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133 行
3.6 KiB
133 行
3.6 KiB
using UnityEngine;
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using MLAgents;
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public class BouncerAgent : Agent
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{
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[Header("Bouncer Specific")]
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public GameObject target;
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public GameObject bodyObject;
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Rigidbody m_Rb;
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Vector3 m_LookDir;
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public float strength = 10f;
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float m_JumpCooldown;
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int m_NumberJumps = 20;
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int m_JumpLeft = 20;
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IFloatProperties m_ResetParams;
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public override void InitializeAgent()
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{
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m_Rb = gameObject.GetComponent<Rigidbody>();
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m_LookDir = Vector3.zero;
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m_ResetParams = Academy.Instance.FloatProperties;
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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(gameObject.transform.localPosition);
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sensor.AddObservation(target.transform.localPosition);
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}
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public override void AgentAction(float[] vectorAction)
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{
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for (var i = 0; i < vectorAction.Length; i++)
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{
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vectorAction[i] = Mathf.Clamp(vectorAction[i], -1f, 1f);
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}
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var x = vectorAction[0];
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var y = ScaleAction(vectorAction[1], 0, 1);
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var z = vectorAction[2];
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m_Rb.AddForce(new Vector3(x, y + 1, z) * strength);
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AddReward(-0.05f * (
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vectorAction[0] * vectorAction[0] +
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vectorAction[1] * vectorAction[1] +
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vectorAction[2] * vectorAction[2]) / 3f);
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m_LookDir = new Vector3(x, y, z);
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}
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public override void AgentReset()
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{
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gameObject.transform.localPosition = new Vector3(
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(1 - 2 * Random.value) * 5, 2, (1 - 2 * Random.value) * 5);
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m_Rb.velocity = default(Vector3);
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var environment = gameObject.transform.parent.gameObject;
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var targets =
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environment.GetComponentsInChildren<BouncerTarget>();
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foreach (var t in targets)
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{
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t.Respawn();
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}
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m_JumpLeft = m_NumberJumps;
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SetResetParameters();
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}
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void FixedUpdate()
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{
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if (Physics.Raycast(transform.position, new Vector3(0f, -1f, 0f), 0.51f) && m_JumpCooldown <= 0f)
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{
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RequestDecision();
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m_JumpLeft -= 1;
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m_JumpCooldown = 0.1f;
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m_Rb.velocity = default(Vector3);
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}
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m_JumpCooldown -= Time.fixedDeltaTime;
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if (gameObject.transform.position.y < -1)
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{
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AddReward(-1);
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Done();
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return;
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}
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if (gameObject.transform.localPosition.x < -19 || gameObject.transform.localPosition.x > 19
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|| gameObject.transform.localPosition.z < -19 || gameObject.transform.localPosition.z > 19)
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{
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AddReward(-1);
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Done();
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return;
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}
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if (m_JumpLeft == 0)
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{
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Done();
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}
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}
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public override float[] Heuristic()
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{
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var action = new float[3];
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action[0] = Input.GetAxis("Horizontal");
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action[1] = Input.GetKey(KeyCode.Space) ? 1.0f : 0.0f;
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action[2] = Input.GetAxis("Vertical");
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return action;
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}
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void Update()
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{
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if (m_LookDir.magnitude > float.Epsilon)
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{
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bodyObject.transform.rotation = Quaternion.Lerp(bodyObject.transform.rotation,
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Quaternion.LookRotation(m_LookDir),
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Time.deltaTime * 10f);
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}
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}
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public void SetTargetScale()
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{
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var targetScale = m_ResetParams.GetPropertyWithDefault("target_scale", 1.0f);
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target.transform.localScale = new Vector3(targetScale, targetScale, targetScale);
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}
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public void SetResetParameters()
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{
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SetTargetScale();
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}
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}
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