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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using System;
using System.Collections.Generic;
using UnityEngine;
namespace MLAgents.Sensor
{
public abstract class RayPerceptionSensorComponentBase : SensorComponent
{
public string sensorName = "RayPerceptionSensor";
[Tooltip("List of tags in the scene to compare against.")]
public List<string> detectableTags;
[Range(0, 50)]
[Tooltip("Number of rays to the left and right of center.")]
public int raysPerDirection = 3;
[Range(0, 180)]
[Tooltip("Cone size for rays. Using 90 degrees will cast rays to the left and right. Greater than 90 degrees will go backwards.")]
public float maxRayDegrees = 70;
[Range(0f, 10f)]
[Tooltip("Radius of sphere to cast. Set to zero for raycasts.")]
public float sphereCastRadius = 0.5f;
[Range(1, 1000)]
[Tooltip("Length of the rays to cast.")]
public float rayLength = 20f;
[Tooltip("Controls which layers the rays can hit.")]
public LayerMask rayLayerMask = Physics.DefaultRaycastLayers;
[Range(1, 50)]
[Tooltip("Whether to stack previous observations. Using 1 means no previous observations.")]
public int observationStacks = 1;
[Header("Debug Gizmos", order = 999)]
public Color rayHitColor = Color.red;
public Color rayMissColor = Color.white;
[Tooltip("Whether to draw the raycasts in the world space of when they happened, or using the Agent's current transform'")]
public bool useWorldPositions = true;
[NonSerialized]
RayPerceptionSensor m_RaySensor;
public abstract RayPerceptionSensor.CastType GetCastType();
public virtual float GetStartVerticalOffset()
{
return 0f;
}
public virtual float GetEndVerticalOffset()
{
return 0f;
}
public override ISensor CreateSensor()
{
var rayAngles = GetRayAngles(raysPerDirection, maxRayDegrees);
m_RaySensor = new RayPerceptionSensor(sensorName, rayLength, detectableTags, rayAngles,
transform, GetStartVerticalOffset(), GetEndVerticalOffset(), sphereCastRadius, GetCastType(),
rayLayerMask
);
if (observationStacks != 1)
{
var stackingSensor = new StackingSensor(m_RaySensor, observationStacks);
return stackingSensor;
}
return m_RaySensor;
}
public static float[] GetRayAngles(int raysPerDirection, float maxRayDegrees)
{
// Example:
// { 90, 90 - delta, 90 + delta, 90 - 2*delta, 90 + 2*delta }
var anglesOut = new float[2 * raysPerDirection + 1];
var delta = maxRayDegrees / raysPerDirection;
anglesOut[0] = 90f;
for (var i = 0; i < raysPerDirection; i++)
{
anglesOut[2 * i + 1] = 90 - (i + 1) * delta;
anglesOut[2 * i + 2] = 90 + (i + 1) * delta;
}
return anglesOut;
}
public override int[] GetObservationShape()
{
var numRays = 2 * raysPerDirection + 1;
var numTags = detectableTags == null ? 0 : detectableTags.Count;
var obsSize = (numTags + 2) * numRays;
var stacks = observationStacks > 1 ? observationStacks : 1;
return new[] { obsSize * stacks };
}
/// <summary>
/// Draw the debug information from the sensor (if available).
/// </summary>
public void OnDrawGizmos()
{
if (m_RaySensor?.debugDisplayInfo?.rayInfos == null)
{
return;
}
var debugInfo = m_RaySensor.debugDisplayInfo;
// Draw "old" observations in a lighter color.
// Since the agent may not step every frame, this helps de-emphasize "stale" hit information.
var alpha = Mathf.Pow(.5f, debugInfo.age);
foreach (var rayInfo in debugInfo.rayInfos)
{
// Either use the original world-space coordinates of the raycast, or transform the agent-local
// coordinates of the rays to the current transform of the agent. If the agent acts every frame,
// these should be the same.
var startPositionWorld = rayInfo.worldStart;
var endPositionWorld = rayInfo.worldEnd;
if (!useWorldPositions)
{
startPositionWorld = transform.TransformPoint(rayInfo.localStart);
endPositionWorld = transform.TransformPoint(rayInfo.localEnd);
}
var rayDirection = endPositionWorld - startPositionWorld;
rayDirection *= rayInfo.hitFraction;
// hit fraction ^2 will shift "far" hits closer to the hit color
var lerpT = rayInfo.hitFraction * rayInfo.hitFraction;
var color = Color.Lerp(rayHitColor, rayMissColor, lerpT);
color.a = alpha;
Gizmos.color = color;
Gizmos.DrawRay(startPositionWorld, rayDirection);
// Draw the hit point as a sphere. If using rays to cast (0 radius), use a small sphere.
if (rayInfo.castHit)
{
var hitRadius = Mathf.Max(sphereCastRadius, .05f);
Gizmos.DrawWireSphere(startPositionWorld + rayDirection, hitRadius);
}
}
}
}
}