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upate scene layout.

/develop/input-actuator-tanks
Christopher Goy 4 年前
当前提交
eeeb7ba3
共有 23 个文件被更改,包括 4465 次插入1145 次删除
  1. 113
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/LevelArt.prefab
  2. 26
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/Tank.prefab
  3. 12
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scripts/Managers/GameManager.cs
  4. 2
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scripts/Tank/TankShooting.cs
  5. 5
      ML-Agents-Input-Example/ProjectSettings/EditorBuildSettings.asset
  6. 1
      ML-Agents-Input-Example/ProjectSettings/GraphicsSettings.asset
  7. 46
      com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs
  8. 805
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/TankArea.prefab
  9. 7
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/TankArea.prefab.meta
  10. 1001
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/Tanks-1499990.onnx
  11. 14
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/Tanks-1499990.onnx.meta
  12. 1001
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/Tanks-1999961.onnx
  13. 14
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/Tanks-1999961.onnx.meta
  14. 502
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/Tanks_Play.unity
  15. 8
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/Tanks_Play.unity.meta
  16. 1001
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/Tanks_Training.unity
  17. 3
      ML-Agents-Input-Example/LinuxPlayer_s.debug
  18. 15
      ML-Agents-Input-Example/ProjectSettings/BurstAotSettings_StandaloneLinux64.json
  19. 33
      config/poca/Tanks.yaml
  20. 1001
      ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/NewInput.unity
  21. 0
      /ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/Tanks_Training.unity.meta

113
ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/LevelArt.prefab


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26
ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/Tank.prefab


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12
ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scripts/Managers/GameManager.cs


using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using UnityEngine.UI;
using UnityEngine.Windows.Speech;
using Object = System.Object;
using Random = UnityEngine.Random;
public class GameManager : MonoBehaviour

}
// These are the targets the camera should follow.
cameraControl.targets = targets;
if (!ReferenceEquals(null, cameraControl))
{
cameraControl.targets = targets;
}
}
// This is called from start and will run each phase of the game one after another.

DisableTankControl();
// Snap the camera's zoom and position to something appropriate for the reset tanks.
cameraControl.SetStartPositionAndSize();
if (!ReferenceEquals(null, cameraControl))
{
cameraControl.SetStartPositionAndSize();
}
// Increment the round number and display text showing the players what round it is.
m_RoundNumber++;

2
ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scripts/Tank/TankShooting.cs


// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = minLaunchForce;
m_TankAgent.AddReward(-0.001f);
}
// The callback from the TanksInputActions Player Input asset that is

5
ML-Agents-Input-Example/ProjectSettings/EditorBuildSettings.asset


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ML-Agents-Input-Example/ProjectSettings/GraphicsSettings.asset


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46
com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs


Start();
}
void OnDestroy()
{
DisposeNativeArray(m_Hits);
DisposeNativeArray(m_HitIndexes);
DisposeNativeArray(m_PerceptionBuffer);
DisposeNativeArray(m_BoxcastCommands);
DisposeNativeArray(CellActivity);
DisposeNativeArray(CellPoints);
DisposeNativeArray(m_ChannelHotDefaultPerceptionBuffer);
DisposeNativeArray(ChannelOffsets);
}
/// <summary>
/// Calls the initialization methods. Creates the data storing properties used to send the data
/// Establishes

Profiler.EndSample();
}
void OnDisable()
{
}
void OnDestroy()
{
DisposeNativeArray(m_Hits);
DisposeNativeArray(m_HitIndexes);
DisposeNativeArray(m_BoxcastCommands);
DisposeNativeArray(CellActivity);
DisposeNativeArray(CellPoints);
DisposeNativeArray(m_ChannelHotDefaultPerceptionBuffer);
DisposeNativeArray(ChannelOffsets);
}
static void DisposeNativeArray<TD>(NativeArray<TD> array)
where TD : struct
{

struct CreateBoxcastBatch : IJobParallelFor
{
public NativeArray<BoxcastCommand> Commands;
[ReadOnly]
public float YOffset;
[ReadOnly]
[ReadOnly]
public Vector3 Pos;
public void Execute(int index)

Commands[index] = new BoxcastCommand(new Vector3(cellCenter.x, cellCenter.y + 2.0f, cellCenter.z),
Commands[index] = new BoxcastCommand(new Vector3(cellCenter.x, cellCenter.y + YOffset, cellCenter.z),
halfScale,
rotation,
Vector3.down,

[ReadOnly]
public NativeArray<Vector3> CellPoints;
[ReadOnly]
public float YOffset;
[ReadOnly]
public Matrix4x4 Mat;
public Quaternion Rotation;

var cellCenter = Mat.MultiplyPoint(CellPoints[index]);
var rotation = Rotation;
Commands[index] = new BoxcastCommand(new Vector3(cellCenter.x, cellCenter.y + 5.0f, cellCenter.z),
Commands[index] = new BoxcastCommand(new Vector3(cellCenter.x, cellCenter.y + YOffset, cellCenter.z),
halfScale,
rotation,
Vector3.down,

Mat = t.localToWorldMatrix,
CellPoints = CellPoints,
ObserveMask = ObserveMask,
Rotation = t.rotation
Rotation = t.rotation,
YOffset = GizmoYOffset
};
createBoxHandle = createBoxcasts.Schedule(NumCells, NumCells / 12, clearHandle);
}

halfScale = halfCellScale,
Pos = t.position,
CellPoints = CellPoints,
ObserveMask = ObserveMask
ObserveMask = ObserveMask,
YOffset = GizmoYOffset
};
createBoxHandle = createBoxcasts.Schedule(NumCells, NumCells / 12, clearHandle);
}

UpdateBufferFromJob();
var scale = new Vector3(CellScaleX, CellScaleY, CellScaleZ);
var offset = new Vector3(0, 5.0f, 0);
var offset = new Vector3(0, GizmoYOffset, 0);
var oldGizmoMatrix = Gizmos.matrix;
for (var i = 0; i < NumCells; i++)
{

805
ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Prefabs/TankArea.prefab


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3
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15
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33
config/poca/Tanks.yaml


behaviors:
Tanks:
trainer_type: ppo
hyperparameters:
batch_size: 2048
buffer_size: 20480
learning_rate: 0.0003
beta: 0.005
epsilon: 0.2
lambd: 0.95
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reward_signals:
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summary_freq: 10000
threaded: false
self_play:
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team_change: 200000
swap_steps: 2000
window: 10
play_against_latest_model_ratio: 0.5
initial_elo: 1200.0

1001
ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/NewInput.unity
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/ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/NewInput.unity.meta → /ML-Agents-Input-Example/Assets/Samples/Input System/1.0.2/Tanks Demo/Scenes/Tanks_Training.unity.meta

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