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Revamp Crawler & Walker (#841)

* Revamps agent code for walker and crawler environments to use shared JointDriveController system.
* Crawler has been reworked to be very cute.
* Crawler & Walker environments have been reworked to be visually consistent.
* Added Dynamic Crawler scene.
* All scenes re-trained and new models added.
* Documentation changes.
/develop-generalizationTraining-TrainerController
GitHub 7 年前
当前提交
c9c9e147
共有 104 个文件被更改,包括 11335 次插入3314 次删除
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  2. 13
      docs/Learning-Environment-Examples.md
  3. 999
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  4. 999
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  5. 7
      python/trainer_config.yaml
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  29. 2
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  35. 132
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  37. 6
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  38. 237
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1
.gitignore


/unity-environment/[Uu]nity[Pp]ackage[Mm]anager/
/unity-environment/Assets/AssetStoreTools*
/unity-environment/Assets/Plugins*
/unity-environment/Assets/Gizmos*
# Tensorflow Model Info
/models

13
docs/Learning-Environment-Examples.md


![Crawler](images/crawler.png)
* Set-up: A creature with 4 arms and 4 forearms.
* Goal: The agents must move its body along the x axis without falling.
* Goal: The agents must move its body toward the goal direction without falling.
* `CrawlerStaticTarget` - Goal direction is always forward.
* `CrawlerDynamicTarget`- Goal direction is randomized.
* +1 times velocity in the x direction
* -1 for falling.
* -0.01 times the action squared
* -0.05 times y position change
* -0.05 times velocity in the z direction
* +0.03 times body velocity in the goal direction.
* +0.01 times body direction alignment with goal direction.
* Vector Action space: (Continuous) Size of 12, corresponding to torque applicable to 12 joints.
* Vector Action space: (Continuous) Size of 20, corresponding to target rotations for joints.
* Visual Observations: None.
* Reset Parameters: None
* Benchmark Mean Reward: 2000

999
docs/images/crawler.png
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docs/images/walker.png
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7
python/trainer_config.yaml


gamma: 0.995
max_steps: 1e6
summary_freq: 3000
num_layers: 3
hidden_units: 512
WalkerBrain:
normalize: true

buffer_size: 20480
beta: 0.001
num_layers: 2
hidden_units: 256
num_layers: 3
hidden_units: 512
ReacherBrain:
normalize: true

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unity-environment/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAcademy.cs


public override void InitializeAcademy()
{
Monitor.verticalOffset = 1f;
Physics.defaultSolverIterations = 12;
Physics.defaultSolverVelocityIterations = 12;
Time.fixedDeltaTime = 0.01333f; // (75fps). default is .2 (60fps)
Time.maximumDeltaTime = .15f; // Default is .33
}
}

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unity-environment/Assets/ML-Agents/Examples/SharedAssets/Scripts/GroundContact.cs


namespace MLAgents
{
[DisallowMultipleComponent]
public Agent agent;
public float contactPenalty;
public bool touchingGround;
public bool penalizeOnContact;
private const string Ground = "ground";
[HideInInspector] public Agent agent;
/// <summary>
/// Obtain reference to agent.
/// </summary>
void Start()
{
agent = transform.root.GetComponent<Agent>();
}
[Header("Ground Check")] public bool agentDoneOnGroundContact; // Whether to reset agent on ground contact.
public bool penalizeGroundContact; // Whether to penalize on contact.
public float groundContactPenalty; // Penalty amount (ex: -1).
public bool touchingGround;
private const string Ground = "ground"; // Tag of ground object.
void OnCollisionEnter(Collision other)
void OnCollisionEnter(Collision col)
if (other.transform.CompareTag(Ground))
if (col.transform.CompareTag(Ground))
if (penalizeOnContact)
if (penalizeGroundContact)
{
agent.SetReward(groundContactPenalty);
}
if (agentDoneOnGroundContact)
agent.SetReward(contactPenalty);
}
}
}

5
unity-environment/Assets/ML-Agents/Examples/SharedAssets/Scripts/GroundContact.cs.meta


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132
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935
unity-environment/Assets/ML-Agents/Examples/Walker/Scenes/Walker.unity
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6
unity-environment/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAcademy.cs


public override void InitializeAcademy()
{
Monitor.verticalOffset = 1f;
Time.fixedDeltaTime = 0.01333f; //(75fps). default is .2 (60fps)
Time.maximumDeltaTime = .15f; // Default is .33
}
}

237
unity-environment/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs


public class WalkerAgent : Agent
{
[Header("Specific to Walker")]
public Vector3 goalDirection;
[Header("Specific to Walker")] [Header("Target To Walk Towards")] [Space(10)]
public Transform target;
Vector3 dirToTarget;
public Transform hips;
public Transform chest;
public Transform spine;

public Transform armR;
public Transform forearmR;
public Transform handR;
public Dictionary<Transform, BodyPart> bodyParts = new Dictionary<Transform, BodyPart>();
/// <summary>
/// Used to store relevant information for acting and learning for each body part in agent.
/// </summary>
[System.Serializable]
public class BodyPart
{
public ConfigurableJoint joint;
public Rigidbody rb;
public Vector3 startingPos;
public Quaternion startingRot;
public GroundContact groundContact;
/// <summary>
/// Reset body part to initial configuration.
/// </summary>
public void Reset()
{
rb.transform.position = startingPos;
rb.transform.rotation = startingRot;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
}
/// <summary>
/// Apply torque according to defined goal `x, y, z` angle and force `strength`.
/// </summary>
public void SetNormalizedTargetRotation(float x, float y, float z, float strength)
{
// Transform values from [-1, 1] to [0, 1]
x = (x + 1f) * 0.5f;
y = (y + 1f) * 0.5f;
z = (z + 1f) * 0.5f;
var xRot = Mathf.Lerp(joint.lowAngularXLimit.limit, joint.highAngularXLimit.limit, x);
var yRot = Mathf.Lerp(-joint.angularYLimit.limit, joint.angularYLimit.limit, y);
var zRot = Mathf.Lerp(-joint.angularZLimit.limit, joint.angularZLimit.limit, z);
joint.targetRotation = Quaternion.Euler(xRot, yRot, zRot);
var jd = new JointDrive
{
positionSpring = ((strength + 1f) * 0.5f) * 10000f,
maximumForce = 250000f
};
joint.slerpDrive = jd;
}
}
/// <summary>
/// Create BodyPart object and add it to dictionary.
/// </summary>
public void SetupBodyPart(Transform t)
{
BodyPart bp = new BodyPart
{
rb = t.GetComponent<Rigidbody>(),
joint = t.GetComponent<ConfigurableJoint>(),
startingPos = t.position,
startingRot = t.rotation
};
bodyParts.Add(t, bp);
bp.groundContact = t.GetComponent<GroundContact>();
}
JointDriveController jdController;
bool isNewDecisionStep;
int currentDecisionStep;
SetupBodyPart(hips);
SetupBodyPart(chest);
SetupBodyPart(spine);
SetupBodyPart(head);
SetupBodyPart(thighL);
SetupBodyPart(shinL);
SetupBodyPart(footL);
SetupBodyPart(thighR);
SetupBodyPart(shinR);
SetupBodyPart(footR);
SetupBodyPart(armL);
SetupBodyPart(forearmL);
SetupBodyPart(handL);
SetupBodyPart(armR);
SetupBodyPart(forearmR);
SetupBodyPart(handR);
}
/// <summary>
/// Obtains joint rotation (in Quaternion) from joint.
/// </summary>
public static Quaternion GetJointRotation(ConfigurableJoint joint)
{
return (Quaternion.FromToRotation(joint.axis, joint.connectedBody.transform.rotation.eulerAngles));
jdController = GetComponent<JointDriveController>();
jdController.SetupBodyPart(hips);
jdController.SetupBodyPart(chest);
jdController.SetupBodyPart(spine);
jdController.SetupBodyPart(head);
jdController.SetupBodyPart(thighL);
jdController.SetupBodyPart(shinL);
jdController.SetupBodyPart(footL);
jdController.SetupBodyPart(thighR);
jdController.SetupBodyPart(shinR);
jdController.SetupBodyPart(footR);
jdController.SetupBodyPart(armL);
jdController.SetupBodyPart(forearmL);
jdController.SetupBodyPart(handL);
jdController.SetupBodyPart(armR);
jdController.SetupBodyPart(forearmR);
jdController.SetupBodyPart(handR);
}
/// <summary>

{
var rb = bp.rb;
AddVectorObs(bp.groundContact.touchingGround ? 1 : 0); // Is this bp touching the ground
bp.groundContact.touchingGround = false;
if (bp.joint && (bp.rb.transform != handL && bp.rb.transform != handR))
if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
bp.rb.transform != footL && bp.rb.transform != footR && bp.rb.transform != head)
var jointRotation = GetJointRotation(bp.joint);
AddVectorObs(jointRotation); // Get the joint rotation
AddVectorObs(bp.currentXNormalizedRot);
AddVectorObs(bp.currentYNormalizedRot);
AddVectorObs(bp.currentZNormalizedRot);
AddVectorObs(bp.currentStrength / jdController.maxJointForceLimit);
}
}

public override void CollectObservations()
{
AddVectorObs(goalDirection);
foreach (var bodyPart in bodyParts.Values)
jdController.GetCurrentJointForces();
AddVectorObs(dirToTarget.normalized);
AddVectorObs(jdController.bodyPartsDict[hips].rb.position);
AddVectorObs(hips.forward);
AddVectorObs(hips.up);
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
CollectObservationBodyPart(bodyPart);
}

{
dirToTarget = target.position - jdController.bodyPartsDict[hips].rb.position;
bodyParts[chest].SetNormalizedTargetRotation(vectorAction[0], vectorAction[1], vectorAction[2],
vectorAction[26]);
bodyParts[spine].SetNormalizedTargetRotation(vectorAction[3], vectorAction[4], vectorAction[5],
vectorAction[27]);
if (isNewDecisionStep)
{
var bpDict = jdController.bodyPartsDict;
int i = -1;
bpDict[chest].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bpDict[spine].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bpDict[thighL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[thighR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[shinL].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[shinR].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[footR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bpDict[footL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
bodyParts[thighL].SetNormalizedTargetRotation(vectorAction[6], vectorAction[7], 0, vectorAction[28]);
bodyParts[shinL].SetNormalizedTargetRotation(vectorAction[8], 0, 0, vectorAction[29]);
bodyParts[footL].SetNormalizedTargetRotation(vectorAction[9], vectorAction[10], vectorAction[11],
vectorAction[30]);
bodyParts[thighR].SetNormalizedTargetRotation(vectorAction[12], vectorAction[13], 0, vectorAction[31]);
bodyParts[shinR].SetNormalizedTargetRotation(vectorAction[14], 0, 0, vectorAction[32]);
bodyParts[footR].SetNormalizedTargetRotation(vectorAction[15], vectorAction[16], vectorAction[17],
vectorAction[33]);
bodyParts[armL].SetNormalizedTargetRotation(vectorAction[18], vectorAction[19], 0, vectorAction[34]);
bodyParts[forearmL].SetNormalizedTargetRotation(vectorAction[20], 0, 0, vectorAction[34]);
bodyParts[armR].SetNormalizedTargetRotation(vectorAction[21], vectorAction[22], 0, vectorAction[36]);
bodyParts[forearmR].SetNormalizedTargetRotation(vectorAction[23], 0, 0, vectorAction[37]);
bodyParts[head].SetNormalizedTargetRotation(vectorAction[24], vectorAction[25], 0, vectorAction[38]);
bpDict[armL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[armR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[forearmL].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[forearmR].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[head].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
//update joint strength settings
bpDict[chest].SetJointStrength(vectorAction[++i]);
bpDict[spine].SetJointStrength(vectorAction[++i]);
bpDict[head].SetJointStrength(vectorAction[++i]);
bpDict[thighL].SetJointStrength(vectorAction[++i]);
bpDict[shinL].SetJointStrength(vectorAction[++i]);
bpDict[footL].SetJointStrength(vectorAction[++i]);
bpDict[thighR].SetJointStrength(vectorAction[++i]);
bpDict[shinR].SetJointStrength(vectorAction[++i]);
bpDict[footR].SetJointStrength(vectorAction[++i]);
bpDict[armL].SetJointStrength(vectorAction[++i]);
bpDict[forearmL].SetJointStrength(vectorAction[++i]);
bpDict[armR].SetJointStrength(vectorAction[++i]);
bpDict[forearmR].SetJointStrength(vectorAction[++i]);
}
IncrementDecisionTimer();
// Set reward for this step according to mixture of the following elements.
// a. Velocity alignment with goal direction.

AddReward(
+ 0.03f * Vector3.Dot(goalDirection, bodyParts[hips].rb.velocity)
+ 0.01f * Vector3.Dot(goalDirection, hips.forward)
+ 0.01f * (head.position.y - hips.position.y)
- 0.01f * Vector3.Distance(bodyParts[head].rb.velocity, bodyParts[hips].rb.velocity)
+0.03f * Vector3.Dot(dirToTarget.normalized, jdController.bodyPartsDict[hips].rb.velocity)
+ 0.01f * Vector3.Dot(dirToTarget.normalized, hips.forward)
+ 0.02f * (head.position.y - hips.position.y)
- 0.01f * Vector3.Distance(jdController.bodyPartsDict[head].rb.velocity,
jdController.bodyPartsDict[hips].rb.velocity)
/// Only change the joint settings based on decision frequency.
/// </summary>
public void IncrementDecisionTimer()
{
if (currentDecisionStep == agentParameters.numberOfActionsBetweenDecisions ||
agentParameters.numberOfActionsBetweenDecisions == 1)
{
currentDecisionStep = 1;
isNewDecisionStep = true;
}
else
{
currentDecisionStep++;
isNewDecisionStep = false;
}
}
/// <summary>
transform.rotation = Quaternion.LookRotation(goalDirection);
foreach (var bodyPart in bodyParts.Values)
if (dirToTarget != Vector3.zero)
bodyPart.Reset();
transform.rotation = Quaternion.LookRotation(dirToTarget);
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
bodyPart.Reset(bodyPart);
}
isNewDecisionStep = true;
currentDecisionStep = 1;
}
}

985
unity-environment/Assets/ML-Agents/Examples/Walker/TFModels/Walker.bytes
文件差异内容过多而无法显示
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269
unity-environment/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAgents;
[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
public class CrawlerAgent : Agent
{
[Header("Target To Walk Towards")] [Space(10)]
public Transform target;
public Transform ground;
public bool detectTargets;
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 jdController;
Vector3 dirToTarget;
float movingTowardsDot;
float 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;
bool isNewDecisionStep;
int currentDecisionStep;
public override void InitializeAgent()
{
jdController = GetComponent<JointDriveController>();
currentDecisionStep = 1;
//Setup each body part
jdController.SetupBodyPart(body);
jdController.SetupBodyPart(leg0Upper);
jdController.SetupBodyPart(leg0Lower);
jdController.SetupBodyPart(leg1Upper);
jdController.SetupBodyPart(leg1Lower);
jdController.SetupBodyPart(leg2Upper);
jdController.SetupBodyPart(leg2Lower);
jdController.SetupBodyPart(leg3Upper);
jdController.SetupBodyPart(leg3Lower);
}
/// <summary>
/// We only need to change the joint settings based on decision freq.
/// </summary>
public void IncrementDecisionTimer()
{
if (currentDecisionStep == agentParameters.numberOfActionsBetweenDecisions
|| agentParameters.numberOfActionsBetweenDecisions == 1)
{
currentDecisionStep = 1;
isNewDecisionStep = true;
}
else
{
currentDecisionStep++;
isNewDecisionStep = false;
}
}
/// <summary>
/// Add relevant information on each body part to observations.
/// </summary>
public void CollectObservationBodyPart(BodyPart bp)
{
var rb = bp.rb;
AddVectorObs(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
AddVectorObs(rb.velocity);
AddVectorObs(rb.angularVelocity);
if (bp.rb.transform != body)
{
Vector3 localPosRelToBody = body.InverseTransformPoint(rb.position);
AddVectorObs(localPosRelToBody);
AddVectorObs(bp.currentXNormalizedRot); // Current x rot
AddVectorObs(bp.currentYNormalizedRot); // Current y rot
AddVectorObs(bp.currentZNormalizedRot); // Current z rot
AddVectorObs(bp.currentStrength / jdController.maxJointForceLimit);
}
}
public override void CollectObservations()
{
jdController.GetCurrentJointForces();
// Normalize dir vector to help generalize
AddVectorObs(dirToTarget.normalized);
// Forward & up to help with orientation
AddVectorObs(body.transform.position.y);
AddVectorObs(body.forward);
AddVectorObs(body.up);
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
CollectObservationBodyPart(bodyPart);
}
}
/// <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()
{
Vector3 newTargetPos = Random.insideUnitSphere * targetSpawnRadius;
newTargetPos.y = 5;
target.position = newTargetPos + ground.position;
}
public override void AgentAction(float[] vectorAction, string textAction)
{
if (detectTargets)
{
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
if (bodyPart.targetContact && !IsDone() && bodyPart.targetContact.touchingTarget)
{
TouchedTarget();
}
}
}
// Update pos to target
dirToTarget = target.position - jdController.bodyPartsDict[body].rb.position;
// 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 = jdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot1.material = jdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot2.material = jdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot3.material = jdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
}
// Joint update logic only needs to happen when a new decision is made
if (isNewDecisionStep)
{
// The dictionary with all the body parts in it are in the jdController
var bpDict = jdController.bodyPartsDict;
int 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]);
}
// Set reward for this step according to mixture of the following elements.
if (rewardMovingTowardsTarget)
{
RewardFunctionMovingTowards();
}
if (rewardFacingTarget)
{
RewardFunctionFacingTarget();
}
if (rewardUseTimePenalty)
{
RewardFunctionTimePenalty();
}
IncrementDecisionTimer();
}
/// <summary>
/// Reward moving towards target & Penalize moving away from target.
/// </summary>
void RewardFunctionMovingTowards()
{
movingTowardsDot = Vector3.Dot(jdController.bodyPartsDict[body].rb.velocity, dirToTarget.normalized);
AddReward(0.03f * movingTowardsDot);
}
/// <summary>
/// Reward facing target & Penalize facing away from target
/// </summary>
void RewardFunctionFacingTarget()
{
facingDot = Vector3.Dot(dirToTarget.normalized, body.forward);
AddReward(0.01f * 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 AgentReset()
{
if (dirToTarget != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(dirToTarget);
}
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
bodyPart.Reset(bodyPart);
}
isNewDecisionStep = true;
currentDecisionStep = 1;
}
}

13
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unity-environment/Assets/ML-Agents/Examples/SharedAssets/Scripts/AdjustTrainingTimescale.cs


//This script lets you change time scale during training. It is not a required script for this demo to function
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MLAgents
{
public class AdjustTrainingTimescale : MonoBehaviour {
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
Time.timeScale = 1f;
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
Time.timeScale = 2f;
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
Time.timeScale = 3f;
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
Time.timeScale = 4f;
}
if (Input.GetKeyDown(KeyCode.Alpha5))
{
Time.timeScale = 5f;
}
if (Input.GetKeyDown(KeyCode.Alpha6))
{
Time.timeScale = 6f;
}
if (Input.GetKeyDown(KeyCode.Alpha7))
{
Time.timeScale = 7f;
}
if (Input.GetKeyDown(KeyCode.Alpha8))
{
Time.timeScale = 8f;
}
if (Input.GetKeyDown(KeyCode.Alpha9))
{
Time.timeScale = 9f;
}
if (Input.GetKeyDown(KeyCode.Alpha0))
{
Time.timeScale *= 2f;
}
}
}
}

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178
unity-environment/Assets/ML-Agents/Examples/SharedAssets/Scripts/JointDriveController.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MLAgents
{
/// <summary>
/// Used to store relevant information for acting and learning for each body part in agent.
/// </summary>
[System.Serializable]
public class BodyPart
{
[Header("Body Part Info")] [Space(10)] public ConfigurableJoint joint;
public Rigidbody rb;
[HideInInspector] public Vector3 startingPos;
[HideInInspector] public Quaternion startingRot;
[Header("Ground & Target Contact")] [Space(10)]
public GroundContact groundContact;
public TargetContact targetContact;
[HideInInspector] public JointDriveController thisJDController;
[Header("Current Joint Settings")] [Space(10)]
public Vector3 currentEularJointRotation;
[HideInInspector] public float currentStrength;
public float currentXNormalizedRot;
public float currentYNormalizedRot;
public float currentZNormalizedRot;
[Header("Other Debug Info")] [Space(10)]
public Vector3 currentJointForce;
public float currentJointForceSqrMag;
public Vector3 currentJointTorque;
public float currentJointTorqueSqrMag;
public AnimationCurve jointForceCurve = new AnimationCurve();
public AnimationCurve jointTorqueCurve = new AnimationCurve();
/// <summary>
/// Reset body part to initial configuration.
/// </summary>
public void Reset(BodyPart bp)
{
bp.rb.transform.position = bp.startingPos;
bp.rb.transform.rotation = bp.startingRot;
bp.rb.velocity = Vector3.zero;
bp.rb.angularVelocity = Vector3.zero;
if (bp.groundContact)
{
bp.groundContact.touchingGround = false;
}
if (bp.targetContact)
{
bp.targetContact.touchingTarget = false;
}
}
/// <summary>
/// Apply torque according to defined goal `x, y, z` angle and force `strength`.
/// </summary>
public void SetJointTargetRotation(float x, float y, float z)
{
x = (x + 1f) * 0.5f;
y = (y + 1f) * 0.5f;
z = (z + 1f) * 0.5f;
var xRot = Mathf.Lerp(joint.lowAngularXLimit.limit, joint.highAngularXLimit.limit, x);
var yRot = Mathf.Lerp(-joint.angularYLimit.limit, joint.angularYLimit.limit, y);
var zRot = Mathf.Lerp(-joint.angularZLimit.limit, joint.angularZLimit.limit, z);
currentXNormalizedRot =
Mathf.InverseLerp(joint.lowAngularXLimit.limit, joint.highAngularXLimit.limit, xRot);
currentYNormalizedRot = Mathf.InverseLerp(-joint.angularYLimit.limit, joint.angularYLimit.limit, yRot);
currentZNormalizedRot = Mathf.InverseLerp(-joint.angularZLimit.limit, joint.angularZLimit.limit, zRot);
joint.targetRotation = Quaternion.Euler(xRot, yRot, zRot);
currentEularJointRotation = new Vector3(xRot, yRot, zRot);
}
public void SetJointStrength(float strength)
{
var rawVal = (strength + 1f) * 0.5f * thisJDController.maxJointForceLimit;
var jd = new JointDrive
{
positionSpring = thisJDController.maxJointSpring,
positionDamper = thisJDController.jointDampen,
maximumForce = rawVal
};
joint.slerpDrive = jd;
currentStrength = jd.maximumForce;
}
}
public class JointDriveController : MonoBehaviour
{
[Header("Joint Drive Settings")] [Space(10)]
public float maxJointSpring;
public float jointDampen;
public float maxJointForceLimit;
float facingDot;
[HideInInspector] public Dictionary<Transform, BodyPart> bodyPartsDict = new Dictionary<Transform, BodyPart>();
[HideInInspector] public List<BodyPart> bodyPartsList = new List<BodyPart>();
/// <summary>
/// Create BodyPart object and add it to dictionary.
/// </summary>
public void SetupBodyPart(Transform t)
{
BodyPart bp = new BodyPart
{
rb = t.GetComponent<Rigidbody>(),
joint = t.GetComponent<ConfigurableJoint>(),
startingPos = t.position,
startingRot = t.rotation
};
bp.rb.maxAngularVelocity = 100;
// Add & setup the ground contact script
bp.groundContact = t.GetComponent<GroundContact>();
if (!bp.groundContact)
{
bp.groundContact = t.gameObject.AddComponent<GroundContact>();
bp.groundContact.agent = gameObject.GetComponent<Agent>();
}
else
{
bp.groundContact.agent = gameObject.GetComponent<Agent>();
}
// Add & setup the target contact script
bp.targetContact = t.GetComponent<TargetContact>();
if (!bp.targetContact)
{
bp.targetContact = t.gameObject.AddComponent<TargetContact>();
}
bp.thisJDController = this;
bodyPartsDict.Add(t, bp);
bodyPartsList.Add(bp);
}
public void GetCurrentJointForces()
{
foreach (var bodyPart in bodyPartsDict.Values)
{
if (bodyPart.joint)
{
bodyPart.currentJointForce = bodyPart.joint.currentForce;
bodyPart.currentJointForceSqrMag = bodyPart.joint.currentForce.magnitude;
bodyPart.currentJointTorque = bodyPart.joint.currentTorque;
bodyPart.currentJointTorqueSqrMag = bodyPart.joint.currentTorque.magnitude;
if (Application.isEditor)
{
if (bodyPart.jointForceCurve.length > 1000)
{
bodyPart.jointForceCurve = new AnimationCurve();
}
if (bodyPart.jointTorqueCurve.length > 1000)
{
bodyPart.jointTorqueCurve = new AnimationCurve();
}
bodyPart.jointForceCurve.AddKey(Time.time, bodyPart.currentJointForceSqrMag);
bodyPart.jointTorqueCurve.AddKey(Time.time, bodyPart.currentJointTorqueSqrMag);
}
}
}
}
}
}

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unity-environment/Assets/ML-Agents/Examples/SharedAssets/Scripts/TargetContact.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MLAgents
{
/// <summary>
/// This class contains logic for locomotion agents with joints which might make contact with a target.
/// By attaching this as a component to those joints, their contact with the ground can be used as
/// an observation for that agent.
/// </summary>
[DisallowMultipleComponent]
public class TargetContact : MonoBehaviour
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[Header("Detect Targets")] public bool touchingTarget;
private const string Target = "target"; // Tag on target object.
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/// Check for collision with a target.
/// </summary>
void OnCollisionEnter(Collision col)
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}
}
}
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unity-environment/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerDynamicTarget.unity
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unity-environment/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerBodyContact.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CrawlerBodyContact : MonoBehaviour {
CrawlerAgentConfigurable agent;
void Start(){
agent = gameObject.transform.parent.gameObject.GetComponent<CrawlerAgentConfigurable>();
}
void OnTriggerEnter(Collider other){
if (other.gameObject.name == "Ground")
{
agent.fell = true;
}
}
}

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unity-environment/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerLegContact.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CrawlerLegContact : MonoBehaviour {
public int index;
public CrawlerAgentConfigurable agent;
void Start(){
}
void OnCollisionStay(Collision other){
if (other.gameObject.name == "Ground")
{
agent.leg_touching[index] = true;
}
}
}

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unity-environment/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgentConfigurable.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAgents;
public class CrawlerAgentConfigurable : Agent
{
public float strength;
float x_position;
[HideInInspector]
public bool[] leg_touching;
[HideInInspector]
public bool fell;
Vector3 past_velocity;
Transform body;
Rigidbody bodyRB;
public Transform[] limbs;
Rigidbody[] limbRBs;
Dictionary<GameObject, Vector3> transformsPosition;
Dictionary<GameObject, Quaternion> transformsRotation;
public override void InitializeAgent()
{
body = transform.Find("Sphere");
bodyRB = body.GetComponent<Rigidbody>();
transformsPosition = new Dictionary<GameObject, Vector3>();
transformsRotation = new Dictionary<GameObject, Quaternion>();
Transform[] allChildren = GetComponentsInChildren<Transform>();
foreach (Transform child in allChildren)
{
transformsPosition[child.gameObject] = child.position;
transformsRotation[child.gameObject] = child.rotation;
}
leg_touching = new bool[4];
limbRBs = new Rigidbody[limbs.Length];
for (int i = 0; i < limbs.Length; i++)
{
limbRBs[i] = limbs[i].gameObject.GetComponent<Rigidbody>();
}
}
public override void CollectObservations()
{
AddVectorObs(body.transform.rotation.eulerAngles);
AddVectorObs(bodyRB.velocity);
AddVectorObs((bodyRB.velocity - past_velocity) / Time.fixedDeltaTime);
past_velocity = bodyRB.velocity;
for (int i = 0; i < limbs.Length; i++)
{
AddVectorObs(limbs[i].localPosition);
AddVectorObs(limbs[i].localRotation);
AddVectorObs(limbRBs[i].velocity);
AddVectorObs(limbRBs[i].angularVelocity);
}
for (int index = 0; index < 4; index++)
{
if (leg_touching[index])
{
AddVectorObs(1);
}
else
{
AddVectorObs(0);
}
leg_touching[index] = false;
}
}
public override void AgentAction(float[] vectorAction, string textAction)
{
var toUse = new float[vectorAction.Length];
var torquePenalty = 0f;
for (int k = 0; k < vectorAction.Length; k++)
{
toUse[k] = 1.5f * Mathf.Clamp(vectorAction[k], -1f, 1f);
torquePenalty += toUse[k] * toUse[k];
}
limbRBs[0].AddTorque(-limbs[0].transform.right * strength * toUse[0]);
limbRBs[1].AddTorque(-limbs[1].transform.right * strength * toUse[1]);
limbRBs[2].AddTorque(-limbs[2].transform.right * strength * toUse[2]);
limbRBs[3].AddTorque(-limbs[3].transform.right * strength * toUse[3]);
limbRBs[0].AddTorque(-body.transform.up * strength * toUse[4]);
limbRBs[1].AddTorque(-body.transform.up * strength * toUse[5]);
limbRBs[2].AddTorque(-body.transform.up * strength * toUse[6]);
limbRBs[3].AddTorque(-body.transform.up * strength * toUse[7]);
limbRBs[4].AddTorque(-limbs[4].transform.right * strength * toUse[8]);
limbRBs[5].AddTorque(-limbs[5].transform.right * strength * toUse[9]);
limbRBs[6].AddTorque(-limbs[6].transform.right * strength * toUse[10]);
limbRBs[7].AddTorque(-limbs[7].transform.right * strength * toUse[11]);
if (!IsDone())
{
SetReward(- 0.01f * torquePenalty
+ 1.0f * bodyRB.velocity.x
- 0.05f * Mathf.Abs(body.transform.position.z - body.transform.parent.transform.position.z)
- 0.05f * Mathf.Abs(bodyRB.velocity.y)
);
}
if (fell)
{
Done();
AddReward(-1f);
}
}
public override void AgentReset()
{
fell = false;
Transform[] allChildren = GetComponentsInChildren<Transform>();
foreach (Transform child in allChildren)
{
if (child.gameObject.name.Contains("Crawler")
|| child.gameObject.name.Contains("parent"))
{
continue;
}
child.position = transformsPosition[child.gameObject];
child.rotation = transformsRotation[child.gameObject];
child.gameObject.GetComponent<Rigidbody>().velocity = default(Vector3);
child.gameObject.GetComponent<Rigidbody>().angularVelocity = default(Vector3);
}
gameObject.transform.rotation = Quaternion.Euler(new Vector3(0, Random.value * 90 - 45, 0));
}
public override void AgentOnDone()
{
}
}

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