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loosened joints retrained looking good

/hh-develop-all-posed-characters
bhh 5 年前
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dc9fcd46
共有 26 个文件被更改,包括 8047 次插入3854 次删除
  1. 993
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/DynamicTargetPlatformWorm.prefab
  2. 888
      Project/Assets/ML-Agents/Examples/Worm/Scenes/WormDynamicTarget.unity
  3. 97
      Project/Assets/ML-Agents/Examples/Worm/Scripts/WormAgent.cs
  4. 1001
      Project/Assets/ML-Agents/Examples/Worm/TFModels/WormDynamic.nn
  5. 2
      Project/Assets/ML-Agents/Examples/Worm/TFModels/WormDynamic.nn.meta
  6. 17
      config/trainer_config.yaml
  7. 663
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/StaticTargetWorm.prefab
  8. 7
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/StaticTargetWorm.prefab.meta
  9. 1001
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab 2.prefab
  10. 7
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab 2.prefab.meta
  11. 1001
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab Remade Dynamic.prefab
  12. 7
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab Remade Dynamic.prefab.meta
  13. 1001
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab Remade Static.prefab
  14. 7
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab Remade Static.prefab.meta
  15. 1001
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab.prefab
  16. 87
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormDynamicVariantPrefab.prefab
  17. 7
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormDynamicVariantPrefab.prefab.meta
  18. 92
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormStaticVariantPrefab.prefab
  19. 7
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormStaticVariantPrefab.prefab.meta
  20. 1001
      Project/Assets/ML-Agents/Examples/Worm/Scenes/WormStaticTarget.unity
  21. 1001
      Project/Assets/ML-Agents/Examples/Worm/TFModels/WormStatic.nn
  22. 11
      Project/Assets/ML-Agents/Examples/Worm/TFModels/WormStatic.nn.meta
  23. 1001
      Project/Assets/ML-Agents/Examples/Worm/Prefabs/Worm.prefab
  24. 1001
      Project/Assets/ML-Agents/Examples/Worm/Scenes/CrawlerStaticTarget.unity
  25. 0
      /Project/Assets/ML-Agents/Examples/Worm/Prefabs/WormBasePrefab.prefab.meta
  26. 0
      /Project/Assets/ML-Agents/Examples/Worm/Scenes/WormStaticTarget.unity.meta

993
Project/Assets/ML-Agents/Examples/Worm/Prefabs/DynamicTargetPlatformWorm.prefab
文件差异内容过多而无法显示
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888
Project/Assets/ML-Agents/Examples/Worm/Scenes/WormDynamicTarget.unity
文件差异内容过多而无法显示
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97
Project/Assets/ML-Agents/Examples/Worm/Scripts/WormAgent.cs


m_JdController.SetupBodyPart(bodySegment3);
}
public Quaternion GetJointRotation(ConfigurableJoint joint)
{
return(Quaternion.FromToRotation(joint.axis, joint.connectedBody.transform.rotation.eulerAngles));
}
// public Quaternion GetJointRotation(ConfigurableJoint joint)
// {
//// return(Quaternion.FromToRotation(joint.axis, joint.connectedBody.transform.rotation.eulerAngles));
// return(Quaternion.Inverse(joint.connectedBody.transform.rotationd) * joint.transform); joint.connectedBody.transform.rotation.eulerAngles));
// }
/// <summary>
/// Add relevant information on each body part to observations.
/// </summary>

{
var localPosRelToBody = bodySegment0.InverseTransformPoint(rb.position);
sensor.AddObservation(localPosRelToBody);
sensor.AddObservation(bp.currentXNormalizedRot); // Current x rot
sensor.AddObservation(bp.currentYNormalizedRot); // Current y rot
sensor.AddObservation(bp.currentZNormalizedRot); // Current z rot
sensor.AddObservation(GetJointRotation(bp.joint));
// sensor.AddObservation(bp.currentXNormalizedRot); // Current x rot
// sensor.AddObservation(bp.currentYNormalizedRot); // Current y rot
// sensor.AddObservation(bp.currentZNormalizedRot); // Current z rot
// /// <summary>
// /// Add relevant information on each body part to observations.
// /// </summary>
// public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor)
// {
// var rb = bp.rb;
// sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
//
// var velocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.velocity);
// sensor.AddObservation(velocityRelativeToLookRotationToTarget);
//
// var angularVelocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.angularVelocity);
// sensor.AddObservation(angularVelocityRelativeToLookRotationToTarget);
//
// if (bp.rb.transform != bodySegment0)
// {
// var localPosRelToBody = bodySegment0.InverseTransformPoint(rb.position);
// sensor.AddObservation(localPosRelToBody);
// sensor.AddObservation(bp.currentXNormalizedRot); // Current x rot
// sensor.AddObservation(bp.currentYNormalizedRot); // Current y rot
// sensor.AddObservation(bp.currentZNormalizedRot); // Current z rot
// sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
// }
// }
public override void CollectObservations(VectorSensor sensor)
{

else
sensor.AddObservation(1);
// Forward & up to help with orientation
var bodyForwardRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(bodySegment0.up);
sensor.AddObservation(bodyForwardRelativeToLookRotationToTarget);
var bodyUpRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(-bodySegment0.forward);
sensor.AddObservation(bodyUpRelativeToLookRotationToTarget);
// // Forward & up to help with orientation
// var bodyForwardRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(bodySegment0.up);
// sensor.AddObservation(bodyForwardRelativeToLookRotationToTarget);
//
// var bodyUpRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(-bodySegment0.forward);
// sensor.AddObservation(bodyUpRelativeToLookRotationToTarget);
//ADD ROTATION DELTA
Quaternion rotDelta = Quaternion.Inverse(m_TargetDirMatrix.rotation) * bodySegment0.rotation;
sensor.AddObservation(rotDelta);
}
/// <summary>

bpDict[bodySegment2].SetJointStrength(vectorAction[++i]);
bpDict[bodySegment3].SetJointStrength(vectorAction[++i]);
if (bodySegment0.position.y < -2)
if (bodySegment0.position.y < ground.position.y -2)
{
EndEpisode();
}

void RewardFunctionMovingTowards()
{
m_MovingTowardsDot = Vector3.Dot(m_JdController.bodyPartsDict[bodySegment0].rb.velocity, m_DirToTarget.normalized);
AddReward(0.03f * m_MovingTowardsDot);
// AddReward(0.03f * m_MovingTowardsDot);
// AddReward(1/maxStep * m_MovingTowardsDot);
AddReward(0.01f * m_MovingTowardsDot);
}
/// <summary>

{
// m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, bodySegment0.forward);
m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, bodySegment0.up);
AddReward(0.01f * m_FacingDot);
//Discourage rotating away from target dir
// float currentFacingDir =((-1 * Quaternion.Dot(m_TargetDirMatrix.rotation, bodySegment0.rotation)) + 1) * .5f; //normalize. 0 good, 1 bad
// float currentFacingDir = -.01f * ((Quaternion.Dot(m_TargetDirMatrix.rotation, bodySegment0.rotation) + 1) * .5f); //normalize. 0 good, 1 bad
//PENALTY IF LOOKING AWAY
float notFacingPenalty = ((-1 * Quaternion.Dot(m_TargetDirMatrix.rotation, bodySegment0.rotation)) + 1) * .5f; //normalize. 0 good, 1 bad
AddReward(-.01f * notFacingPenalty);
// float currentFacingDot = (Quaternion.Dot(m_TargetDirMatrix.rotation, bodySegment0.rotation) + 1) * .5f; //normalize. 0 facing away, 1 facing
// AddReward(-.01f * currentFacingDot);
// /// <summary>
// /// Reward facing target & Penalize facing away from target
// /// </summary>
// void RewardFunctionFacingTarget()
// {
//// m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, bodySegment0.forward);
// m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, bodySegment0.up);
//// AddReward(0.01f * m_FacingDot);
//// AddReward(1/maxStep * m_FacingDot);
//// AddReward(0.01f * m_FacingDot);
// AddReward(0.01f * (m_FacingDot - 1));
// }
/// <summary>
/// Existential penalty for time-contrained tasks.

1001
Project/Assets/ML-Agents/Examples/Worm/TFModels/WormDynamic.nn
文件差异内容过多而无法显示
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2
Project/Assets/ML-Agents/Examples/Worm/TFModels/WormDynamic.nn.meta


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17
config/trainer_config.yaml


time_horizon: 1000
batch_size: 2024
buffer_size: 20240
max_steps: 1e7
max_steps: 5e6
summary_freq: 30000
num_layers: 3
hidden_units: 512
reward_signals:
extrinsic:
strength: 1.0
gamma: 0.995
WormStatic:
normalize: true
num_epoch: 3
time_horizon: 1000
batch_size: 2024
buffer_size: 20240
max_steps: 5e6
summary_freq: 30000
num_layers: 3
hidden_units: 512

663
Project/Assets/ML-Agents/Examples/Worm/Prefabs/StaticTargetWorm.prefab


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