using System.Collections; using System.Collections.Generic; using UnityEngine; public class Ball3DAgent : Agent { [Header("Specific to Ball3D")] public GameObject ball; public override List CollectState() { List state = new List(); state.Add(gameObject.transform.rotation.z); state.Add(gameObject.transform.rotation.x); state.Add((ball.transform.position.x - gameObject.transform.position.x)); state.Add((ball.transform.position.y - gameObject.transform.position.y)); state.Add((ball.transform.position.z - gameObject.transform.position.z)); state.Add(ball.transform.GetComponent().velocity.x); state.Add(ball.transform.GetComponent().velocity.y); state.Add(ball.transform.GetComponent().velocity.z); return state; } // to be implemented by the developer public override void AgentStep(float[] act) { if (brain.brainParameters.actionSpaceType == StateType.continuous) { float action_z = act[0]; if (action_z > 2f) { action_z = 2f; } if (action_z < -2f) { action_z = -2f; } if ((gameObject.transform.rotation.z < 0.25f && action_z > 0f) || (gameObject.transform.rotation.z > -0.25f && action_z < 0f)) { gameObject.transform.Rotate(new Vector3(0, 0, 1), action_z); } float action_x = act[1]; if (action_x > 2f) { action_x = 2f; } if (action_x < -2f) { action_x = -2f; } if ((gameObject.transform.rotation.x < 0.25f && action_x > 0f) || (gameObject.transform.rotation.x > -0.25f && action_x < 0f)) { gameObject.transform.Rotate(new Vector3(1, 0, 0), action_x); } if (done == false) { reward = 0.1f; } } else { int action = (int)act[0]; if (action == 0 || action == 1) { action = (action * 2) - 1; float changeValue = action * 2f; if ((gameObject.transform.rotation.z < 0.25f && changeValue > 0f) || (gameObject.transform.rotation.z > -0.25f && changeValue < 0f)) { gameObject.transform.Rotate(new Vector3(0, 0, 1), changeValue); } } if (action == 2 || action == 3) { action = ((action - 2) * 2) - 1; float changeValue = action * 2f; if ((gameObject.transform.rotation.x < 0.25f && changeValue > 0f) || (gameObject.transform.rotation.x > -0.25f && changeValue < 0f)) { gameObject.transform.Rotate(new Vector3(1, 0, 0), changeValue); } } if (done == false) { reward = 0.1f; } } if ((ball.transform.position.y - gameObject.transform.position.y) < -2f || Mathf.Abs(ball.transform.position.x - gameObject.transform.position.x) > 3f || Mathf.Abs(ball.transform.position.z - gameObject.transform.position.z) > 3f) { done = true; reward = -1f; } } // to be implemented by the developer public override void AgentReset() { gameObject.transform.rotation = new Quaternion(0f, 0f, 0f, 0f); gameObject.transform.Rotate(new Vector3(1, 0, 0), Random.Range(-10f, 10f)); gameObject.transform.Rotate(new Vector3(0, 0, 1), Random.Range(-10f, 10f)); ball.GetComponent().velocity = new Vector3(0f, 0f, 0f); ball.transform.position = new Vector3(Random.Range(-1.5f, 1.5f), 4f, Random.Range(-1.5f, 1.5f)) + gameObject.transform.position; } }