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