using MLAgentsExamples; using UnityEngine; using Unity.MLAgents; using Unity.MLAgentsExamples; using Unity.MLAgents.Sensors; using BodyPart = Unity.MLAgentsExamples.BodyPart; 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 Transform target; //Target the agent will walk towards. public float targetSpawnRadius; //The radius in which a target can be randomly spawned. public bool detectTargets; //Should this agent detect targets public bool respawnTargetWhenTouched; //Should the target respawn to a different position when touched public Transform ground; //Ground gameobject. The height will be used for target spawning [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 stable reference point for observations //Because ragdolls can move erratically, using a standalone reference point can significantly improve learning public GameObject orientationCube; JointDriveController m_JdController; EnvironmentParameters m_ResetParams; public override void Initialize() { UpdateOrientationCube(); 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(); } /// /// Add relevant information on each body part to observations. /// public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor) { //GROUND CHECK sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // 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)); sensor.AddObservation(bp.rb.velocity); sensor.AddObservation(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)); sensor.AddObservation(hips.transform.InverseTransformDirection(bp.rb.position - hips.position)); // sensor.AddObservation(bp.rb.transform.localPosition); 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(hips.InverseTransformPoint(target.position)); // sensor.AddObservation(orientationCube.transform.InverseTransformPoint(target.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 UpdateOrientationCube() { //FACING DIR m_WalkDir = target.position - orientationCube.transform.position; m_WalkDir.y = 0; //flatten dir on the y m_WalkDirLookRot = Quaternion.LookRotation(m_WalkDir); //get our look rot to the target //UPDATE ORIENTATION CUBE POS & ROT orientationCube.transform.position = hips.position; orientationCube.transform.rotation = m_WalkDirLookRot; } void FixedUpdate() { if (detectTargets) { foreach (var bodyPart in m_JdController.bodyPartsDict.Values) { if (bodyPart.targetContact && bodyPart.targetContact.touchingTarget) { TouchedTarget(); } } } UpdateOrientationCube(); // Set reward for this step according to mixture of the following elements. // a. Velocity alignment with goal direction. var moveTowardsTargetReward = Vector3.Dot(orientationCube.transform.forward, Vector3.ClampMagnitude(m_JdController.bodyPartsDict[hips].rb.velocity, maximumWalkingSpeed)); // b. Rotation alignment with goal direction. var lookAtTargetReward = Vector3.Dot(orientationCube.transform.forward, head.forward); // c. Encourage head height. var headHeightOverFeetReward = (head.position.y - footL.position.y) + (head.position.y - footR.position.y); AddReward( +0.02f * moveTowardsTargetReward + 0.01f * lookAtTargetReward + 0.01f * headHeightOverFeetReward ); } /// /// Agent touched the target /// public void TouchedTarget() { AddReward(1f); if (respawnTargetWhenTouched) { MoveTargetToRandomPosition(); } } /// /// Moves target to a random position within specified radius. /// public void MoveTargetToRandomPosition() { var newTargetPos = Random.insideUnitSphere * targetSpawnRadius; newTargetPos.y = 5; target.position = newTargetPos + ground.position; } /// /// 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); UpdateOrientationCube(); if (detectTargets && respawnTargetWhenTouched) { MoveTargetToRandomPosition(); } SetResetParameters(); } 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(); } private void OnDrawGizmosSelected() { if (Application.isPlaying) { Gizmos.color = Color.green; Gizmos.matrix = orientationCube.transform.localToWorldMatrix; Gizmos.DrawWireCube(Vector3.zero, orientationCube.transform.localScale); Gizmos.DrawRay(Vector3.zero, Vector3.forward); } } }