using System; using MLAgentsExamples; using UnityEngine; using Unity.MLAgents; using Unity.MLAgentsExamples; using Unity.MLAgents.Sensors; using BodyPart = Unity.MLAgentsExamples.BodyPart; using Random = UnityEngine.Random; 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("Target To Walk Towards")] [Space(10)] public TargetController target; //Target the agent will walk towards. [Header("Body Parts")] [Space(10)] public Transform hips; public Transform chest; public Transform spine; public Transform head; public Transform thighL; public Transform shinL; public Transform footL; public Transform thighR; public Transform shinR; public Transform footR; public Transform armL; public Transform forearmL; public Transform handL; public Transform armR; public Transform forearmR; public Transform handR; [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; EnvironmentParameters m_ResetParams; public override void Initialize() { orientationCube.UpdateOrientation(hips, target.transform); //Setup each body part m_JdController = GetComponent(); m_JdController.SetupBodyPart(hips); m_JdController.SetupBodyPart(chest); m_JdController.SetupBodyPart(spine); m_JdController.SetupBodyPart(head); m_JdController.SetupBodyPart(thighL); m_JdController.SetupBodyPart(shinL); m_JdController.SetupBodyPart(footL); m_JdController.SetupBodyPart(thighR); m_JdController.SetupBodyPart(shinR); m_JdController.SetupBodyPart(footR); m_JdController.SetupBodyPart(armL); m_JdController.SetupBodyPart(forearmL); m_JdController.SetupBodyPart(handL); m_JdController.SetupBodyPart(armR); m_JdController.SetupBodyPart(forearmR); m_JdController.SetupBodyPart(handR); m_ResetParams = Academy.Instance.EnvironmentParameters; SetResetParameters(); } /// /// Loop over body parts and reset them to initial conditions. /// public override void OnEpisodeBegin() { //Reset all of the body parts 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(hips, target.transform); SetResetParameters(); } /// /// 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 //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)); //Get position relative to hips in the context of our orientation cube's space sensor.AddObservation(orientationCube.transform.InverseTransformDirection(bp.rb.position - hips.position)); if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR) { sensor.AddObservation(bp.rb.transform.localRotation); sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit); } } /// /// Loop over body parts to add them to observation. /// public override void CollectObservations(VectorSensor sensor) { sensor.AddObservation(Quaternion.FromToRotation(hips.forward, orientationCube.transform.forward)); sensor.AddObservation(Quaternion.FromToRotation(head.forward, orientationCube.transform.forward)); sensor.AddObservation(orientationCube.transform.InverseTransformPoint(target.transform.position)); foreach (var bodyPart in m_JdController.bodyPartsList) { CollectObservationBodyPart(bodyPart, sensor); } } public override void OnActionReceived(float[] vectorAction) { var bpDict = m_JdController.bodyPartsDict; var i = -1; bpDict[chest].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]); bpDict[spine].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]); bpDict[thighL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0); bpDict[thighR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0); bpDict[shinL].SetJointTargetRotation(vectorAction[++i], 0, 0); bpDict[shinR].SetJointTargetRotation(vectorAction[++i], 0, 0); bpDict[footR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]); bpDict[footL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]); bpDict[armL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0); bpDict[armR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0); bpDict[forearmL].SetJointTargetRotation(vectorAction[++i], 0, 0); bpDict[forearmR].SetJointTargetRotation(vectorAction[++i], 0, 0); bpDict[head].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0); //update joint strength settings bpDict[chest].SetJointStrength(vectorAction[++i]); bpDict[spine].SetJointStrength(vectorAction[++i]); bpDict[head].SetJointStrength(vectorAction[++i]); bpDict[thighL].SetJointStrength(vectorAction[++i]); bpDict[shinL].SetJointStrength(vectorAction[++i]); bpDict[footL].SetJointStrength(vectorAction[++i]); bpDict[thighR].SetJointStrength(vectorAction[++i]); bpDict[shinR].SetJointStrength(vectorAction[++i]); bpDict[footR].SetJointStrength(vectorAction[++i]); bpDict[armL].SetJointStrength(vectorAction[++i]); bpDict[forearmL].SetJointStrength(vectorAction[++i]); bpDict[armR].SetJointStrength(vectorAction[++i]); bpDict[forearmR].SetJointStrength(vectorAction[++i]); } void FixedUpdate() { var cubeForward = orientationCube.transform.forward; orientationCube.UpdateOrientation(hips, target.transform); // Set reward for this step according to mixture of the following elements. // a. Velocity alignment with goal direction. var moveTowardsTargetReward = Vector3.Dot(cubeForward, Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity, maximumWalkingSpeed)); if (float.IsNaN(moveTowardsTargetReward)) { throw new ArgumentException( "NaN in moveTowardsTargetReward.\n" + $" cubeForward: {cubeForward}\n"+ $" hips.velocity: {m_JdController.bodyPartsDict[hips].rb.velocity}\n"+ $" maximumWalkingSpeed: {maximumWalkingSpeed}" ); } // b. Rotation alignment with goal direction. var lookAtTargetReward = Vector3.Dot(cubeForward, head.forward); if (float.IsNaN(lookAtTargetReward)) { throw new ArgumentException( "NaN in lookAtTargetReward.\n" + $" cubeForward: {cubeForward}\n"+ $" head.forward: {head.forward}" ); } // 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)) { throw new ArgumentException( "NaN in headHeightOverFeetReward.\n" + $" head.position: {head.position}\n"+ $" footL.position: {footL.position}\n"+ $" footR.position: {footR.position}" ); } AddReward( + 0.02f * moveTowardsTargetReward + 0.02f * lookAtTargetReward + 0.005f * headHeightOverFeetReward ); } /// /// Agent touched the target /// public void TouchedTarget() { AddReward(1f); } public void SetTorsoMass() { m_JdController.bodyPartsDict[chest].rb.mass = m_ResetParams.GetWithDefault("chest_mass", 8); m_JdController.bodyPartsDict[spine].rb.mass = m_ResetParams.GetWithDefault("spine_mass", 8); m_JdController.bodyPartsDict[hips].rb.mass = m_ResetParams.GetWithDefault("hip_mass", 8); } public void SetResetParameters() { SetTorsoMass(); } }