using System.Collections; using System.Collections.Generic; using UnityEngine; using MLAgents; public class BananaAgent : Agent { private BananaAcademy myAcademy; public GameObject area; BananaArea myArea; bool frozen; bool poisioned; bool satiated; bool shoot; float frozenTime; float effectTime; Rigidbody agentRb; private int bananas; // Speed of agent rotation. public float turnSpeed = 300; // Speed of agent movement. public float moveSpeed = 2; public Material normalMaterial; public Material badMaterial; public Material goodMaterial; public Material frozenMaterial; public GameObject myLaser; public bool contribute; private RayPerception rayPer; public bool useVectorObs; public override void InitializeAgent() { base.InitializeAgent(); agentRb = GetComponent(); Monitor.verticalOffset = 1f; myArea = area.GetComponent(); rayPer = GetComponent(); myAcademy = FindObjectOfType(); } public override void CollectObservations() { if (useVectorObs) { float rayDistance = 50f; float[] rayAngles = { 20f, 90f, 160f, 45f, 135f, 70f, 110f }; string[] detectableObjects = { "banana", "agent", "wall", "badBanana", "frozenAgent" }; AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f)); Vector3 localVelocity = transform.InverseTransformDirection(agentRb.velocity); AddVectorObs(localVelocity.x); AddVectorObs(localVelocity.z); AddVectorObs(System.Convert.ToInt32(frozen)); AddVectorObs(System.Convert.ToInt32(shoot)); } } public Color32 ToColor(int hexVal) { byte r = (byte)((hexVal >> 16) & 0xFF); byte g = (byte)((hexVal >> 8) & 0xFF); byte b = (byte)(hexVal & 0xFF); return new Color32(r, g, b, 255); } public void MoveAgent(float[] act) { shoot = false; if (Time.time > frozenTime + 4f && frozen) { Unfreeze(); } if (Time.time > effectTime + 0.5f) { if (poisioned) { Unpoison(); } if (satiated) { Unsatiate(); } } Vector3 dirToGo = Vector3.zero; Vector3 rotateDir = Vector3.zero; if (!frozen) { bool shootCommand = false; if (brain.brainParameters.vectorActionSpaceType == SpaceType.continuous) { dirToGo = transform.forward * Mathf.Clamp(act[0], -1f, 1f); rotateDir = transform.up * Mathf.Clamp(act[1], -1f, 1f); shootCommand = Mathf.Clamp(act[2], -1f, 1f) > 0.5f; } else { var forwardAxis = (int)act[0]; var rightAxis = (int)act[1]; var rotateAxis = (int)act[2]; var shootAxis = (int)act[3]; switch (forwardAxis) { case 1: dirToGo = transform.forward; break; case 2: dirToGo = -transform.forward; break; } switch (rightAxis) { case 1: dirToGo = transform.right; break; case 2: dirToGo = -transform.right; break; } switch (rotateAxis) { case 1: rotateDir = -transform.up; break; case 2: rotateDir = transform.up; break; } switch (shootAxis) { case 1: shootCommand = true; break; } } if (shootCommand) { shoot = true; dirToGo *= 0.5f; agentRb.velocity *= 0.75f; } agentRb.AddForce(dirToGo * moveSpeed, ForceMode.VelocityChange); transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed); } if (agentRb.velocity.sqrMagnitude > 25f) // slow it down { agentRb.velocity *= 0.95f; } if (shoot) { myLaser.transform.localScale = new Vector3(1f, 1f, 1f); Vector3 position = transform.TransformDirection(RayPerception.PolarToCartesian(25f, 90f)); Debug.DrawRay(transform.position, position, Color.red, 0f, true); RaycastHit hit; if (Physics.SphereCast(transform.position, 2f, position, out hit, 25f)) { if (hit.collider.gameObject.CompareTag("agent")) { hit.collider.gameObject.GetComponent().Freeze(); } } } else { myLaser.transform.localScale = new Vector3(0f, 0f, 0f); } } void Freeze() { gameObject.tag = "frozenAgent"; frozen = true; frozenTime = Time.time; gameObject.GetComponent().material = frozenMaterial; } void Unfreeze() { frozen = false; gameObject.tag = "agent"; gameObject.GetComponent().material = normalMaterial; } void Poison() { poisioned = true; effectTime = Time.time; gameObject.GetComponent().material = badMaterial; } void Unpoison() { poisioned = false; gameObject.GetComponent().material = normalMaterial; } void Satiate() { satiated = true; effectTime = Time.time; gameObject.GetComponent().material = goodMaterial; } void Unsatiate() { satiated = false; gameObject.GetComponent().material = normalMaterial; } public override void AgentAction(float[] vectorAction, string textAction) { MoveAgent(vectorAction); } public override void AgentReset() { Unfreeze(); Unpoison(); Unsatiate(); shoot = false; agentRb.velocity = Vector3.zero; bananas = 0; myLaser.transform.localScale = new Vector3(0f, 0f, 0f); transform.position = new Vector3(Random.Range(-myArea.range, myArea.range), 2f, Random.Range(-myArea.range, myArea.range)) + area.transform.position; transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360))); } void OnCollisionEnter(Collision collision) { if (collision.gameObject.CompareTag("banana")) { Satiate(); collision.gameObject.GetComponent().OnEaten(); AddReward(1f); bananas += 1; if (contribute) { myAcademy.totalScore += 1; } } if (collision.gameObject.CompareTag("badBanana")) { Poison(); collision.gameObject.GetComponent().OnEaten(); AddReward(-1f); if (contribute) { myAcademy.totalScore -= 1; } } } public override void AgentOnDone() { } }