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added more variants

/hh-develop-gridsensor-tests/static
HH 4 年前
当前提交
d02c90f6
共有 13 个文件被更改,包括 4742 次插入3 次删除
  1. 975
      Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab
  2. 640
      Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity
  3. 1
      Project/ProjectSettings/TagManager.asset
  4. 4
      com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs
  5. 4
      config/ppo/PushBlock.yaml
  6. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlock2Grids.nn
  7. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlock2Grids.nn.meta
  8. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboStaticGrid.nn
  9. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboStaticGrid.nn.meta
  10. 1001
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridOnlyLatest.nn
  11. 11
      Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridOnlyLatest.nn.meta
  12. 74
      Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs
  13. 11
      Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs.meta

975
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab
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640
Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity


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1
Project/ProjectSettings/TagManager.asset


- purpleAgent
- purpleGoal
- hazard
- direction
layers:
- Default
- TransparentFX

4
com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs


m_perceptionTexture2D.SetPixels(m_PerceptionColors);
}
public float overlapBoxScale = .5f;
/// <summary>
/// Perceive - Clears the buffers, calls overlap box on the actual cell (the actual perception part)
/// for all found colliders, LoadObjectData is called

Collider[] foundColliders = null;
Vector3 cellCenter = Vector3.zero;
Vector3 halfCellScale = new Vector3(CellScaleX / 2f, CellScaleY, CellScaleZ / 2f);
Vector3 halfCellScale = Vector3.one * overlapBoxScale;
// Vector3 halfCellScale = new Vector3(CellScaleX / 2f, CellScaleY, CellScaleZ / 2f);
for (int cellIndex = 0; cellIndex < NumCells; cellIndex++)
{

4
config/ppo/PushBlock.yaml


extrinsic:
gamma: 0.99
strength: 1.0
curiosity:
strength: 0.02
gamma: 0.99
encoding_size: 256
keep_checkpoints: 5
max_steps: 2000000
time_horizon: 64

1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlock2Grids.nn
文件差异内容过多而无法显示
查看文件

11
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboStaticGrid.nn
文件差异内容过多而无法显示
查看文件

11
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockComboStaticGrid.nn.meta


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

11
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74
Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs


//Standardized movement controller for the Agent Cube
using UnityEngine;
namespace MLAgents
{
public class AgentCubeMovement : MonoBehaviour
{
[Header("RUNNING")] public ForceMode runningForceMode = ForceMode.Impulse;
//speed agent can run if grounded
public float agentRunSpeed = 20;
//speed agent can run if not grounded
public float agentRunInAirSpeed = 10f;
[Header("IDLE")]
//coefficient used to dampen velocity when idle
//the purpose of this is to fine tune agent drag
//...and prevent the agent sliding around while grounded
//0 means it will instantly stop when grounded
//1 means no drag will be applied
public float agentIdleDragVelCoeff = .85f;
[Header("BODY ROTATION")]
//body rotation speed
public float agentRotationSpeed = 7f;
[Header("JUMPING")]
//upward jump velocity magnitude
public float agentJumpVelocity = 15f;
[Header("FALLING FORCE")]
//force applied to agent while falling
public float agentFallingSpeed = 50f;
public void Jump(Rigidbody rb)
{
Vector3 velToUse = rb.velocity;
velToUse.y = agentJumpVelocity;
rb.velocity = velToUse;
}
public void RotateBody(Rigidbody rb, Vector3 rotationAxis)
{
rb.MoveRotation(rb.rotation * Quaternion.AngleAxis(agentRotationSpeed, rotationAxis));
}
public void RunOnGround(Rigidbody rb, Vector3 dir)
{
var vel = rb.velocity.magnitude;
float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentRunSpeed);
rb.AddForce(dir.normalized * adjustedSpeed,
runningForceMode);
}
public void RunInAir(Rigidbody rb, Vector3 dir)
{
var vel = rb.velocity.magnitude;
float adjustedSpeed = Mathf.Clamp(agentRunInAirSpeed - vel, 0, agentRunInAirSpeed);
rb.AddForce(dir.normalized * adjustedSpeed,
runningForceMode);
}
public void AddIdleDrag(Rigidbody rb)
{
rb.velocity *= agentIdleDragVelCoeff;
}
public void AddFallingForce(Rigidbody rb)
{
rb.AddForce(
Vector3.down * agentFallingSpeed, ForceMode.Acceleration);
}
}
}

11
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