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