比较提交

...
此合并请求有变更与目标分支冲突。
/UnitySDK/ProjectSettings/EditorBuildSettings.asset
/UnitySDK/ProjectSettings/ProjectSettings.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpArea.prefab
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
/UnitySDK/ProjectSettings/EditorSettings.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/WallJumpPlayer.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/BigWallJumpLearning.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/SmallWallJumpLearning.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn.meta
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn.meta
/config/trainer_config.yaml
/config/sac_trainer_config.yaml
/UnitySDK/csharp_timers.json
/UnitySDK/UnitySDK.sln.DotSettings
/UnitySDK/UnitySDK.sln.DotSettings

2 次代码提交

作者 SHA1 备注 提交日期
Ervin Teng cc299259 Adjust SAC params 5 年前
Ervin Teng 776b6c8b Add new trainer config for walljump 5 年前
共有 25 个文件被更改,包括 512 次插入2379 次删除
  1. 9
      UnitySDK/ProjectSettings/TimeManager.asset
  2. 5
      UnitySDK/ProjectSettings/EditorBuildSettings.asset
  3. 6
      UnitySDK/ProjectSettings/ProjectSettings.asset
  4. 9
      UnitySDK/ProjectSettings/EditorSettings.asset
  5. 4
      UnitySDK/Assets/ML-Agents/Examples/Soccer/Materials/Physic_Materials/zeroFriction.physicMaterial
  6. 9
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/WallJumpPlayer.asset
  7. 9
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/BigWallJumpLearning.asset
  8. 9
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/SmallWallJumpLearning.asset
  9. 269
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpArea.prefab
  10. 118
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
  11. 16
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs
  12. 193
      UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
  13. 1001
      UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn
  14. 1001
      UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn
  15. 2
      UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn.meta
  16. 2
      UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn.meta
  17. 26
      config/trainer_config.yaml
  18. 15
      config/sac_trainer_config.yaml
  19. 11
      UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs.meta
  20. 3
      UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs.meta
  21. 80
      UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs
  22. 74
      UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs
  23. 1
      UnitySDK/csharp_timers.json
  24. 1
      csharp_timers.json
  25. 18
      UnitySDK/UnitySDK.sln.DotSettings

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16
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs


public class WallJumpAcademy : Academy
{
[Header("Specific to WallJump")]
public float agentRunSpeed;
public float agentJumpHeight;
[HideInInspector]
//use ~3 to make things less floaty
public float gravityMultiplier = 2.5f;
[HideInInspector]
public float agentJumpVelocity = 777;
[HideInInspector]
public float agentJumpVelocityMaxChange = 10;
// Use this for initialization
public override void InitializeAcademy()
{
Physics.gravity *= gravityMultiplier;
}
}

193
UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs


using UnityEngine;
using MLAgents;
[RequireComponent(typeof(AgentCubeGroundCheck))] // Required for groundcheck
public class WallJumpAgent : Agent
{
// Depending on this value, the wall will have different height

public GameObject ground;
public GameObject spawnArea;
Bounds m_SpawnAreaBounds;
public GameObject goal;
Bounds m_SpawnAreaBounds;
Rigidbody m_ShortBlockRb;
Rigidbody m_AgentRb;
Material m_GroundMaterial;

string[] m_DetectableObjects;
public float jumpingTime;
public float jumpTime;
// This is a downward force applied when falling to make jumps look
// less floaty
public float fallingForce;
// Use to check the coliding objects
public Collider[] hitGroundColliders = new Collider[3];
Vector3 m_JumpTargetPos;
Vector3 m_JumpStartingPos;
string[] m_DetectableObjects;
//Groundcheck
AgentCubeGroundCheck m_groundCheck;
AgentCubeMovement m_agentMovement;
m_groundCheck = GetComponent<AgentCubeGroundCheck>();
m_agentMovement = FindObjectOfType<AgentCubeMovement>();
// Begin the jump sequence
public void Jump()
{
jumpingTime = 0.2f;
m_JumpStartingPos = m_AgentRb.position;
}
/// <summary>
/// Does the ground check.
/// </summary>
/// <returns><c>true</c>, if the agent is on the ground,
/// <c>false</c> otherwise.</returns>
/// <param name="smallCheck"></param>
public bool DoGroundCheck(bool smallCheck)
{
if (!smallCheck)
{
hitGroundColliders = new Collider[3];
var o = gameObject;
Physics.OverlapBoxNonAlloc(
o.transform.position + new Vector3(0, -0.05f, 0),
new Vector3(0.95f / 2f, 0.5f, 0.95f / 2f),
hitGroundColliders,
o.transform.rotation);
var grounded = false;
foreach (var col in hitGroundColliders)
{
if (col != null && col.transform != transform &&
(col.CompareTag("walkableSurface") ||
col.CompareTag("block") ||
col.CompareTag("wall")))
{
grounded = true; //then we're grounded
break;
}
}
return grounded;
}
else
{
RaycastHit hit;
Physics.Raycast(transform.position + new Vector3(0, -0.05f, 0), -Vector3.up, out hit,
1f);
if (hit.collider != null &&
(hit.collider.CompareTag("walkableSurface") ||
hit.collider.CompareTag("block") ||
hit.collider.CompareTag("wall"))
&& hit.normal.y > 0.95f)
{
return true;
}
return false;
}
}
/// <summary>
/// Moves a rigidbody towards a position smoothly.
/// </summary>
/// <param name="targetPos">Target position.</param>
/// <param name="rb">The rigidbody to be moved.</param>
/// <param name="targetVel">The velocity to target during the
/// motion.</param>
/// <param name="maxVel">The maximum velocity posible.</param>
void MoveTowards(
Vector3 targetPos, Rigidbody rb, float targetVel, float maxVel)
{
var moveToPos = targetPos - rb.worldCenterOfMass;
var velocityTarget = Time.fixedDeltaTime * targetVel * moveToPos;
if (float.IsNaN(velocityTarget.x) == false)
{
rb.velocity = Vector3.MoveTowards(
rb.velocity, velocityTarget, maxVel);
}
}
public override void CollectObservations()
{
var rayDistance = 20f;

rayDistance, rayAngles, m_DetectableObjects, 2.5f, 2.5f));
var agentPos = m_AgentRb.position - ground.transform.position;
AddVectorObs(agentPos / 20f);
AddVectorObs(DoGroundCheck(true) ? 1 : 0);
AddVectorObs(agentPos / 20f); //help with orientation
AddVectorObs(m_groundCheck.isGrounded);
AddVectorObs(m_AgentRb.velocity/m_agentMovement.agentRunSpeed); //normalized vel
AddVectorObs(m_AgentRb.angularVelocity/m_AgentRb.maxAngularVelocity); //normalized angVel
AddVectorObs(m_AgentRb.transform.forward); //help with orientation
}
/// <summary>

}
/// <summary>
/// Chenges the color of the ground for a moment
/// Changes the color of the ground for a moment
/// </summary>
/// <returns>The Enumerator to be used in a Coroutine</returns>
/// <param name="mat">The material to be swaped.</param>

m_GroundRenderer.material = mat;
yield return new WaitForSeconds(time); //wait for 2 sec
yield return new WaitForSeconds(time);
AddReward(-0.0005f);
var smallGrounded = DoGroundCheck(true);
var largeGrounded = DoGroundCheck(false);
AddReward(-0.0005f); //hurry up
var dirToGoSideAction = (int)act[2];
var jumpAction = (int)act[3];
var jumpAction = (int)act[2];
dirToGo = (largeGrounded ? 1f : 0.5f) * 1f * transform.forward;
dirToGo += transform.forward;
dirToGo = (largeGrounded ? 1f : 0.5f) * -1f * transform.forward;
dirToGo += -transform.forward;
rotateDir = transform.up * -1f;
rotateDir = -transform.up ;
rotateDir = transform.up * 1f;
if (dirToGoSideAction == 1)
dirToGo = (largeGrounded ? 1f : 0.5f) * -0.6f * transform.right;
else if (dirToGoSideAction == 2)
dirToGo = (largeGrounded ? 1f : 0.5f) * 0.6f * transform.right;
rotateDir = transform.up;
//handle jumping
if ((jumpingTime <= 0f) && smallGrounded)
{
if (m_groundCheck.isGrounded)
Jump();
m_agentMovement.Jump(m_AgentRb);
}
transform.Rotate(rotateDir, Time.fixedDeltaTime * 300f);
m_AgentRb.AddForce(dirToGo * m_Academy.agentRunSpeed,
ForceMode.VelocityChange);
//handle body rotation
if (rotateDir != Vector3.zero)
{
m_agentMovement.RotateBody(m_AgentRb, rotateDir);
}
if (jumpingTime > 0f)
//handle running
if (dirToGo != Vector3.zero)
m_JumpTargetPos =
new Vector3(m_AgentRb.position.x,
m_JumpStartingPos.y + m_Academy.agentJumpHeight,
m_AgentRb.position.z) + dirToGo;
MoveTowards(m_JumpTargetPos, m_AgentRb, m_Academy.agentJumpVelocity,
m_Academy.agentJumpVelocityMaxChange);
if (!m_groundCheck.isGrounded)
{
m_agentMovement.RunInAir(m_AgentRb, dirToGo.normalized);
}
else
{
m_agentMovement.RunOnGround(m_AgentRb, dirToGo.normalized);
}
}
//handle idle drag
if (m_groundCheck.isGrounded && dirToGo == Vector3.zero)
{
m_agentMovement.AddIdleDrag(m_AgentRb);
if (!(jumpingTime > 0f) && !largeGrounded)
//handle falling forces
if (!m_groundCheck.isGrounded)
m_AgentRb.AddForce(
Vector3.down * fallingForce, ForceMode.Acceleration);
m_agentMovement.AddFallingForce(m_AgentRb);
jumpingTime -= Time.fixedDeltaTime;
if ((!Physics.Raycast(m_AgentRb.position, Vector3.down, 20))
|| (!Physics.Raycast(m_ShortBlockRb.position, Vector3.down, 20)))
if(m_AgentRb.position.y < -1 || m_ShortBlockRb.position.y < -1)
Done();
Done();
}
}

if (col.gameObject.CompareTag("goal") && DoGroundCheck(true))
if (col.gameObject.CompareTag("goal") && m_groundCheck.isGrounded)
Done();
ResetBlock(m_ShortBlockRb);
GoalScoredSwapGroundMaterial(m_Academy.goalScoredMaterial, 2));
GoalScoredSwapGroundMaterial(m_Academy.goalScoredMaterial, .5f));
Done();
}
}

transform.localPosition = new Vector3(
18 * (Random.value - 0.5f), 1, -12);
m_Configuration = Random.Range(0, 5);
m_AgentRb.velocity = default(Vector3);
m_AgentRb.velocity = Vector3.zero;
}
private void FixedUpdate()

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

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

2
UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn.meta


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UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn.meta


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26
config/trainer_config.yaml


num_layers: 2
SmallWallJumpLearning:
max_steps: 1.0e6
max_steps: 2.0e5
batch_size: 128
buffer_size: 2048
beta: 5.0e-3

normalize: false
BigWallJumpLearning:
max_steps: 1.0e6
batch_size: 128
buffer_size: 2048
beta: 5.0e-3
hidden_units: 256
summary_freq: 2000
time_horizon: 128
normalize: true
num_epoch: 8
time_horizon: 1000
batch_size: 512
buffer_size: 4096
max_steps: 2e6
summary_freq: 3000
normalize: false
hidden_units: 128
reward_signals:
extrinsic:
strength: 1.0
gamma: 0.99
curiosity:
strength: 0.02
gamma: 0.99
encoding_size: 256
StrikerLearning:
max_steps: 5.0e5

15
config/sac_trainer_config.yaml


hidden_units: 256
summary_freq: 2000
time_horizon: 128
init_entcoef: 0.1
init_entcoef: 0.5
batch_size: 128
init_entcoef: 0.1
normalize: false
init_entcoef: 0.5
normalize: true
reward_signals:
extrinsic:
strength: 1.0
gamma: 0.998
# curiosity:
# strength: 0.02
# gamma: 0.99
# encoding_size: 256
StrikerLearning:
max_steps: 5.0e5

11
UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs.meta


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3
UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs.meta


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80
UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs


//Standardized ground check for the Agent Cube
using UnityEngine;
namespace MLAgents
{
/// <summary>
/// Perform Groundcheck using a Physics OverlapBox
/// </summary>
[DisallowMultipleComponent]
public class AgentCubeGroundCheck : MonoBehaviour
{
public bool debugDrawGizmos;
public Collider[] hitGroundColliders = new Collider[3];
public Vector3 groundCheckBoxLocalPos = new Vector3(0,-0.52f, 0);
public Vector3 groundCheckBoxSize = new Vector3(0.99f, 0.02f, 0.99f);
public bool isGrounded;
public float ungroundedTime; //amount of time agent hasn't been grounded
public float groundedTime; //amount of time agent has been grounded
void FixedUpdate()
{
DoGroundCheck();
if(!isGrounded)
{
ungroundedTime += Time.deltaTime;
groundedTime = 0;
}
else
{
groundedTime += Time.deltaTime;
ungroundedTime = 0;
}
}
/// <summary>
/// Does the ground check.
/// </summary>
/// <returns><c>true</c>, if the agent is on the ground,
/// <c>false</c> otherwise.</returns>
/// <param name="smallCheck"></param>
public void DoGroundCheck()
{
isGrounded = false;
if(Physics.OverlapBoxNonAlloc(
transform.TransformPoint(groundCheckBoxLocalPos),
groundCheckBoxSize/2,
hitGroundColliders,
transform.rotation) > 0)
{
foreach (var col in hitGroundColliders)
{
if (col != null && col.transform != transform &&
(col.CompareTag("walkableSurface") ||
col.CompareTag("block")))
{
isGrounded = true; //then we're grounded
break;
}
}
}
//empty the array
for (int i = 0; i < hitGroundColliders.Length; i++)
{
hitGroundColliders[i] = null;
}
}
//Draw the Box Overlap as a gizmo to show where it currently is testing.
void OnDrawGizmos()
{
if (debugDrawGizmos)
{
Gizmos.color = Color.red;
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.DrawWireCube(groundCheckBoxLocalPos, groundCheckBoxSize);
}
}
}
}

74
UnitySDK/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);
}
}
}

1
UnitySDK/csharp_timers.json


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1
csharp_timers.json


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18
UnitySDK/UnitySDK.sln.DotSettings


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