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Merge remote-tracking branch 'origin/development-0.3' into docs-training-brains-etc

/develop-generalizationTraining-TrainerController
Joe Ward 6 年前
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共有 91 个文件被更改,包括 8194 次插入1392 次删除
  1. 26
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26
docs/Learning-Environment-Examples.md


* Vector Action space: (Continuous) 3 corresponding to agent force applied for the jump.
* Visual Observations: None
* Reset Parameters: None
## Soccer Twos
![SoccerTwos](images/soccer.png)
* Set-up: Environment where four agents compete in a 2 vs 2 toy soccer game.
* Goal:
* Striker: Get the ball into the opponent's goal.
* Goalie: Prevent the ball from entering its own goal.
* Agents: The environment contains four agents, with two linked to one brain (strikers) and two linked to another (goalies).
* Agent Reward Function (dependent):
* Striker:
* +1 When ball enters opponent's goal.
* -0.1 When ball enters own team's goal.
* -0.001 Existential penalty.
* Goalie:
* -1 When ball enters team's goal.
* +0.1 When ball enters opponents goal.
* +0.001 Existential bonus.
* Brains: Two brain with the following observation/action space:
* Vector Observation space: (Continuous) 112 corresponding to local 14 ray casts, each detecting 7 possible object types, along with the object's distance. Perception is in 180 degree view from front of agent.
* Vector Action space: (Discrete)
* Striker: 6 corresponding to forward, backward, sideways movement, as well as rotation.
* Goalie: 4 corresponding to forward, backward, sideways movement.
* Visual Observations: None
* Reset Parameters: None

271
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999
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22
python/trainer_config.yaml


time_horizon: 64
num_layers: 2
StrikerBrain:
max_steps: 1.0e5
batch_size: 128
buffer_size: 2048
beta: 5.0e-3
hidden_units: 256
summary_freq: 2000
time_horizon: 128
num_layers: 2
normalize: false
GoalieBrain:
max_steps: 1.0e5
batch_size: 128
buffer_size: 2048
beta: 5.0e-3
hidden_units: 256
summary_freq: 2000
time_horizon: 128
num_layers: 2
normalize: false
Ball3DBrain:
normalize: true

384
unity-environment/Assets/ML-Agents/Examples/Banana/BananaImitation.unity


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unity-environment/Assets/ML-Agents/Examples/Soccer/Scenes/SoccerTwos.unity.meta


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unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts.meta


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260
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/AgentSoccer.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AgentSoccer : Agent
{
public enum Team
{
red, blue
}
public enum AgentRole
{
striker, goalie
}
public Team team;
public AgentRole agentRole;
float kickPower;
int playerIndex;
public SoccerFieldArea area;
[HideInInspector]
public Rigidbody agentRB;
SoccerAcademy academy;
Renderer renderer;
public void ChooseRandomTeam()
{
team = (Team)Random.Range(0, 2);
renderer.material = team == Team.red ? academy.redMaterial : academy.blueMaterial;
}
public void JoinRedTeam(AgentRole role)
{
agentRole = role;
team = Team.red;
renderer.material = academy.redMaterial;
}
public void JoinBlueTeam(AgentRole role)
{
agentRole = role;
team = Team.blue;
renderer.material = academy.blueMaterial;
}
void Awake()
{
renderer = GetComponent<Renderer>();
academy = FindObjectOfType<SoccerAcademy>();
PlayerState playerState = new PlayerState();
playerState.agentRB = GetComponent<Rigidbody>();
agentRB = GetComponent<Rigidbody>();
agentRB.maxAngularVelocity = 500;
playerState.startingPos = transform.position;
playerState.agentScript = this;
area.playerStates.Add(playerState);
playerIndex = area.playerStates.IndexOf(playerState);
playerState.playerIndex = playerIndex;
}
public override void InitializeAgent()
{
base.InitializeAgent();
}
public void RayPerception(float rayDistance,
float[] rayAngles, string[] detectableObjects,
float startHeight, float endHeight)
{
foreach (float angle in rayAngles)
{
float noise = 0f;
float noisyAngle = angle + Random.Range(-noise, noise);
Vector3 position = transform.TransformDirection(
GiveCatersian(rayDistance, noisyAngle));
position.y = endHeight;
Debug.DrawRay(transform.position + new Vector3(0f, startHeight, 0f),
position, Color.red, 0.1f, true);
RaycastHit hit;
float[] subList = new float[detectableObjects.Length + 2];
if (Physics.SphereCast(transform.position +
new Vector3(0f, startHeight, 0f), 1.0f,
position, out hit, rayDistance))
{
for (int i = 0; i < detectableObjects.Length; i++)
{
if (hit.collider.gameObject.CompareTag(detectableObjects[i]))
{
subList[i] = 1;
subList[detectableObjects.Length + 1] = hit.distance / rayDistance;
break;
}
}
}
else
{
subList[detectableObjects.Length] = 1f;
}
foreach (float f in subList)
AddVectorObs(f);
}
}
public Vector3 GiveCatersian(float radius, float angle)
{
float x = radius * Mathf.Cos(DegreeToRadian(angle));
float z = radius * Mathf.Sin(DegreeToRadian(angle));
return new Vector3(x, 1f, z);
}
public float DegreeToRadian(float degree)
{
return degree * Mathf.PI / 180f;
}
public override void CollectObservations()
{
float rayDistance = 20f;
float[] rayAngles = { 0f, 45f, 90f, 135f, 180f, 110f, 70f };
string[] detectableObjects;
if (team == Team.red)
{
detectableObjects = new string[] { "ball", "redGoal", "blueGoal",
"wall", "redAgent", "blueAgent" };
}
else
{
detectableObjects = new string[] { "ball", "blueGoal", "redGoal",
"wall", "blueAgent", "redAgent" };
}
RayPerception(rayDistance, rayAngles, detectableObjects, 0f, 0f);
RayPerception(rayDistance, rayAngles, detectableObjects, 1f, 1f);
}
public void MoveAgent(float[] act)
{
Vector3 dirToGo = Vector3.zero;
Vector3 rotateDir = Vector3.zero;
int action = Mathf.FloorToInt(act[0]);
// Goalies and Strikers have slightly different action spaces.
if (agentRole == AgentRole.goalie)
{
kickPower = 0f;
if (action == 0)
{
dirToGo = transform.forward * 1f;
kickPower = 1f;
}
else if (action == 1)
{
dirToGo = transform.forward * -1f;
}
else if (action == 3)
{
dirToGo = transform.right * -1f;
}
else if (action == 2)
{
dirToGo = transform.right * 1f;
}
}
else
{
kickPower = 0f;
if (action == 0)
{
dirToGo = transform.forward * 1f;
kickPower = 1f;
}
else if (action == 1)
{
dirToGo = transform.forward * -1f;
}
else if (action == 2)
{
rotateDir = transform.up * 1f;
}
else if (action == 3)
{
rotateDir = transform.up * -1f;
}
else if (action == 4)
{
dirToGo = transform.right * -1f;
}
else if (action == 5)
{
dirToGo = transform.right * 1f;
}
}
transform.Rotate(rotateDir, Time.deltaTime * 100f);
agentRB.AddForce(dirToGo * academy.agentRunSpeed,
ForceMode.VelocityChange);
}
public override void AgentAction(float[] vectorAction, string textAction)
{
// Existential penalty for strikers.
if (agentRole == AgentRole.striker)
{
AddReward(-1f / 3000f);
}
// Existential bonus for goalies.
if (agentRole == AgentRole.goalie)
{
AddReward(1f / 3000f);
}
MoveAgent(vectorAction);
}
/// <summary>
/// Used to provide a "kick" to the ball.
/// </summary>
void OnCollisionEnter(Collision c)
{
float force = 2000f * kickPower;
if (c.gameObject.tag == "ball")
{
Vector3 dir = c.contacts[0].point - transform.position;
dir = dir.normalized;
c.gameObject.GetComponent<Rigidbody>().AddForce(dir * force);
}
}
public override void AgentReset()
{
if (academy.randomizePlayersTeamForTraining)
{
ChooseRandomTeam();
}
if (team == Team.red)
{
JoinRedTeam(agentRole);
transform.rotation = Quaternion.Euler(0f, -90f, 0f);
}
else
{
JoinBlueTeam(agentRole);
transform.rotation = Quaternion.Euler(0f, 90f, 0f);
}
transform.position = area.GetRandomSpawnPos(team.ToString(),
agentRole.ToString());
agentRB.velocity = Vector3.zero;
agentRB.angularVelocity = Vector3.zero;
area.ResetBall();
}
public override void AgentOnDone()
{
}
}

12
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/AgentSoccer.cs.meta


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39
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerAcademy.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoccerAcademy : Academy
{
public Brain brainStriker;
public Brain brainGoalie;
public Material redMaterial;
public Material blueMaterial;
public float spawnAreaMarginMultiplier;
public float gravityMultiplier = 1;
public bool randomizePlayersTeamForTraining = true;
public int maxAgentSteps;
public float agentRunSpeed;
public float agentRotationSpeed;
public float strikerPunish; //if opponents scores, the striker gets this neg reward (-1)
public float strikerReward; //if team scores a goal they get a reward (+1)
public float goaliePunish; //if opponents score, goalie gets this neg reward (-1)
public float goalieReward; //if team scores, goalie gets this reward (currently 0...no reward. can play with this later)
void Start()
{
Physics.gravity *= gravityMultiplier; //for soccer a multiplier of 3 looks good
}
public override void AcademyReset()
{
}
public override void AcademyStep()
{
}
}

13
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerAcademy.cs.meta


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38
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerBallController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SoccerBallController : MonoBehaviour
{
[HideInInspector]
public SoccerFieldArea area;
public AgentSoccer lastTouchedBy; //who was the last to touch the ball
public string agentTag; //will be used to check if collided with a agent
public string redGoalTag; //will be used to check if collided with red goal
public string blueGoalTag; //will be used to check if collided with blue goal
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
void OnCollisionEnter(Collision col)
{
if (col.gameObject.CompareTag(redGoalTag)) //ball touched red goal
{
area.GoalTouched(AgentSoccer.Team.blue);
}
if (col.gameObject.CompareTag(blueGoalTag)) //ball touched blue goal
{
area.GoalTouched(AgentSoccer.Team.red);
}
}
}

13
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerBallController.cs.meta


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184
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerFieldArea.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class PlayerState
{
public int playerIndex;
public Rigidbody agentRB;
public Vector3 startingPos;
public AgentSoccer agentScript;
public float ballPosReward;
}
public class SoccerFieldArea : MonoBehaviour
{
public Transform redGoal;
public Transform blueGoal;
public AgentSoccer redStriker;
public AgentSoccer blueStriker;
public AgentSoccer redGoalie;
public AgentSoccer blueGoalie;
public GameObject ball;
[HideInInspector]
public Rigidbody ballRB;
public GameObject ground;
public GameObject centerPitch;
SoccerBallController ballController;
public List<PlayerState> playerStates = new List<PlayerState>();
[HideInInspector]
public Vector3 ballStartingPos;
public bool drawSpawnAreaGizmo;
Vector3 spawnAreaSize;
public float goalScoreByTeamReward;
public float goalScoreAgainstTeamReward;
public GameObject goalTextUI;
public float totalPlayers;
[HideInInspector]
public bool canResetBall;
public bool useSpawnPoint;
public Transform spawnPoint;
Material groundMaterial;
Renderer groundRenderer;
SoccerAcademy academy;
public float blueBallPosReward;
public float redBallPosReward;
public IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)
{
groundRenderer.material = mat;
yield return new WaitForSeconds(time);
groundRenderer.material = groundMaterial;
}
void Awake()
{
academy = FindObjectOfType<SoccerAcademy>();
groundRenderer = centerPitch.GetComponent<Renderer>();
groundMaterial = groundRenderer.material;
canResetBall = true;
if (goalTextUI) { goalTextUI.SetActive(false); }
ballRB = ball.GetComponent<Rigidbody>();
ballController = ball.GetComponent<SoccerBallController>();
ballController.area = this;
ballStartingPos = ball.transform.position;
Mesh mesh = ground.GetComponent<MeshFilter>().mesh;
}
IEnumerator ShowGoalUI()
{
if (goalTextUI) goalTextUI.SetActive(true);
yield return new WaitForSeconds(.25f);
if (goalTextUI) goalTextUI.SetActive(false);
}
public void AllPlayersDone(float reward)
{
foreach (PlayerState ps in playerStates)
{
if (ps.agentScript.gameObject.activeInHierarchy)
{
if (reward != 0)
{
ps.agentScript.AddReward(reward);
}
ps.agentScript.Done();
}
}
}
public void GoalTouched(AgentSoccer.Team scoredTeam)
{
foreach (PlayerState ps in playerStates)
{
if (ps.agentScript.team == scoredTeam)
{
RewardOrPunishPlayer(ps, academy.strikerReward, academy.goalieReward);
}
else
{
RewardOrPunishPlayer(ps, academy.strikerPunish, academy.goaliePunish);
}
if (academy.randomizePlayersTeamForTraining)
{
ps.agentScript.ChooseRandomTeam();
}
if (scoredTeam == AgentSoccer.Team.red)
{
StartCoroutine(GoalScoredSwapGroundMaterial(academy.redMaterial, 1));
}
else
{
StartCoroutine(GoalScoredSwapGroundMaterial(academy.blueMaterial, 1));
}
if (goalTextUI)
{
StartCoroutine(ShowGoalUI());
}
}
}
public void RewardOrPunishPlayer(PlayerState ps, float striker, float goalie)
{
if (ps.agentScript.agentRole == AgentSoccer.AgentRole.striker)
{
ps.agentScript.AddReward(striker);
}
if (ps.agentScript.agentRole == AgentSoccer.AgentRole.goalie)
{
ps.agentScript.AddReward(goalie);
}
ps.agentScript.Done(); //all agents need to be reset
}
public Vector3 GetRandomSpawnPos(string type, string position)
{
Vector3 randomSpawnPos = Vector3.zero;
float xOffset = 0f;
if (type == "red")
{
if (position == "goalie")
{
xOffset = 13f;
}
if (position == "striker")
{
xOffset = 7f;
}
}
if (type == "blue")
{
if (position == "goalie")
{
xOffset = -13f;
}
if (position == "striker")
{
xOffset = -7f;
}
}
randomSpawnPos = ground.transform.position +
new Vector3(xOffset, 0f, 0f)
+ (Random.insideUnitSphere * 2);
randomSpawnPos.y = ground.transform.position.y + 2;
return randomSpawnPos;
}
void SpawnObjAtPos(GameObject obj, Vector3 pos)
{
obj.transform.position = pos;
}
public void ResetBall()
{
ball.transform.position = GetRandomSpawnPos("ball", "ball");
ballRB.velocity = Vector3.zero;
ballRB.angularVelocity = Vector3.zero;
}
}

13
unity-environment/Assets/ML-Agents/Examples/Soccer/Scripts/SoccerFieldArea.cs.meta


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unity-environment/Assets/ML-Agents/Examples/Soccer/TFModels.meta


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unity-environment/Assets/ML-Agents/Examples/Soccer/TFModels/Soccer.bytes
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unity-environment/Assets/ML-Agents/Examples/Soccer/TFModels/Soccer.bytes.meta


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