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update zombie and collab scene

/develop/pushcollabonly
HH 4 年前
当前提交
cb1010b7
共有 25 个文件被更改,包括 4385 次插入2055 次删除
  1. 963
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaGrid.prefab
  2. 11
      Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockCollab.unity
  3. 413
      Project/Assets/ML-Agents/Examples/PushBlock/Scenes/ZombiePushBlock.unity
  4. 4
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentCollab.cs
  5. 3
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockEnvController.cs
  6. 299
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockDeathEnvController.cs
  7. 998
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx
  8. 2
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx.meta
  9. 2
      Project/ProjectSettings/TagManager.asset
  10. 634
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab
  11. 7
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab.meta
  12. 720
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridZombie.prefab
  13. 7
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridZombie.prefab.meta
  14. 634
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentWithGrid.prefab
  15. 7
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentWithGrid.prefab.meta
  16. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab
  17. 7
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab.meta
  18. 142
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentZombie.cs
  19. 12
      Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentZombie.cs.meta
  20. 358
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Key.prefab
  21. 7
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Key.prefab.meta
  22. 202
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Lock.prefab
  23. 7
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Lock.prefab.meta
  24. 0
      /Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx
  25. 0
      /Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx.meta

963
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaGrid.prefab
文件差异内容过多而无法显示
查看文件

11
Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockCollab.unity


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413
Project/Assets/ML-Agents/Examples/PushBlock/Scenes/ZombiePushBlock.unity


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4
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentCollab.cs


// Move the agent using the action.
MoveAgent(actionBuffers.DiscreteActions);
// Penalty given each step to encourage agent to finish task quickly.
AddReward(-1f / 15000);
// // Penalty given each step to encourage agent to finish task quickly.
// AddReward(-1f / 15000);
}
public override void Heuristic(in ActionBuffers actionsOut)

3
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockEnvController.cs


m_AgentGroup.GroupEpisodeInterrupted();
ResetScene();
}
//Hurry Up Penalty
m_AgentGroup.AddGroupReward(-0.5f / MaxEnvironmentSteps);
}
/// <summary>

299
Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockDeathEnvController.cs


public class ZombiePushBlockDeathEnvController : MonoBehaviour
{
[System.Serializable]
public class AgentInfo
public class PlayerInfo
public PushAgentCollab Agent;
public PushAgentZombie Agent;
[HideInInspector]
public Vector3 StartingPos;
[HideInInspector]

public Rigidbody Rb;
[HideInInspector]
public Collider Col;
}
[System.Serializable]
public class BlockInfo
{
[HideInInspector]
public Vector3 StartingPos;
[HideInInspector]
public Quaternion StartingRot;
[HideInInspector]
public Rigidbody Rb;
public bool IsDead;
// [System.Serializable]
// public class BlockInfo
// {
// public Transform T;
// [HideInInspector]
// public Vector3 StartingPos;
// [HideInInspector]
// public Quaternion StartingRot;
// [HideInInspector]
// public Rigidbody Rb;
// public Transform LockedBlock;
// }
/// <summary>
/// Max Academy steps before this platform resets
/// </summary>

/// </summary>
public GameObject ground;
public GameObject area;
// public GameObject area;
Material m_GroundMaterial; //cached on Awake()

Renderer m_GroundRenderer;
public List<AgentInfo> AgentsList = new List<AgentInfo>();
public List<PlayerInfo> AgentsList = new List<PlayerInfo>();
public List<BlockInfo> BlocksList = new List<BlockInfo>();
// public List<BlockInfo> BlocksList = new List<BlockInfo>();
public bool UseRandomBlockRotation = true;
public bool UseRandomBlockPosition = true;
// public bool UseRandomBlockRotation = true;
// public bool UseRandomBlockPosition = true;
public GameObject Key;
public GameObject LockedBlock;
public Rigidbody UnlockedBlock;
public Dictionary<Transform, PlayerInfo> m_AgentsDict = new Dictionary<Transform, PlayerInfo>();
public Dictionary<Transform, ZombieInfo> m_ZombiesDict = new Dictionary<Transform, ZombieInfo>();
// public Dictionary<Transform, BlockInfo> m_BlocksDict = new Dictionary<Transform, BlockInfo>();
private SimpleMultiAgentGroup m_AgentGroup;
void Start()
{

// Starting material
m_GroundMaterial = m_GroundRenderer.material;
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
foreach (var item in BlocksList)
{
item.StartingPos = item.T.transform.position;
item.StartingRot = item.T.transform.rotation;
item.Rb = item.T.GetComponent<Rigidbody>();
}
//Lock The Block
LockTheBlock();
//Hide The Key
Key.SetActive(false);
// foreach (var item in BlocksList)
// {
// item.StartingPos = item.T.transform.position;
// item.StartingRot = item.T.transform.rotation;
// item.Rb = item.T.GetComponent<Rigidbody>();
// m_BlocksDict.Add(item.T, item);
// }
// m_TeamManager = new PushBlockTeamManager();
m_AgentGroup = new SimpleMultiAgentGroup();
foreach (var item in AgentsList)
{
item.StartingPos = item.Agent.transform.position;

m_AgentsDict.Add(item.Agent.transform, item);
// item.Agent.SetTeamManager(m_TeamManager);
m_AgentGroup.RegisterAgent(item.Agent);
item.T = item.Agent.transform;
m_ZombiesDict.Add(item.T, item);
}
// Update is called once per frame

if (m_ResetTimer > MaxEnvironmentSteps)
if (m_ResetTimer >= MaxEnvironmentSteps && MaxEnvironmentSteps > 0)
m_AgentGroup.GroupEpisodeInterrupted();
//Kill/disable an agent
public void KillAgent(Collision col, Transform t)
// // public Dictionary<Agent>
// //Kill/disable an agent
// public void KillAgent(Collision col, Transform t)
// {
// print($"zombie {t.name} ate {col.collider.name}");
// //Disable killed Agent
// foreach (var item in AgentsList)
// {
// if (item.Col == col.collider)
// {
// item.Agent.EndEpisode();
// item.Col.gameObject.SetActive(false);
// break;
// }
// }
//
// //End Episode
// foreach (var item in ZombiesList)
// {
// if (item.Agent.transform == t)
// {
// KillZombie(item);
// break;
// }
// }
// }
public void UnlockBlock(Transform blockT)
print($"zombie {t.name} ate {col.collider.name}");
//Disable killed Agent
foreach (var item in AgentsList)
{
if (item.Col == col.collider)
{
item.Agent.EndEpisode();
item.Col.gameObject.SetActive(false);
break;
}
}
LockedBlock.SetActive(false);
UnlockedBlock.velocity = Vector3.zero;
UnlockedBlock.angularVelocity = Vector3.zero;
UnlockedBlock.transform.SetPositionAndRotation(blockT.position, blockT.rotation);
UnlockedBlock.gameObject.SetActive(true);
}
//End Episode
foreach (var item in ZombiesList)
{
if (item.Agent.transform == t)
{
item.Agent.gameObject.SetActive(false);
break;
}
}
public void LockTheBlock()
{
LockedBlock.SetActive(true);
UnlockedBlock.velocity = Vector3.zero;
UnlockedBlock.angularVelocity = Vector3.zero;
UnlockedBlock.transform.SetPositionAndRotation(LockedBlock.transform.position, LockedBlock.transform.rotation);
UnlockedBlock.gameObject.SetActive(false);
public void KilledByZombie(PushAgentZombie agent, Collision zombCol)
{
zombCol.gameObject.SetActive(false);
agent.EndEpisode();
agent.gameObject.SetActive(false);
print($"zombie {zombCol.gameObject.name} ate {agent.transform.name}");
//Spawn the Key Pickup
Key.transform.SetPositionAndRotation(zombCol.collider.transform.position, zombCol.collider.transform.rotation);
Key.SetActive(true);
// Instantiate(KeyPrefab, zombCol.collider.transform.position, zombCol.collider.transform.rotation, transform);
}
/// <summary>
/// Use the ground's bounds to pick a random spawn position.

}
/// <summary>
/// Resets the block position and velocities.
/// </summary>
void ResetBlock(BlockInfo block)
{
// Get a random position for the block.
block.T.position = GetRandomSpawnPos();
// Reset block velocity back to zero.
block.Rb.velocity = Vector3.zero;
// Reset block angularVelocity back to zero.
block.Rb.angularVelocity = Vector3.zero;
}
/// <summary>
/// Swap ground material, wait time seconds, then swap back to the regular material.
/// </summary>
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)

/// </summary>
public void ScoredAGoal(Collider col, float score)
{
// //Decrement the counter
// m_NumberOfRemainingBlocks--;
//
// //Are we done?
// bool done = m_NumberOfRemainingBlocks == 0;
//
// //Disable the block
// col.gameObject.SetActive(false);
print($"Scored {score} on {gameObject.name}");
foreach (var item in AgentsList)
{
if (item.Agent.gameObject.activeInHierarchy)
{
print($"{item.Agent.name} scored");
item.Agent.AddReward(score);
}
}
m_AgentGroup.AddGroupReward(score);
// m_AgentGroup.EndGroupEpisode();
// if (done)
// {
//Reset assets
// }
//Give Agent Rewards
foreach (var item in AgentsList)
{
item.Agent.AddReward(-1);
}
//Give Agents Penalties
m_AgentGroup.AddGroupReward(-1);
// m_AgentGroup.EndGroupEpisode();
// Swap ground material for a bit to indicate we scored.
StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.failMaterial, 0.5f));
ResetScene();

void ResetScene()
{
//Reset counter
area.transform.Rotate(new Vector3(0f, rotationAngle, 0f));
transform.Rotate(new Vector3(0f, rotationAngle, 0f));
//End Episode
foreach (var item in AgentsList)
{
if (!item.Agent)
{
return;
}
item.Agent.EndEpisode();
}
//Reset Agents
foreach (var item in AgentsList)
{

item.Agent.transform.SetPositionAndRotation(pos, rot);
item.Rb.velocity = Vector3.zero;
item.Rb.angularVelocity = Vector3.zero;
item.Agent.MyKey.SetActive(false);
item.Agent.IHaveAKey = false;
foreach (var item in BlocksList)
{
var pos = UseRandomBlockPosition ? GetRandomSpawnPos() : item.StartingPos;
var rot = UseRandomBlockRotation ? GetRandomRot() : item.StartingRot;
LockedBlock.transform.position = GetRandomSpawnPos();
LockedBlock.transform.rotation = GetRandomRot();
LockTheBlock();
//Reset Key
Key.SetActive(false);
item.T.transform.SetPositionAndRotation(pos, rot);
item.Rb.velocity = Vector3.zero;
item.Rb.angularVelocity = Vector3.zero;
item.T.gameObject.SetActive(true);
}
//End Episode
foreach (var item in ZombiesList)
{

item.Agent.gameObject.SetActive(true);
}
//Reset counter
m_NumberOfRemainingBlocks = BlocksList.Count;
// m_NumberOfRemainingBlocks = 2;
m_AgentGroup.EndGroupEpisode();
// void ResetScene()
// {
// m_ResetTimer = 0;
//
// //Random platform rot
// var rotation = Random.Range(0, 4);
// var rotationAngle = rotation * 90f;
// transform.Rotate(new Vector3(0f, rotationAngle, 0f));
//
// //End Episode
// foreach (var item in AgentsList)
// {
// if (!item.Agent)
// {
// return;
// }
// item.Agent.EndEpisode();
// }
// //Reset Agents
// foreach (var item in AgentsList)
// {
// var pos = UseRandomAgentPosition ? GetRandomSpawnPos() : item.StartingPos;
// var rot = UseRandomAgentRotation ? GetRandomRot() : item.StartingRot;
//
// item.Agent.transform.SetPositionAndRotation(pos, rot);
// item.Rb.velocity = Vector3.zero;
// item.Rb.angularVelocity = Vector3.zero;
// item.Agent.gameObject.SetActive(true);
// }
//
// //Reset Blocks
// foreach (var item in BlocksList)
// {
// var pos = UseRandomBlockPosition ? GetRandomSpawnPos() : item.StartingPos;
// var rot = UseRandomBlockRotation ? GetRandomRot() : item.StartingRot;
//
// item.T.transform.SetPositionAndRotation(pos, rot);
// item.Rb.velocity = Vector3.zero;
// item.Rb.angularVelocity = Vector3.zero;
// item.T.gameObject.SetActive(true);
// // BlockIsLocked(item, true);
// }
// //End Episode
// foreach (var item in ZombiesList)
// {
// if (!item.Agent)
// {
// return;
// }
// // item.Agent.EndEpisode();
// item.Agent.transform.SetPositionAndRotation(item.StartingPos, item.StartingRot);
// item.Agent.SetRandomWalkSpeed();
// item.Agent.gameObject.SetActive(true);
// }
//
// //Reset counter
// m_NumberOfRemainingBlocks = BlocksList.Count;
// // m_NumberOfRemainingBlocks = 2;
// }
}

998
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx
文件差异内容过多而无法显示
查看文件

2
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGroupPenalty.onnx.meta


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2
Project/ProjectSettings/TagManager.asset


- blockSmall
- door
- switch
- key
- lock
layers:
- Default
- TransparentFX

634
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab


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Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab
文件差异内容过多而无法显示
查看文件

7
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Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentZombie.cs


//Put this script on your blue cube.
using System.Collections;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
public class PushAgentZombie : Agent
{
public GameObject MyKey;
public bool IHaveAKey;
private PushBlockSettings m_PushBlockSettings;
private Rigidbody m_AgentRb; //cached on initialization
private ZombiePushBlockDeathEnvController m_GameController;
public override void Initialize()
{
m_GameController = GetComponentInParent<ZombiePushBlockDeathEnvController>();
m_AgentRb = GetComponent<Rigidbody>();
m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
MyKey.SetActive(false);
IHaveAKey = false;
}
public override void OnEpisodeBegin()
{
MyKey.SetActive(false);
IHaveAKey = false;
}
public override void CollectObservations(VectorSensor sensor)
{
// if (useVectorObs)
// {
sensor.AddObservation(IHaveAKey);
// sensor.AddObservation(m_GameController.PlayerDict[this].HoldingSwitch);
// sensor.AddObservation(m_GameController.PlayerDict[this].Scored);
// }
}
/// <summary>
/// Moves the agent according to the selected action.
/// </summary>
public void MoveAgent(ActionSegment<int> act)
{
var dirToGo = Vector3.zero;
var rotateDir = Vector3.zero;
var action = act[0];
switch (action)
{
case 1:
dirToGo = transform.forward * 1f;
break;
case 2:
dirToGo = transform.forward * -1f;
break;
case 3:
rotateDir = transform.up * 1f;
break;
case 4:
rotateDir = transform.up * -1f;
break;
case 5:
dirToGo = transform.right * -0.75f;
break;
case 6:
dirToGo = transform.right * 0.75f;
break;
}
transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed,
ForceMode.VelocityChange);
}
/// <summary>
/// Called every step of the engine. Here the agent takes an action.
/// </summary>
public override void OnActionReceived(ActionBuffers actionBuffers)
{
// Move the agent using the action.
MoveAgent(actionBuffers.DiscreteActions);
}
void OnCollisionEnter(Collision col)
{
if (col.transform.CompareTag("lock"))
{
if (IHaveAKey)
{
m_GameController.UnlockBlock(col.transform);
MyKey.SetActive(false);
IHaveAKey = false;
}
}
if (col.transform.CompareTag("zombie"))
{
m_GameController.KilledByZombie(this, col);
MyKey.SetActive(false);
IHaveAKey = false;
}
}
void OnTriggerEnter(Collider col)
{
//if we find a key and it's parent is the main platform we can pick it up
// if (col.transform.CompareTag("key"))
if (col.transform.CompareTag("key") && col.transform.parent == transform.parent && gameObject.activeInHierarchy)
{
print("picked up key");
MyKey.SetActive(true);
IHaveAKey = true;
col.gameObject.SetActive(false);
// DestroyImmediate(col.gameObject);
}
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var discreteActionsOut = actionsOut.DiscreteActions;
discreteActionsOut[0] = 0;
if (Input.GetKey(KeyCode.D))
{
discreteActionsOut[0] = 3;
}
else if (Input.GetKey(KeyCode.W))
{
discreteActionsOut[0] = 1;
}
else if (Input.GetKey(KeyCode.A))
{
discreteActionsOut[0] = 4;
}
else if (Input.GetKey(KeyCode.S))
{
discreteActionsOut[0] = 2;
}
}
}

12
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