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unity-tech-cn:/tag-0.2.0
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unity-tech-cn:/main
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unity-tech-cn:/develop/memorydump
unity-tech-cn:/develop/permutepytorch
unity-tech-cn:/develop/sac-targetq
unity-tech-cn:/develop/actions-out
unity-tech-cn:/develop/reshapeonnxmemories
unity-tech-cn:/develop/crawlergail
unity-tech-cn:/develop/debugtorchfood
unity-tech-cn:/develop/hybrid-actions
unity-tech-cn:/develop/bullet-hell
unity-tech-cn:/develop/action-spec-gym
unity-tech-cn:/develop/battlefoodcollector
unity-tech-cn:/develop/use-action-buffers
unity-tech-cn:/develop/hardswish
unity-tech-cn:/develop/leakyrelu
unity-tech-cn:/develop/torch-clip-scale
unity-tech-cn:/develop/contentropy
unity-tech-cn:/develop/manch
unity-tech-cn:/develop/torchcrawlerdebug
unity-tech-cn:/develop/fix-nan
unity-tech-cn:/develop/multitype-buffer
unity-tech-cn:/develop/windows-delay
unity-tech-cn:/develop/torch-tanh
unity-tech-cn:/develop/gail-norm
unity-tech-cn:/develop/multiprocess
unity-tech-cn:/develop/unified-obs
unity-tech-cn:/develop/rm-rf-new-models
unity-tech-cn:/develop/skipcritic
unity-tech-cn:/develop/centralizedcritic
unity-tech-cn:/develop/dodgeball-tests
unity-tech-cn:/develop/cc-teammanager
unity-tech-cn:/develop/weight-decay
unity-tech-cn:/develop/singular-embeddings
unity-tech-cn:/develop/zombieteammanager
unity-tech-cn:/develop/superpush
unity-tech-cn:/develop/teammanager
unity-tech-cn:/develop/zombie-exp
unity-tech-cn:/develop/update-readme
unity-tech-cn:/develop/readme-fix
unity-tech-cn:/develop/coma-noact
unity-tech-cn:/develop/coma-withq
unity-tech-cn:/develop/coma2
unity-tech-cn:/develop/action-slice
unity-tech-cn:/develop/gru
unity-tech-cn:/develop/critic-op-lstm-currentmem
unity-tech-cn:/develop/decaygail
unity-tech-cn:/develop/gail-srl-hack
unity-tech-cn:/develop/rear-pad
unity-tech-cn:/develop/mm-copyright-dates
unity-tech-cn:/develop/dodgeball-raycasts
unity-tech-cn:/develop/collab-envs-exp-ervin
unity-tech-cn:/develop/pushcollabonly
unity-tech-cn:/develop/sample-curation
unity-tech-cn:/develop/soccer-groupman
unity-tech-cn:/develop/input-actuator-tanks
unity-tech-cn:/develop/validate-release-fix
unity-tech-cn:/develop/new-console-log
unity-tech-cn:/develop/lex-walker-model
unity-tech-cn:/develop/lstm-burnin
unity-tech-cn:/develop/grid-vaiable-names
unity-tech-cn:/develop/fix-attn-embedding
unity-tech-cn:/develop/api-documentation-update-some-fixes
unity-tech-cn:/develop/update-grpc
unity-tech-cn:/develop/grid-rootref-debug
unity-tech-cn:/develop/pbcollab-rays
unity-tech-cn:/develop/2.0-verified-pre
unity-tech-cn:/develop/parameterizedenvs
unity-tech-cn:/develop/custom-ray-sensor
unity-tech-cn:/develop/mm-add-v2blog
unity-tech-cn:/develop/custom-raycast
unity-tech-cn:/develop/area-manager
unity-tech-cn:/develop/remove-unecessary-lr
unity-tech-cn:/develop/use-base-env-in-learn
unity-tech-cn:/soccer-fives/multiagent
unity-tech-cn:/develop/cubewars/splashdamage
unity-tech-cn:/develop/add-fire/exp
unity-tech-cn:/develop/add-fire/jit
unity-tech-cn:/develop/add-fire/speedtest
unity-tech-cn:/develop/add-fire/bc
unity-tech-cn:/develop/add-fire/ckpt-2
unity-tech-cn:/develop/add-fire/normalize-context
unity-tech-cn:/develop/add-fire/components-dir
unity-tech-cn:/develop/add-fire/halfentropy
unity-tech-cn:/develop/add-fire/memoryclass
unity-tech-cn:/develop/add-fire/categoricaldist
unity-tech-cn:/develop/add-fire/mm
unity-tech-cn:/develop/add-fire/sac-lst
unity-tech-cn:/develop/add-fire/mm3
unity-tech-cn:/develop/add-fire/continuous
unity-tech-cn:/develop/add-fire/ghost
unity-tech-cn:/develop/add-fire/policy-tests
unity-tech-cn:/develop/add-fire/export-discrete
unity-tech-cn:/develop/add-fire/test-simple-rl-fix-resnet
unity-tech-cn:/develop/add-fire/remove-currdoc
unity-tech-cn:/develop/add-fire/clean2
unity-tech-cn:/develop/add-fire/doc-cleanups
unity-tech-cn:/develop/add-fire/changelog
unity-tech-cn:/develop/add-fire/mm2
unity-tech-cn:/develop/model-transfer/add-physics
unity-tech-cn:/develop/model-transfer/train
unity-tech-cn:/develop/jit/experiments
unity-tech-cn:/exp-vince/sep30-2020
unity-tech-cn:/hh-develop-gridsensor-tests/static
unity-tech-cn:/develop/hybrid-actions/distlist
unity-tech-cn:/develop/bullet-hell/buffer
unity-tech-cn:/goal-conditioning/new
unity-tech-cn:/goal-conditioning/sensors-2
unity-tech-cn:/goal-conditioning/sensors-3-pytest-fix
unity-tech-cn:/goal-conditioning/grid-world
unity-tech-cn:/soccer-comms/disc
unity-tech-cn:/develop/centralizedcritic/counterfact
unity-tech-cn:/develop/centralizedcritic/mm
unity-tech-cn:/develop/centralizedcritic/nonego
unity-tech-cn:/develop/zombieteammanager/disableagent
unity-tech-cn:/develop/zombieteammanager/killfirst
unity-tech-cn:/develop/superpush/int
unity-tech-cn:/develop/superpush/branch-cleanup
unity-tech-cn:/develop/teammanager/int
unity-tech-cn:/develop/teammanager/cubewar-nocycle
unity-tech-cn:/develop/teammanager/cubewars
unity-tech-cn:/develop/superpush/int/hunter
unity-tech-cn:/goal-conditioning/new/allo-crawler
unity-tech-cn:/develop/coma2/clip
unity-tech-cn:/develop/coma2/singlenetwork
unity-tech-cn:/develop/coma2/samenet
unity-tech-cn:/develop/coma2/fixgroup
unity-tech-cn:/develop/coma2/samenet/sum
unity-tech-cn:/hh-develop-dodgeball/goy-input
unity-tech-cn:/develop/soccer-groupman/mod
unity-tech-cn:/develop/soccer-groupman/mod/hunter
unity-tech-cn:/develop/soccer-groupman/mod/hunter/cine
unity-tech-cn:/ai-hw-2021/tensor-applier
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 和 0 次删除
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1001
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
文件差异内容过多而无法显示
查看文件
|
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|||
// 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";
|
|||
// }
|
|||
|
|||
// }
|
|
|||
fileFormatVersion: 2 |
|||
guid: f0cda222e502445d6afb18a17a426477 |
|||
MonoImporter: |
|||
externalObjects: {} |
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serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
//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); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 0ab08e679e36247a8941ed2c7982d27f |
|||
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|||
externalObjects: {} |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
//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; |
|||
|
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: df91a3b0545914867a3e12c2612ff2e7 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
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; |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 72fc5e76d68b84deb8848e7935d473e6 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
//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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1001
Project/Assets/ML-Agents/Examples/Bullet/TFModels/Dodge-4499975.onnx
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文件差异内容过多而无法显示
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fileFormatVersion: 2 |
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