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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:hh-develop-gridsensor-tests
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/TagManager.asset
/Project/Assets/ML-Agents/Examples/Soccer/Scenes/SoccerTwos.unity
/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs
/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta
/com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs
1 次代码提交
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
HH | a3bf96fd | Merge branch 'master' into hh/develop/gridsensor-tests | 4 年前 |
共有 25 个文件被更改,包括 7898 次插入 和 102 次删除
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6config/ppo/PushBlock.yaml
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2Project/Packages/manifest.json
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294Project/Assets/ML-Agents/Examples/Soccer/Scenes/SoccerTwos.unity
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88Project/Assets/ML-Agents/Examples/FoodCollector/Prefabs/BadFood.prefab
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88Project/Assets/ML-Agents/Examples/FoodCollector/Prefabs/Food.prefab
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1Project/ProjectSettings/TagManager.asset
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9com.unity.ml-agents.extensions/Runtime/Sensors/GridSensor.cs
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1001Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab
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7Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity
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9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensor.unity.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensorTests.unity
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9Project/Assets/ML-Agents/Examples/PushBlock/Scenes/PushBlockGridSensorTests.unity.meta
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278Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentGrid.cs
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12Project/Assets/ML-Agents/Examples/PushBlock/Scripts/PushAgentGrid.cs.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCombo.nn
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11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCombo.nn.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGrid.nn
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11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGrid.nn.meta
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1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridHard.nn
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11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridHard.nn.meta
-
1001Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockHardRays.nn
-
11Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockHardRays.nn.meta
-
135Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs
-
11Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta
1001
Project/Assets/ML-Agents/Examples/PushBlock/Prefabs/PushBlockHard.prefab
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//Put this script on your blue cube.
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|
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using System; |
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using System.Collections; |
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using UnityEngine; |
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using Unity.MLAgents; |
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using Unity.MLAgents.Actuators; |
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using Unity.MLAgents.Sensors; |
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|
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using Random = UnityEngine.Random; |
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|
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public class PushAgentGrid : Agent |
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{ |
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/// <summary>
|
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/// The ground. The bounds are used to spawn the elements.
|
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/// </summary>
|
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public GameObject ground; |
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|
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public GameObject area; |
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|
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/// <summary>
|
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/// The area bounds.
|
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/// </summary>
|
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[HideInInspector] |
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public Bounds areaBounds; |
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|
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PushBlockSettings m_PushBlockSettings; |
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|
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/// <summary>
|
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/// The goal to push the block to.
|
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/// </summary>
|
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public GameObject goal; |
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|
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/// <summary>
|
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/// The block to be pushed to the goal.
|
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/// </summary>
|
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public GameObject block; |
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|
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/// <summary>
|
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/// Detects when the block touches the goal.
|
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/// </summary>
|
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// [HideInInspector]
|
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// public GoalDetect goalDetect;
|
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|
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public bool useVectorObs; |
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|
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Rigidbody m_BlockRb; //cached on initialization
|
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Rigidbody m_AgentRb; //cached on initialization
|
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Material m_GroundMaterial; //cached on Awake()
|
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|
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/// <summary>
|
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/// We will be changing the ground material based on success/failue
|
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/// </summary>
|
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Renderer m_GroundRenderer; |
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|
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EnvironmentParameters m_ResetParams; |
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|
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void Awake() |
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{ |
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m_PushBlockSettings = FindObjectOfType<PushBlockSettings>(); |
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} |
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|
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public override void Initialize() |
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{ |
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// goalDetect = block.GetComponent<GoalDetect>();
|
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// goalDetect.agent = this;
|
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|
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// Cache the agent rigidbody
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m_AgentRb = GetComponent<Rigidbody>(); |
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// Cache the block rigidbody
|
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m_BlockRb = block.GetComponent<Rigidbody>(); |
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// Get the ground's bounds
|
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areaBounds = ground.GetComponent<Collider>().bounds; |
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// Get the ground renderer so we can change the material when a goal is scored
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m_GroundRenderer = ground.GetComponent<Renderer>(); |
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// Starting material
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m_GroundMaterial = m_GroundRenderer.material; |
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|
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m_ResetParams = Academy.Instance.EnvironmentParameters; |
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|
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SetResetParameters(); |
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} |
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|
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public override void CollectObservations(VectorSensor sensor) |
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{ |
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if (useVectorObs) |
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{ |
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var localVelocity = transform.InverseTransformDirection(m_AgentRb.velocity); |
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sensor.AddObservation(localVelocity.x); |
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sensor.AddObservation(localVelocity.z); |
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} |
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} |
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|
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/// <summary>
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/// Use the ground's bounds to pick a random spawn position.
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/// </summary>
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public Vector3 GetRandomSpawnPos() |
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{ |
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var foundNewSpawnLocation = false; |
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var randomSpawnPos = Vector3.zero; |
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while (foundNewSpawnLocation == false) |
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{ |
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var randomPosX = Random.Range(-areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier, |
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areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier); |
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|
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var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier, |
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areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier); |
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randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ); |
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if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false) |
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{ |
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foundNewSpawnLocation = true; |
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} |
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} |
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return randomSpawnPos; |
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} |
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|
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/// <summary>
|
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/// Called when the agent moves the block into the goal.
|
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/// </summary>
|
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public void ScoredAGoal() |
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{ |
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// We use a reward of 5.
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AddReward(5f); |
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|
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// By marking an agent as done AgentReset() will be called automatically.
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EndEpisode(); |
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|
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// Swap ground material for a bit to indicate we scored.
|
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StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f)); |
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} |
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|
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/// <summary>
|
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/// Swap ground material, wait time seconds, then swap back to the regular material.
|
|||
/// </summary>
|
|||
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) |
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{ |
|||
m_GroundRenderer.material = mat; |
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yield return new WaitForSeconds(time); // Wait for 2 sec
|
|||
m_GroundRenderer.material = m_GroundMaterial; |
|||
} |
|||
|
|||
/// <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: |
|||
rotateDir = transform.up * 1f; |
|||
break; |
|||
case 4: |
|||
rotateDir = transform.up * -1f; |
|||
break; |
|||
case 5: |
|||
dirToGo = transform.right * -0.75f; |
|||
break; |
|||
case 6: |
|||
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); |
|||
} |
|||
|
|||
public override void Heuristic(in ActionBuffers actionsOut) |
|||
{ |
|||
var discreteActionsOut = actionsOut.DiscreteActions; |
|||
discreteActionsOut[0] = 0; |
|||
if (Input.GetKey(KeyCode.D)) |
|||
{ |
|||
discreteActionsOut[0] = 3; |
|||
} |
|||
else if (Input.GetKey(KeyCode.W)) |
|||
{ |
|||
discreteActionsOut[0] = 1; |
|||
} |
|||
else if (Input.GetKey(KeyCode.A)) |
|||
{ |
|||
discreteActionsOut[0] = 4; |
|||
} |
|||
else if (Input.GetKey(KeyCode.S)) |
|||
{ |
|||
discreteActionsOut[0] = 2; |
|||
} |
|||
} |
|||
|
|||
/// <summary>
|
|||
/// Resets the block position and velocities.
|
|||
/// </summary>
|
|||
void ResetBlock() |
|||
{ |
|||
// Get a random position for the block.
|
|||
block.transform.position = GetRandomSpawnPos(); |
|||
|
|||
// Reset block velocity back to zero.
|
|||
m_BlockRb.velocity = Vector3.zero; |
|||
|
|||
// Reset block angularVelocity back to zero.
|
|||
m_BlockRb.angularVelocity = Vector3.zero; |
|||
} |
|||
|
|||
/// <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)); |
|||
|
|||
ResetBlock(); |
|||
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); |
|||
} |
|||
|
|||
public void OnCollisionEnter(Collision col) |
|||
{ |
|||
if (col.gameObject.CompareTag("hazard")) |
|||
{ |
|||
SetReward(-1f); |
|||
EndEpisode(); |
|||
} |
|||
} |
|||
|
|||
public void SetBlockProperties() |
|||
{ |
|||
var scale = m_ResetParams.GetWithDefault("block_scale", 2); |
|||
//Set the scale of the block
|
|||
m_BlockRb.transform.localScale = new Vector3(scale, 0.75f, scale); |
|||
|
|||
// Set the drag of the block
|
|||
m_BlockRb.drag = m_ResetParams.GetWithDefault("block_drag", 0.5f); |
|||
} |
|||
|
|||
void SetResetParameters() |
|||
{ |
|||
SetGroundMaterialFriction(); |
|||
SetBlockProperties(); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 09855e12d9d10488fbe0950607e9bd5c |
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timeCreated: 1506829537 |
|||
licenseType: Pro |
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|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
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|||
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|||
assetBundleVariant: |
1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockCombo.nn
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGrid.nn
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockGridHard.nn
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1001
Project/Assets/ML-Agents/Examples/PushBlock/TFModels/PushBlockHardRays.nn
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script: {fileID: 11500000, guid: 19ed1486aa27d4903b34839f37b8f69f, type: 3} |
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using UnityEngine; |
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using Random = UnityEngine.Random; |
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using Unity.MLAgents; |
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using UnityEngine.Events; |
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|
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namespace Unity.MLAgentsExamples |
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{ |
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/// <summary>
|
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/// Utility class to allow target placement and collision detection with an agent
|
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/// Add this script to the target you want the agent to touch.
|
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/// Callbacks will be triggered any time the target is touched with a collider tagged as 'tagToDetect'
|
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/// </summary>
|
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public class CollisionCallbacks : MonoBehaviour |
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{ |
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|
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[Header("Collider Tag To Detect")] |
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public string tagToDetect = "agent"; //collider tag to detect
|
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|
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[Header("Target Placement")] |
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public float spawnRadius; //The radius in which a target can be randomly spawned.
|
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public bool respawnIfTouched; //Should the target respawn to a different position when touched
|
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|
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[Header("Target Fell Protection")] |
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public bool respawnIfFallsOffPlatform = true; //If the target falls off the platform, reset the position.
|
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public float fallDistance = 5; //distance below the starting height that will trigger a respawn
|
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|
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|
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private Vector3 m_startingPos; //the starting position of the target
|
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private Agent m_agentTouching; //the agent currently touching the target
|
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|
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[System.Serializable] |
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public class TriggerEvent : UnityEvent<Collider> |
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{ |
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} |
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|
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[Header("Trigger Callbacks")] |
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public TriggerEvent onTriggerEnterEvent = new TriggerEvent(); |
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public TriggerEvent onTriggerStayEvent = new TriggerEvent(); |
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public TriggerEvent onTriggerExitEvent = new TriggerEvent(); |
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|
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[System.Serializable] |
|||
public class CollisionEvent : UnityEvent<Collision> |
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{ |
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} |
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|
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[Header("Collision Callbacks")] |
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public CollisionEvent onCollisionEnterEvent = new CollisionEvent(); |
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public CollisionEvent onCollisionStayEvent = new CollisionEvent(); |
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public CollisionEvent onCollisionExitEvent = new CollisionEvent(); |
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|
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// Start is called before the first frame update
|
|||
void OnEnable() |
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{ |
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m_startingPos = transform.position; |
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if (respawnIfTouched) |
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{ |
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MoveTargetToRandomPosition(); |
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} |
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} |
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|
|||
void Update() |
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{ |
|||
if (respawnIfFallsOffPlatform) |
|||
{ |
|||
if (transform.position.y < m_startingPos.y - fallDistance) |
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{ |
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Debug.Log($"{transform.name} Fell Off Platform"); |
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MoveTargetToRandomPosition(); |
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} |
|||
} |
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} |
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|
|||
/// <summary>
|
|||
/// Moves target to a random position within specified radius.
|
|||
/// </summary>
|
|||
public void MoveTargetToRandomPosition() |
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{ |
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var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius); |
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newTargetPos.y = m_startingPos.y; |
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transform.position = newTargetPos; |
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} |
|||
|
|||
private void OnCollisionEnter(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag(tagToDetect)) |
|||
{ |
|||
onCollisionEnterEvent.Invoke(col); |
|||
if (respawnIfTouched) |
|||
{ |
|||
MoveTargetToRandomPosition(); |
|||
} |
|||
} |
|||
} |
|||
|
|||
private void OnCollisionStay(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag(tagToDetect)) |
|||
{ |
|||
onCollisionStayEvent.Invoke(col); |
|||
} |
|||
} |
|||
|
|||
private void OnCollisionExit(Collision col) |
|||
{ |
|||
if (col.transform.CompareTag(tagToDetect)) |
|||
{ |
|||
onCollisionExitEvent.Invoke(col); |
|||
} |
|||
} |
|||
|
|||
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); |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 25d337b05a1dc4555b0a86615930e628 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
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defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
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assetBundleVariant: |
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