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unity-tech-cn:/develop-generalizationTraining-TrainerController
unity-tech-cn:/tag-0.2.0
unity-tech-cn:/tag-0.2.1
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拉取从: unity-tech-cn:develop/superpush/int/hunter
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
此合并请求有变更与目标分支冲突。
/config/ppo/PushBlock.yaml
/Project/Packages/manifest.json
/Project/ProjectSettings/GraphicsSettings.asset
/Project/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
/Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
/Project/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs
/Project/Assets/ML-Agents/Examples/Sorter/Prefabs/Area.prefab
/com.unity.ml-agents/Runtime/Agent.cs
/com.unity.ml-agents/Runtime/SimpleMultiAgentGroup.cs
/com.unity.ml-agents/Runtime/Policies/BehaviorParameters.cs
/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs
/Project/Assets/ML-Agents/Examples/PushBlock/Scripts/GoalDetectTrigger.cs
/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta
/Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Brown.mat.meta
/Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Door.mat.meta
/Project/Assets/ML-Agents/Examples/DungeonEscape
/Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaGrid.prefab
/Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab
/Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockCollab.unity
/Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentCollab.cs
/Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockEnvController.cs
/Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCollab.onnx
/Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCollab.onnx.meta
9 次代码提交
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
HH | 25afa8be | cleanup | 4 年前 |
HH | 732e80c1 | Scene Cleanup. Add new trained dungeon model | 4 年前 |
HH | 9f7dfc06 | add portal observation tag and agents die if touch portal | 4 年前 |
HH | d281af0d | add trained model | 4 年前 |
HH | 08af68b7 | add trained model | 4 年前 |
HH | af3bc854 | update lights | 4 年前 |
HH | 50da93d9 | update lights and 3d models | 4 年前 |
HH | 19b06e0b | trying raycast vs grid sensor | 4 年前 |
HH | 2e6afaf0 | added working raycast model | 4 年前 |
共有 124 个文件被更改,包括 18710 次插入 和 490 次删除
-
2config/ppo/PushBlock.yaml
-
2com.unity.ml-agents/Runtime/MultiAgentGroupIdCounter.cs.meta
-
2com.unity.ml-agents/Runtime/SimpleMultiAgentGroup.cs
-
3com.unity.ml-agents/Runtime/Agent.cs
-
1com.unity.ml-agents/Runtime/Policies/BehaviorParameters.cs
-
1Project/ProjectSettings/GraphicsSettings.asset
-
10Project/ProjectSettings/TagManager.asset
-
1Project/Packages/manifest.json
-
15Project/Assets/ML-Agents/Examples/FoodCollector/Materials/lazer.mat
-
13Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
-
22Project/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
-
540Project/Assets/ML-Agents/Examples/Sorter/Prefabs/Area.prefab
-
2Project/Assets/ML-Agents/Examples/Hallway/Scenes/Hallway.unity.meta
-
22Project/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayAgent.cs
-
63config/ppo/WallJumpCollab.yaml
-
26config/ppo/HallwayCollab.yaml
-
28config/ppo/PushBlockZombie.yaml
-
26config/ppo/PushBlockCollab.yaml
-
11com.unity.ml-agents/Runtime/IMultiAgentGroup.cs.meta
-
50Project/Assets/ML-Agents/Examples/WallJump/Scripts/WallAreaScoring.cs
-
11Project/Assets/ML-Agents/Examples/WallJump/Scripts/WallAreaScoring.cs.meta
-
11Project/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpCollabAgent.cs.meta
-
67Project/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpCollabAgent.cs
-
7Project/Assets/ML-Agents/Examples/WallJump/Scenes/WallJumpCollab.unity.meta
-
1001Project/Assets/ML-Agents/Examples/WallJump/Scenes/WallJumpCollab.unity
-
7Project/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpCollabArea.prefab.meta
-
1001Project/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpCollabArea.prefab
-
358Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Key.prefab
-
7Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Key.prefab.meta
-
202Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Lock.prefab
-
7Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Lock.prefab.meta
-
11Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta
-
143Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs
-
77Project/Assets/ML-Agents/Examples/SharedAssets/Materials/OrangePink.mat
-
10Project/Assets/ML-Agents/Examples/SharedAssets/Materials/OrangePink.mat.meta
-
77Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Brown.mat
-
10Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Brown.mat.meta
-
77Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Door.mat
-
8Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Door.mat.meta
-
455Project/Assets/ML-Agents/Examples/Sorter/Prefabs/NumberBlock (1).prefab
-
7Project/Assets/ML-Agents/Examples/Sorter/Prefabs/NumberBlock (1).prefab.meta
-
7Project/Assets/ML-Agents/Examples/Hallway/Scenes/HallwayCollab.unity.meta
-
1001Project/Assets/ML-Agents/Examples/Hallway/Scenes/HallwayCollab.unity
-
566Project/Assets/ML-Agents/Examples/Hallway/TFModels/HallwayCollab.onnx
-
14Project/Assets/ML-Agents/Examples/Hallway/TFModels/HallwayCollab.onnx.meta
-
11Project/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayCollabAgent.cs.meta
-
204Project/Assets/ML-Agents/Examples/Hallway/Scripts/HallwayCollabAgent.cs
-
8Project/Assets/ML-Agents/Examples/Arena-Sequence.meta
-
8Project/Assets/ML-Agents/Examples/DungeonEscape.meta
-
7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockCollabArea.prefab.meta
-
1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockCollabArea.prefab
-
1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaGrid.prefab
-
1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaRays.prefab
-
7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaRays.prefab.meta
-
7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockCollabAreaGrid.prefab.meta
-
634Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab
-
7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridCollab.prefab.meta
-
720Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridZombie.prefab
-
7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentGridZombie.prefab.meta
-
634Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentWithGrid.prefab
-
7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockAgentWithGrid.prefab.meta
-
1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab
-
7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/ZombiePushBlockWithLocksPlatform.prefab.meta
-
9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockCollab.unity.meta
-
880Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockCollab.unity
-
934Project/Assets/ML-Agents/Examples/PushBlock/Scenes/ZombiePushBlock.unity
-
9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/ZombiePushBlock.unity.meta
-
1001Project/Assets/ML-Agents/Examples/PushBlock/Scenes/1ZombieVs2AgentsPushBlock.unity
-
1001Project/Assets/ML-Agents/Examples/PushBlock/Scenes/2ZombieVs3AgentsPushBlock.unity
-
9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/2ZombieVs3AgentsPushBlock.unity.meta
-
9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/1ZombieVs2AgentsPushBlock.unity.meta
-
12Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentCollab.cs.meta
-
11Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockEnvController.cs.meta
-
60Project/Assets/ML-Agents/Examples/PushBlock/Scripts/GoalDetectTrigger.cs
-
11Project/Assets/ML-Agents/Examples/PushBlock/Scripts/GoalDetectTrigger.cs.meta
-
95Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentCollab.cs
-
289Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockEnvController.cs
-
11Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockEnvController.cs.meta
-
11Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockDeathEnvController.cs.meta
-
398Project/Assets/ML-Agents/Examples/PushBlock/Scripts/ZombiePushBlockDeathEnvController.cs
-
234Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushBlockEnvController.cs
-
60Project/Assets/ML-Agents/Examples/PushBlock/Scripts/DoorSwitchTrigger.cs
-
11Project/Assets/ML-Agents/Examples/PushBlock/Scripts/DoorSwitchTrigger.cs.meta
-
143Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentZombie.cs
-
12Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentZombie.cs.meta
-
1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCollab.onnx
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14Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCollab.onnx.meta
-
8Project/Assets/ML-Agents/Examples/Arena-Sequence/TFModels.meta
-
8Project/Assets/ML-Agents/Examples/DungeonEscape/Meshes.meta
-
43Project/Assets/ML-Agents/Examples/DungeonEscape/Meshes/Cave.fbx
-
103Project/Assets/ML-Agents/Examples/DungeonEscape/Meshes/Cave.fbx.meta
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58Project/Assets/ML-Agents/Examples/DungeonEscape/Meshes/Door.fbx
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107Project/Assets/ML-Agents/Examples/DungeonEscape/Meshes/Door.fbx.meta
-
8Project/Assets/ML-Agents/Examples/DungeonEscape/Prefabs.meta
-
379Project/Assets/ML-Agents/Examples/DungeonEscape/Prefabs/Column.prefab
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7Project/Assets/ML-Agents/Examples/DungeonEscape/Prefabs/Column.prefab.meta
|
|||
fileFormatVersion: 2 |
|||
guid: d6d6a33ed0e18459a8d61817d600978a |
|||
guid: 71d1487c63f604ff6985cc2f23c7afbf |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|
|||
behaviors: |
|||
SmallWallJump: |
|||
trainer_type: ppo |
|||
hyperparameters: |
|||
batch_size: 128 |
|||
buffer_size: 2048 |
|||
learning_rate: 0.0003 |
|||
beta: 0.005 |
|||
epsilon: 0.2 |
|||
lambd: 0.95 |
|||
num_epoch: 3 |
|||
learning_rate_schedule: linear |
|||
network_settings: |
|||
normalize: false |
|||
hidden_units: 256 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 1.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 15000000 |
|||
time_horizon: 128 |
|||
summary_freq: 20000 |
|||
threaded: true |
|||
environment_parameters: |
|||
big_wall_height: |
|||
curriculum: |
|||
- name: Lesson0 |
|||
completion_criteria: |
|||
measure: progress |
|||
behavior: SmallWallJump |
|||
signal_smoothing: true |
|||
min_lesson_length: 100 |
|||
threshold: 0.1 |
|||
value: 3 |
|||
- name: Lesson1 |
|||
completion_criteria: |
|||
measure: progress |
|||
behavior: SmallWallJump |
|||
signal_smoothing: true |
|||
min_lesson_length: 100 |
|||
threshold: 0.3 |
|||
value: 5 |
|||
- name: Lesson2 |
|||
completion_criteria: |
|||
measure: progress |
|||
behavior: SmallWallJump |
|||
signal_smoothing: true |
|||
min_lesson_length: 100 |
|||
threshold: 0.5 |
|||
value: 8 |
|||
- name: Lesson3 |
|||
completion_criteria: |
|||
measure: progress |
|||
behavior: SmallWallJump |
|||
signal_smoothing: true |
|||
min_lesson_length: 100 |
|||
threshold: 0.7 |
|||
value: 9 |
|||
- name: Lesson4 |
|||
value: 9 |
|
|||
behaviors: |
|||
HallwayCollab: |
|||
trainer_type: ppo |
|||
hyperparameters: |
|||
batch_size: 128 |
|||
buffer_size: 1024 |
|||
learning_rate: 0.0003 |
|||
beta: 0.01 |
|||
epsilon: 0.2 |
|||
lambd: 0.95 |
|||
num_epoch: 3 |
|||
learning_rate_schedule: linear |
|||
network_settings: |
|||
normalize: false |
|||
hidden_units: 128 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 1.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 10000000 |
|||
time_horizon: 64 |
|||
summary_freq: 10000 |
|||
threaded: true |
|
|||
behaviors: |
|||
PushBlock: |
|||
trainer_type: ppo |
|||
hyperparameters: |
|||
batch_size: 128 |
|||
buffer_size: 2048 |
|||
learning_rate: 0.0003 |
|||
beta: 0.01 |
|||
epsilon: 0.2 |
|||
lambd: 0.95 |
|||
num_epoch: 3 |
|||
learning_rate_schedule: linear |
|||
network_settings: |
|||
normalize: false |
|||
hidden_units: 256 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 1.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 6000000 #2000000 |
|||
time_horizon: 64 |
|||
summary_freq: 60000 |
|||
threaded: true |
|||
env_settings: |
|||
num_envs: 3 |
|
|||
behaviors: |
|||
PushBlock: |
|||
trainer_type: ppo |
|||
hyperparameters: |
|||
batch_size: 1024 |
|||
buffer_size: 10240 |
|||
learning_rate: 0.0003 |
|||
beta: 0.01 |
|||
epsilon: 0.2 |
|||
lambd: 0.95 |
|||
num_epoch: 3 |
|||
learning_rate_schedule: constant |
|||
network_settings: |
|||
normalize: false |
|||
hidden_units: 256 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 1.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 20000000 #2000000 |
|||
time_horizon: 64 |
|||
summary_freq: 60000 |
|||
threaded: true |
|
|||
fileFormatVersion: 2 |
|||
guid: 3744ac27d956e43e1a39c7ba2550ab82 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class WallAreaScoring : MonoBehaviour |
|||
{ |
|||
public GameObject[] agents; |
|||
WallJumpSettings m_WallJumpSettings; |
|||
Renderer m_GroundRenderer; |
|||
Material m_GroundMaterial; |
|||
|
|||
protected IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) |
|||
{ |
|||
m_GroundRenderer.material = mat; |
|||
yield return new WaitForSeconds(time); //wait for 2 sec
|
|||
m_GroundRenderer.material = m_GroundMaterial; |
|||
} |
|||
|
|||
public void Start() |
|||
{ |
|||
m_WallJumpSettings = FindObjectOfType<WallJumpSettings>(); |
|||
m_GroundRenderer = GetComponent<Renderer>(); |
|||
m_GroundMaterial = m_GroundRenderer.material; |
|||
} |
|||
|
|||
public void WinCondition() |
|||
{ |
|||
foreach (var agent in agents) |
|||
{ |
|||
WallJumpCollabAgent agentScript = agent.GetComponent<WallJumpCollabAgent>(); |
|||
agentScript.SetReward(1f); |
|||
agentScript.EndEpisode(); |
|||
} |
|||
StartCoroutine( |
|||
GoalScoredSwapGroundMaterial(m_WallJumpSettings.goalScoredMaterial, 1f)); |
|||
} |
|||
|
|||
public void LoseCondition() |
|||
{ |
|||
foreach (var agent in agents) |
|||
{ |
|||
WallJumpCollabAgent agentScript = agent.GetComponent<WallJumpCollabAgent>(); |
|||
agentScript.SetReward(-1f); |
|||
agentScript.EndEpisode(); |
|||
|
|||
} |
|||
StartCoroutine( |
|||
GoalScoredSwapGroundMaterial(m_WallJumpSettings.failMaterial, .2f)); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
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serializedVersion: 2 |
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defaultReferences: [] |
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|
|||
//Put this script on your blue cube.
|
|||
|
|||
using System.Collections; |
|||
using UnityEngine; |
|||
using Unity.MLAgents; |
|||
using Unity.Barracuda; |
|||
using Unity.MLAgents.Actuators; |
|||
using Unity.MLAgents.Sensors; |
|||
using Unity.MLAgentsExamples; |
|||
|
|||
public class WallJumpCollabAgent : WallJumpAgent |
|||
{ |
|||
Vector3 m_InitialPosition; |
|||
|
|||
WallAreaScoring m_Scoring; |
|||
public override void Initialize() |
|||
{ |
|||
m_WallJumpSettings = FindObjectOfType<WallJumpSettings>(); |
|||
m_Scoring = ground.GetComponent<WallAreaScoring>(); |
|||
m_Configuration = 5; |
|||
|
|||
m_AgentRb = GetComponent<Rigidbody>(); |
|||
// m_ShortBlockRb = shortBlock.GetComponent<Rigidbody>();
|
|||
m_SpawnAreaBounds = spawnArea.GetComponent<Collider>().bounds; |
|||
m_GroundRenderer = ground.GetComponent<Renderer>(); |
|||
m_GroundMaterial = m_GroundRenderer.material; |
|||
m_InitialPosition = transform.localPosition; |
|||
spawnArea.SetActive(false); |
|||
|
|||
m_ResetParams = Academy.Instance.EnvironmentParameters; |
|||
} |
|||
public override void OnEpisodeBegin() |
|||
{ |
|||
transform.localPosition = m_InitialPosition; |
|||
m_Configuration = 5; |
|||
m_AgentRb.velocity = default(Vector3); |
|||
} |
|||
|
|||
public override void OnActionReceived(ActionBuffers actionBuffers) |
|||
{ |
|||
MoveAgent(actionBuffers.DiscreteActions); |
|||
if (!Physics.Raycast(m_AgentRb.position, Vector3.down, 20)) |
|||
{ |
|||
m_Scoring.LoseCondition(); |
|||
} |
|||
} |
|||
|
|||
protected override void ConfigureAgent(int config) |
|||
{ |
|||
var localScale = wall.transform.localScale; |
|||
var height = m_ResetParams.GetWithDefault("big_wall_height", 9); |
|||
localScale = new Vector3( |
|||
localScale.x, |
|||
height, |
|||
localScale.z); |
|||
wall.transform.localScale = localScale; |
|||
} |
|||
|
|||
// Detect when the agent hits the goal
|
|||
protected override void OnTriggerStay(Collider col) |
|||
{ |
|||
if (col.gameObject.CompareTag("goal") && DoGroundCheck(true)) |
|||
{ |
|||
m_Scoring.WinCondition(); |
|||
} |
|||
} |
|||
} |
|
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Project/Assets/ML-Agents/Examples/WallJump/Scenes/WallJumpCollab.unity
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查看文件
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using UnityEngine; |
|||
using Random = UnityEngine.Random; |
|||
using Unity.MLAgents; |
|||
using UnityEngine.Events; |
|||
|
|||
namespace Unity.MLAgentsExamples |
|||
{ |
|||
/// <summary>
|
|||
/// Utility class to allow target placement and collision detection with an agent
|
|||
/// Add this script to the target you want the agent to touch.
|
|||
/// Callbacks will be triggered any time the target is touched with a collider tagged as 'tagToDetect'
|
|||
/// </summary>
|
|||
public class CollisionCallbacks : MonoBehaviour |
|||
{ |
|||
// [System.Serializable] public class BoolEvent : UnityEvent<bool> { }
|
|||
// [SerializeField] BoolEvent boolEvent = new BoolEvent();
|
|||
// public void OnBoolEvent(bool value)
|
|||
// {
|
|||
// Debug.Log($"OnBoolEvent {value}");
|
|||
// }
|
|||
|
|||
|
|||
[Header("Collider Tag To Detect")] |
|||
public string tagToDetect = "agent"; //collider tag to detect
|
|||
|
|||
// [Header("Target Placement")]
|
|||
// public float spawnRadius; //The radius in which a target can be randomly spawned.
|
|||
// public bool respawnIfTouched; //Should the target respawn to a different position when touched
|
|||
//
|
|||
// [Header("Target Fell Protection")]
|
|||
// public bool respawnIfFallsOffPlatform = true; //If the target falls off the platform, reset the position.
|
|||
// public float fallDistance = 5; //distance below the starting height that will trigger a respawn
|
|||
//
|
|||
//
|
|||
// private Vector3 m_startingPos; //the starting position of the target
|
|||
// private Agent m_agentTouching; //the agent currently touching the target
|
|||
|
|||
[System.Serializable] |
|||
// public class TriggerEvent : UnityEvent<string>
|
|||
public class TriggerEvent : UnityEvent<Collider> |
|||
{ |
|||
} |
|||
|
|||
[Header("Trigger Callbacks")] |
|||
public TriggerEvent onTriggerEnterEvent = new TriggerEvent(); |
|||
public TriggerEvent onTriggerStayEvent = new TriggerEvent(); |
|||
public TriggerEvent onTriggerExitEvent = new TriggerEvent(); |
|||
|
|||
[System.Serializable] |
|||
public class CollisionEvent : UnityEvent<Collision, Transform> |
|||
{ |
|||
} |
|||
|
|||
[Header("Collision Callbacks")] |
|||
public CollisionEvent onCollisionEnterEvent = new CollisionEvent(); |
|||
public CollisionEvent onCollisionStayEvent = new CollisionEvent(); |
|||
public CollisionEvent onCollisionExitEvent = new CollisionEvent(); |
|||
|
|||
// // Start is called before the first frame update
|
|||
// void OnEnable()
|
|||
// {
|
|||
// m_startingPos = transform.position;
|
|||
// if (respawnIfTouched)
|
|||
// {
|
|||
// MoveTargetToRandomPosition();
|
|||
// }
|
|||
// }
|
|||
|
|||
// void Update()
|
|||
// {
|
|||
// if (respawnIfFallsOffPlatform)
|
|||
// {
|
|||
// if (transform.position.y < m_startingPos.y - fallDistance)
|
|||
// {
|
|||
// Debug.Log($"{transform.name} Fell Off Platform");
|
|||
// MoveTargetToRandomPosition();
|
|||
// }
|
|||
// }
|
|||
// }
|
|||
|
|||
// /// <summary>
|
|||
// /// Moves target to a random position within specified radius.
|
|||
// /// </summary>
|
|||
// public void MoveTargetToRandomPosition()
|
|||
// {
|
|||
// var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius);
|
|||
// newTargetPos.y = m_startingPos.y;
|
|||
// transform.position = newTargetPos;
|
|||
// }
|
|||
|
|||
private void OnCollisionEnter(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag(tagToDetect)) |
|||
{ |
|||
onCollisionEnterEvent.Invoke(col, transform); |
|||
// if (respawnIfTouched)
|
|||
// {
|
|||
// MoveTargetToRandomPosition();
|
|||
// }
|
|||
} |
|||
} |
|||
|
|||
private void OnCollisionStay(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag(tagToDetect)) |
|||
{ |
|||
onCollisionStayEvent.Invoke(col, transform); |
|||
} |
|||
} |
|||
|
|||
private void OnCollisionExit(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag(tagToDetect)) |
|||
{ |
|||
onCollisionExitEvent.Invoke(col, transform); |
|||
} |
|||
} |
|||
|
|||
private void OnTriggerEnter(Collider col) |
|||
{ |
|||
if (col.CompareTag(tagToDetect)) |
|||
{ |
|||
onTriggerEnterEvent.Invoke(col); |
|||
} |
|||
} |
|||
|
|||
private void OnTriggerStay(Collider col) |
|||
{ |
|||
if (col.CompareTag(tagToDetect)) |
|||
{ |
|||
onTriggerStayEvent.Invoke(col); |
|||
} |
|||
} |
|||
|
|||
private void OnTriggerExit(Collider col) |
|||
{ |
|||
if (col.CompareTag(tagToDetect)) |
|||
{ |
|||
onTriggerExitEvent.Invoke(col); |
|||
} |
|||
} |
|||
} |
|||
} |
|
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Project/Assets/ML-Agents/Examples/Hallway/Scenes/HallwayCollab.unity
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