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Add 'old' crawler env (#4171)

* reverted old crawler

* remove crawler prefab

* update Crawler prefabs

* put together prefabs

* old and new crawler envs
/develop/bisim-review
GitHub 4 年前
当前提交
8f33b60c
共有 37 个文件被更改,包括 9578 次插入143 次删除
  1. 16
      Project/Assets/ML-Agents/Examples/Crawler/Prefabs/Crawler.prefab
  2. 65
      Project/Assets/ML-Agents/Examples/Crawler/Prefabs/DynamicPlatform.prefab
  3. 134
      Project/Assets/ML-Agents/Examples/Crawler/Prefabs/FixedPlatform.prefab
  4. 8
      Project/Assets/ML-Agents/Examples/OldCrawler.meta
  5. 8
      Project/Assets/ML-Agents/Examples/OldCrawler/Demos.meta
  6. 1001
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  7. 10
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  8. 1001
      Project/Assets/ML-Agents/Examples/OldCrawler/Demos/OldExpertCrawlerSta.demo
  9. 10
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  10. 8
      Project/Assets/ML-Agents/Examples/OldCrawler/Meshes.meta
  11. 1001
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  12. 105
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  13. 8
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  14. 1001
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  15. 7
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  16. 1001
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  17. 7
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  18. 8
      Project/Assets/ML-Agents/Examples/OldCrawler/Scenes.meta
  19. 1001
      Project/Assets/ML-Agents/Examples/OldCrawler/Scenes/OldCrawlerDynamicTarget.unity
  20. 7
      Project/Assets/ML-Agents/Examples/OldCrawler/Scenes/OldCrawlerDynamicTarget.unity.meta
  21. 985
      Project/Assets/ML-Agents/Examples/OldCrawler/Scenes/OldCrawlerStaticTarget.unity
  22. 7
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  23. 8
      Project/Assets/ML-Agents/Examples/OldCrawler/Scripts.meta
  24. 271
      Project/Assets/ML-Agents/Examples/OldCrawler/Scripts/OldCrawlerAgent.cs
  25. 11
      Project/Assets/ML-Agents/Examples/OldCrawler/Scripts/OldCrawlerAgent.cs.meta
  26. 8
      Project/Assets/ML-Agents/Examples/OldCrawler/TFModels.meta
  27. 1001
      Project/Assets/ML-Agents/Examples/OldCrawler/TFModels/CrawlerDynamic.nn
  28. 11
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  29. 1001
      Project/Assets/ML-Agents/Examples/OldCrawler/TFModels/CrawlerStatic.nn
  30. 11
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Project/Assets/ML-Agents/Examples/OldCrawler/Scripts/OldCrawlerAgent.cs


using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgentsExamples;
using Unity.MLAgents.Sensors;
[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
public class OldCrawlerAgent : Agent
{
[Header("Target To Walk Towards")]
[Space(10)]
public Transform target;
public Transform ground;
public bool detectTargets;
public bool targetIsStatic;
public bool respawnTargetWhenTouched;
public float targetSpawnRadius;
[Header("Body Parts")] [Space(10)] public Transform body;
public Transform leg0Upper;
public Transform leg0Lower;
public Transform leg1Upper;
public Transform leg1Lower;
public Transform leg2Upper;
public Transform leg2Lower;
public Transform leg3Upper;
public Transform leg3Lower;
[Header("Joint Settings")] [Space(10)] JointDriveController m_JdController;
Vector3 m_DirToTarget;
float m_MovingTowardsDot;
float m_FacingDot;
[Header("Reward Functions To Use")]
[Space(10)]
public bool rewardMovingTowardsTarget; // Agent should move towards target
public bool rewardFacingTarget; // Agent should face the target
public bool rewardUseTimePenalty; // Hurry up
[Header("Foot Grounded Visualization")]
[Space(10)]
public bool useFootGroundedVisualization;
public MeshRenderer foot0;
public MeshRenderer foot1;
public MeshRenderer foot2;
public MeshRenderer foot3;
public Material groundedMaterial;
public Material unGroundedMaterial;
Quaternion m_LookRotation;
Matrix4x4 m_TargetDirMatrix;
public override void Initialize()
{
m_JdController = GetComponent<JointDriveController>();
m_DirToTarget = target.position - body.position;
//Setup each body part
m_JdController.SetupBodyPart(body);
m_JdController.SetupBodyPart(leg0Upper);
m_JdController.SetupBodyPart(leg0Lower);
m_JdController.SetupBodyPart(leg1Upper);
m_JdController.SetupBodyPart(leg1Lower);
m_JdController.SetupBodyPart(leg2Upper);
m_JdController.SetupBodyPart(leg2Lower);
m_JdController.SetupBodyPart(leg3Upper);
m_JdController.SetupBodyPart(leg3Lower);
}
/// <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); // Whether the bp touching the ground
var velocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.velocity);
sensor.AddObservation(velocityRelativeToLookRotationToTarget);
var angularVelocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.angularVelocity);
sensor.AddObservation(angularVelocityRelativeToLookRotationToTarget);
if (bp.rb.transform != body)
{
var localPosRelToBody = body.InverseTransformPoint(rb.position);
sensor.AddObservation(localPosRelToBody);
sensor.AddObservation(bp.currentXNormalizedRot); // Current x rot
sensor.AddObservation(bp.currentYNormalizedRot); // Current y rot
sensor.AddObservation(bp.currentZNormalizedRot); // Current z rot
sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
}
}
public override void CollectObservations(VectorSensor sensor)
{
m_JdController.GetCurrentJointForces();
// Update pos to target
m_DirToTarget = target.position - body.position;
m_LookRotation = Quaternion.LookRotation(m_DirToTarget);
m_TargetDirMatrix = Matrix4x4.TRS(Vector3.zero, m_LookRotation, Vector3.one);
RaycastHit hit;
if (Physics.Raycast(body.position, Vector3.down, out hit, 10.0f))
{
sensor.AddObservation(hit.distance);
}
else
sensor.AddObservation(10.0f);
// Forward & up to help with orientation
var bodyForwardRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.forward);
sensor.AddObservation(bodyForwardRelativeToLookRotationToTarget);
var bodyUpRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.up);
sensor.AddObservation(bodyUpRelativeToLookRotationToTarget);
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
CollectObservationBodyPart(bodyPart, sensor);
}
}
/// <summary>
/// Agent touched the target
/// </summary>
public void TouchedTarget()
{
AddReward(1f);
if (respawnTargetWhenTouched)
{
GetRandomTargetPos();
}
}
/// <summary>
/// Moves target to a random position within specified radius.
/// </summary>
public void GetRandomTargetPos()
{
var newTargetPos = Random.insideUnitSphere * targetSpawnRadius;
newTargetPos.y = 5;
target.position = newTargetPos + ground.position;
}
public override void OnActionReceived(float[] vectorAction)
{
// The dictionary with all the body parts in it are in the jdController
var bpDict = m_JdController.bodyPartsDict;
var i = -1;
// Pick a new target joint rotation
bpDict[leg0Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg1Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg2Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg3Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg0Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg1Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg2Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg3Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
// Update joint strength
bpDict[leg0Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg1Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg2Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg3Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg0Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg1Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg2Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg3Lower].SetJointStrength(vectorAction[++i]);
}
void FixedUpdate()
{
if (detectTargets)
{
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
if (bodyPart.targetContact && bodyPart.targetContact.touchingTarget)
{
TouchedTarget();
}
}
}
// If enabled the feet will light up green when the foot is grounded.
// This is just a visualization and isn't necessary for function
if (useFootGroundedVisualization)
{
foot0.material = m_JdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot1.material = m_JdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot2.material = m_JdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot3.material = m_JdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
}
// Set reward for this step according to mixture of the following elements.
if (rewardMovingTowardsTarget)
{
RewardFunctionMovingTowards();
}
if (rewardFacingTarget)
{
RewardFunctionFacingTarget();
}
if (rewardUseTimePenalty)
{
RewardFunctionTimePenalty();
}
}
/// <summary>
/// Reward moving towards target & Penalize moving away from target.
/// </summary>
void RewardFunctionMovingTowards()
{
m_MovingTowardsDot = Vector3.Dot(m_JdController.bodyPartsDict[body].rb.velocity, m_DirToTarget.normalized);
AddReward(0.03f * m_MovingTowardsDot);
}
/// <summary>
/// Reward facing target & Penalize facing away from target
/// </summary>
void RewardFunctionFacingTarget()
{
m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, body.forward);
AddReward(0.01f * m_FacingDot);
}
/// <summary>
/// Existential penalty for time-contrained tasks.
/// </summary>
void RewardFunctionTimePenalty()
{
AddReward(-0.001f);
}
/// <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);
}
transform.Rotate(Vector3.up, Random.Range(0.0f, 360.0f));
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
bodyPart.Reset(bodyPart);
}
if (!targetIsStatic)
{
GetRandomTargetPos();
}
}
}

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