您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
348 行
11 KiB
348 行
11 KiB
//Put this script on your blue cube.
|
|
|
|
using System.Collections;
|
|
using UnityEngine;
|
|
using MLAgents;
|
|
using Barracuda;
|
|
using MLAgents.Sensors;
|
|
using MLAgents.SideChannels;
|
|
|
|
public class WallJumpAgent : Agent
|
|
{
|
|
// Depending on this value, the wall will have different height
|
|
int m_Configuration;
|
|
// Brain to use when no wall is present
|
|
public NNModel noWallBrain;
|
|
// Brain to use when a jumpable wall is present
|
|
public NNModel smallWallBrain;
|
|
// Brain to use when a wall requiring a block to jump over is present
|
|
public NNModel bigWallBrain;
|
|
|
|
public GameObject ground;
|
|
public GameObject spawnArea;
|
|
Bounds m_SpawnAreaBounds;
|
|
|
|
|
|
public GameObject goal;
|
|
public GameObject shortBlock;
|
|
public GameObject wall;
|
|
Rigidbody m_ShortBlockRb;
|
|
Rigidbody m_AgentRb;
|
|
Material m_GroundMaterial;
|
|
Renderer m_GroundRenderer;
|
|
WallJumpSettings m_WallJumpSettings;
|
|
|
|
public float jumpingTime;
|
|
public float jumpTime;
|
|
// This is a downward force applied when falling to make jumps look
|
|
// less floaty
|
|
public float fallingForce;
|
|
// Use to check the coliding objects
|
|
public Collider[] hitGroundColliders = new Collider[3];
|
|
Vector3 m_JumpTargetPos;
|
|
Vector3 m_JumpStartingPos;
|
|
|
|
FloatPropertiesChannel m_FloatProperties;
|
|
|
|
public override void Initialize()
|
|
{
|
|
m_WallJumpSettings = FindObjectOfType<WallJumpSettings>();
|
|
m_Configuration = Random.Range(0, 5);
|
|
|
|
m_AgentRb = GetComponent<Rigidbody>();
|
|
m_ShortBlockRb = shortBlock.GetComponent<Rigidbody>();
|
|
m_SpawnAreaBounds = spawnArea.GetComponent<Collider>().bounds;
|
|
m_GroundRenderer = ground.GetComponent<Renderer>();
|
|
m_GroundMaterial = m_GroundRenderer.material;
|
|
|
|
spawnArea.SetActive(false);
|
|
|
|
m_FloatProperties = SideChannelUtils.GetSideChannel<FloatPropertiesChannel>();
|
|
}
|
|
|
|
// Begin the jump sequence
|
|
public void Jump()
|
|
{
|
|
jumpingTime = 0.2f;
|
|
m_JumpStartingPos = m_AgentRb.position;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does the ground check.
|
|
/// </summary>
|
|
/// <returns><c>true</c>, if the agent is on the ground,
|
|
/// <c>false</c> otherwise.</returns>
|
|
/// <param name="smallCheck"></param>
|
|
public bool DoGroundCheck(bool smallCheck)
|
|
{
|
|
if (!smallCheck)
|
|
{
|
|
hitGroundColliders = new Collider[3];
|
|
var o = gameObject;
|
|
Physics.OverlapBoxNonAlloc(
|
|
o.transform.position + new Vector3(0, -0.05f, 0),
|
|
new Vector3(0.95f / 2f, 0.5f, 0.95f / 2f),
|
|
hitGroundColliders,
|
|
o.transform.rotation);
|
|
var grounded = false;
|
|
foreach (var col in hitGroundColliders)
|
|
{
|
|
if (col != null && col.transform != transform &&
|
|
(col.CompareTag("walkableSurface") ||
|
|
col.CompareTag("block") ||
|
|
col.CompareTag("wall")))
|
|
{
|
|
grounded = true; //then we're grounded
|
|
break;
|
|
}
|
|
}
|
|
return grounded;
|
|
}
|
|
else
|
|
{
|
|
RaycastHit hit;
|
|
Physics.Raycast(transform.position + new Vector3(0, -0.05f, 0), -Vector3.up, out hit,
|
|
1f);
|
|
|
|
if (hit.collider != null &&
|
|
(hit.collider.CompareTag("walkableSurface") ||
|
|
hit.collider.CompareTag("block") ||
|
|
hit.collider.CompareTag("wall"))
|
|
&& hit.normal.y > 0.95f)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Moves a rigidbody towards a position smoothly.
|
|
/// </summary>
|
|
/// <param name="targetPos">Target position.</param>
|
|
/// <param name="rb">The rigidbody to be moved.</param>
|
|
/// <param name="targetVel">The velocity to target during the
|
|
/// motion.</param>
|
|
/// <param name="maxVel">The maximum velocity posible.</param>
|
|
void MoveTowards(
|
|
Vector3 targetPos, Rigidbody rb, float targetVel, float maxVel)
|
|
{
|
|
var moveToPos = targetPos - rb.worldCenterOfMass;
|
|
var velocityTarget = Time.fixedDeltaTime * targetVel * moveToPos;
|
|
if (float.IsNaN(velocityTarget.x) == false)
|
|
{
|
|
rb.velocity = Vector3.MoveTowards(
|
|
rb.velocity, velocityTarget, maxVel);
|
|
}
|
|
}
|
|
|
|
public override void CollectObservations(VectorSensor sensor)
|
|
{
|
|
var agentPos = m_AgentRb.position - ground.transform.position;
|
|
|
|
sensor.AddObservation(agentPos / 20f);
|
|
sensor.AddObservation(DoGroundCheck(true) ? 1 : 0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets a random spawn position in the spawningArea.
|
|
/// </summary>
|
|
/// <returns>The random spawn position.</returns>
|
|
public Vector3 GetRandomSpawnPos()
|
|
{
|
|
var randomPosX = Random.Range(-m_SpawnAreaBounds.extents.x,
|
|
m_SpawnAreaBounds.extents.x);
|
|
var randomPosZ = Random.Range(-m_SpawnAreaBounds.extents.z,
|
|
m_SpawnAreaBounds.extents.z);
|
|
|
|
var randomSpawnPos = spawnArea.transform.position +
|
|
new Vector3(randomPosX, 0.45f, randomPosZ);
|
|
return randomSpawnPos;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Changes the color of the ground for a moment.
|
|
/// </summary>
|
|
/// <returns>The Enumerator to be used in a Coroutine.</returns>
|
|
/// <param name="mat">The material to be swapped.</param>
|
|
/// <param name="time">The time the material will remain.</param>
|
|
IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)
|
|
{
|
|
m_GroundRenderer.material = mat;
|
|
yield return new WaitForSeconds(time); //wait for 2 sec
|
|
m_GroundRenderer.material = m_GroundMaterial;
|
|
}
|
|
|
|
public void MoveAgent(float[] act)
|
|
{
|
|
AddReward(-0.0005f);
|
|
var smallGrounded = DoGroundCheck(true);
|
|
var largeGrounded = DoGroundCheck(false);
|
|
|
|
var dirToGo = Vector3.zero;
|
|
var rotateDir = Vector3.zero;
|
|
var dirToGoForwardAction = (int)act[0];
|
|
var rotateDirAction = (int)act[1];
|
|
var dirToGoSideAction = (int)act[2];
|
|
var jumpAction = (int)act[3];
|
|
|
|
if (dirToGoForwardAction == 1)
|
|
dirToGo = (largeGrounded ? 1f : 0.5f) * 1f * transform.forward;
|
|
else if (dirToGoForwardAction == 2)
|
|
dirToGo = (largeGrounded ? 1f : 0.5f) * -1f * transform.forward;
|
|
if (rotateDirAction == 1)
|
|
rotateDir = transform.up * -1f;
|
|
else if (rotateDirAction == 2)
|
|
rotateDir = transform.up * 1f;
|
|
if (dirToGoSideAction == 1)
|
|
dirToGo = (largeGrounded ? 1f : 0.5f) * -0.6f * transform.right;
|
|
else if (dirToGoSideAction == 2)
|
|
dirToGo = (largeGrounded ? 1f : 0.5f) * 0.6f * transform.right;
|
|
if (jumpAction == 1)
|
|
if ((jumpingTime <= 0f) && smallGrounded)
|
|
{
|
|
Jump();
|
|
}
|
|
|
|
transform.Rotate(rotateDir, Time.fixedDeltaTime * 300f);
|
|
m_AgentRb.AddForce(dirToGo * m_WallJumpSettings.agentRunSpeed,
|
|
ForceMode.VelocityChange);
|
|
|
|
if (jumpingTime > 0f)
|
|
{
|
|
m_JumpTargetPos =
|
|
new Vector3(m_AgentRb.position.x,
|
|
m_JumpStartingPos.y + m_WallJumpSettings.agentJumpHeight,
|
|
m_AgentRb.position.z) + dirToGo;
|
|
MoveTowards(m_JumpTargetPos, m_AgentRb, m_WallJumpSettings.agentJumpVelocity,
|
|
m_WallJumpSettings.agentJumpVelocityMaxChange);
|
|
}
|
|
|
|
if (!(jumpingTime > 0f) && !largeGrounded)
|
|
{
|
|
m_AgentRb.AddForce(
|
|
Vector3.down * fallingForce, ForceMode.Acceleration);
|
|
}
|
|
jumpingTime -= Time.fixedDeltaTime;
|
|
}
|
|
|
|
public override void OnActionReceived(float[] vectorAction)
|
|
{
|
|
MoveAgent(vectorAction);
|
|
if ((!Physics.Raycast(m_AgentRb.position, Vector3.down, 20))
|
|
|| (!Physics.Raycast(m_ShortBlockRb.position, Vector3.down, 20)))
|
|
{
|
|
SetReward(-1f);
|
|
EndEpisode();
|
|
ResetBlock(m_ShortBlockRb);
|
|
StartCoroutine(
|
|
GoalScoredSwapGroundMaterial(m_WallJumpSettings.failMaterial, .5f));
|
|
}
|
|
}
|
|
|
|
public override float[] Heuristic()
|
|
{
|
|
var action = new float[4];
|
|
if (Input.GetKey(KeyCode.D))
|
|
{
|
|
action[1] = 2f;
|
|
}
|
|
if (Input.GetKey(KeyCode.W))
|
|
{
|
|
action[0] = 1f;
|
|
}
|
|
if (Input.GetKey(KeyCode.A))
|
|
{
|
|
action[1] = 1f;
|
|
}
|
|
if (Input.GetKey(KeyCode.S))
|
|
{
|
|
action[0] = 2f;
|
|
}
|
|
action[3] = Input.GetKey(KeyCode.Space) ? 1.0f : 0.0f;
|
|
return action;
|
|
}
|
|
|
|
// Detect when the agent hits the goal
|
|
void OnTriggerStay(Collider col)
|
|
{
|
|
if (col.gameObject.CompareTag("goal") && DoGroundCheck(true))
|
|
{
|
|
SetReward(1f);
|
|
EndEpisode();
|
|
StartCoroutine(
|
|
GoalScoredSwapGroundMaterial(m_WallJumpSettings.goalScoredMaterial, 2));
|
|
}
|
|
}
|
|
|
|
//Reset the orange block position
|
|
void ResetBlock(Rigidbody blockRb)
|
|
{
|
|
blockRb.transform.position = GetRandomSpawnPos();
|
|
blockRb.velocity = Vector3.zero;
|
|
blockRb.angularVelocity = Vector3.zero;
|
|
}
|
|
|
|
public override void OnEpisodeBegin()
|
|
{
|
|
ResetBlock(m_ShortBlockRb);
|
|
transform.localPosition = new Vector3(
|
|
18 * (Random.value - 0.5f), 1, -12);
|
|
m_Configuration = Random.Range(0, 5);
|
|
m_AgentRb.velocity = default(Vector3);
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
if (m_Configuration != -1)
|
|
{
|
|
ConfigureAgent(m_Configuration);
|
|
m_Configuration = -1;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Configures the agent. Given an integer config, the wall will have
|
|
/// different height and a different brain will be assigned to the agent.
|
|
/// </summary>
|
|
/// <param name="config">Config.
|
|
/// If 0 : No wall and noWallBrain.
|
|
/// If 1: Small wall and smallWallBrain.
|
|
/// Other : Tall wall and BigWallBrain.
|
|
/// </param>
|
|
void ConfigureAgent(int config)
|
|
{
|
|
var localScale = wall.transform.localScale;
|
|
if (config == 0)
|
|
{
|
|
localScale = new Vector3(
|
|
localScale.x,
|
|
m_FloatProperties.GetPropertyWithDefault("no_wall_height", 0),
|
|
localScale.z);
|
|
wall.transform.localScale = localScale;
|
|
SetModel("SmallWallJump", noWallBrain);
|
|
}
|
|
else if (config == 1)
|
|
{
|
|
localScale = new Vector3(
|
|
localScale.x,
|
|
m_FloatProperties.GetPropertyWithDefault("small_wall_height", 4),
|
|
localScale.z);
|
|
wall.transform.localScale = localScale;
|
|
SetModel("SmallWallJump", smallWallBrain);
|
|
}
|
|
else
|
|
{
|
|
var min = m_FloatProperties.GetPropertyWithDefault("big_wall_min_height", 8);
|
|
var max = m_FloatProperties.GetPropertyWithDefault("big_wall_max_height", 8);
|
|
var height = min + Random.value * (max - min);
|
|
localScale = new Vector3(
|
|
localScale.x,
|
|
height,
|
|
localScale.z);
|
|
wall.transform.localScale = localScale;
|
|
SetModel("BigWallJump", bigWallBrain);
|
|
}
|
|
}
|
|
}
|