
      Project/Assets/ML-Agents/Examples/OldWalker/Meshes.meta
  17. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/Meshes/WalkerCourt.fbx
  18. 115
      Project/Assets/ML-Agents/Examples/OldWalker/Meshes/WalkerCourt.fbx.meta
  19. 8
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs.meta
  20. 718
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldDynamicPlatformWalker.prefab
  21. 7
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldDynamicPlatformWalker.prefab.meta
  22. 378
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldWalkerPair.prefab
  23. 7
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldWalkerPair.prefab.meta
  24. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldWalkerRagdoll.prefab
  25. 7
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldWalkerRagdoll.prefab.meta
  26. 485
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldWalkerWithTargetPair.prefab
  27. 7
      Project/Assets/ML-Agents/Examples/OldWalker/Prefabs/OldWalkerWithTargetPair.prefab.meta
  28. 8
      Project/Assets/ML-Agents/Examples/OldWalker/Scenes.meta
  29. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/Scenes/OldWalkerDynamic.unity
  30. 7
      Project/Assets/ML-Agents/Examples/OldWalker/Scenes/OldWalkerDynamic.unity.meta
  31. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/Scenes/OldWalkerStatic.unity
  32. 7
      Project/Assets/ML-Agents/Examples/OldWalker/Scenes/OldWalkerStatic.unity.meta
  33. 8
      Project/Assets/ML-Agents/Examples/OldWalker/Scripts.meta
  34. 190
      Project/Assets/ML-Agents/Examples/OldWalker/Scripts/OldWalkerAgent.cs
  35. 11
      Project/Assets/ML-Agents/Examples/OldWalker/Scripts/OldWalkerAgent.cs.meta
  36. 8
      Project/Assets/ML-Agents/Examples/OldWalker/TFModels.meta
  37. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/TFModels/Walker.nn
  38. 11
      Project/Assets/ML-Agents/Examples/OldWalker/TFModels/Walker.nn.meta
  39. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/TFModels/WalkerDynamic.nn
  40. 11
      Project/Assets/ML-Agents/Examples/OldWalker/TFModels/WalkerDynamic.nn.meta
  41. 1001
      Project/Assets/ML-Agents/Examples/OldWalker/TFModels/WalkerStatic.nn
  42. 11
      Project/Assets/ML-Agents/Examples/OldWalker/TFModels/WalkerStatic.nn.meta

58
Project/Assets/ML-Agents/Examples/Walker/Prefabs/DynamicPlatformWalker.prefab


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6
Project/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs


Quaternion m_WalkDirLookRot; //Will hold the rotation to our target
[Header("Target To Walk Towards")] [Space(10)]
public Transform target; //Target the agent will walk towards.
public bool detectTargets; //Should this agent detect targets
public bool respawnTargetWhenTouched; //Should the target respawn to a different position when touched
public Transform target; //Target the agent will walk towards.
public bool detectTargets; //Should this agent detect targets
public bool respawnTargetWhenTouched; //Should the target respawn to a different position when touched
[Header("Body Parts")] [Space(10)] public Transform hips;
public Transform chest;

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Project/Assets/ML-Agents/Examples/OldWalker/Scripts/OldWalkerAgent.cs


using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgentsExamples;
using Unity.MLAgents.Sensors;
public class OldWalkerAgent : Agent
{
[Header("Specific to Walker")]
[Header("Target To Walk Towards")]
[Space(10)]
public Transform target;
Vector3 m_DirToTarget;
public Transform hips;
public Transform chest;
public Transform spine;
public Transform head;
public Transform thighL;
public Transform shinL;
public Transform footL;
public Transform thighR;
public Transform shinR;
public Transform footR;
public Transform armL;
public Transform forearmL;
public Transform handL;
public Transform armR;
public Transform forearmR;
public Transform handR;
JointDriveController m_JdController;
Rigidbody m_HipsRb;
Rigidbody m_ChestRb;
Rigidbody m_SpineRb;
EnvironmentParameters m_ResetParams;
public override void Initialize()
{
m_JdController = GetComponent<JointDriveController>();
m_JdController.SetupBodyPart(hips);
m_JdController.SetupBodyPart(chest);
m_JdController.SetupBodyPart(spine);
m_JdController.SetupBodyPart(head);
m_JdController.SetupBodyPart(thighL);
m_JdController.SetupBodyPart(shinL);
m_JdController.SetupBodyPart(footL);
m_JdController.SetupBodyPart(thighR);
m_JdController.SetupBodyPart(shinR);
m_JdController.SetupBodyPart(footR);
m_JdController.SetupBodyPart(armL);
m_JdController.SetupBodyPart(forearmL);
m_JdController.SetupBodyPart(handL);
m_JdController.SetupBodyPart(armR);
m_JdController.SetupBodyPart(forearmR);
m_JdController.SetupBodyPart(handR);
m_HipsRb = hips.GetComponent<Rigidbody>();
m_ChestRb = chest.GetComponent<Rigidbody>();
m_SpineRb = spine.GetComponent<Rigidbody>();
m_ResetParams = Academy.Instance.EnvironmentParameters;
SetResetParameters();
}
/// <summary>
/// Add relevant information on each body part to observations.
/// </summary>
public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor)
{
var rb = bp.rb;
sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Is this bp touching the ground
sensor.AddObservation(rb.velocity);
sensor.AddObservation(rb.angularVelocity);
var localPosRelToHips = hips.InverseTransformPoint(rb.position);
sensor.AddObservation(localPosRelToHips);
if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
bp.rb.transform != footL && bp.rb.transform != footR && bp.rb.transform != head)
{
sensor.AddObservation(bp.currentXNormalizedRot);
sensor.AddObservation(bp.currentYNormalizedRot);
sensor.AddObservation(bp.currentZNormalizedRot);
sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
}
}
/// <summary>
/// Loop over body parts to add them to observation.
/// </summary>
public override void CollectObservations(VectorSensor sensor)
{
m_JdController.GetCurrentJointForces();
sensor.AddObservation(m_DirToTarget.normalized);
sensor.AddObservation(m_JdController.bodyPartsDict[hips].rb.position);
sensor.AddObservation(hips.forward);
sensor.AddObservation(hips.up);
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
CollectObservationBodyPart(bodyPart, sensor);
}
}
public override void OnActionReceived(float[] vectorAction)
{
var bpDict = m_JdController.bodyPartsDict;
var i = -1;
bpDict[chest].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bpDict[spine].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bpDict[thighL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[thighR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[shinL].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[shinR].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[footR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bpDict[footL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bpDict[armL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[armR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[forearmL].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[forearmR].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[head].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
//update joint strength settings
bpDict[chest].SetJointStrength(vectorAction[++i]);
bpDict[spine].SetJointStrength(vectorAction[++i]);
bpDict[head].SetJointStrength(vectorAction[++i]);
bpDict[thighL].SetJointStrength(vectorAction[++i]);
bpDict[shinL].SetJointStrength(vectorAction[++i]);
bpDict[footL].SetJointStrength(vectorAction[++i]);
bpDict[thighR].SetJointStrength(vectorAction[++i]);
bpDict[shinR].SetJointStrength(vectorAction[++i]);
bpDict[footR].SetJointStrength(vectorAction[++i]);
bpDict[armL].SetJointStrength(vectorAction[++i]);
bpDict[forearmL].SetJointStrength(vectorAction[++i]);
bpDict[armR].SetJointStrength(vectorAction[++i]);
bpDict[forearmR].SetJointStrength(vectorAction[++i]);
}
void FixedUpdate()
{
// Set reward for this step according to mixture of the following elements.
// a. Velocity alignment with goal direction.
// b. Rotation alignment with goal direction.
// c. Encourage head height.
// d. Discourage head movement.
m_DirToTarget = target.position - m_JdController.bodyPartsDict[hips].rb.position;
AddReward(
+0.03f * Vector3.Dot(m_DirToTarget.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
+ 0.01f * Vector3.Dot(m_DirToTarget.normalized, hips.forward)
+ 0.02f * (head.position.y - hips.position.y)
- 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
m_JdController.bodyPartsDict[hips].rb.velocity)
);
}
/// <summary>
/// Loop over body parts and reset them to initial conditions.
/// </summary>
public override void OnEpisodeBegin()
{
if (m_DirToTarget != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(m_DirToTarget);
}
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
bodyPart.Reset(bodyPart);
}
SetResetParameters();
}
public void SetTorsoMass()
{
m_ChestRb.mass = m_ResetParams.GetWithDefault("chest_mass", 8);
m_SpineRb.mass = m_ResetParams.GetWithDefault("spine_mass", 10);
m_HipsRb.mass = m_ResetParams.GetWithDefault("hip_mass", 15);
}
public void SetResetParameters()
{
SetTorsoMass();
}
}

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Project/Assets/ML-Agents/Examples/OldWalker/TFModels/WalkerStatic.nn
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