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 { [Header("Walk Speed")] [Range(0.1f, m_maxWalkingSpeed)] [SerializeField] [Tooltip( "The speed the agent will try to match.\n\n" + "TRAINING:\n" + "For VariableSpeed envs, this value will randomize at the start of each training episode.\n" + "Otherwise the agent will try to match the speed set here.\n\n" + "INFERENCE:\n" + "During inference, VariableSpeed agents will modify their behavior based on this value " + "whereas the CrawlerDynamic & CrawlerStatic agents will run at the speed specified during training " )] //The walking speed to try and achieve private float m_TargetWalkingSpeed = m_maxWalkingSpeed; const float m_maxWalkingSpeed = 15; //The max walking speed //The current target walking speed. Clamped because a value of zero will cause NaNs public float TargetWalkingSpeed { get { return m_TargetWalkingSpeed; } set { m_TargetWalkingSpeed = Mathf.Clamp(value, .1f, m_maxWalkingSpeed); } } //The direction an agent will walk during training. [Header("Target To Walk Towards")] public Transform TargetPrefab; //Target prefab to use in Dynamic envs private Transform m_Target; //Target the agent will walk towards during training. [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; //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 OrientationCubeController m_OrientationCube; //The indicator graphic gameobject that points towards the target DirectionIndicator m_DirectionIndicator; JointDriveController m_JdController; [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() { SpawnTarget(TargetPrefab, transform.position); //spawn target m_OrientationCube = GetComponentInChildren(); m_DirectionIndicator = GetComponentInChildren(); 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); } /// /// Spawns a target prefab at pos /// /// /// void SpawnTarget(Transform prefab, Vector3 pos) { m_Target = Instantiate(prefab, pos, Quaternion.identity, transform.parent); } /// /// 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 body.rotation = Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0); UpdateOrientationObjects(); //Set our goal walking speed TargetWalkingSpeed = Random.Range(0.1f, m_maxWalkingSpeed); } /// /// 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) { var cubeForward = m_OrientationCube.transform.forward; //velocity we want to match var velGoal = cubeForward * TargetWalkingSpeed; //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 delta sensor.AddObservation(Quaternion.FromToRotation(body.forward, cubeForward)); //Add pos of target relative to orientation cube sensor.AddObservation(m_OrientationCube.transform.InverseTransformPoint(m_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); } } 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() { UpdateOrientationObjects(); // 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; } var cubeForward = m_OrientationCube.transform.forward; // Set reward for this step according to mixture of the following elements. // a. Match target speed //This reward will approach 1 if it matches perfectly and approach zero as it deviates var matchSpeedReward = GetMatchingVelocityReward(cubeForward * TargetWalkingSpeed, GetAvgVelocity()); // 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, body.forward) + 1) * .5F; AddReward(matchSpeedReward * lookAtTargetReward); } /// /// Update OrientationCube and DirectionIndicator /// void UpdateOrientationObjects() { m_OrientationCube.UpdateOrientation(body, m_Target); if (m_DirectionIndicator) { m_DirectionIndicator.MatchOrientation(m_OrientationCube.transform); } } /// ///Returns the average velocity of all of the body parts ///Using the velocity of the body only has shown to result in more erratic movement from the limbs ///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) { numOfRb++; velSum += item.rb.velocity; } avgVel = velSum / numOfRb; return avgVel; } /// /// Normalized value of the difference in actual 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, TargetWalkingSpeed); //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 / TargetWalkingSpeed, 2), 2); } /// /// Agent touched the target /// public void TouchedTarget() { AddReward(1f); } }