for the Agent to move around on, a Cube to act as the goal or target for the
agent to seek, and a Sphere to represent the Agent itself.
### Create the floor p lane
### Create the Floor P lane
3. Select Plane to view its properties in the Inspector window.
3. Select the Floor Plane to view its properties in the Inspector window.
4. Set Transform to Position = (0, 0, 0), Rotation = (0, 0, 0), Scale = (1, 1, 1).
5. On the Plane's Mesh Renderer, expand the Materials property and change the
default-material to *LightGridFloorSquare* (or any suitable material of your choice).
1. Right click in Hierarchy window, select 3D Object > Cube.
2. Name the GameObject "Target"
3. Select Target to view its properties in the Inspector window.
3. Select the Target Cube to view its properties in the Inspector window.
4. Set Transform to Position = (3, 0.5, 3), Rotation = (0, 0, 0), Scale = (1, 1, 1).
5. On the Cube's Mesh Renderer, expand the Materials property and change the
default-material to *Block* .
1. Right click in Hierarchy window, select 3D Object > Sphere.
2. Name the GameObject "RollerAgent"
3. Select Target to view its properties in the Inspector window.
3. Select the RollerAgent Sphere to view its properties in the Inspector window.
4. Set Transform to Position = (0, 0.5, 0), Rotation = (0, 0, 0), Scale = (1, 1, 1).
5. On the Sphere's Mesh Renderer, expand the Materials property and change the
default-material to *CheckerSquare* .
The Brain object encapsulates the decision making process. An Agent sends its
observations to its Brain and expects a decision in return. The type of the Brain
(Learning, Heuristic or p layer) determines how the Brain makes decisions.
(Learning, Heuristic or P layer) determines how the Brain makes decisions.
To create the Brain:
1. Go to **Assets** > **Create** > **ML-Agents** and select the type of Brain asset