using System; using UnityEngine; using Unity.MLAgents; using Unity.MLAgents.Actuators; using Unity.MLAgentsExamples; using Unity.MLAgents.Sensors; using Random = UnityEngine.Random; [RequireComponent(typeof(JointDriveController))] // Required to set joint forces public class CrawlerAgent : 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("Target To Walk Towards")] [Space(10)] public TargetController target; //Target the agent will walk towards. [Header("Body Parts")] [Space(10)] public Transform body; public Transform leg0Upper; public Transform leg0Lower; public Transform leg1Upper; public Transform leg1Lower; public Transform leg2Upper; public Transform leg2Lower; public Transform leg3Upper; public Transform leg3Lower; [Header("Orientation")] [Space(10)] //This will be used as a stabilized model space reference point for observations //Because ragdolls can move erratically during training, using a stabilized reference transform improves learning public OrientationCubeController orientationCube; JointDriveController m_JdController; [Header("Reward Functions To Use")] [Space(10)] public bool rewardMovingTowardsTarget; // Agent should move towards target public bool rewardFacingTarget; // Agent should face the target public bool rewardUseTimePenalty; // Hurry up [Header("Foot Grounded Visualization")] [Space(10)] public bool useFootGroundedVisualization; public MeshRenderer foot0; public MeshRenderer foot1; public MeshRenderer foot2; public MeshRenderer foot3; public Material groundedMaterial; public Material unGroundedMaterial; public override void Initialize() { orientationCube.UpdateOrientation(body, target.transform); m_JdController = GetComponent(); //Setup each body part m_JdController.SetupBodyPart(body); m_JdController.SetupBodyPart(leg0Upper); m_JdController.SetupBodyPart(leg0Lower); m_JdController.SetupBodyPart(leg1Upper); m_JdController.SetupBodyPart(leg1Lower); m_JdController.SetupBodyPart(leg2Upper); m_JdController.SetupBodyPart(leg2Lower); m_JdController.SetupBodyPart(leg3Upper); m_JdController.SetupBodyPart(leg3Lower); } /// /// Loop over body parts and reset them to initial conditions. /// public override void OnEpisodeBegin() { foreach (var bodyPart in m_JdController.bodyPartsDict.Values) { bodyPart.Reset(bodyPart); } //Random start rotation to help generalize transform.rotation = Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0); orientationCube.UpdateOrientation(body, target.transform); } /// /// Add relevant information on each body part to observations. /// public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor) { //GROUND CHECK sensor.AddObservation(bp.groundContact.touchingGround); // Is this bp touching the ground if (bp.rb.transform != body) { sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit); } } /// /// Loop over body parts to add them to observation. /// public override void CollectObservations(VectorSensor sensor) { //Add pos of target relative to orientation cube sensor.AddObservation(orientationCube.transform.InverseTransformPoint(target.transform.position)); RaycastHit hit; float maxRaycastDist = 10; if (Physics.Raycast(body.position, Vector3.down, out hit, maxRaycastDist)) { sensor.AddObservation(hit.distance / maxRaycastDist); } else sensor.AddObservation(1); foreach (var bodyPart in m_JdController.bodyPartsList) { CollectObservationBodyPart(bodyPart, sensor); } } /// /// Agent touched the target /// public void TouchedTarget() { AddReward(1f); } public override void OnActionReceived(ActionBuffers actionBuffers) { // The dictionary with all the body parts in it are in the jdController var bpDict = m_JdController.bodyPartsDict; var continuousActions = actionBuffers.ContinuousActions; var i = -1; // Pick a new target joint rotation bpDict[leg0Upper].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0); bpDict[leg1Upper].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0); bpDict[leg2Upper].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0); bpDict[leg3Upper].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0); bpDict[leg0Lower].SetJointTargetRotation(continuousActions[++i], 0, 0); bpDict[leg1Lower].SetJointTargetRotation(continuousActions[++i], 0, 0); bpDict[leg2Lower].SetJointTargetRotation(continuousActions[++i], 0, 0); bpDict[leg3Lower].SetJointTargetRotation(continuousActions[++i], 0, 0); // Update joint strength bpDict[leg0Upper].SetJointStrength(continuousActions[++i]); bpDict[leg1Upper].SetJointStrength(continuousActions[++i]); bpDict[leg2Upper].SetJointStrength(continuousActions[++i]); bpDict[leg3Upper].SetJointStrength(continuousActions[++i]); bpDict[leg0Lower].SetJointStrength(continuousActions[++i]); bpDict[leg1Lower].SetJointStrength(continuousActions[++i]); bpDict[leg2Lower].SetJointStrength(continuousActions[++i]); bpDict[leg3Lower].SetJointStrength(continuousActions[++i]); } void FixedUpdate() { orientationCube.UpdateOrientation(body, target.transform); // If enabled the feet will light up green when the foot is grounded. // This is just a visualization and isn't necessary for function if (useFootGroundedVisualization) { foot0.material = m_JdController.bodyPartsDict[leg0Lower].groundContact.touchingGround ? groundedMaterial : unGroundedMaterial; foot1.material = m_JdController.bodyPartsDict[leg1Lower].groundContact.touchingGround ? groundedMaterial : unGroundedMaterial; foot2.material = m_JdController.bodyPartsDict[leg2Lower].groundContact.touchingGround ? groundedMaterial : unGroundedMaterial; foot3.material = m_JdController.bodyPartsDict[leg3Lower].groundContact.touchingGround ? groundedMaterial : unGroundedMaterial; } // Set reward for this step according to mixture of the following elements. if (rewardMovingTowardsTarget) { RewardFunctionMovingTowards(); } if (rewardFacingTarget) { RewardFunctionFacingTarget(); } if (rewardUseTimePenalty) { RewardFunctionTimePenalty(); } } /// /// Reward moving towards target & Penalize moving away from target. /// void RewardFunctionMovingTowards() { var movingTowardsDot = Vector3.Dot(orientationCube.transform.forward, Vector3.ClampMagnitude(m_JdController.bodyPartsDict[body].rb.velocity, maximumWalkingSpeed)); if (float.IsNaN(movingTowardsDot)) { throw new ArgumentException( "NaN in movingTowardsDot.\n" + $" orientationCube.transform.forward: {orientationCube.transform.forward}\n" + $" body.velocity: {m_JdController.bodyPartsDict[body].rb.velocity}\n" + $" maximumWalkingSpeed: {maximumWalkingSpeed}" ); } AddReward(0.03f * movingTowardsDot); } /// /// Reward facing target & Penalize facing away from target /// void RewardFunctionFacingTarget() { var facingReward = Vector3.Dot(orientationCube.transform.forward, body.forward); if (float.IsNaN(facingReward)) { throw new ArgumentException( "NaN in movingTowardsDot.\n" + $" orientationCube.transform.forward: {orientationCube.transform.forward}\n" + $" body.forward: {body.forward}" ); } AddReward(0.01f * facingReward); } /// /// Existential penalty for time-contrained tasks. /// void RewardFunctionTimePenalty() { AddReward(-0.001f); } }