//Put this script on your blue cube. using System.Collections; using UnityEngine; using MLAgents; public class PushAgentBasic : Agent { /// /// The ground. The bounds are used to spawn the elements. /// public GameObject ground; public GameObject area; /// /// The area bounds. /// [HideInInspector] public Bounds areaBounds; PushBlockAcademy m_Academy; /// /// The goal to push the block to. /// public GameObject goal; /// /// The block to be pushed to the goal. /// public GameObject block; /// /// Detects when the block touches the goal. /// [HideInInspector] public GoalDetect goalDetect; public bool useVectorObs; Rigidbody m_BlockRb; //cached on initialization Rigidbody m_AgentRb; //cached on initialization Material m_GroundMaterial; //cached on Awake() RayPerception m_RayPer; float[] m_RayAngles = { 0f, 45f, 90f, 135f, 180f, 110f, 70f }; string[] m_DetectableObjects = { "block", "goal", "wall" }; /// /// We will be changing the ground material based on success/failue /// Renderer m_GroundRenderer; void Awake() { m_Academy = FindObjectOfType(); //cache the academy } public override void InitializeAgent() { base.InitializeAgent(); goalDetect = block.GetComponent(); goalDetect.agent = this; m_RayPer = GetComponent(); // Cache the agent rigidbody m_AgentRb = GetComponent(); // Cache the block rigidbody m_BlockRb = block.GetComponent(); // Get the ground's bounds areaBounds = ground.GetComponent().bounds; // Get the ground renderer so we can change the material when a goal is scored m_GroundRenderer = ground.GetComponent(); // Starting material m_GroundMaterial = m_GroundRenderer.material; SetResetParameters(); } public override void CollectObservations() { if (useVectorObs) { var rayDistance = 12f; AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, m_DetectableObjects, 0f, 0f)); AddVectorObs(m_RayPer.Perceive(rayDistance, m_RayAngles, m_DetectableObjects, 1.5f, 0f)); } } /// /// Use the ground's bounds to pick a random spawn position. /// public Vector3 GetRandomSpawnPos() { var foundNewSpawnLocation = false; var randomSpawnPos = Vector3.zero; while (foundNewSpawnLocation == false) { var randomPosX = Random.Range(-areaBounds.extents.x * m_Academy.spawnAreaMarginMultiplier, areaBounds.extents.x * m_Academy.spawnAreaMarginMultiplier); var randomPosZ = Random.Range(-areaBounds.extents.z * m_Academy.spawnAreaMarginMultiplier, areaBounds.extents.z * m_Academy.spawnAreaMarginMultiplier); randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ); if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false) { foundNewSpawnLocation = true; } } return randomSpawnPos; } /// /// Called when the agent moves the block into the goal. /// public void ScoredAGoal() { // We use a reward of 5. AddReward(5f); // By marking an agent as done AgentReset() will be called automatically. Done(); // Swap ground material for a bit to indicate we scored. StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.goalScoredMaterial, 0.5f)); } /// /// Swap ground material, wait time seconds, then swap back to the regular material. /// IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) { m_GroundRenderer.material = mat; yield return new WaitForSeconds(time); // Wait for 2 sec m_GroundRenderer.material = m_GroundMaterial; } /// /// Moves the agent according to the selected action. /// public void MoveAgent(float[] act) { var dirToGo = Vector3.zero; var rotateDir = Vector3.zero; var action = Mathf.FloorToInt(act[0]); // Goalies and Strikers have slightly different action spaces. switch (action) { case 1: dirToGo = transform.forward * 1f; break; case 2: dirToGo = transform.forward * -1f; break; case 3: rotateDir = transform.up * 1f; break; case 4: rotateDir = transform.up * -1f; break; case 5: dirToGo = transform.right * -0.75f; break; case 6: dirToGo = transform.right * 0.75f; break; } transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f); m_AgentRb.AddForce(dirToGo * m_Academy.agentRunSpeed, ForceMode.VelocityChange); } /// /// Called every step of the engine. Here the agent takes an action. /// public override void AgentAction(float[] vectorAction, string textAction) { // Move the agent using the action. MoveAgent(vectorAction); // Penalty given each step to encourage agent to finish task quickly. AddReward(-1f / agentParameters.maxStep); } public override float[] Heuristic() { if (Input.GetKey(KeyCode.D)) { return new float[] { 3 }; } if (Input.GetKey(KeyCode.W)) { return new float[] { 1 }; } if (Input.GetKey(KeyCode.A)) { return new float[] { 4 }; } if (Input.GetKey(KeyCode.S)) { return new float[] { 2 }; } return new float[] { 0 }; } /// /// Resets the block position and velocities. /// void ResetBlock() { // Get a random position for the block. block.transform.position = GetRandomSpawnPos(); // Reset block velocity back to zero. m_BlockRb.velocity = Vector3.zero; // Reset block angularVelocity back to zero. m_BlockRb.angularVelocity = Vector3.zero; } /// /// In the editor, if "Reset On Done" is checked then AgentReset() will be /// called automatically anytime we mark done = true in an agent script. /// public override void AgentReset() { var rotation = Random.Range(0, 4); var rotationAngle = rotation * 90f; area.transform.Rotate(new Vector3(0f, rotationAngle, 0f)); ResetBlock(); transform.position = GetRandomSpawnPos(); m_AgentRb.velocity = Vector3.zero; m_AgentRb.angularVelocity = Vector3.zero; SetResetParameters(); } public void SetGroundMaterialFriction() { var resetParams = m_Academy.resetParameters; var groundCollider = ground.GetComponent(); groundCollider.material.dynamicFriction = resetParams["dynamic_friction"]; groundCollider.material.staticFriction = resetParams["static_friction"]; } public void SetBlockProperties() { var resetParams = m_Academy.resetParameters; //Set the scale of the block m_BlockRb.transform.localScale = new Vector3(resetParams["block_scale"], 0.75f, resetParams["block_scale"]); // Set the drag of the block m_BlockRb.drag = resetParams["block_drag"]; } public void SetResetParameters() { SetGroundMaterialFriction(); SetBlockProperties(); } }