Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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322 行
9.1 KiB

using UnityEngine;
using MLAgents;
using MLAgents.Sensors;
public class LargeCubeAgent : Agent
{
CubeWarSettings m_CubeWarSettings;
public GameObject area;
CubeWarArea m_MyArea;
bool m_Dead;
bool m_Shoot;
float m_ShootTime;
bool m_Shockwave;
float m_ShockwaveTime;
Rigidbody m_AgentRb;
float m_LaserLength;
float m_HitPoints;
// Speed of agent rotation.
public float turnSpeed;
// Speed of agent movement.
public float moveSpeed;
public Material normalMaterial;
public Material weakMaterial;
public Material deadMaterial;
public Laser myLaser;
public GameObject shockwave;
public GameObject myBody;
public override void Initialize()
{
m_AgentRb = GetComponent<Rigidbody>();
m_MyArea = area.GetComponent<CubeWarArea>();
m_CubeWarSettings = FindObjectOfType<CubeWarSettings>();
SetResetParameters();
}
public override void CollectObservations(VectorSensor sensor)
{
sensor.AddObservation(System.Convert.ToInt32(m_Shoot));
sensor.AddObservation(System.Convert.ToInt32(m_Shockwave));
sensor.AddObservation(m_HitPoints);
}
public Color32 ToColor(int hexVal)
{
var r = (byte)((hexVal >> 16) & 0xFF);
var g = (byte)((hexVal >> 8) & 0xFF);
var b = (byte)(hexVal & 0xFF);
return new Color32(r, g, b, 255);
}
public void MoveAgent(float[] act)
{
m_Shoot = false;
m_Shockwave = false;
var dirToGo = Vector3.zero;
var rotateDir = Vector3.zero;
if (!m_Dead)
{
var shootCommand = false;
var shockwaveCommand = false;
var forwardAxis = (int)act[0];
var rightAxis = (int)act[1];
var rotateAxis = (int)act[2];
var shootAxis = (int)act[3];
var shockwaveAxis = (int)act[4];
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;
}
switch (shockwaveAxis)
{
case 1:
shockwaveCommand = true;
break;
}
if (shootCommand)
{
if (Time.time > m_ShootTime + 1f)
{
m_Shoot = true;
dirToGo *= 0.5f;
m_AgentRb.velocity *= 0.75f;
m_ShootTime = Time.time;
}
}
if (shockwaveCommand)
{
if (Time.time > m_ShockwaveTime + 3f)
{
m_Shockwave = true;
dirToGo *= 0.5f;
m_AgentRb.velocity *= 0.75f;
m_ShockwaveTime = Time.time;
}
}
if(!m_Shockwave)
{
transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed);
m_AgentRb.AddForce(dirToGo * moveSpeed, ForceMode.VelocityChange);
}
}
if (m_AgentRb.velocity.sqrMagnitude > 25f) // slow it down
{
m_AgentRb.velocity *= 0.95f;
}
float checkTime = Time.time;
if (m_Shoot)
{
var myTransform = transform;
myLaser.isFired = true;
var rayDir = 120.0f * myTransform.forward;
Debug.DrawRay(myTransform.position, rayDir, Color.red, 0f, true);
RaycastHit hit;
if (Physics.SphereCast(transform.position, 7f, rayDir, out hit, 120f))
{
if (hit.collider.gameObject.CompareTag("StrongSmallAgent") || hit.collider.gameObject.CompareTag("WeakSmallAgent"))
{
hit.collider.gameObject.GetComponent<SmallCubeAgent>().HitAgent(.5f);
AddReward(.1f);
}
else if (hit.collider.gameObject.CompareTag("StrongLargeAgent") || hit.collider.gameObject.CompareTag("WeakLargeAgent"))
{
hit.collider.gameObject.GetComponent<LargeCubeAgent>().HealAgent();
}
}
}
else if (checkTime > m_ShootTime + .5f)
{
myLaser.isFired = false;
}
if (m_Shockwave)
{
// Squish animation
myBody.transform.localScale = new Vector3(1.2f, 0.8f, 1.2f);
// Make shockwave animation
var myTransform = transform;
shockwave.transform.localScale = new Vector3(1f, 1f, 1f);
RaycastHit hit;
int casts = 16;
float angleRotation = 360f / (float)casts;
for (int i = 0; i < casts; i++)
{
var rayDir = Quaternion.AngleAxis(angleRotation * i, Vector3.up) * myTransform.forward * 10f;
Debug.DrawRay(myTransform.position, rayDir, Color.green, 0f, true);
if (Physics.SphereCast(transform.position, 3f, rayDir, out hit, 7f))
{
if (hit.collider.gameObject.CompareTag("StrongSmallAgent") || hit.collider.gameObject.CompareTag("WeakSmallAgent"))
{
hit.collider.gameObject.GetComponent<SmallCubeAgent>().HitAgent(1f);
AddReward(.1f);
}
}
}
}
else if (checkTime > m_ShockwaveTime + 0.3f)
{
myBody.transform.localScale = new Vector3(1f, 1f, 1f);
shockwave.transform.localScale = new Vector3(0f, 0f, 0f);
}
}
public void HitAgent(float damage)
{
if (!m_Dead)
{
m_HitPoints -= damage;
HealthStatus();
}
}
public void HealAgent()
{
if (m_HitPoints < 1f && !m_Dead)
{
m_HitPoints = Mathf.Min(m_HitPoints + .1f, 1f);
HealthStatus();
}
}
public void HealthStatus()
{
if (m_HitPoints <= 1f && m_HitPoints > .5f)
{
gameObject.tag = "StrongLargeAgent";
myBody.GetComponentInChildren<Renderer>().material = normalMaterial;
}
else if (m_HitPoints <= .5f && m_HitPoints > 0.0f)
{
gameObject.tag = "WeakLargeAgent";
myBody.GetComponentInChildren<Renderer>().material = weakMaterial;
}
else // Dead
{
m_Dead = true;
gameObject.tag = "DeadLargeAgent";
myBody.GetComponentInChildren<Renderer>().material = deadMaterial;
m_MyArea.AgentDied();
}
}
public override void OnActionReceived(float[] vectorAction)
{
MoveAgent(vectorAction);
}
public override float[] Heuristic()
{
var action = new float[5];
if (Input.GetKey(KeyCode.D))
{
action[2] = 2f;
}
if (Input.GetKey(KeyCode.W))
{
action[0] = 1f;
}
if (Input.GetKey(KeyCode.E))
{
action[1] = 1f;
}
if (Input.GetKey(KeyCode.Q))
{
action[1] = 2f;
}
if (Input.GetKey(KeyCode.A))
{
action[2] = 1f;
}
if (Input.GetKey(KeyCode.S))
{
action[0] = 2f;
}
action[3] = Input.GetKey(KeyCode.Space) ? 1.0f : 0.0f;
action[4] = Input.GetKey(KeyCode.O) ? 1.0f : 0.0f;
return action;
}
public override void OnEpisodeBegin()
{
m_HitPoints = 1f;
HealthStatus();
m_Dead = false;
m_Shoot = false;
m_ShootTime = -1f;
m_ShockwaveTime = -3f;
m_AgentRb.velocity = Vector3.zero;
shockwave.transform.localScale = new Vector3(0f, 0f, 0f);
transform.position = new Vector3(Random.Range(-m_MyArea.range, m_MyArea.range),
2f, Random.Range(-m_MyArea.range, m_MyArea.range))
+ area.transform.position;
transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360)));
SetResetParameters();
}
public bool IsDead()
{
return m_Dead;
}
public void SetLaserLengths()
{
m_LaserLength = 1f;
}
public void SetAgentScale()
{
float agentScale = 5f;
transform.localScale = new Vector3(agentScale, agentScale, agentScale);
}
public void SetResetParameters()
{
SetLaserLengths();
SetAgentScale();
}
}