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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:goal-conditioning/new
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/CrawlerDynamic.yaml
/config/ppo/GridWorld.yaml
/Project/Assets/ML-Agents/Examples/Crawler/Prefabs/CrawlerBase.prefab
/Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
/Project/Assets/ML-Agents/Examples/GridWorld/Prefabs/Area.prefab
/Project/Assets/ML-Agents/Examples/GridWorld/Scenes/GridWorld.unity
/Project/Assets/ML-Agents/Examples/GridWorld/Scripts/GridAgent.cs
/com.unity.ml-agents/Runtime/Sensors/CameraSensor.cs
/com.unity.ml-agents/Runtime/Sensors/CameraSensorComponent.cs
/com.unity.ml-agents/Runtime/Sensors/VectorSensor.cs
/ml-agents/mlagents/trainers/settings.py
/ml-agents/mlagents/trainers/torch/layers.py
/ml-agents/mlagents/trainers/torch/utils.py
/ml-agents/mlagents/trainers/torch/networks.py
/com.unity.ml-agents/Tests/Editor/Sensor/CameraSensorTest.cs
/com.unity.ml-agents/Tests/Editor/Sensor/StackingSensorTests.cs
/com.unity.ml-agents/Editor/VectorSensorComponentEditor.cs
/com.unity.ml-agents/Editor/VectorSensorComponentEditor.cs.meta
/com.unity.ml-agents/Runtime/Sensors/VectorSensorComponent.cs.meta
/com.unity.ml-agents/Runtime/Sensors/VectorSensorComponent.cs
/Project/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerDynamicTarget.unity
/com.unity.ml-agents/Runtime/Sensors/ITypedSensor.cs
5 次代码提交
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
Arthur Juliani | fc1ee931 | Fix hypernetwork | 4 年前 |
Arthur Juliani | ce1d3d88 | Resolve conflicts in networkbody | 4 年前 |
Arthur Juliani | f49dcf8e | Update network (partially) | 4 年前 |
Arthur Juliani | 06c147f8 |
Merge remote-tracking branch 'origin/main' into goal-conditioning-new
# Conflicts: # Project/Assets/ML-Agents/Examples/Crawler/Prefabs/CrawlerBase.prefab # Project/Assets/ML-Agents/Examples/GridWorld/Prefabs/Area.prefab # Project/Assets/ML-Agents/Examples/GridWorld/Scenes/GridWorld.unity # Project/ProjectSettings/TagManager.asset # com.unity.ml-agents/Runtime/Sensors/CameraSensor.cs # com.unity.ml-agents/Runtime/Sensors/VectorSensor.cs # ml-agents/mlagents/trainers/torch/networks.py # ml-agents/mlagents/trainers/torch/utils.py |
4 年前 |
Arthur Juliani | 4413203d | Sensor cleanup | 4 年前 |
共有 113 个文件被更改,包括 16169 次插入 和 178 次删除
-
2config/ppo/GridWorld.yaml
-
3config/ppo/CrawlerDynamic.yaml
-
4Project/Assets/ML-Agents/Examples/Crawler/Scenes/CrawlerDynamicTarget.unity
-
18Project/Assets/ML-Agents/Examples/Crawler/Prefabs/CrawlerBase.prefab
-
5Project/Assets/ML-Agents/Examples/Crawler/Prefabs/DynamicPlatform.prefab
-
6Project/Assets/ML-Agents/Examples/Crawler/Scripts/CrawlerAgent.cs
-
17Project/Assets/ML-Agents/Examples/GridWorld/Prefabs/Area.prefab
-
167Project/Assets/ML-Agents/Examples/GridWorld/Scenes/GridWorld.unity
-
36Project/Assets/ML-Agents/Examples/GridWorld/Scripts/GridAgent.cs
-
1Project/ProjectSettings/TagManager.asset
-
2com.unity.ml-agents/Tests/Editor/Sensor/CameraSensorTest.cs
-
2com.unity.ml-agents/Tests/Editor/Sensor/StackingSensorTests.cs
-
12com.unity.ml-agents/Runtime/Sensors/VectorSensor.cs
-
19com.unity.ml-agents/Runtime/Sensors/CameraSensor.cs
-
15com.unity.ml-agents/Runtime/Sensors/CameraSensorComponent.cs
-
12com.unity.ml-agents/Runtime/Sensors/ITypedSensor.cs
-
8ml-agents/mlagents/trainers/settings.py
-
13ml-agents/mlagents/trainers/torch/utils.py
-
143ml-agents/mlagents/trainers/torch/layers.py
-
83ml-agents/mlagents/trainers/torch/networks.py
-
2Project/Assets/ML-Agents/Examples/GoalNav/Scripts/PushBlockSettings.cs.meta
-
69config/ppo/WJPB.yaml
-
26config/ppo/PushJump.yaml
-
26config/ppo/GoalNav.yaml
-
9Project/Assets/ML-Agents/Examples/PushJump.meta
-
8Project/Assets/ML-Agents/Examples/GoalNav.meta
-
42com.unity.ml-agents/Editor/VectorSensorComponentEditor.cs
-
11com.unity.ml-agents/Editor/VectorSensorComponentEditor.cs.meta
-
11com.unity.ml-agents/Runtime/Sensors/VectorSensorComponent.cs.meta
-
62com.unity.ml-agents/Runtime/Sensors/VectorSensorComponent.cs
-
8Project/Assets/ML-Agents/Examples/GoalNav/Meshes.meta
-
1001Project/Assets/ML-Agents/Examples/GoalNav/Meshes/PushBlockCourt.fbx
-
126Project/Assets/ML-Agents/Examples/GoalNav/Meshes/PushBlockCourt.fbx.meta
-
8Project/Assets/ML-Agents/Examples/GoalNav/Prefabs.meta
-
8Project/Assets/ML-Agents/Examples/GoalNav/Scenes.meta
-
8Project/Assets/ML-Agents/Examples/GoalNav/Scripts.meta
-
8Project/Assets/ML-Agents/Examples/GoalNav/Materials.meta
-
33Project/Assets/ML-Agents/Examples/GoalNav/Materials/rainbow.mat
-
8Project/Assets/ML-Agents/Examples/GoalNav/Materials/rainbow.mat.meta
-
83Project/Assets/ML-Agents/Examples/GoalNav/RainbowFloor.mat
-
8Project/Assets/ML-Agents/Examples/GoalNav/RainbowFloor.mat.meta
-
7Project/Assets/ML-Agents/Examples/GoalNav/rainbow.png
-
88Project/Assets/ML-Agents/Examples/GoalNav/rainbow.png.meta
-
7Project/Assets/ML-Agents/Examples/GoalNav/Prefabs/Area.prefab.meta
-
1001Project/Assets/ML-Agents/Examples/GoalNav/Prefabs/VisualArea.prefab
-
7Project/Assets/ML-Agents/Examples/GoalNav/Prefabs/VisualArea.prefab.meta
-
1001Project/Assets/ML-Agents/Examples/GoalNav/Prefabs/Area.prefab
-
7Project/Assets/ML-Agents/Examples/GoalNav/Scenes/GoalNav.unity.meta
-
1001Project/Assets/ML-Agents/Examples/GoalNav/Scenes/VisualGoalNav.unity
-
7Project/Assets/ML-Agents/Examples/GoalNav/Scenes/VisualGoalNav.unity.meta
-
1001Project/Assets/ML-Agents/Examples/GoalNav/Scenes/GoalNav.unity
-
11Project/Assets/ML-Agents/Examples/GoalNav/Scripts/GoalDetect.cs.meta
-
11Project/Assets/ML-Agents/Examples/GoalNav/Scripts/GoalNavAgent.cs.meta
-
216Project/Assets/ML-Agents/Examples/GoalNav/Scripts/GoalNavAgent.cs
-
1001Project/Assets/ML-Agents/Examples/PushJump/Prefabs/PushJumpArea.prefab
-
9Project/Assets/ML-Agents/Examples/PushJump/Prefabs/PushJumpArea.prefab.meta
-
1001Project/Assets/ML-Agents/Examples/PushJump/Scenes/PushJump.unity
-
9Project/Assets/ML-Agents/Examples/PushJump/Scenes/PushJump.unity.meta
-
14Project/Assets/ML-Agents/Examples/PushJump/TFModels/WJPB-32499994.onnx.meta
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14Project/Assets/ML-Agents/Examples/PushJump/TFModels/WJPB-4999918.onnx.meta
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14Project/Assets/ML-Agents/Examples/PushJump/TFModels/cloud.onnx.meta
-
1001Project/Assets/ML-Agents/Examples/PushJump/TFModels/BigWallJump.nn
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11Project/Assets/ML-Agents/Examples/PushJump/TFModels/BigWallJump.nn.meta
-
1001Project/Assets/ML-Agents/Examples/PushJump/TFModels/SmallWallJump.nn
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11Project/Assets/ML-Agents/Examples/PushJump/TFModels/SmallWallJump.nn.meta
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1001Project/Assets/ML-Agents/Examples/PushJump/TFModels/WJPB-32499994.onnx
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1001Project/Assets/ML-Agents/Examples/PushJump/TFModels/WJPB-4999918.onnx
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1001Project/Assets/ML-Agents/Examples/PushJump/TFModels/cloud.onnx
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78Project/Assets/ML-Agents/Examples/PushJump/Materials/TransparentWall.mat
-
10Project/Assets/ML-Agents/Examples/PushJump/Materials/TransparentWall.mat.meta
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80Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpCourt.mat
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8Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpCourt.mat.meta
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80Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpCourtFail.mat
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8Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpCourtFail.mat.meta
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80Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpCourtSuccess.mat
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8Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpCourtSuccess.mat.meta
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83Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpSky.mat
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8Project/Assets/ML-Agents/Examples/PushJump/Materials/WallJumpSky.mat.meta
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77Project/Assets/ML-Agents/Examples/PushJump/Materials/spawnVolumeMaterial.mat
-
10Project/Assets/ML-Agents/Examples/PushJump/Materials/spawnVolumeMaterial.mat.meta
-
1001Project/Assets/ML-Agents/Examples/PushJump/Meshes/GoalArea.fbx
-
96Project/Assets/ML-Agents/Examples/PushJump/Meshes/GoalArea.fbx.meta
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1001Project/Assets/ML-Agents/Examples/PushJump/Meshes/ShortBlock.fbx
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96Project/Assets/ML-Agents/Examples/PushJump/Meshes/ShortBlock.fbx.meta
-
8Project/Assets/ML-Agents/Examples/PushJump/Materials.meta
-
8Project/Assets/ML-Agents/Examples/PushJump/Meshes.meta
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10Project/Assets/ML-Agents/Examples/PushJump/Prefabs.meta
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10Project/Assets/ML-Agents/Examples/PushJump/Scenes.meta
|
|||
behaviors: |
|||
WJPB: |
|||
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: 512 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 1.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 50000000 |
|||
time_horizon: 128 |
|||
summary_freq: 20000 |
|||
threaded: true |
|||
environment_parameters: |
|||
big_wall_height: |
|||
curriculum: |
|||
- name: Lesson0 # The '-' is important as this is a list |
|||
completion_criteria: |
|||
measure: progress |
|||
behavior: WJPB |
|||
signal_smoothing: true |
|||
min_lesson_length: 100 |
|||
threshold: 0.05 |
|||
value: |
|||
sampler_type: uniform |
|||
sampler_parameters: |
|||
min_value: 0.0 |
|||
max_value: 4.0 |
|||
- name: Lesson1 # This is the start of the second lesson |
|||
completion_criteria: |
|||
measure: progress |
|||
behavior: WJPB |
|||
signal_smoothing: true |
|||
min_lesson_length: 100 |
|||
threshold: 0.1 |
|||
value: |
|||
sampler_type: uniform |
|||
sampler_parameters: |
|||
min_value: 4.0 |
|||
max_value: 7.0 |
|||
- name: Lesson2 |
|||
completion_criteria: |
|||
measure: progress |
|||
behavior: WJPB |
|||
signal_smoothing: true |
|||
min_lesson_length: 100 |
|||
threshold: 0.5 |
|||
value: |
|||
sampler_type: uniform |
|||
sampler_parameters: |
|||
min_value: 6.0 |
|||
max_value: 8.0 |
|||
- name: Lesson3 |
|||
value: 8.0 |
|||
env_settings: |
|||
num_envs: 4 |
|
|||
behaviors: |
|||
WJPB: |
|||
trainer_type: ppo |
|||
hyperparameters: |
|||
batch_size: 128 |
|||
buffer_size: 5000 |
|||
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: 64 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 1.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 2000000 |
|||
time_horizon: 64 |
|||
summary_freq: 30000 |
|||
threaded: true |
|
|||
behaviors: |
|||
GoalNav: |
|||
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: 100 |
|||
num_layers: 2 |
|||
vis_encode_type: simple |
|||
reward_signals: |
|||
extrinsic: |
|||
gamma: 0.99 |
|||
strength: 1.0 |
|||
keep_checkpoints: 5 |
|||
max_steps: 2000000 |
|||
time_horizon: 64 |
|||
summary_freq: 60000 |
|||
threaded: true |
|
|||
fileFormatVersion: 2 |
|||
guid: fb445c13fe9f243e1ab588fce6354929 |
|||
folderAsset: yes |
|||
timeCreated: 1520964896 |
|||
licenseType: Free |
|||
DefaultImporter: |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: a210b813c05e344ffab6a3f77903d159 |
|||
folderAsset: yes |
|||
DefaultImporter: |
|||
externalObjects: {} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEditor; |
|||
using Unity.MLAgents.Sensors; |
|||
|
|||
namespace Unity.MLAgents.Editor |
|||
{ |
|||
[CustomEditor(typeof(VectorSensorComponent))] |
|||
[CanEditMultipleObjects] |
|||
internal class VectorSensorComponentEditor : UnityEditor.Editor |
|||
{ |
|||
public override void OnInspectorGUI() |
|||
{ |
|||
var so = serializedObject; |
|||
so.Update(); |
|||
|
|||
// Drawing the VectorSensorComponent
|
|||
EditorGUI.BeginChangeCheck(); |
|||
|
|||
EditorGUI.BeginDisabledGroup(!EditorUtilities.CanUpdateModelProperties()); |
|||
{ |
|||
// These fields affect the sensor order or observation size,
|
|||
// So can't be changed at runtime.
|
|||
EditorGUILayout.PropertyField(so.FindProperty("m_observationSize"), true); |
|||
EditorGUILayout.PropertyField(so.FindProperty("m_ObservationType"), true); |
|||
} |
|||
EditorGUI.EndDisabledGroup(); |
|||
|
|||
var requireSensorUpdate = EditorGUI.EndChangeCheck(); |
|||
so.ApplyModifiedProperties(); |
|||
|
|||
if (requireSensorUpdate) |
|||
{ |
|||
UpdateSensor(); |
|||
} |
|||
} |
|||
|
|||
void UpdateSensor() |
|||
{ |
|||
var sensorComponent = serializedObject.targetObject as VectorSensorComponent; |
|||
sensorComponent?.UpdateSensor(); |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 7353c768b27de4de18487d7a0e3516c5 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
fileFormatVersion: 2 |
|||
guid: cd4eb5a37d8bf4074bbbbb470263d151 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.Serialization; |
|||
|
|||
namespace Unity.MLAgents.Sensors |
|||
{ |
|||
[AddComponentMenu("ML Agents/Vector Sensor", (int)MenuGroup.Sensors)] |
|||
public class VectorSensorComponent : SensorComponent |
|||
{ |
|||
public int ObservationSize |
|||
{ |
|||
get { return m_observationSize; } |
|||
set { m_observationSize = value; } |
|||
} |
|||
|
|||
[HideInInspector, SerializeField] |
|||
int m_observationSize; |
|||
|
|||
[HideInInspector, SerializeField] |
|||
ObservationType m_ObservationType; |
|||
|
|||
VectorSensor m_sensor; |
|||
|
|||
public ObservationType ObservationType |
|||
{ |
|||
get { return m_ObservationType; } |
|||
set { m_ObservationType = value; } |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Creates a VectorSensor.
|
|||
/// </summary>
|
|||
/// <returns></returns>
|
|||
public override ISensor CreateSensor() |
|||
{ |
|||
m_sensor = new VectorSensor(m_observationSize, observationType: m_ObservationType); |
|||
return m_sensor; |
|||
} |
|||
|
|||
/// <inheritdoc/>
|
|||
public override int[] GetObservationShape() |
|||
{ |
|||
return new[] { m_observationSize }; |
|||
} |
|||
|
|||
public VectorSensor GetSensor() |
|||
{ |
|||
return m_sensor; |
|||
} |
|||
|
|||
|
|||
/// <summary>
|
|||
/// Update fields that are safe to change on the Sensor at runtime.
|
|||
/// </summary>
|
|||
internal void UpdateSensor() |
|||
{ |
|||
if (m_sensor != null) |
|||
{ |
|||
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} |
|||
} |
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|||
//Put this script on your blue cube.
|
|||
|
|||
using System.Collections; |
|||
using UnityEngine; |
|||
using Unity.MLAgents; |
|||
using Unity.MLAgents.Sensors; |
|||
using Unity.MLAgents.Actuators; |
|||
|
|||
public class GoalNavAgent : 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; |
|||
|
|||
PushBlockSettings m_PushBlockSettings; |
|||
|
|||
VectorSensorComponent goalSensor; |
|||
|
|||
public GameObject goalObject; |
|||
public GameObject obstacleObject; |
|||
|
|||
Vector3 goalLoc; |
|||
Vector3 obstacleLoc; |
|||
|
|||
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_PushBlockSettings = FindObjectOfType<PushBlockSettings>(); |
|||
} |
|||
|
|||
public override void Initialize() |
|||
{ |
|||
|
|||
// Cache the agent rigidbody
|
|||
m_AgentRb = GetComponent<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(); |
|||
} |
|||
|
|||
public override void CollectObservations(VectorSensor sensor) |
|||
{ |
|||
goalSensor = this.GetComponent<VectorSensorComponent>(); |
|||
if (useVectorObs) |
|||
{ |
|||
goalSensor.GetSensor().AddObservation(goalLoc / 10f); |
|||
} |
|||
goalSensor.GetSensor().AddObservation(obstacleLoc / 10f); |
|||
} |
|||
|
|||
|
|||
/// <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_PushBlockSettings.spawnAreaMarginMultiplier, |
|||
areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier); |
|||
|
|||
var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier, |
|||
areaBounds.extents.z * m_PushBlockSettings.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; |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Moves the agent according to the selected action.
|
|||
/// </summary>
|
|||
public void MoveAgent(ActionSegment<int> act) |
|||
{ |
|||
var dirToGo = Vector3.zero; |
|||
var rotateDir = Vector3.zero; |
|||
|
|||
var action = act[0]; |
|||
|
|||
switch (action) |
|||
{ |
|||
case 1: |
|||
dirToGo = transform.forward * 1f; |
|||
break; |
|||
case 2: |
|||
dirToGo = transform.forward * -1f; |
|||
break; |
|||
case 3: |
|||
dirToGo = transform.right * -0.75f; |
|||
break; |
|||
case 4: |
|||
dirToGo = transform.right * 0.75f; |
|||
break; |
|||
} |
|||
//transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
|
|||
m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed, |
|||
ForceMode.VelocityChange); |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Called every step of the engine. Here the agent takes an action.
|
|||
/// </summary>
|
|||
public override void OnActionReceived(ActionBuffers actionBuffers) |
|||
|
|||
{ |
|||
// Move the agent using the action.
|
|||
MoveAgent(actionBuffers.DiscreteActions); |
|||
|
|||
// Penalty given each step to encourage agent to finish task quickly.
|
|||
AddReward(-1f / MaxStep); |
|||
|
|||
CheckGoal(); |
|||
} |
|||
|
|||
public void CheckGoal() |
|||
{ |
|||
var distanceGoal = Vector3.Distance(transform.localPosition, goalLoc); |
|||
if (distanceGoal < 1.5f) |
|||
{ |
|||
Debug.Log("Found goal"); |
|||
SetReward(1f); |
|||
EndEpisode(); |
|||
} |
|||
|
|||
var distanceObstacle = Vector3.Distance(transform.localPosition, obstacleLoc); |
|||
if (distanceObstacle < 1.5f) |
|||
{ |
|||
Debug.Log("Found obstacle"); |
|||
SetReward(-1f); |
|||
EndEpisode(); |
|||
} |
|||
} |
|||
|
|||
public override void Heuristic(in ActionBuffers actionsOut) |
|||
{ |
|||
var discreteActionsOut = actionsOut.DiscreteActions; |
|||
discreteActionsOut[0] = 0; |
|||
if (Input.GetKey(KeyCode.D)) |
|||
{ |
|||
discreteActionsOut[0] = 4; |
|||
} |
|||
else if (Input.GetKey(KeyCode.W)) |
|||
{ |
|||
discreteActionsOut[0] = 1; |
|||
} |
|||
else if (Input.GetKey(KeyCode.A)) |
|||
{ |
|||
discreteActionsOut[0] = 3; |
|||
} |
|||
else if (Input.GetKey(KeyCode.S)) |
|||
{ |
|||
discreteActionsOut[0] = 2; |
|||
} |
|||
} |
|||
|
|||
/// <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; |
|||
|
|||
goalLoc = new Vector3(Random.Range(-10f, 10f), 1f, Random.Range(-10f, 10f)); |
|||
goalObject.transform.localPosition = goalLoc; |
|||
|
|||
obstacleLoc = new Vector3(Random.Range(-10f, 10f), 1f, Random.Range(-10f, 10f)); |
|||
obstacleObject.transform.localPosition = obstacleLoc; |
|||
|
|||
SetResetParameters(); |
|||
} |
|||
|
|||
|
|||
void SetResetParameters() |
|||
{ |
|||
|
|||
} |
|||
} |
1001
Project/Assets/ML-Agents/Examples/PushJump/Prefabs/PushJumpArea.prefab
文件差异内容过多而无法显示
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