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279 行
7.7 KiB
279 行
7.7 KiB
using UnityEngine;
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using MLAgents;
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using MLAgents.Sensors;
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using MLAgents.SideChannels;
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public class SmallCubeAgent : Agent
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{
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CubeWarSettings m_CubeWarSettings;
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public GameObject area;
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CubeWarArea m_MyArea;
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public GameObject largeAgent;
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LargeCubeAgent m_LargeAgent;
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bool m_Dead;
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bool m_Shoot;
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float m_ShootTime;
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Rigidbody m_AgentRb;
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float m_LaserLength;
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float m_HitPoints;
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// Speed of agent rotation.
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public float turnSpeed;
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float m_Bonus;
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// Speed of agent movement.
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public float moveSpeed;
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public Material normalMaterial;
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public Material weakMaterial;
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public Material deadMaterial;
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public Laser myLaser;
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public GameObject myBody;
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public override void Initialize()
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{
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m_AgentRb = GetComponent<Rigidbody>();
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m_MyArea = area.GetComponent<CubeWarArea>();
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m_LargeAgent = largeAgent.GetComponent<LargeCubeAgent>();
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m_CubeWarSettings = FindObjectOfType<CubeWarSettings>();
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SetResetParameters();
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}
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public override void CollectObservations(VectorSensor sensor)
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{
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sensor.AddObservation(System.Convert.ToInt32(m_Shoot));
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sensor.AddObservation(System.Convert.ToInt32(m_Dead));
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sensor.AddObservation(m_HitPoints);
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// Direction big agent is looking
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Vector3 dirToSelf = transform.position - m_LargeAgent.transform.position;
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float angle = Vector3.Dot(m_LargeAgent.transform.forward.normalized, dirToSelf.normalized);
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sensor.AddObservation(angle);
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if (m_Dead)
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{
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AddReward(-.001f * m_Bonus);
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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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var r = (byte)((hexVal >> 16) & 0xFF);
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var g = (byte)((hexVal >> 8) & 0xFF);
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var 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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m_Shoot = false;
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var dirToGo = Vector3.zero;
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var rotateDir = Vector3.zero;
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if (!m_Dead)
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{
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var shootCommand = false;
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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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if (shootCommand)
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{
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if (Time.time > m_ShootTime + .4f)
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{
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m_Shoot = true;
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dirToGo *= 0.5f;
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m_AgentRb.velocity *= 0.9f;
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m_ShootTime = Time.time;
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}
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}
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transform.Rotate(rotateDir, Time.fixedDeltaTime * turnSpeed);
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m_AgentRb.AddForce(dirToGo * moveSpeed, ForceMode.VelocityChange);
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}
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//if (m_AgentRb.velocity.sqrMagnitude > 25f) // slow it down
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//{
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// m_AgentRb.velocity *= 0.95f;
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//}
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if (m_Shoot)
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{
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var myTransform = transform;
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var rayDir = 25.0f * myTransform.forward;
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Debug.DrawRay(myTransform.position, rayDir, Color.red, 0f, true);
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RaycastHit hit;
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if (Physics.SphereCast(transform.position, 2f, rayDir, out hit, 28f))
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{
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if (hit.collider.gameObject.CompareTag("StrongSmallAgent") || hit.collider.gameObject.CompareTag("WeakSmallAgent"))
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{
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hit.collider.gameObject.GetComponent<SmallCubeAgent>().HealAgent();
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}
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else if (hit.collider.gameObject.CompareTag("StrongLargeAgent") || hit.collider.gameObject.CompareTag("WeakLargeAgent"))
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{
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hit.collider.gameObject.GetComponent<LargeCubeAgent>().HitAgent(.02f);
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AddReward(.1f + .4f * m_Bonus);
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}
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myLaser.isFired = true;
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}
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}
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else if (Time.time > m_ShootTime + .25f)
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{
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myLaser.isFired = false;
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}
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}
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public void HitAgent(float damage)
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{
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if (!m_Dead)
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{
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m_HitPoints -= damage;
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HealthStatus();
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}
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}
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public void HealAgent()
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{
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if (m_HitPoints < 1f)
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{
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m_HitPoints = Mathf.Min(m_HitPoints + .25f, 1f);
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HealthStatus();
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}
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}
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void HealthStatus()
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{
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if (m_HitPoints <= 1f && m_HitPoints > .5f)
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{
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gameObject.tag = "StrongSmallAgent";
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myBody.GetComponentInChildren<Renderer>().material = normalMaterial;
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}
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else if (m_HitPoints <= .5f && m_HitPoints > 0.0f)
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{
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gameObject.tag = "WeakSmallAgent";
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myBody.GetComponentInChildren<Renderer>().material = weakMaterial;
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}
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else // Dead
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{
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AddReward(-.1f * m_Bonus);
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m_Dead = true;
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gameObject.tag = "DeadSmallAgent";
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myBody.GetComponentInChildren<Renderer>().material = deadMaterial;
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m_MyArea.AgentDied();
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}
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}
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public override void OnActionReceived(float[] vectorAction)
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{
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MoveAgent(vectorAction);
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}
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public override float[] Heuristic()
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{
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var action = new float[4];
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if (Input.GetKey(KeyCode.D))
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{
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action[2] = 2f;
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}
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if (Input.GetKey(KeyCode.W))
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{
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action[0] = 1f;
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}
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if (Input.GetKey(KeyCode.E))
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{
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action[1] = 1f;
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}
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if (Input.GetKey(KeyCode.Q))
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{
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action[1] = 2f;
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}
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if (Input.GetKey(KeyCode.A))
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{
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action[2] = 1f;
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}
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if (Input.GetKey(KeyCode.S))
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{
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action[0] = 2f;
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}
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action[3] = Input.GetKey(KeyCode.Space) ? 1.0f : 0.0f;
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return action;
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}
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public override void OnEpisodeBegin()
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{
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m_HitPoints = 1f;
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HealthStatus();
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m_Dead = false;
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m_Shoot = false;
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m_ShootTime = -.5f;
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//m_Bonus = Academy.Instance.FloatProperties.GetPropertyWithDefault("bonus", 0);
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m_Bonus = SideChannelUtils.GetSideChannel<FloatPropertiesChannel>().GetPropertyWithDefault("bonus", 0);
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m_AgentRb.velocity = Vector3.zero;
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float smallRange = 50f * m_MyArea.range;
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transform.position = new Vector3(Random.Range(-smallRange, smallRange),
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2f,Random.Range(-smallRange, smallRange))
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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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SetResetParameters();
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}
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public bool IsDead()
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{
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return m_Dead;
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}
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public void SetLaserLengths()
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{
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m_LaserLength = 1f;
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}
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public void SetAgentScale()
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{
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float agentScale = 1f;
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gameObject.transform.localScale = new Vector3(agentScale, agentScale, agentScale);
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}
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public void SetResetParameters()
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{
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SetLaserLengths();
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SetAgentScale();
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}
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}
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