比较提交

...
此合并请求有变更与目标分支冲突。
/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/DirectionIndicator.cs
/Project/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs
/docs/Learning-Environment-Examples.md
/Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamicVariableSpeed.unity.meta
/Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/PlatformDynamicTarget.prefab
/Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets
/Project/Assets/ML-Agents/Examples/Walker/Prefabs/Platforms
/Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll
/config/ppo/WalkerDynamic.yaml
/config/ppo/WalkerStatic.yaml
/Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamic.unity.meta
/Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerStatic.unity
/Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamic.unity
/Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerStatic.nn
/Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerStatic.nn.meta

6 次代码提交

共有 69 个文件被更改,包括 8771 次插入5478 次删除
  1. 31
      docs/Learning-Environment-Examples.md
  2. 2
      config/ppo/WalkerDynamic.yaml
  3. 2
      config/ppo/WalkerStatic.yaml
  4. 20
      Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/DirectionIndicator.cs
  5. 2
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamic.unity.meta
  6. 962
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerStatic.unity
  7. 977
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamic.unity
  8. 1001
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerStatic.nn
  9. 2
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerStatic.nn.meta
  10. 161
      Project/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs
  11. 19
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets/StaticTarget.prefab
  12. 82
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollBase.prefab
  13. 26
      config/ppo/WalkerStaticVariableSpeed.yaml
  14. 26
      config/ppo/WalkerDynamicVariableSpeed.yaml
  15. 7
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/PlatformDynamicTarget.prefab.meta
  16. 8
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets.meta
  17. 523
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/PlatformDynamicTarget.prefab
  18. 10
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerDy.demo.meta
  19. 10
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerDyVS.demo.meta
  20. 10
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerStVS.demo.meta
  21. 10
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerSta.demo.meta
  22. 8
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll.meta
  23. 8
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Platforms.meta
  24. 9
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerStaticVariableSpeed.unity.meta
  25. 1001
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamicVariableSpeed.unity
  26. 7
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamicVariableSpeed.unity.meta
  27. 1001
      Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerStaticVariableSpeed.unity
  28. 1001
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerDynamic.nn
  29. 11
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerDynamic.nn.meta
  30. 1001
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerDynamicVariableSpeed.nn
  31. 11
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerDynamicVariableSpeed.nn.meta
  32. 1001
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerStaticVariableSpeed.nn
  33. 11
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerStaticVariableSpeed.nn.meta
  34. 146
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets/DynamicTarget.prefab
  35. 7
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Platforms/PlatformWalkerDynamicSingleSpeed.prefab.meta
  36. 7
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Platforms/PlatformWalkerDynamicVariableSpeed.prefab.meta
  37. 157
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Platforms/PlatformWalkerDynamicSingleSpeed.prefab
  38. 298
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Platforms/PlatformWalkerDynamicVariableSpeed.prefab
  39. 7
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollDySingleSpeedVariant.prefab.meta
  40. 7
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollDyVariableSpeedVariant.prefab.meta
  41. 7
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollStSingleSpeedVariant.prefab.meta
  42. 7
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollStVariableSpeedVariant.prefab.meta
  43. 287
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollDySingleSpeedVariant.prefab
  44. 297
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollDyVariableSpeedVariant.prefab
  45. 340
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollStSingleSpeedVariant.prefab
  46. 345
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollStVariableSpeedVariant.prefab
  47. 159
      Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/DynamicTarget.prefab
  48. 1001
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerDyna.demo
  49. 10
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerDyna.demo.meta
  50. 10
      Project/Assets/ML-Agents/Examples/Walker/Demos/ExpertWalkerStat.demo.meta
  51. 7
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/DynamicPlatformWalker.prefab.meta
  52. 8
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/WalkerWithTargetPair.prefab.meta
  53. 719
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/DynamicPlatformWalker.prefab
  54. 450
      Project/Assets/ML-Agents/Examples/Walker/Prefabs/WalkerWithTargetPair.prefab
  55. 1001
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerDynamic.nn
  56. 11
      Project/Assets/ML-Agents/Examples/Walker/TFModels/WalkerDynamic.nn.meta
  57. 0
      /Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets/DynamicTarget.prefab.meta
  58. 0
      /Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets/StaticTarget.prefab
  59. 0
      /Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets/StaticTarget.prefab.meta
  60. 0
      /Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollBase.prefab.meta
  61. 0
      /Project/Assets/ML-Agents/Examples/Walker/Prefabs/Ragdoll/WalkerRagdollBase.prefab

31
docs/Learning-Environment-Examples.md


- Set-up: Physics-based Humanoid agents with 26 degrees of freedom. These DOFs
correspond to articulation of the following body-parts: hips, chest, spine,
head, thighs, shins, feet, arms, forearms and hands.
- Goal: The agents must move its body toward the goal direction as quickly as
possible without falling.
- `WalkerStatic` - Goal direction is always forward.
- Goal: The agents must move its body toward the goal direction without falling.
- `WalkerDynamicVariableSpeed`- Goal direction and walking speed are randomized.
- `WalkerStatic` - Goal direction is always forward.
- `WalkerStaticVariableSpeed` - Goal direction is always forward. Walking
speed is randomized
- +0.02 times body velocity in the goal direction. (run towards target)
- +0.01 times head direction alignment with goal direction. (face towards target)
- +0.005 times head y position - left foot y position. (encourage head height)
- +0.005 times head y position - right foot y position. (encourage head height)
The reward function is now geometric meaning the reward each step is a product
of all the rewards instead of a sum, this helps the agent try to maximize all
rewards instead of the easiest rewards.
- Body velocity matches goal velocity. (normalized between (0,1))
- Head direction alignment with goal direction. (normalized between (0,1))
- Vector Observation space: 236 variables corresponding to position, rotation,
- Vector Observation space: 243 variables corresponding to position, rotation,
velocity, and angular velocities of each limb, along with goal direction.
- Vector Action space: (Continuous) Size of 39, corresponding to target
rotations and strength applicable to the joints.

- Recommended Minimum:
- Recommended Maximum:
- hip_mass: Mass of the hip component of the walker
- Default: 15
- Default: 8
- Recommended Minimum: 7
- Recommended Maximum: 28
- chest_mass: Mass of the chest component of the walker

- spine_mass: Mass of the spine component of the walker
- Default: 10
- Default: 8
- Benchmark Mean Reward for `WalkerStatic`: 1500
- Benchmark Mean Reward for `WalkerDynamic`: 700
- Benchmark Mean Reward for `WalkerDynamic`: 2500
- Benchmark Mean Reward for `WalkerDynamicVariableSpeed`: 2500
- Benchmark Mean Reward for `WalkerStatic`: 3500
- Benchmark Mean Reward for `WalkerStaticVariableSpeed`: 3500
## Pyramids

2
config/ppo/WalkerDynamic.yaml


gamma: 0.995
strength: 1.0
keep_checkpoints: 5
max_steps: 20000000
max_steps: 30000000
time_horizon: 1000
summary_freq: 30000
threaded: true

2
config/ppo/WalkerStatic.yaml


gamma: 0.995
strength: 1.0
keep_checkpoints: 5
max_steps: 20000000
max_steps: 30000000
time_horizon: 1000
summary_freq: 30000
threaded: true

20
Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/DirectionIndicator.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
public bool updatedByAgent; //should this be updated by the agent? If not, it will use local settings
void OnEnable()
{
m_StartingYPos = transform.position.y;

{
transform.position = new Vector3(transformToFollow.position.x, m_StartingYPos + heightOffset, transformToFollow.position.z);
if (updatedByAgent)
return;
transform.position = new Vector3(transformToFollow.position.x, m_StartingYPos + heightOffset,
transformToFollow.position.z);
}
//Public method to allow an agent to directly update this component
public void MatchOrientation(Transform t)
{
transform.position = new Vector3(t.position.x, m_StartingYPos + heightOffset, t.position.z);
transform.rotation = t.rotation;
}
}
}

2
Project/Assets/ML-Agents/Examples/Walker/Scenes/WalkerDynamic.unity.meta


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161
Project/Assets/ML-Agents/Examples/Walker/Scripts/WalkerAgent.cs


using System;
using MLAgentsExamples;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgentsExamples;

public class WalkerAgent : Agent
{
public float maximumWalkingSpeed = 999; //The max walk velocity magnitude an agent will be rewarded for
Vector3 m_WalkDir; //Direction to the target
// Quaternion m_WalkDirLookRot; //Will hold the rotation to our target
[Header("Walk Speed")]
[Range(0.1f, 10)]
[SerializeField]
//The walking speed to try and achieve
private float m_TargetWalkingSpeed = 10;
public float MTargetWalkingSpeed // property
{
get { return m_TargetWalkingSpeed; }
set { m_TargetWalkingSpeed = Mathf.Clamp(value, .1f, m_maxWalkingSpeed); }
}
const float m_maxWalkingSpeed = 10; //The max walking speed
//Should the agent sample a new goal velocity each episode?
//If true, walkSpeed will be randomly set between zero and m_maxWalkingSpeed in OnEpisodeBegin()
//If false, the goal velocity will be walkingSpeed
public bool randomizeWalkSpeedEachEpisode;
//The direction an agent will walk during training.
private Vector3 m_WorldDirToWalk = Vector3.right;
[Header("Target To Walk Towards")] [Space(10)]
public TargetController target; //Target the agent will walk towards.
[Header("Target To Walk Towards")] public Transform target; //Target the agent will walk towards during training.
[Header("Body Parts")] [Space(10)] public Transform hips;
[Header("Body Parts")] public Transform hips;
public Transform chest;
public Transform spine;
public Transform head;

public Transform forearmR;
public Transform handR;
[Header("Orientation")] [Space(10)]
public OrientationCubeController orientationCube;
OrientationCubeController m_OrientationCube;
//The indicator graphic gameobject that points towards the target
DirectionIndicator m_DirectionIndicator;
orientationCube.UpdateOrientation(hips, target.transform);
m_OrientationCube = GetComponentInChildren<OrientationCubeController>();
m_DirectionIndicator = GetComponentInChildren<DirectionIndicator>();
//Setup each body part
m_JdController = GetComponent<JointDriveController>();

}
//Random start rotation to help generalize
transform.rotation = Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0);
hips.rotation = Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0);
UpdateOrientationObjects();
orientationCube.UpdateOrientation(hips, target.transform);
//Set our goal walking speed
MTargetWalkingSpeed =
randomizeWalkSpeedEachEpisode ? Random.Range(0.1f, m_maxWalkingSpeed) : MTargetWalkingSpeed;
SetResetParameters();
}

//Get velocities in the context of our orientation cube's space
//Note: You can get these velocities in world space as well but it may not train as well.
sensor.AddObservation(orientationCube.transform.InverseTransformDirection(bp.rb.velocity));
sensor.AddObservation(orientationCube.transform.InverseTransformDirection(bp.rb.angularVelocity));
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.velocity));
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.angularVelocity));
sensor.AddObservation(orientationCube.transform.InverseTransformDirection(bp.rb.position - hips.position));
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.position - hips.position));
if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR)
{

/// </summary>
public override void CollectObservations(VectorSensor sensor)
{
sensor.AddObservation(Quaternion.FromToRotation(hips.forward, orientationCube.transform.forward));
sensor.AddObservation(Quaternion.FromToRotation(head.forward, orientationCube.transform.forward));
var cubeForward = m_OrientationCube.transform.forward;
sensor.AddObservation(orientationCube.transform.InverseTransformPoint(target.transform.position));
//velocity we want to match
var velGoal = cubeForward * MTargetWalkingSpeed;
//ragdoll's avg vel
var avgVel = GetAvgVelocity();
//current ragdoll velocity. normalized
sensor.AddObservation(Vector3.Distance(velGoal, avgVel));
//avg body vel relative to cube
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(avgVel));
//vel goal relative to cube
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(velGoal));
//rotation deltas
sensor.AddObservation(Quaternion.FromToRotation(hips.forward, cubeForward));
sensor.AddObservation(Quaternion.FromToRotation(head.forward, cubeForward));
//Position of target position relative to cube
sensor.AddObservation(m_OrientationCube.transform.InverseTransformPoint(target.transform.position));
foreach (var bodyPart in m_JdController.bodyPartsList)
{

bpDict[forearmR].SetJointStrength(vectorAction[++i]);
}
//Update OrientationCube and DirectionIndicator
void UpdateOrientationObjects()
{
m_WorldDirToWalk = target.position - hips.position;
m_OrientationCube.UpdateOrientation(hips, target);
if (m_DirectionIndicator)
{
m_DirectionIndicator.MatchOrientation(m_OrientationCube.transform);
}
}
var cubeForward = orientationCube.transform.forward;
orientationCube.UpdateOrientation(hips, target.transform);
UpdateOrientationObjects();
var cubeForward = m_OrientationCube.transform.forward;
// a. Velocity alignment with goal direction.
var moveTowardsTargetReward = Vector3.Dot(cubeForward,
Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity, maximumWalkingSpeed));
if (float.IsNaN(moveTowardsTargetReward))
// a. Match target speed
//This reward will approach 1 if it matches perfectly and approach zero as it deviates
var matchSpeedReward = GetMatchingVelocityReward(cubeForward * MTargetWalkingSpeed, GetAvgVelocity());
//Check for NaNs
if (float.IsNaN(matchSpeedReward))
$" cubeForward: {cubeForward}\n"+
$" hips.velocity: {m_JdController.bodyPartsDict[hips].rb.velocity}\n"+
$" maximumWalkingSpeed: {maximumWalkingSpeed}"
$" cubeForward: {cubeForward}\n" +
$" hips.velocity: {m_JdController.bodyPartsDict[hips].rb.velocity}\n" +
$" maximumWalkingSpeed: {m_maxWalkingSpeed}"
// b. Rotation alignment with goal direction.
var lookAtTargetReward = Vector3.Dot(cubeForward, head.forward);
// b. Rotation alignment with target direction.
//This reward will approach 1 if it faces the target direction perfectly and approach zero as it deviates
var lookAtTargetReward = (Vector3.Dot(cubeForward, head.forward) + 1) * .5F;
//Check for NaNs
$" cubeForward: {cubeForward}\n"+
$" cubeForward: {cubeForward}\n" +
// c. Encourage head height. //Should normalize to ~1
var headHeightOverFeetReward =
((head.position.y - footL.position.y) + (head.position.y - footR.position.y) / 10);
if (float.IsNaN(headHeightOverFeetReward))
AddReward(matchSpeedReward * lookAtTargetReward);
}
//Returns the average velocity of all of the body parts
//Using the velocity of the hips only has shown to result in more erratic movement from the limbs, so...
//...using the average helps prevent this erratic movement
Vector3 GetAvgVelocity()
{
Vector3 velSum = Vector3.zero;
Vector3 avgVel = Vector3.zero;
//ALL RBS
int numOfRB = 0;
foreach (var item in m_JdController.bodyPartsList)
throw new ArgumentException(
"NaN in headHeightOverFeetReward.\n" +
$" head.position: {head.position}\n"+
$" footL.position: {footL.position}\n"+
$" footR.position: {footR.position}"
);
numOfRB++;
velSum += item.rb.velocity;
AddReward(
+ 0.02f * moveTowardsTargetReward
+ 0.02f * lookAtTargetReward
+ 0.005f * headHeightOverFeetReward
);
avgVel = velSum / numOfRB;
return avgVel;
}
//normalized value of the difference in avg speed vs goal walking speed.
public float GetMatchingVelocityReward(Vector3 velocityGoal, Vector3 actualVelocity)
{
//distance between our actual velocity and goal velocity
var velDeltaMagnitude = Mathf.Clamp(Vector3.Distance(actualVelocity, velocityGoal), 0, MTargetWalkingSpeed);
//return the value on a declining sigmoid shaped curve that decays from 1 to 0
//This reward will approach 1 if it matches perfectly and approach zero as it deviates
return Mathf.Pow(1 - Mathf.Pow(velDeltaMagnitude / MTargetWalkingSpeed, 2), 2);
}
/// <summary>

19
Project/Assets/ML-Agents/Examples/SharedAssets/Prefabs/Targets/StaticTarget.prefab


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max_steps: 30000000
time_horizon: 1000
summary_freq: 30000
threaded: true

26
config/ppo/WalkerDynamicVariableSpeed.yaml


behaviors:
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hyperparameters:
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keep_checkpoints: 5
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threaded: true

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