浏览代码

Somewhat working Articulated Reacher, however still WIP: training performance is way different from standard RB version.

/PhysXArticulations20201
Vilmantas Balasevicius 5 年前
当前提交
78389481
共有 9 个文件被更改,包括 1450 次插入785 次删除
  1. 218
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Prefabs/ArticulatedAgent.prefab
  2. 900
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/ArticulatedReacher.unity
  3. 798
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/Reacher.unity
  4. 20
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ArticulatedReacherAgent.cs
  5. 9
      UnitySDK/ProjectSettings/EditorBuildSettings.asset
  6. 252
      UnitySDK/ProjectSettings/ProjectSettings.asset
  7. 3
      UnitySDK/ProjectSettings/ProjectVersion.txt
  8. 32
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ArticulatedReacherGoal.cs
  9. 3
      UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ArticulatedReacherGoal.cs.meta

218
UnitySDK/Assets/ML-Agents/Examples/Reacher/Prefabs/ArticulatedAgent.prefab


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900
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/ArticulatedReacher.unity
文件差异内容过多而无法显示
查看文件

798
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scenes/Reacher.unity


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UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ArticulatedReacherAgent.cs


m_GoalDegree += m_GoalSpeed;
UpdateGoalPosition();
var torqueX = Mathf.Clamp(vectorAction[0], -1f, 1f) * 150f;
var torqueZ = Mathf.Clamp(vectorAction[1], -1f, 1f) * 150f;
//float maxTorque = 150f;
//float maxTorque = 500f;
float maxTorque = 1000f;
var torqueX = Mathf.Clamp(vectorAction[0], -1f, 1f) * maxTorque;
var torqueZ = Mathf.Clamp(vectorAction[1], -1f, 1f) * maxTorque;
torqueX = Mathf.Clamp(vectorAction[2], -1f, 1f) * 150f;
torqueZ = Mathf.Clamp(vectorAction[3], -1f, 1f) * 150f;
torqueX = Mathf.Clamp(vectorAction[2], -1f, 1f) * maxTorque;
torqueZ = Mathf.Clamp(vectorAction[3], -1f, 1f) * maxTorque;
m_RbB.AddTorque(new Vector3(torqueX, 0f, torqueZ));
}

/// </summary>
public override void AgentReset()
{
//pendulumA.transform.position = new Vector3(0f, -4f, 0f) + transform.position;
//pendulumA.transform.rotation = Quaternion.Euler(180f, 0f, 0f);
pendulumA.transform.position = new Vector3(0f, -4f, 0f) + transform.position;
pendulumA.transform.rotation = Quaternion.Euler(180f, 0f, 0f);
//pendulumB.transform.position = new Vector3(0f, -10f, 0f) + transform.position;
//pendulumB.transform.rotation = Quaternion.Euler(180f, 0f, 0f);
pendulumB.transform.position = new Vector3(0f, -10f, 0f) + transform.position;
pendulumB.transform.rotation = Quaternion.Euler(180f, 0f, 0f);
m_GoalDegree = Random.Range(0, 360);
UpdateGoalPosition();

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7: UNITY_POST_PROCESSING_STACK_V2

27: UNITY_POST_PROCESSING_STACK_V2
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3
UnitySDK/ProjectSettings/ProjectVersion.txt


m_EditorVersion: 2017.4.32f1
m_EditorVersion: 2020.1.0a6
m_EditorVersionWithRevision: 2020.1.0a6 (c39b3002b331)

32
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ArticulatedReacherGoal.cs


using UnityEngine;
public class ArticulatedReacherGoal : MonoBehaviour
{
public GameObject agent;
public GameObject hand;
public GameObject goalOn;
private void OnTriggerEnter(Collider other)
{
if (other.gameObject == hand)
{
goalOn.transform.localScale = new Vector3(1f, 1f, 1f);
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject == hand)
{
goalOn.transform.localScale = new Vector3(0f, 0f, 0f);
}
}
private void OnTriggerStay(Collider other)
{
if (other.gameObject == hand)
{
agent.GetComponent<ArticulatedReacherAgent>().AddReward(0.01f);
}
}
}

3
UnitySDK/Assets/ML-Agents/Examples/Reacher/Scripts/ArticulatedReacherGoal.cs.meta


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