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Add Hallway envronment to validate LSTM models
/develop-generalizationTraining-TrainerController
Add Hallway envronment to validate LSTM models
/develop-generalizationTraining-TrainerController
Arthur Juliani
7 年前
当前提交
b8a4f5f1
共有 47 个文件被更改,包括 6248 次插入 和 30 次删除
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71docs/Example-Environments.md
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3python/unitytrainers/models.py
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5python/unitytrainers/trainer_controller.py
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30unity-environment/Assets/ML-Agents/Scripts/CoreBrainInternal.cs
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1001images/hallway.png
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8unity-environment/Assets/ML-Agents/Examples/Hallway.meta
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Material.meta
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76unity-environment/Assets/ML-Agents/Examples/Hallway/Material/FailGround.mat
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10unity-environment/Assets/ML-Agents/Examples/Hallway/Material/FailGround.mat.meta
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76unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Goal.mat
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10unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Goal.mat.meta
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76unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Ground.mat
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Ground.mat.meta
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76unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Orange.mat
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Orange.mat.meta
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9unity-environment/Assets/ML-Agents/Examples/Hallway/Material/PrototypeCheckerAlbedo.png
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77unity-environment/Assets/ML-Agents/Examples/Hallway/Material/PrototypeCheckerAlbedo.png.meta
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76unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Red.mat
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Material/Red.mat.meta
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76unity-environment/Assets/ML-Agents/Examples/Hallway/Material/SuccessGround.mat
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10unity-environment/Assets/ML-Agents/Examples/Hallway/Material/SuccessGround.mat.meta
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs.meta
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1001unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/HallwayArea.prefab
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/HallwayArea.prefab.meta
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114unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/orangeBlock.prefab
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/orangeBlock.prefab.meta
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114unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/violetBlock.prefab
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Prefabs/violetBlock.prefab.meta
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes.meta
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1001unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity
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7unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity.meta
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8unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts.meta
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26unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAcademy.cs
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11unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAcademy.cs.meta
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199unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs
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11unity-environment/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs.meta
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8unity-environment/Assets/ML-Agents/Examples/Hallway/TFModels.meta
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1001unity-environment/Assets/ML-Agents/Examples/Hallway/TFModels/Hallway.bytes
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7unity-environment/Assets/ML-Agents/Examples/Hallway/TFModels/Hallway.bytes.meta
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1001unity-environment/Assets/ML-Agents/Examples/Hallway/TFModels/hallway-1.bytes
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7unity-environment/Assets/ML-Agents/Examples/Hallway/TFModels/hallway-1.bytes.meta
1001
images/hallway.png
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unity-environment/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class HallwayAcademy : Academy { |
|||
|
|||
public float agentRunSpeed; |
|||
public float agentRotationSpeed; |
|||
public Material goalScoredMaterial; //when a goal is scored the ground will use this material for a few seconds.
|
|||
public Material failMaterial; //when fail, the ground will use this material for a few seconds.
|
|||
public float gravityMultiplier; //use ~3 to make things less floaty
|
|||
|
|||
public override void AcademyReset() |
|||
{ |
|||
|
|||
} |
|||
// Use this for initialization
|
|||
void Start () { |
|||
Physics.gravity *= gravityMultiplier; //Normally you shouldn't override Start() or Awake() with MLAgents, but Start() isn't used in Academy.cs so this should be ok for now.
|
|||
} |
|||
|
|||
// Update is called once per frame
|
|||
void Update () { |
|||
|
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} |
|||
} |
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|
|||
//Put this script on your blue cube.
|
|||
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class HallwayAgent : Agent |
|||
{ |
|||
public GameObject ground; //ground game object. we will use the area bounds to spawn the blocks
|
|||
public GameObject area; |
|||
|
|||
public GameObject goalA; |
|||
public GameObject goalB; |
|||
public GameObject orangeBlock; //the orange block we are going to be pushing
|
|||
public GameObject violetBlock; |
|||
Rigidbody shortBlockRB; //cached on initialization
|
|||
Rigidbody agentRB; //cached on initialization
|
|||
Material groundMaterial; //cached on Awake()
|
|||
Renderer groundRenderer; |
|||
HallwayAcademy academy; |
|||
|
|||
int selection; |
|||
|
|||
void Awake() |
|||
{ |
|||
academy = FindObjectOfType<HallwayAcademy>(); |
|||
brain = FindObjectOfType<Brain>(); //only one brain in the scene so this should find our brain. BRAAAINS.
|
|||
} |
|||
|
|||
public override void InitializeAgent() |
|||
{ |
|||
base.InitializeAgent(); |
|||
|
|||
agentRB = GetComponent<Rigidbody>(); //cache the agent rigidbody
|
|||
groundRenderer = ground.GetComponent<Renderer>(); //get the ground renderer so we can change the material when a goal is scored
|
|||
groundMaterial = groundRenderer.material; //starting material
|
|||
|
|||
} |
|||
|
|||
public List<float> RayPerception(List<float> state, float rayDistance, |
|||
float[] rayAngles, string[] detectableObjects, float height) |
|||
{ |
|||
foreach (float angle in rayAngles) |
|||
{ |
|||
float noise = 0f; |
|||
float noisyAngle = angle + Random.Range(-noise, noise); |
|||
Vector3 position = transform.TransformDirection(GiveCatersian(rayDistance, noisyAngle)); |
|||
position.y = height; |
|||
Debug.DrawRay(transform.position, position, Color.red, 0.1f, true); |
|||
RaycastHit hit; |
|||
float[] subList = new float[detectableObjects.Length + 2]; |
|||
if (Physics.SphereCast(transform.position, 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; |
|||
} |
|||
state.AddRange(new List<float>(subList)); |
|||
} |
|||
return state; |
|||
} |
|||
|
|||
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 List<float> CollectState() |
|||
{ |
|||
float rayDistance = 8.5f; |
|||
float[] rayAngles = { 0f, 45f, 90f, 135f, 180f }; |
|||
string[] detectableObjects = { "goal", "orangeBlock", "redBlock", "wall" }; |
|||
state = RayPerception(state, rayDistance, rayAngles, detectableObjects, 0f); |
|||
return state; |
|||
} |
|||
|
|||
//swap ground material, wait time seconds, then swap back to the regular ground material.
|
|||
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) |
|||
{ |
|||
groundRenderer.material = mat; |
|||
yield return new WaitForSeconds(time); //wait for 2 sec
|
|||
groundRenderer.material = groundMaterial; |
|||
} |
|||
|
|||
|
|||
public void MoveAgent(float[] act) |
|||
{ |
|||
|
|||
Vector3 dirToGo = Vector3.zero; |
|||
Vector3 rotateDir = Vector3.zero; |
|||
|
|||
//If we're using Continuous control you will need to change the Action
|
|||
if (brain.brainParameters.actionSpaceType == StateType.continuous) |
|||
{ |
|||
dirToGo = transform.forward * Mathf.Clamp(act[0], -1f, 1f); |
|||
rotateDir = transform.up * Mathf.Clamp(act[1], -1f, 1f); |
|||
} |
|||
else |
|||
{ |
|||
int action = Mathf.FloorToInt(act[0]); |
|||
if (action == 0) |
|||
{ |
|||
dirToGo = transform.forward * 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; |
|||
} |
|||
} |
|||
transform.Rotate(rotateDir, Time.deltaTime * 100f); |
|||
agentRB.AddForce(dirToGo * academy.agentRunSpeed, ForceMode.VelocityChange); //GO
|
|||
} |
|||
|
|||
public override void AgentStep(float[] act) |
|||
{ |
|||
reward -= 0.0003f; |
|||
|
|||
MoveAgent(act); //perform agent actions
|
|||
bool fail = false; // did the agent or block get pushed off the edge?
|
|||
|
|||
if (!Physics.Raycast(agentRB.position, Vector3.down, 20)) //if the agent has gone over the edge, we done.
|
|||
{ |
|||
fail = true; //fell off bro
|
|||
reward -= 1f; // BAD AGENT
|
|||
//transform.position = GetRandomSpawnPos(agentSpawnAreaBounds, agentSpawnArea);
|
|||
done = true; //if we mark an agent as done it will be reset automatically. AgentReset() will be called.
|
|||
} |
|||
|
|||
if (fail) |
|||
{ |
|||
StartCoroutine(GoalScoredSwapGroundMaterial(academy.failMaterial, .5f)); //swap ground material to indicate fail
|
|||
} |
|||
} |
|||
|
|||
// detect when we touch the goal
|
|||
void OnCollisionEnter(Collision col) |
|||
{ |
|||
if (col.gameObject.CompareTag("goal")) //touched goal
|
|||
{ |
|||
if ((selection == 0 && col.gameObject.name == "GoalA") || (selection == 1 && col.gameObject.name == "GoalB")) |
|||
{ |
|||
reward += 1f; //you get 5 points
|
|||
StartCoroutine(GoalScoredSwapGroundMaterial(academy.goalScoredMaterial, 2)); //swap ground material for a bit to indicate we scored.
|
|||
} |
|||
else |
|||
{ |
|||
reward -= 0.1f; //you lose a point
|
|||
StartCoroutine(GoalScoredSwapGroundMaterial(academy.failMaterial, .5f)); //swap ground material to indicate fail
|
|||
} |
|||
done = true; //if we mark an agent as done it will be reset automatically. AgentReset() will be called.
|
|||
} |
|||
} |
|||
|
|||
//In the editor, if "Reset On Done" is checked then AgentReset() will be called automatically anytime we mark done = true in an agent script.
|
|||
public override void AgentReset() |
|||
{ |
|||
selection = Random.Range(0, 2); |
|||
if (selection == 0) |
|||
{ |
|||
orangeBlock.transform.position = new Vector3(0f + Random.Range(-3f, 3f), 2f, -15f + Random.Range(-5f, 5f)) + ground.transform.position; |
|||
violetBlock.transform.position = new Vector3(0f, -1000f, -15f + Random.Range(-5f, 5f)) + ground.transform.position; |
|||
} |
|||
else |
|||
{ |
|||
orangeBlock.transform.position = new Vector3(0f, -1000f, -15f + Random.Range(-5f, 5f)) + ground.transform.position; |
|||
violetBlock.transform.position = new Vector3(0f, 2f, -15f + Random.Range(-5f, 5f)) + ground.transform.position; |
|||
} |
|||
transform.position = new Vector3(0f+ Random.Range(-3f, 3f), 1f, 0f + Random.Range(-5f, 5f)) + ground.transform.position; |
|||
transform.rotation = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f); |
|||
agentRB.velocity *= 0f; |
|||
} |
|||
} |
|||
|
|
|||
fileFormatVersion: 2 |
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guid: b446afae240924105b36d07e8d17a608 |
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MonoImporter: |
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externalObjects: {} |
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1001
unity-environment/Assets/ML-Agents/Examples/Hallway/TFModels/Hallway.bytes
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
查看文件
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1001
unity-environment/Assets/ML-Agents/Examples/Hallway/TFModels/hallway-1.bytes
文件差异内容过多而无法显示
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文件差异内容过多而无法显示
查看文件
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fileFormatVersion: 2 |
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guid: 1b1bcb1bc80e84f0192f732cb0223525 |
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