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Additional Environment Variations (#791)

* Add Visual (Camera) and Imitation Learning variations to example environments
/develop-generalizationTraining-TrainerController
GitHub 6 年前
当前提交
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共有 60 个文件被更改,包括 13234 次插入3658 次删除
  1. 43
      docs/Learning-Environment-Examples.md
  2. 13
      python/trainer_config.yaml
  3. 5
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/RLArea.prefab
  4. 22
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scripts/BananaAgent.cs
  5. 1
      unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/HallwayArea.prefab
  6. 15
      unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs
  7. 427
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockArea.prefab
  8. 225
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlock.unity
  9. 16
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs
  10. 17
      unity-environment/Assets/ML-Agents/Examples/Tennis/Racket/Racket.obj.meta
  11. 21
      unity-environment/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
  12. 6
      unity-environment/Assets/ML-Agents/Scripts/BCTeacherHelper.cs
  13. 25
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/BananaIL.unity
  14. 16
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/Banana.unity
  15. 1001
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/VisualRLArea.prefab
  16. 8
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/VisualRLArea.prefab.meta
  17. 8
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes.meta
  18. 8
      unity-environment/Assets/ML-Agents/Examples/Bouncer/Scenes.meta
  19. 1001
      unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/VisualHallwayArea.prefab
  20. 8
      unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/VisualHallwayArea.prefab.meta
  21. 1001
      unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/HallwayIL.unity
  22. 7
      unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/HallwayIL.unity.meta
  23. 1001
      unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/VisualHallway.unity
  24. 7
      unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/VisualHallway.unity.meta
  25. 1001
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Prefabs/VisualArea.prefab
  26. 8
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Prefabs/VisualArea.prefab.meta
  27. 1001
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockIL.unity
  28. 7
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockIL.unity.meta
  29. 1001
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Scenes/VisualPushBlock.unity
  30. 7
      unity-environment/Assets/ML-Agents/Examples/PushBlock/Scenes/VisualPushBlock.unity.meta
  31. 1001
      unity-environment/Assets/ML-Agents/Examples/Pyramids/Prefabs/VisualAreaPB.prefab
  32. 8
      unity-environment/Assets/ML-Agents/Examples/Pyramids/Prefabs/VisualAreaPB.prefab.meta
  33. 1001
      unity-environment/Assets/ML-Agents/Examples/Pyramids/Scenes/PyramidsIL.unity
  34. 7
      unity-environment/Assets/ML-Agents/Examples/Pyramids/Scenes/PyramidsIL.unity.meta
  35. 942
      unity-environment/Assets/ML-Agents/Examples/Pyramids/Scenes/VisualPyramids.unity
  36. 7
      unity-environment/Assets/ML-Agents/Examples/Pyramids/Scenes/VisualPyramids.unity.meta
  37. 8
      unity-environment/Assets/ML-Agents/Examples/Tennis/Scenes.meta
  38. 935
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/VisualBanana.unity
  39. 7
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/VisualBanana.unity.meta
  40. 1001
      unity-environment/Assets/ML-Agents/Examples/Bouncer/Scenes/BouncerIL.unity
  41. 7
      unity-environment/Assets/ML-Agents/Examples/Bouncer/Scenes/BouncerIL.unity.meta
  42. 1001
      unity-environment/Assets/ML-Agents/Examples/Tennis/Scenes/TennisIL.unity
  43. 7
      unity-environment/Assets/ML-Agents/Examples/Tennis/Scenes/TennisIL.unity.meta
  44. 10
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/StudentAgent.prefab.meta
  45. 10
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/RLAgent.prefab.meta
  46. 10
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/TeacherAgent.prefab.meta
  47. 1001
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/RLAgent.prefab
  48. 1001
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/StudentAgent.prefab
  49. 1001
      unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/TeacherAgent.prefab
  50. 0
      /unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/BananaIL.unity.meta
  51. 0
      /unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/Banana.unity.meta
  52. 0
      /unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/BananaIL.unity
  53. 0
      /unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/Banana.unity
  54. 0
      /unity-environment/Assets/ML-Agents/Examples/Bouncer/Scenes/Bouncer.unity.meta
  55. 0
      /unity-environment/Assets/ML-Agents/Examples/Bouncer/Scenes/Bouncer.unity
  56. 0
      /unity-environment/Assets/ML-Agents/Examples/Tennis/Scenes/Tennis.unity.meta
  57. 0
      /unity-environment/Assets/ML-Agents/Examples/Tennis/Scenes/Tennis.unity

43
docs/Learning-Environment-Examples.md


[Making a New Learning Environment](Learning-Environment-Create-New.md)
page.
Note: Environment scenes marked as _optional_ do not have accompanying pre-trained model files, and are designed to serve as challenges for researchers.
If you would like to contribute environments, please see our
[contribution guidelines](../CONTRIBUTING.md) page.

* Brains: One brain with the following observation/action space.
* Vector Observation space: (Discrete) One variable corresponding to current state.
* Vector Action space: (Discrete) Two possible actions (Move left, move right).
* Visual Observations: 0
* Visual Observations: None.
* Reset Parameters: None
* Benchmark Mean Reward: 0.94

* Vector Observation space: (Continuous) 8 variables corresponding to rotation of platform, and position, rotation, and velocity of ball.
* Vector Observation space (Hard Version): (Continuous) 5 variables corresponding to rotation of platform and position and rotation of ball.
* Vector Action space: (Continuous) Size of 2, with one value corresponding to X-rotation, and the other to Z-rotation.
* Visual Observations: 0
* Visual Observations: None.
* Reset Parameters: None
* Benchmark Mean Reward: 100

* Brains: One brain with the following observation/action space.
* Vector Observation space: (Continuous) 8 variables corresponding to position and velocity of ball and racket.
* Vector Action space: (Continuous) Size of 2, corresponding to movement toward net or away from net, and jumping.
* Visual Observations: None
* Visual Observations: None.
* Optional Imitation Learning scene: `TennisIL`.
## [Push Block](https://youtu.be/jKdw216ZgoE)

* Brains: One brain with the following observation/action space.
* Vector Observation space: (Continuous) 15 variables corresponding to position and velocities of agent, block, and goal.
* Vector Action space: (Continuous) Size of 2, corresponding to movement in X and Z directions.
* Visual Observations: None.
* Visual Observations (Optional): One first-person camera. Use `VisualPushBlock` scene.
* Optional Imitation Learning scene: `PushBlockIL`.
## [Wall Jump](https://youtu.be/NITLug2DIWQ)

* Brains: One brain with the following observation/action space.
* Vector Observation space: (Continuous) 26 variables corresponding to position, rotation, velocity, and angular velocities of the two arm Rigidbodies.
* Vector Action space: (Continuous) Size of 4, corresponding to torque applicable to two joints.
* Visual Observations: None
* Visual Observations: None.
* Reset Parameters: Two, corresponding to goal size, and goal movement speed.
* Benchmark Mean Reward: 30

* Brains: One brain with the following observation/action space.
* Vector Observation space: (Continuous) 117 variables corresponding to position, rotation, velocity, and angular velocities of each limb plus the acceleration and angular acceleration of the body.
* Vector Action space: (Continuous) Size of 12, corresponding to torque applicable to 12 joints.
* Visual Observations: None
* Visual Observations: None.
* Reset Parameters: None
* Benchmark Mean Reward: 2000

* Brains: One brain with the following observation/action space.
* Vector Observation space: (Continuous) 53 corresponding to velocity of agent (2), whether agent is frozen and/or shot its laser (2), plus ray-based perception of objects around agent's forward direction (49; 7 raycast angles with 7 measurements for each).
* Vector Action space: (Continuous) Size of 3, corresponding to forward movement, y-axis rotation, and whether to use laser to disable other agents.
* Visual Observations (Optional; None by default): First-person view for each agent.
* Reset Parameters: None
* Visual Observations (Optional): First-person camera per-agent. Use `VisualBanana` scene.
* Reset Parameters: None.
* Optional Imitation Learning scene: `BananaIL`.
## [Hallway](https://youtu.be/53GyfpPQRUQ)

* Brains: One brain with the following observation/action space:
* Vector Observation space: (Continuous) 30 corresponding to local ray-casts detecting objects, goals, and walls.
* Vector Action space: (Discrete) 4 corresponding to agent rotation and forward/backward movement.
* Visual Observations (Optional): First-person view for the agent.
* Reset Parameters: None
* Visual Observations (Optional): First-person view for the agent. Use `VisualHallway` scene.
* Reset Parameters: None.
* Optional Imitation Learning scene: `HallwayIL`.
## [Bouncer](https://youtu.be/Tkv-c-b1b2I)

* Brains: One brain with the following observation/action space:
* Vector Observation space: (Continuous) 6 corresponding to local position of agent and banana.
* Vector Action space: (Continuous) 3 corresponding to agent force applied for the jump.
* Visual Observations: None
* Reset Parameters: None
* Visual Observations: None.
* Reset Parameters: None.
* Benchmark Mean Reward: 2.5
## [Soccer Twos](https://youtu.be/Hg3nmYD3DjQ)

* 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
* Visual Observations: None.
* Reset Parameters: None
* Benchmark Mean Reward (Striker & Goalie Brain): 0 (the means will be inverse of each other and criss crosses during training)

* Brains: One brain with the following observation/action space.
* Vector Observation space: (Continuous) 215 variables corresponding to position, rotation, velocity, and angular velocities of each limb, along with goal direction.
* Vector Action space: (Continuous) Size of 39, corresponding to target rotations applicable to the joints.
* Visual Observations: None
* Reset Parameters: None
* Visual Observations: None.
* Reset Parameters: None.
* Benchmark Mean Reward: 1000
## Pyramids

* Brains: One brain with the following observation/action space:
* Vector Observation space: (Continuous) 148 corresponding to local ray-casts detecting switch, bricks, golden brick, and walls, plus variable indicating switch state.
* Vector Action space: (Discrete) 4 corresponding to agent rotation and forward/backward movement.
* Visual Observations (Optional): First-person view for the agent.
* Reset Parameters: None
* Visual Observations (Optional): First-person camera per-agent. Use `VisualPyramids` scene.
* Reset Parameters: None.
* Optional Imitation Learning scene: `PyramidsIL`.
* Benchmark Mean Reward: 1.75

13
python/trainer_config.yaml


use_recurrent: false
sequence_length: 16
buffer_size: 128
StudentRecurrentBrain:
trainer: imitation
max_steps: 10000
summary_freq: 1000
brain_to_imitate: TeacherBrain
batch_size: 16
batches_per_epoch: 5
num_layers: 4
hidden_units: 64
use_recurrent: true
sequence_length: 32
buffer_size: 128

5
unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Prefabs/RLArea.prefab


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22
unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scripts/BananaAgent.cs


public GameObject myLaser;
public bool contribute;
private RayPerception rayPer;
public bool useVectorObs;
public override void InitializeAgent()
{

public override void CollectObservations()
{
float rayDistance = 50f;
float[] rayAngles = { 20f, 90f, 160f, 45f, 135f, 70f, 110f };
string[] detectableObjects = { "banana", "agent", "wall", "badBanana", "frozenAgent" };
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
Vector3 localVelocity = transform.InverseTransformDirection(agentRb.velocity);
AddVectorObs(localVelocity.x);
AddVectorObs(localVelocity.z);
AddVectorObs(System.Convert.ToInt32(frozen));
AddVectorObs(System.Convert.ToInt32(shoot));
if (useVectorObs)
{
float rayDistance = 50f;
float[] rayAngles = { 20f, 90f, 160f, 45f, 135f, 70f, 110f };
string[] detectableObjects = { "banana", "agent", "wall", "badBanana", "frozenAgent" };
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
Vector3 localVelocity = transform.InverseTransformDirection(agentRb.velocity);
AddVectorObs(localVelocity.x);
AddVectorObs(localVelocity.z);
AddVectorObs(System.Convert.ToInt32(frozen));
AddVectorObs(System.Convert.ToInt32(shoot));
}
}
public Color32 ToColor(int hexVal)

1
unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/HallwayArea.prefab


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15
unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs


public GameObject redGoal;
public GameObject orangeBlock;
public GameObject redBlock;
public bool useVectorObs;
RayPerception rayPer;
Rigidbody shortBlockRB;
Rigidbody agentRB;

{
base.InitializeAgent();
academy = FindObjectOfType<HallwayAcademy>();
brain = FindObjectOfType<Brain>();
rayPer = GetComponent<RayPerception>();
agentRB = GetComponent<Rigidbody>();
groundRenderer = ground.GetComponent<Renderer>();

public override void CollectObservations()
{
float rayDistance = 12f;
float[] rayAngles = { 20f, 60f, 90f, 120f, 160f };
string[] detectableObjects = { "orangeGoal", "redGoal", "orangeBlock", "redBlock", "wall" };
AddVectorObs((float)GetStepCount() / (float)agentParameters.maxStep);
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
if (useVectorObs)
{
float rayDistance = 12f;
float[] rayAngles = { 20f, 60f, 90f, 120f, 160f };
string[] detectableObjects = { "orangeGoal", "redGoal", "orangeBlock", "redBlock", "wall" };
AddVectorObs(GetStepCount() / (float)agentParameters.maxStep);
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
}
}
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)

427
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16
unity-environment/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentBasic.cs


[HideInInspector]
public GoalDetect goalDetect;
public bool useVectorObs;
Rigidbody blockRB; //cached on initialization
Rigidbody agentRB; //cached on initialization
Material groundMaterial; //cached on Awake()

public override void CollectObservations()
{
float rayDistance = 12f;
float[] rayAngles = { 0f, 45f, 90f, 135f, 180f, 110f, 70f };
string[] detectableObjects;
detectableObjects = new string[] { "block", "goal", "wall" };
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 1.5f, 0f));
if (useVectorObs)
{
var rayDistance = 12f;
float[] rayAngles = { 0f, 45f, 90f, 135f, 180f, 110f, 70f };
var detectableObjects = new[] { "block", "goal", "wall" };
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 1.5f, 0f));
}
}
/// <summary>

17
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21
unity-environment/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs


public override void CollectObservations()
{
float rayDistance = 20f;
float[] rayAngles = { 0f, 45f, 90f, 135f, 180f, 110f, 70f };
AddVectorObs(rayPer.Perceive(
rayDistance, rayAngles, detectableObjects, 0f, 0f));
AddVectorObs(rayPer.Perceive(
rayDistance, rayAngles, detectableObjects, 2.5f, 2.5f));
Vector3 agentPos = agentRB.position - ground.transform.position;
AddVectorObs(agentPos / 20f);
AddVectorObs(DoGroundCheck(0.4f) ? 1 : 0);
float rayDistance = 20f;
float[] rayAngles = { 0f, 45f, 90f, 135f, 180f, 110f, 70f };
AddVectorObs(rayPer.Perceive(
rayDistance, rayAngles, detectableObjects, 0f, 0f));
AddVectorObs(rayPer.Perceive(
rayDistance, rayAngles, detectableObjects, 2.5f, 2.5f));
Vector3 agentPos = agentRB.position - ground.transform.position;
AddVectorObs(agentPos / 20f);
AddVectorObs(DoGroundCheck(0.4f) ? 1 : 0);
}
/// <summary>

GoalScoredSwapGroundMaterial(academy.goalScoredMaterial, 2));
}
}
//Reset the orange block position
void ResetBlock(Rigidbody blockRB)

6
unity-environment/Assets/ML-Agents/Scripts/BCTeacherHelper.cs


{
resetBuffer = false;
}
Monitor.Log("Recording experiences " + recordKey.ToString(), recordExperiences.ToString());
Monitor.Log("Recording experiences " + recordKey, recordExperiences.ToString());
Monitor.Log("Seconds since buffer reset " + resetKey.ToString(), Mathf.FloorToInt(timeSinceBufferReset));
Monitor.Log("Seconds since buffer reset " + resetKey, Mathf.FloorToInt(timeSinceBufferReset).ToString());
}
void FixedUpdate()

myAgent.SetTextObs(recordExperiences.ToString() + "," + resetBuffer.ToString());
myAgent.SetTextObs(recordExperiences + "," + resetBuffer);
}
}

25
unity-environment/Assets/ML-Agents/Examples/BananaCollectors/Scenes/BananaIL.unity


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