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1 次代码提交

作者 SHA1 备注 提交日期
Ruo-Ping Dong 27683b74 add bulelt scene 4 年前
共有 48 个文件被更改,包括 8547 次插入0 次删除
  1. 8
      Project/Assets/ML-Agents/Examples/Bullet.meta
  2. 1001
      Project/Assets/ML-Agents/Examples/Bullet/CustomResidualAttentionWithLayerNorm.onnx
  3. 15
      Project/Assets/ML-Agents/Examples/Bullet/CustomResidualAttentionWithLayerNorm.onnx.meta
  4. 8
      Project/Assets/ML-Agents/Examples/Bullet/Demos.meta
  5. 1001
      Project/Assets/ML-Agents/Examples/Bullet/Demos/ExpertPush.demo
  6. 13
      Project/Assets/ML-Agents/Examples/Bullet/Demos/ExpertPush.demo.meta
  7. 8
      Project/Assets/ML-Agents/Examples/Bullet/Materials.meta
  8. 14
      Project/Assets/ML-Agents/Examples/Bullet/Materials/noFric.physicMaterial
  9. 8
      Project/Assets/ML-Agents/Examples/Bullet/Materials/noFric.physicMaterial.meta
  10. 8
      Project/Assets/ML-Agents/Examples/Bullet/Meshes.meta
  11. 1001
      Project/Assets/ML-Agents/Examples/Bullet/Meshes/PushBlockCourt.fbx
  12. 126
      Project/Assets/ML-Agents/Examples/Bullet/Meshes/PushBlockCourt.fbx.meta
  13. 8
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs.meta
  14. 627
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/BulletArea.prefab
  15. 7
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/BulletArea.prefab.meta
  16. 652
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/DodgeAgent.prefab
  17. 7
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/DodgeAgent.prefab.meta
  18. 634
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/DodgeAgentRaycast.prefab
  19. 7
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/DodgeAgentRaycast.prefab.meta
  20. 641
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/GridDodgeAgent.prefab
  21. 7
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/GridDodgeAgent.prefab.meta
  22. 124
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/bullet.prefab
  23. 7
      Project/Assets/ML-Agents/Examples/Bullet/Prefabs/bullet.prefab.meta
  24. 8
      Project/Assets/ML-Agents/Examples/Bullet/Scenes.meta
  25. 1001
      Project/Assets/ML-Agents/Examples/Bullet/Scenes/Bullet.unity
  26. 7
      Project/Assets/ML-Agents/Examples/Bullet/Scenes/Bullet.unity.meta
  27. 8
      Project/Assets/ML-Agents/Examples/Bullet/Scripts.meta
  28. 130
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/AttentionSensorComponent.cs
  29. 11
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/AttentionSensorComponent.cs.meta
  30. 33
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/Bullet.cs
  31. 11
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/Bullet.cs.meta
  32. 103
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/BulletAgent.cs
  33. 11
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/BulletAgent.cs.meta
  34. 24
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/BulletSettings.cs
  35. 11
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/BulletSettings.cs.meta
  36. 222
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/DodgeAgent.cs
  37. 11
      Project/Assets/ML-Agents/Examples/Bullet/Scripts/DodgeAgent.cs.meta
  38. 8
      Project/Assets/ML-Agents/Examples/Bullet/TFModels.meta
  39. 1001
      Project/Assets/ML-Agents/Examples/Bullet/TFModels/Dodge-4499975.onnx
  40. 15
      Project/Assets/ML-Agents/Examples/Bullet/TFModels/Dodge-4499975.onnx.meta

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Project/Assets/ML-Agents/Examples/Bullet/CustomResidualAttentionWithLayerNorm.onnx
文件差异内容过多而无法显示
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Project/Assets/ML-Agents/Examples/Bullet/Demos/ExpertPush.demo
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Project/Assets/ML-Agents/Examples/Bullet/Scenes/Bullet.unity
文件差异内容过多而无法显示
查看文件

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130
Project/Assets/ML-Agents/Examples/Bullet/Scripts/AttentionSensorComponent.cs


// using System.Collections;
// using System.Collections.Generic;
// using UnityEngine;
// using Unity.MLAgents.Sensors;
// using System;
// using System.Linq;
// /// <summary>
// /// A simple example of a SensorComponent.
// /// This should be added to the same GameObject as the BasicController
// /// </summary>
// public class AttentionSensorComponent : SensorComponent
// {
// public int ObservableSize;
// public int MaxNumObservables;
// /// <summary>
// /// Creates a BasicSensor.
// /// </summary>
// /// <returns></returns>
// public override ISensor CreateSensor()
// {
// return new AttentionSensor(transform, ObservableSize, MaxNumObservables);
// }
// /// <inheritdoc/>
// public override int[] GetObservationShape()
// {
// return new[] { MaxNumObservables, ObservableSize, 1};
// }
// }
// /// <summary>
// /// Simple Sensor implementation that uses a one-hot encoding of the Agent's
// /// position as the observation.
// /// </summary>
// public class AttentionSensor : ISensor
// {
// int m_ObservableSize;
// int m_MaxNumObservables;
// float[] m_ObservationBuffer;
// int m_CurrentNumObservables;
// Transform m_AgentTransform;
// public AttentionSensor(Transform AgentTransform, int ObservableSize, int MaxNumObservables)
// {
// m_ObservableSize = ObservableSize;
// m_MaxNumObservables = MaxNumObservables;
// m_AgentTransform = AgentTransform;
// m_ObservationBuffer = new float[m_ObservableSize * m_MaxNumObservables];
// m_CurrentNumObservables = 0;
// }
// /// <summary>
// /// Generate the observations for the sensor.
// /// In this case, the observations are all 0 except for a 1 at the position of the agent.
// /// </summary>
// /// <param name="output"></param>
// public int Write(ObservationWriter writer)
// {
// for (int i = 0; i < m_ObservableSize * m_MaxNumObservables; i++){
// writer[i] = m_ObservationBuffer[i];
// }
// return m_ObservableSize * m_MaxNumObservables;
// }
// public byte[] GetCompressedObservation()
// {
// return new byte[0];
// }
// public int[] GetObservationShape()
// {
// return new[] { m_MaxNumObservables, m_ObservableSize,1 };
// }
// /// <inheritdoc/>
// public void Update() {
// Reset();
// var bullets = m_AgentTransform.parent.GetComponentsInChildren<Bullet>();
// // Sort by closest :
// Array.Sort(bullets , (a, b) => Vector3.Distance(a.transform.position, m_AgentTransform.position) - Vector3.Distance(b.transform.position, m_AgentTransform.position) > 0 ? 1 : -1);
// // foreach (Bullet b in bullets)
// // {
// // b.transform.localScale = 0.5f * new Vector3(1,1,1);
// // }
// foreach (Bullet b in bullets)
// {
// if (m_CurrentNumObservables >= m_MaxNumObservables){
// break;
// }
// m_ObservationBuffer[m_CurrentNumObservables * m_ObservableSize + 0] = (b.transform.position.x - m_AgentTransform.parent.position.x) / 10f;
// m_ObservationBuffer[m_CurrentNumObservables * m_ObservableSize + 1] = (b.transform.position.z - m_AgentTransform.parent.position.z) / 10f;
// //m_ObservationBuffer[m_CurrentNumObservables * m_ObservableSize + 0] = (b.transform.position.x - m_AgentTransform.position.x) / 10f;
// //m_ObservationBuffer[m_CurrentNumObservables * m_ObservableSize + 1] = (b.transform.position.z - m_AgentTransform.position.z) / 10f;
// m_ObservationBuffer[m_CurrentNumObservables * m_ObservableSize + 2] = b.transform.forward.x;
// m_ObservationBuffer[m_CurrentNumObservables * m_ObservableSize + 3] = b.transform.forward.z;
// m_CurrentNumObservables += 1;
// // b.transform.localScale = 1f* new Vector3(1,1,1);
// }
// }
// /// <inheritdoc/>
// public void Reset() {
// m_CurrentNumObservables = 0;
// Array.Clear(m_ObservationBuffer, 0, m_ObservationBuffer.Length);
// }
// public SensorCompressionType GetCompressionType()
// {
// return SensorCompressionType.None;
// }
// /// <summary>
// /// Accessor for the name of the sensor.
// /// </summary>
// /// <returns>Sensor name.</returns>
// public string GetName()
// {
// return "AttentionSensor";
// }
// }

11
Project/Assets/ML-Agents/Examples/Bullet/Scripts/AttentionSensorComponent.cs.meta


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33
Project/Assets/ML-Agents/Examples/Bullet/Scripts/Bullet.cs


//Put this script on your blue cube.
using System.Collections;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
public class Bullet : MonoBehaviour
{
/// <summary>
/// The ground. The bounds are used to spawn the elements.
/// </summary>
public Rigidbody BulletRb;
public float speed;
void Awake()
{
BulletRb = GetComponent<Rigidbody>();
//BulletRb.AddForce(20f*transform.forward, ForceMode.VelocityChange);
}
public void FixedUpdate()
{
transform.position += transform.forward * speed;
}
public void OnCollisionEnter(Collision c)
{
if (c.gameObject.CompareTag("wall"))
{
//gameObject.SetActive(false);
Destroy(gameObject);
}
}
}

11
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103
Project/Assets/ML-Agents/Examples/Bullet/Scripts/BulletAgent.cs


//Put this script on your blue cube.
using System.Collections;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
public class BulletAgent : MonoBehaviour
{
/// <summary>
/// The ground. The bounds are used to spawn the elements.
/// </summary>
public GameObject ground;
public GameObject area;
public GameObject bullet;
Rigidbody m_BulletRb;
float m_BulletTime;
/// <summary>
/// The area bounds.
/// </summary>
[HideInInspector]
public Bounds areaBounds;
public float rad;
BulletSettings m_BulletSettings;
float m_x;
float m_z;
float radius;
float m_currX;
float m_currZ;
Vector3 m_center;
public bool useVectorObs;
//Rigidbody m_AgentRb; //cached on initialization
Material m_GroundMaterial; //cached on Awake()
/// <summary>
/// We will be changing the ground material based on success/failue
/// </summary>
Renderer m_GroundRenderer;
EnvironmentParameters m_ResetParams;
void Awake()
{
m_BulletSettings = FindObjectOfType<BulletSettings>();
areaBounds = ground.GetComponent<Collider>().bounds;
m_BulletRb = bullet.GetComponent<Rigidbody>();
//area = GetComponent<BulletArea>();
m_x = areaBounds.extents.x;
m_z = areaBounds.extents.z;
m_currX = area.transform.position.x;
m_currZ = area.transform.position.z + m_z - rad;
var angle = (Random.Range(0f, 360f) * Mathf.PI / 180f);
var x = Mathf.Cos(angle) * (m_currX - area.transform.position.x) - Mathf.Sin(angle) * (m_currZ - area.transform.position.z) + area.transform.position.x; ;
var z = Mathf.Sin(angle) * (m_currX - area.transform.position.x) + Mathf.Cos(angle) * (m_currZ - area.transform.position.z) + area.transform.position.z;
m_currX = x;
m_currZ = z;
m_center = new Vector3(area.transform.position.x, 0.5f, area.transform.position.z);
m_BulletTime = 0f;
}
// Cache the agent rigidbody
// m_AgentRb = GetComponent<Rigidbody>();
// Cache the block rigidbody
// Get the ground's bounds
// Get the ground renderer so we can change the material when a goal is scored
public void FixedUpdate()
{
if (Time.time > m_BulletTime + 0.03f)
{
//var x = Random.Range(-1f * m_x, m_x) + area.transform.position.x;
//var z = Random.Range(-1f * m_z, m_z) + area.transform.position.z;
var r = Random.Range(0f, 360f);
var ra = Random.Range(0, 2);
var dir = -1f;
if (ra == 1)
{
dir = 1f;
}
var angle = dir * (5f * Mathf.PI / 180f);
var x = Mathf.Cos(angle) * (m_currX - area.transform.position.x) - Mathf.Sin(angle) * (m_currZ - area.transform.position.z) + area.transform.position.x; ;
var z = Mathf.Sin(angle) * (m_currX - area.transform.position.x) + Mathf.Cos(angle) * (m_currZ - area.transform.position.z) + area.transform.position.z;
var pos = new Vector3(x, 0.5f, z);
Quaternion rotation = Quaternion.Euler(0, r, 0);
//Quaternion rotation = Quaternion.LookRotation(m_center - pos);
var ob = Instantiate(m_BulletRb, pos, rotation, area.transform);
m_currX = x;
m_currZ = z;
// ob.GetComponent<Rigidbody>().AddForce(20f*ob.transform.forward, ForceMode.VelocityChange);
m_BulletTime = Time.time;
}
}
}

11
Project/Assets/ML-Agents/Examples/Bullet/Scripts/BulletAgent.cs.meta


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Project/Assets/ML-Agents/Examples/Bullet/Scripts/BulletSettings.cs


using UnityEngine;
public class BulletSettings : MonoBehaviour
{
/// <summary>
/// The "walking speed" of the agents in the scene.
/// </summary>
public float agentRunSpeed;
/// <summary>
/// The agent rotation speed.
/// Every agent will use this setting.
/// </summary>
public float agentRotationSpeed;
/// <summary>
/// The spawn area margin multiplier.
/// ex: .9 means 90% of spawn area will be used.
/// .1 margin will be left (so players don't spawn off of the edge).
/// The higher this value, the longer training time required.
/// </summary>
public float spawnAreaMarginMultiplier;
}

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222
Project/Assets/ML-Agents/Examples/Bullet/Scripts/DodgeAgent.cs


//Put this script on your blue cube.
using System.Collections;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
public class DodgeAgent : Agent
{
/// <summary>
/// The ground. The bounds are used to spawn the elements.
/// </summary>
public GameObject ground;
public GameObject area;
/// <summary>
/// The area bounds.
/// </summary>
[HideInInspector]
public Bounds areaBounds;
BulletSettings m_BulletSettings;
Rigidbody m_AgentRb; //cached on initialization
Material m_GroundMaterial; //cached on Awake()
/// <summary>
/// We will be changing the ground material based on success/failue
/// </summary>
Renderer m_GroundRenderer;
EnvironmentParameters m_ResetParams;
BufferSensorComponent m_BufferSensor;
void Awake()
{
m_BulletSettings = FindObjectOfType<BulletSettings>();
}
public override void Initialize()
{
m_BufferSensor = GetComponent<BufferSensorComponent>();
// Cache the agent rigidbody
m_AgentRb = GetComponent<Rigidbody>();
// Cache the block rigidbody
// Get the ground's bounds
areaBounds = ground.GetComponent<Collider>().bounds;
// Get the ground renderer so we can change the material when a goal is scored
m_GroundRenderer = ground.GetComponent<Renderer>();
// Starting material
m_GroundMaterial = m_GroundRenderer.material;
m_ResetParams = Academy.Instance.EnvironmentParameters;
SetResetParameters();
}
/// <summary>
/// Use the ground's bounds to pick a random spawn position.
/// </summary>
public Vector3 GetRandomSpawnPos()
{
var foundNewSpawnLocation = false;
var randomSpawnPos = Vector3.zero;
while (foundNewSpawnLocation == false)
{
var randomPosX = Random.Range(-areaBounds.extents.x * m_BulletSettings.spawnAreaMarginMultiplier,
areaBounds.extents.x * m_BulletSettings.spawnAreaMarginMultiplier);
var randomPosZ = Random.Range(-areaBounds.extents.z * m_BulletSettings.spawnAreaMarginMultiplier,
areaBounds.extents.z * m_BulletSettings.spawnAreaMarginMultiplier);
randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ);
if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false)
{
foundNewSpawnLocation = true;
}
}
return randomSpawnPos;
}
public override void CollectObservations(VectorSensor sensor)
{
sensor.AddObservation((transform.position.x - area.transform.position.x) / 10f);
sensor.AddObservation((transform.position.z - area.transform.position.z) / 10f);
// Collect observation about the 20 closest Bullets
var bullets = transform.parent.GetComponentsInChildren<Bullet>();
// Sort by closest :
System.Array.Sort(bullets, (a, b) => (Vector3.Distance(a.transform.position, transform.position)).CompareTo(Vector3.Distance(b.transform.position, transform.position)));
int numBulletAdded = 0;
// foreach (Bullet b in bullets)
// {
// b.transform.localScale = new Vector3(1, 1, 1);
// }
foreach (Bullet b in bullets)
{
if (numBulletAdded >= 20)
{
break;
}
float[] bulletObservation = new float[]{
(b.transform.position.x - transform.position.x) / 10f, // relative position
(b.transform.position.z - transform.position.z) / 10f,
b.transform.forward.x,
b.transform.forward.z
};
numBulletAdded += 1;
m_BufferSensor.AppendObservation(bulletObservation);
// b.transform.localScale = new Vector3(2, 2, 2);
};
}
/// <summary>
/// Called every step of the engine. Here the agent takes an action.
/// </summary>
public override void OnActionReceived(ActionBuffers actionBuffers)
{
var forwardForce = Mathf.Clamp(actionBuffers.ContinuousActions[0], -1f, 1f);
var lateralForce = Mathf.Clamp(actionBuffers.ContinuousActions[1], -1f, 1f);
var rotationForce = 0.0f;// Mathf.Clamp(actionBuffers.ContinuousActions[2], -1f, 1f);
//Vector3 dirToGo = transform.forward * forwardForce + transform.right * lateralForce;
Vector3 rotateDir = transform.up * rotationForce;
transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
Vector3 dirToGo = new Vector3(1, 0, 0) * forwardForce + new Vector3(0, 0, 1) * lateralForce;
m_AgentRb.AddForce(dirToGo * m_BulletSettings.agentRunSpeed,
ForceMode.VelocityChange);
//Vector3 dirToCenter = new Vector3((transform.position.x - area.transform.position.x) / 10f, 0f, (transform.position.z - area.transform.position.z) / 10f);
//AddReward(.001f / (dirToCenter.magnitude + .0000001f));
AddReward(.001f);
}
public override void Heuristic(in ActionBuffers actionsOut)
{
var continuousActionsOut = actionsOut.ContinuousActions;
continuousActionsOut[0] = 0f;
continuousActionsOut[1] = 0f;
continuousActionsOut[2] = 0f;
if (Input.GetKey(KeyCode.D))
{
continuousActionsOut[2] = 1f;
}
else if (Input.GetKey(KeyCode.W))
{
continuousActionsOut[0] = 1f;
}
else if (Input.GetKey(KeyCode.A))
{
continuousActionsOut[2] = -1f;
}
else if (Input.GetKey(KeyCode.S))
{
continuousActionsOut[0] = -1f;
}
else if (Input.GetKey(KeyCode.Q))
{
continuousActionsOut[1] = -1f;
}
else if (Input.GetKey(KeyCode.E))
{
continuousActionsOut[1] = 1f;
}
}
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("bullet") || collision.gameObject.CompareTag("wall"))
{
SetReward(0f);
EndEpisode();
UnityEngine.Debug.Log("Ded");
}
}
/// <summary>
/// In the editor, if "Reset On Done" is checked then AgentReset() will be
/// called automatically anytime we mark done = true in an agent script.
/// </summary>
public override void OnEpisodeBegin()
{
// var rotation = Random.Range(0, 4);
// var rotationAngle = rotation * 90f;
// area.transform.Rotate(new Vector3(0f, rotationAngle, 0f));
transform.position = GetRandomSpawnPos();//
m_AgentRb.velocity = Vector3.zero;
m_AgentRb.angularVelocity = Vector3.zero;
SetResetParameters();
}
public void SetGroundMaterialFriction()
{
var groundCollider = ground.GetComponent<Collider>();
groundCollider.material.dynamicFriction = m_ResetParams.GetWithDefault("dynamic_friction", 0);
groundCollider.material.staticFriction = m_ResetParams.GetWithDefault("static_friction", 0);
}
void SetResetParameters()
{
//SetGroundMaterialFriction();
}
}

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Project/Assets/ML-Agents/Examples/Bullet/Scripts/DodgeAgent.cs.meta


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