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150 行
5.1 KiB
150 行
5.1 KiB
using System.Collections;
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using UnityEngine;
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using MLAgents;
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public class HallwayAgent : Agent
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{
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public GameObject ground;
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public GameObject area;
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public GameObject symbolOGoal;
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public GameObject symbolXGoal;
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public GameObject symbolO;
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public GameObject symbolX;
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public bool useVectorObs;
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RayPerception m_RayPer;
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Rigidbody m_AgentRb;
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Material m_GroundMaterial;
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Renderer m_GroundRenderer;
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HallwayAcademy m_Academy;
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int m_Selection;
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public override void InitializeAgent()
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{
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base.InitializeAgent();
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m_Academy = FindObjectOfType<HallwayAcademy>();
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m_RayPer = GetComponent<RayPerception>();
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m_AgentRb = GetComponent<Rigidbody>();
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m_GroundRenderer = ground.GetComponent<Renderer>();
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m_GroundMaterial = m_GroundRenderer.material;
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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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var rayDistance = 12f;
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float[] rayAngles = { 20f, 60f, 90f, 120f, 160f };
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string[] detectableObjects = { "symbol_O_Goal", "symbol_X_Goal", "symbol_O", "symbol_X", "wall" };
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AddVectorObs(GetStepCount() / (float)agentParameters.maxStep);
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AddVectorObs(m_RayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
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}
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}
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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);
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m_GroundRenderer.material = m_GroundMaterial;
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}
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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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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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}
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else
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{
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var action = Mathf.FloorToInt(act[0]);
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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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}
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}
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transform.Rotate(rotateDir, Time.deltaTime * 150f);
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m_AgentRb.AddForce(dirToGo * m_Academy.agentRunSpeed, ForceMode.VelocityChange);
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}
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public override void AgentAction(float[] vectorAction, string textAction)
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{
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AddReward(-1f / agentParameters.maxStep);
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MoveAgent(vectorAction);
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}
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void OnCollisionEnter(Collision col)
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{
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if (col.gameObject.CompareTag("symbol_O_Goal") || col.gameObject.CompareTag("symbol_X_Goal"))
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{
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if ((m_Selection == 0 && col.gameObject.CompareTag("symbol_O_Goal")) ||
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(m_Selection == 1 && col.gameObject.CompareTag("symbol_X_Goal")))
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{
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SetReward(1f);
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StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.goalScoredMaterial, 0.5f));
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}
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else
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{
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SetReward(-0.1f);
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StartCoroutine(GoalScoredSwapGroundMaterial(m_Academy.failMaterial, 0.5f));
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}
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Done();
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}
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}
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public override void AgentReset()
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{
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var agentOffset = -15f;
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var blockOffset = 0f;
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m_Selection = Random.Range(0, 2);
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if (m_Selection == 0)
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{
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symbolO.transform.position =
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new Vector3(0f + Random.Range(-3f, 3f), 2f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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symbolX.transform.position =
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new Vector3(0f, -1000f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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}
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else
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{
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symbolO.transform.position =
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new Vector3(0f, -1000f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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symbolX.transform.position =
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new Vector3(0f, 2f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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}
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transform.position = new Vector3(0f + Random.Range(-3f, 3f),
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1f, agentOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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transform.rotation = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f);
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m_AgentRb.velocity *= 0f;
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var goalPos = Random.Range(0, 2);
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if (goalPos == 0)
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{
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symbolOGoal.transform.position = new Vector3(7f, 0.5f, 22.29f) + area.transform.position;
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symbolXGoal.transform.position = new Vector3(-7f, 0.5f, 22.29f) + area.transform.position;
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}
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else
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{
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symbolXGoal.transform.position = new Vector3(7f, 0.5f, 22.29f) + area.transform.position;
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symbolOGoal.transform.position = new Vector3(-7f, 0.5f, 22.29f) + area.transform.position;
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}
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}
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}
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