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157 行
4.3 KiB
157 行
4.3 KiB
using System;
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using UnityEngine;
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using System.Linq;
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using MLAgents;
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public class GridAgent : Agent
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{
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[Header("Specific to GridWorld")]
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private GridAcademy academy;
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public float timeBetweenDecisionsAtInference;
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private float timeSinceDecision;
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[Tooltip("Because we want an observation right before making a decision, we can force " +
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"a camera to render before making a decision. Place the agentCam here if using " +
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"RenderTexture as observations.")]
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public Camera renderCamera;
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[Tooltip("Selecting will turn on action masking. Note that a model trained with action " +
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"masking turned on may not behave optimally when action masking is turned off.")]
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public bool maskActions = true;
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private const int NoAction = 0; // do nothing!
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private const int Up = 1;
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private const int Down = 2;
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private const int Left = 3;
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private const int Right = 4;
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public override void InitializeAgent()
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{
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academy = FindObjectOfType(typeof(GridAcademy)) as GridAcademy;
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}
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public override void CollectObservations()
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{
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// There are no numeric observations to collect as this environment uses visual
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// observations.
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// Mask the necessary actions if selected by the user.
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if (maskActions)
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{
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SetMask();
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}
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}
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/// <summary>
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/// Applies the mask for the agents action to disallow unnecessary actions.
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/// </summary>
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private void SetMask()
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{
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// Prevents the agent from picking an action that would make it collide with a wall
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var positionX = (int) transform.position.x;
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var positionZ = (int) transform.position.z;
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var maxPosition = academy.gridSize - 1;
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if (positionX == 0)
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{
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SetActionMask(Left);
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}
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if (positionX == maxPosition)
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{
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SetActionMask(Right);
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}
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if (positionZ == 0)
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{
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SetActionMask(Down);
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}
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if (positionZ == maxPosition)
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{
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SetActionMask(Up);
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}
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}
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// to be implemented by the developer
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public override void AgentAction(float[] vectorAction, string textAction)
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{
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AddReward(-0.01f);
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int action = Mathf.FloorToInt(vectorAction[0]);
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Vector3 targetPos = transform.position;
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switch (action)
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{
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case NoAction:
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// do nothing
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break;
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case Right:
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targetPos = transform.position + new Vector3(1f, 0, 0f);
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break;
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case Left:
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targetPos = transform.position + new Vector3(-1f, 0, 0f);
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break;
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case Up:
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targetPos = transform.position + new Vector3(0f, 0, 1f);
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break;
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case Down:
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targetPos = transform.position + new Vector3(0f, 0, -1f);
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break;
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default:
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throw new ArgumentException("Invalid action value");
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}
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Collider[] blockTest = Physics.OverlapBox(targetPos, new Vector3(0.3f, 0.3f, 0.3f));
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if (blockTest.Where(col => col.gameObject.CompareTag("wall")).ToArray().Length == 0)
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{
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transform.position = targetPos;
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if (blockTest.Where(col => col.gameObject.CompareTag("goal")).ToArray().Length == 1)
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{
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Done();
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SetReward(1f);
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}
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if (blockTest.Where(col => col.gameObject.CompareTag("pit")).ToArray().Length == 1)
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{
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Done();
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SetReward(-1f);
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}
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}
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}
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// to be implemented by the developer
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public override void AgentReset()
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{
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academy.AcademyReset();
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}
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public void FixedUpdate()
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{
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WaitTimeInference();
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}
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private void WaitTimeInference()
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{
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if(renderCamera != null)
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{
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renderCamera.Render();
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}
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if (!academy.GetIsInference())
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{
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RequestDecision();
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}
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else
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{
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if (timeSinceDecision >= timeBetweenDecisionsAtInference)
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{
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timeSinceDecision = 0f;
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RequestDecision();
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}
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else
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{
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timeSinceDecision += Time.fixedDeltaTime;
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}
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}
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}
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}
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