Andrew Cohen
4 年前
当前提交
d813bfd5
共有 13 个文件被更改,包括 3140 次插入 和 29 次删除
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69Project/Assets/ML-Agents/Examples/Crawler/Prefabs/Platform.prefab
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12Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
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3config/sac/Crawler.yaml
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50ml-agents/mlagents/trainers/sac/optimizer_torch.py
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762Project/Assets/ML-Agents/Examples/Crawler/Prefabs/CubePlatform.prefab
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7Project/Assets/ML-Agents/Examples/Crawler/Prefabs/CubePlatform.prefab.meta
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1001Project/Assets/ML-Agents/Examples/Crawler/Scenes/CubeMove.unity
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7Project/Assets/ML-Agents/Examples/Crawler/Scenes/CubeMove.unity.meta
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204Project/Assets/ML-Agents/Examples/Crawler/Scripts/CubeAgent.cs
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11Project/Assets/ML-Agents/Examples/Crawler/Scripts/CubeAgent.cs.meta
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1001Project/Assets/ML-Agents/Examples/Crawler/TFModels/CubeDiv-984000.onnx
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14Project/Assets/ML-Agents/Examples/Crawler/TFModels/CubeDiv-984000.onnx.meta
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28config/sac/Cube.yaml
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1001
Project/Assets/ML-Agents/Examples/Crawler/Scenes/CubeMove.unity
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
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|
|||
using System; |
|||
using UnityEngine; |
|||
using Unity.MLAgents; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Policies; |
|||
using Unity.MLAgents.Sensors; |
|||
|
|||
using Random = UnityEngine.Random; |
|||
|
|||
public class CubeAgent : Agent |
|||
{ |
|||
//float m_LateralSpeed;
|
|||
//float m_ForwardSpeed;
|
|||
|
|||
|
|||
[HideInInspector] |
|||
public Rigidbody agentRb; |
|||
BehaviorParameters m_BehaviorParameters; |
|||
public Vector3 initialPos; |
|||
public GameObject area; |
|||
|
|||
int m_NumDiv = 4; |
|||
EnvironmentParameters m_ResetParams; |
|||
public Transform TargetPrefab; //Target prefab to use in Dynamic envs
|
|||
private Transform m_Target; //Target the agent will walk towards during training.
|
|||
|
|||
float[] continuousDiv; |
|||
VectorSensorComponent m_DiversitySettingSensor; |
|||
public bool useContinuous = false; |
|||
public int m_DiversitySetting = 0; |
|||
[Range(-1f, 1f)] |
|||
public float div1; |
|||
[Range(-1f, 1f)] |
|||
public float div2; |
|||
[Range(-1f, 1f)] |
|||
public float div3; |
|||
[Range(-1f, 1f)] |
|||
public float div4; |
|||
|
|||
|
|||
|
|||
public override void Initialize() |
|||
{ |
|||
continuousDiv = new float[m_NumDiv]; |
|||
SpawnTarget(TargetPrefab, transform.position); //spawn target
|
|||
m_BehaviorParameters = gameObject.GetComponent<BehaviorParameters>(); |
|||
//m_LateralSpeed = 1.0f;
|
|||
//m_ForwardSpeed = 1.0f;
|
|||
GetComponent<VectorSensorComponent>().CreateSensors(); |
|||
m_DiversitySettingSensor = GetComponent<VectorSensorComponent>(); |
|||
agentRb = GetComponent<Rigidbody>(); |
|||
|
|||
} |
|||
|
|||
|
|||
void SpawnTarget(Transform prefab, Vector3 pos) |
|||
{ |
|||
m_Target = Instantiate(prefab, pos, Quaternion.identity, transform.parent); |
|||
} |
|||
|
|||
public void MoveAgent(ActionBuffers actionBuffers) |
|||
{ |
|||
var dirToGo = Vector3.zero; |
|||
var rotateDir = Vector3.zero; |
|||
|
|||
|
|||
var continuousActions = actionBuffers.ContinuousActions; |
|||
var forward = Mathf.Clamp(continuousActions[0], -1f, 1f); |
|||
var right = Mathf.Clamp(continuousActions[1], -1f, 1f); |
|||
var rotate = Mathf.Clamp(continuousActions[2], -1f, 1f); |
|||
dirToGo = transform.forward * forward; |
|||
dirToGo += transform.right * right; |
|||
rotateDir = -transform.up * rotate; |
|||
|
|||
transform.Rotate(rotateDir, Time.deltaTime * 100f); |
|||
agentRb.AddForce(dirToGo, |
|||
ForceMode.VelocityChange); |
|||
} |
|||
|
|||
public override void OnActionReceived(ActionBuffers actionBuffers) |
|||
{ |
|||
MoveAgent(actionBuffers); |
|||
} |
|||
|
|||
void OnCollisionEnter(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag("target")) |
|||
{ |
|||
SetReward(1f); |
|||
//EndEpisode();
|
|||
} |
|||
|
|||
} |
|||
|
|||
|
|||
public override void CollectObservations(VectorSensor sensor) |
|||
{ |
|||
//AddReward(-1f);
|
|||
m_DiversitySettingSensor.GetSensor().Reset(); |
|||
if (useContinuous) |
|||
{ |
|||
Array.Clear(continuousDiv, 0, m_NumDiv); |
|||
continuousDiv[0] = div1; |
|||
continuousDiv[1] = div2; |
|||
continuousDiv[2] = div3; |
|||
continuousDiv[3] = div4; |
|||
m_DiversitySettingSensor.GetSensor().AddObservation(continuousDiv); |
|||
} |
|||
else |
|||
{ |
|||
m_DiversitySettingSensor.GetSensor().AddOneHotObservation(m_DiversitySetting, m_NumDiv); |
|||
} |
|||
|
|||
|
|||
//velocity we want to match
|
|||
//var velGoal = cubeForward * TargetWalkingSpeed;
|
|||
//ragdoll's avg vel
|
|||
//var avgVel = GetAvgVelocity();
|
|||
|
|||
//current ragdoll velocity. normalized
|
|||
//sensor.AddObservation(Vector3.Distance(velGoal, avgVel));
|
|||
//avg body vel relative to cube
|
|||
//vel goal relative to cube
|
|||
//rotation delta
|
|||
|
|||
//Add pos of target relative to orientation cube
|
|||
//sensor.AddObservation(Vector3.Dot(agentRb.velocity, agentRb.transform.forward) / 80f);
|
|||
//sensor.AddObservation(Vector3.Dot(agentRb.velocity, agentRb.transform.right) / 80f);
|
|||
//sensor.AddObservation(agentRb.transform.forward.x);
|
|||
//sensor.AddObservation(agentRb.transform.forward.z);
|
|||
// sensor.AddObservation(transform.InverseTransformPoint(m_Target.transform.position).x / 50f);
|
|||
// sensor.AddObservation(transform.InverseTransformPoint(m_Target.transform.position).z / 50f);
|
|||
//sensor.AddObservation((transform.position.x - m_Target.transform.position.x) / 50f);
|
|||
//sensor.AddObservation((transform.position.z - m_Target.transform.position.z) / 50f);
|
|||
//sensor.AddObservation(transform.InverseTransformPoint(m_Target.transform.position).z / 50f);
|
|||
|
|||
//sensor.AddObservation((transform.position.x - area.transform.position.x) / 50f);
|
|||
//sensor.AddObservation((transform.position.z - area.transform.position.z) / 50f);
|
|||
|
|||
} |
|||
|
|||
public override void Heuristic(in ActionBuffers actionsOut) |
|||
{ |
|||
var continuousActionsOut = actionsOut.ContinuousActions; |
|||
if (Input.GetKey(KeyCode.D)) |
|||
{ |
|||
continuousActionsOut[2] = -1; |
|||
} |
|||
if (Input.GetKey(KeyCode.W)) |
|||
{ |
|||
continuousActionsOut[0] = 1; |
|||
} |
|||
if (Input.GetKey(KeyCode.A)) |
|||
{ |
|||
continuousActionsOut[2] = 1; |
|||
} |
|||
if (Input.GetKey(KeyCode.Q)) |
|||
{ |
|||
continuousActionsOut[1] = -1; |
|||
} |
|||
if (Input.GetKey(KeyCode.E)) |
|||
{ |
|||
continuousActionsOut[1] = 1; |
|||
} |
|||
|
|||
if (Input.GetKey(KeyCode.S)) |
|||
{ |
|||
continuousActionsOut[0] = -1; |
|||
} |
|||
|
|||
} |
|||
/// <summary>
|
|||
/// Used to provide a "kick" to the ball.
|
|||
/// </summary>
|
|||
|
|||
public override void OnEpisodeBegin() |
|||
{ |
|||
if (useContinuous) |
|||
{ |
|||
Array.Clear(continuousDiv, 0, m_NumDiv); |
|||
div1 = Random.Range(-1f, 1f); |
|||
div2 = Random.Range(-1f, 1f); |
|||
div3 = Random.Range(-1f, 1f); |
|||
div4 = Random.Range(-1f, 1f); |
|||
continuousDiv[0] = div1; |
|||
continuousDiv[1] = div2; |
|||
continuousDiv[2] = div3; |
|||
continuousDiv[3] = div4; |
|||
} |
|||
else |
|||
{ |
|||
m_DiversitySetting = Random.Range(0, m_NumDiv); |
|||
} |
|||
|
|||
agentRb.velocity = Vector3.zero; |
|||
transform.position = new Vector3(Random.Range(-3f, 3f), |
|||
1f, Random.Range(-3f, 3f)) |
|||
+ area.transform.position; |
|||
|
|||
transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360))); |
|||
} |
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: c38fe3d08399d4266b7feff82f7a46e7 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
1001
Project/Assets/ML-Agents/Examples/Crawler/TFModels/CubeDiv-984000.onnx
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
|
|||
fileFormatVersion: 2 |
|||
guid: 4ccca19b2537343baa8dc44f367b720f |
|||
ScriptedImporter: |
|||
internalIDToNameTable: [] |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|||
script: {fileID: 11500000, guid: 683b6cb6d0a474744822c888b46772c9, type: 3} |
|||
optimizeModel: 1 |
|||
forceArbitraryBatchSize: 1 |
|||
treatErrorsAsWarnings: 0 |
|||
importMode: 1 |
|
|||
behaviors: |
|||
CubeDiv: |
|||
trainer_type: sac |
|||
hyperparameters: |
|||
learning_rate: 0.0003 |
|||
learning_rate_schedule: constant |
|||
batch_size: 256 |
|||
buffer_size: 500000 |
|||
buffer_init_steps: 0 |
|||
tau: 0.005 |
|||
steps_per_update: 20.0 |
|||
save_replay_buffer: false |
|||
init_entcoef: 1.0 |
|||
reward_signal_steps_per_update: 20.0 |
|||
network_settings: |
|||
normalize: false |
|||
hidden_units: 512 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
goal_conditioning_type: none |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 10.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 5000000 |
|||
time_horizon: 1000 |
|||
summary_freq: 3000 |
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