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拉取从: unity-tech-cn:hh-develop-walljump_rnd
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。
/UnitySDK/ProjectSettings/TagManager.asset
/UnitySDK/ProjectSettings/EditorBuildSettings.asset
/UnitySDK/ProjectSettings/ProjectSettings.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpArea.prefab
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
/UnitySDK/ProjectSettings/EditorSettings.asset
/UnitySDK/ProjectSettings/QualitySettings.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/BigWallJumpLearning.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/SmallWallJumpLearning.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/WallJumpPlayer.asset
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn.meta
/UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn.meta
/UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs
/UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/RayPerception3D.cs
/config/trainer_config.yaml
/UnitySDK/csharp_timers.json
/UnitySDK/UnitySDK.sln.DotSettings
/UnitySDK/UnitySDK.sln.DotSettings
6 次代码提交
作者 | SHA1 | 备注 | 提交日期 |
---|---|---|---|
Hunter | 8b55f522 | more testing with high targets | 5 年前 |
Hunter | b820405a | saved scene | 5 年前 |
Hunter | 5d2ba29d | added freezeblock action | 5 年前 |
Hunter | 90457de5 | added builder env. observing blocks pos | 5 年前 |
Hunter | 7c1a38e0 | add drawspheres gizmo to perception | 5 年前 |
Hunter | 3e620bc9 | added hazard and updated the brain and scripts | 5 年前 |
共有 90 个文件被更改,包括 9039 次插入 和 2364 次删除
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9UnitySDK/ProjectSettings/EditorSettings.asset
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18UnitySDK/ProjectSettings/QualitySettings.asset
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9UnitySDK/ProjectSettings/TimeManager.asset
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8UnitySDK/ProjectSettings/EditorBuildSettings.asset
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6UnitySDK/ProjectSettings/ProjectSettings.asset
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2UnitySDK/ProjectSettings/TagManager.asset
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4UnitySDK/Assets/ML-Agents/Examples/Soccer/Materials/Physic_Materials/zeroFriction.physicMaterial
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9UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/BigWallJumpLearning.asset
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9UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/SmallWallJumpLearning.asset
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9UnitySDK/Assets/ML-Agents/Examples/WallJump/Brains/WallJumpPlayer.asset
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279UnitySDK/Assets/ML-Agents/Examples/WallJump/Prefabs/WallJumpArea.prefab
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1001UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn
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1001UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn
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2UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/BigWallJumpLearning.nn.meta
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2UnitySDK/Assets/ML-Agents/Examples/WallJump/TFModels/SmallWallJumpLearning.nn.meta
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134UnitySDK/Assets/ML-Agents/Examples/WallJump/Scenes/WallJump.unity
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16UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAcademy.cs
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240UnitySDK/Assets/ML-Agents/Examples/WallJump/Scripts/WallJumpAgent.cs
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2UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatMoveable.mat
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112UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/RayPerception3D.cs
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62config/trainer_config.yaml
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9UnitySDK/Assets/ML-Agents/Examples/Builder.meta
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9UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatHazard.mat.meta
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94UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Materials/GridMatHazard.mat
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81UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs
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11UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeGroundCheck.cs.meta
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74UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs
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3UnitySDK/Assets/ML-Agents/Examples/SharedAssets/Scripts/AgentCubeMovement.cs.meta
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1UnitySDK/csharp_timers.json
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1csharp_timers.json
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Brains.meta
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Materials.meta
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77UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/TransparentWall.mat
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10UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/TransparentWall.mat.meta
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80UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpCourt.mat
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpCourt.mat.meta
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80UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpCourtFail.mat
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpCourtFail.mat.meta
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80UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpCourtSuccess.mat
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpCourtSuccess.mat.meta
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83UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpSky.mat
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/WallJumpSky.mat.meta
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77UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/spawnVolumeMaterial.mat
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10UnitySDK/Assets/ML-Agents/Examples/Builder/Materials/spawnVolumeMaterial.mat.meta
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Meshes.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Builder/Meshes/GoalArea.fbx
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96UnitySDK/Assets/ML-Agents/Examples/Builder/Meshes/GoalArea.fbx.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Builder/Meshes/ShortBlock.fbx
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96UnitySDK/Assets/ML-Agents/Examples/Builder/Meshes/ShortBlock.fbx.meta
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10UnitySDK/Assets/ML-Agents/Examples/Builder/Prefabs.meta
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10UnitySDK/Assets/ML-Agents/Examples/Builder/Scenes.meta
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10UnitySDK/Assets/ML-Agents/Examples/Builder/Scripts.meta
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10UnitySDK/Assets/ML-Agents/Examples/Builder/TFModels.meta
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349UnitySDK/Assets/ML-Agents/Examples/Builder/TFModels/BigWallJumpLearning.nn
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7UnitySDK/Assets/ML-Agents/Examples/Builder/TFModels/BigWallJumpLearning.nn.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Builder/TFModels/SmallWallJumpLearning.nn
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7UnitySDK/Assets/ML-Agents/Examples/Builder/TFModels/SmallWallJumpLearning.nn.meta
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearning.asset.meta
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabPlayer.asset.meta
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25UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderLearning.asset
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderLearning.asset.meta
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41UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderPlayer.asset
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderPlayer.asset.meta
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27UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearning.asset
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390UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearning.nn
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7UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearning.nn.meta
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395UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearningFloatingGoal.nn
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7UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearningFloatingGoal.nn.meta
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366UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearningMatrix.nn
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7UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearningMatrix.nn.meta
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43UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabPlayer.asset
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Prefabs/BuilderArea.prefab.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Builder/Prefabs/BuilderArea.prefab
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84UnitySDK/Assets/ML-Agents/Examples/Builder/Prefabs/DebugSphereYellow.prefab
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8UnitySDK/Assets/ML-Agents/Examples/Builder/Prefabs/DebugSphereYellow.prefab.meta
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9UnitySDK/Assets/ML-Agents/Examples/Builder/Scenes/Builder.unity.meta
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1001UnitySDK/Assets/ML-Agents/Examples/Builder/Scenes/Builder.unity
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15UnitySDK/Assets/ML-Agents/Examples/Builder/Scripts/BuilderAcademy.cs
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13UnitySDK/Assets/ML-Agents/Examples/Builder/Scripts/BuilderAcademy.cs.meta
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13UnitySDK/Assets/ML-Agents/Examples/Builder/Scripts/BuilderAgent.cs.meta
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525UnitySDK/Assets/ML-Agents/Examples/Builder/Scripts/BuilderAgent.cs
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|
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//Standardized ground check for the Agent Cube
|
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using UnityEngine; |
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|
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namespace MLAgents |
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{ |
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|
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/// <summary>
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/// Perform Groundcheck using a Physics OverlapBox
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/// </summary>
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[DisallowMultipleComponent] |
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public class AgentCubeGroundCheck : MonoBehaviour |
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{ |
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public bool debugDrawGizmos; |
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public Collider[] hitGroundColliders = new Collider[3]; |
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public Vector3 groundCheckBoxLocalPos = new Vector3(0,-0.52f, 0); |
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public Vector3 groundCheckBoxSize = new Vector3(0.99f, 0.02f, 0.99f); |
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public bool isGrounded; |
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public float ungroundedTime; //amount of time agent hasn't been grounded
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public float groundedTime; //amount of time agent has been grounded
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|
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void FixedUpdate() |
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{ |
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DoGroundCheck(); |
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if(!isGrounded) |
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{ |
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ungroundedTime += Time.deltaTime; |
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groundedTime = 0; |
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} |
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{ |
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ungroundedTime = 0; |
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} |
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/// <summary>
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/// Does the ground check.
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/// </summary>
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/// <returns><c>true</c>, if the agent is on the ground,
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/// <c>false</c> otherwise.</returns>
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/// <param name="smallCheck"></param>
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public void DoGroundCheck() |
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{ |
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isGrounded = false; |
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if(Physics.OverlapBoxNonAlloc( |
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transform.TransformPoint(groundCheckBoxLocalPos), |
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groundCheckBoxSize/2, |
|||
hitGroundColliders, |
|||
transform.rotation) > 0) |
|||
{ |
|||
foreach (var col in hitGroundColliders) |
|||
{ |
|||
if (col != null && col.transform != transform && |
|||
(col.CompareTag("walkableSurface") || |
|||
col.CompareTag("frozenBlock") || |
|||
col.CompareTag("block"))) |
|||
{ |
|||
isGrounded = true; //then we're grounded
|
|||
break; |
|||
} |
|||
} |
|||
} |
|||
//empty the array
|
|||
for (int i = 0; i < hitGroundColliders.Length; i++) |
|||
{ |
|||
hitGroundColliders[i] = null; |
|||
} |
|||
} |
|||
|
|||
//Draw the Box Overlap as a gizmo to show where it currently is testing.
|
|||
void OnDrawGizmos() |
|||
{ |
|||
if (debugDrawGizmos) |
|||
{ |
|||
Gizmos.color = Color.red; |
|||
Gizmos.matrix = transform.localToWorldMatrix; |
|||
Gizmos.DrawWireCube(groundCheckBoxLocalPos, groundCheckBoxSize); |
|||
} |
|||
} |
|||
} |
|||
} |
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fileFormatVersion: 2 |
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guid: e340869c035f9451681a919fc0bf98b2 |
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assetBundleName: |
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|||
//Standardized movement controller for the Agent Cube
|
|||
using UnityEngine; |
|||
|
|||
namespace MLAgents |
|||
{ |
|||
public class AgentCubeMovement : MonoBehaviour |
|||
{ |
|||
[Header("RUNNING")] public ForceMode runningForceMode = ForceMode.Impulse; |
|||
//speed agent can run if grounded
|
|||
public float agentRunSpeed = 20; |
|||
//speed agent can run if not grounded
|
|||
public float agentRunInAirSpeed = 10f; |
|||
|
|||
[Header("IDLE")] |
|||
//coefficient used to dampen velocity when idle
|
|||
//the purpose of this is to fine tune agent drag
|
|||
//...and prevent the agent sliding around while grounded
|
|||
//0 means it will instantly stop when grounded
|
|||
//1 means no drag will be applied
|
|||
public float agentIdleDragVelCoeff = .85f; |
|||
|
|||
[Header("BODY ROTATION")] |
|||
//body rotation speed
|
|||
public float agentRotationSpeed = 7f; |
|||
|
|||
[Header("JUMPING")] |
|||
//upward jump velocity magnitude
|
|||
public float agentJumpVelocity = 15f; |
|||
|
|||
[Header("FALLING FORCE")] |
|||
//force applied to agent while falling
|
|||
public float agentFallingSpeed = 50f; |
|||
|
|||
public void Jump(Rigidbody rb) |
|||
{ |
|||
Vector3 velToUse = rb.velocity; |
|||
velToUse.y = agentJumpVelocity; |
|||
rb.velocity = velToUse; |
|||
} |
|||
|
|||
public void RotateBody(Rigidbody rb, Vector3 rotationAxis) |
|||
{ |
|||
rb.MoveRotation(rb.rotation * Quaternion.AngleAxis(agentRotationSpeed, rotationAxis)); |
|||
} |
|||
|
|||
public void RunOnGround(Rigidbody rb, Vector3 dir) |
|||
{ |
|||
var vel = rb.velocity.magnitude; |
|||
float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentRunSpeed); |
|||
rb.AddForce(dir.normalized * adjustedSpeed, |
|||
runningForceMode); |
|||
} |
|||
|
|||
public void RunInAir(Rigidbody rb, Vector3 dir) |
|||
{ |
|||
var vel = rb.velocity.magnitude; |
|||
float adjustedSpeed = Mathf.Clamp(agentRunInAirSpeed - vel, 0, agentRunInAirSpeed); |
|||
rb.AddForce(dir.normalized * adjustedSpeed, |
|||
runningForceMode); |
|||
} |
|||
|
|||
public void AddIdleDrag(Rigidbody rb) |
|||
{ |
|||
rb.velocity *= agentIdleDragVelCoeff; |
|||
} |
|||
|
|||
public void AddFallingForce(Rigidbody rb) |
|||
{ |
|||
rb.AddForce( |
|||
Vector3.down * agentFallingSpeed, ForceMode.Acceleration); |
|||
} |
|||
} |
|||
|
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} |
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fileFormatVersion: 2 |
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timeCreated: 1571951124 |
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UnitySDK/Assets/ML-Agents/Examples/Builder/Brains/BuilderGrabLearning.nn
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vector_observation ���� T action_masks ���� action A action_output_shape� ���� �? action_output_shape memory_size version_number is_continuous_control add_8/y add_7/y Sum_2/reduction_indices add_14/y Sum/reduction_indices add_5/y normalization_steps |
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