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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315 行
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using UnityEngine;
using MLAgents;
using MLAgentsExamples;
using MLAgents.Sensors;
[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
public class CrawlerAgent : Agent
{
[Header("Target To Walk Towards")]
[Space(10)]
public Transform target;
public Transform ground;
public bool detectTargets;
public bool targetIsStatic;
public bool respawnTargetWhenTouched;
public float targetSpawnRadius;
[Header("Body Parts")] [Space(10)] public Transform body;
public Transform leg0Upper;
public Transform leg0Lower;
public Transform leg1Upper;
public Transform leg1Lower;
public Transform leg2Upper;
public Transform leg2Lower;
public Transform leg3Upper;
public Transform leg3Lower;
[Header("Joint Settings")] [Space(10)] JointDriveController m_JdController;
Vector3 m_DirToTarget;
float m_MovingTowardsDot;
float m_FacingDot;
[Header("Reward Functions To Use")]
[Space(10)]
public bool rewardMovingTowardsTarget; // Agent should move towards target
public bool rewardFacingTarget; // Agent should face the target
public bool rewardUseTimePenalty; // Hurry up
[Header("Foot Grounded Visualization")]
[Space(10)]
public bool useFootGroundedVisualization;
public MeshRenderer foot0;
public MeshRenderer foot1;
public MeshRenderer foot2;
public MeshRenderer foot3;
public Material groundedMaterial;
public Material unGroundedMaterial;
Quaternion m_LookRotation;
Matrix4x4 m_TargetDirMatrix;
public override void Initialize()
{
m_JdController = GetComponent<JointDriveController>();
m_DirToTarget = target.position - body.position;
//Setup each body part
m_JdController.SetupBodyPart(body);
m_JdController.SetupBodyPart(leg0Upper);
m_JdController.SetupBodyPart(leg0Lower);
m_JdController.SetupBodyPart(leg1Upper);
m_JdController.SetupBodyPart(leg1Lower);
m_JdController.SetupBodyPart(leg2Upper);
m_JdController.SetupBodyPart(leg2Lower);
m_JdController.SetupBodyPart(leg3Upper);
m_JdController.SetupBodyPart(leg3Lower);
}
//Get Joint Rotation Relative to the Connected Rigidbody
//We want to collect this info because it is the actual rotation, not the "target rotation"
public Quaternion GetJointRotation(ConfigurableJoint joint)
{
return(Quaternion.FromToRotation(joint.axis, joint.connectedBody.transform.rotation.eulerAngles));
}
/// <summary>
/// Add relevant information on each body part to observations.
/// </summary>
public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor)
{
var rb = bp.rb;
sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
var velocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.velocity);
sensor.AddObservation(velocityRelativeToLookRotationToTarget);
var angularVelocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.angularVelocity);
sensor.AddObservation(angularVelocityRelativeToLookRotationToTarget);
if (bp.rb.transform != body)
{
var localPosRelToBody = body.InverseTransformPoint(rb.position);
sensor.AddObservation(localPosRelToBody);
sensor.AddObservation(GetJointRotation(bp.joint));
// sensor.AddObservation(bp.currentXNormalizedRot); // Current x rot
// sensor.AddObservation(bp.currentYNormalizedRot); // Current y rot
// sensor.AddObservation(bp.currentZNormalizedRot); // Current z rot
sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
}
}
public override void CollectObservations(VectorSensor sensor)
{
m_JdController.GetCurrentJointForces();
// Update pos to target
m_DirToTarget = target.position - body.position;
m_LookRotation = Quaternion.LookRotation(m_DirToTarget);
m_TargetDirMatrix = Matrix4x4.TRS(Vector3.zero, m_LookRotation, Vector3.one);
RaycastHit hit;
float maxDist = 10;
if (Physics.Raycast(body.position, Vector3.down, out hit, maxDist))
{
sensor.AddObservation(hit.distance/maxDist);
}
else
sensor.AddObservation(1);
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
CollectObservationBodyPart(bodyPart, sensor);
}
// // Forward & up to help with orientation
// var bodyForwardRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.forward);
// sensor.AddObservation(bodyForwardRelativeToLookRotationToTarget);
//
// var bodyUpRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.up);
// sensor.AddObservation(bodyUpRelativeToLookRotationToTarget);
//Rotation delta between the matrix and the head
Quaternion headRotationDeltaFromMatrixRot = Quaternion.Inverse(m_TargetDirMatrix.rotation) * body.rotation;
sensor.AddObservation(headRotationDeltaFromMatrixRot);
// foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
// {
// CollectObservationBodyPart(bodyPart, sensor);
// }
}
/// <summary>
/// Agent touched the target
/// </summary>
public void TouchedTarget()
{
AddReward(1f);
if (respawnTargetWhenTouched)
{
GetRandomTargetPos();
}
}
/// <summary>
/// Moves target to a random position within specified radius.
/// </summary>
public void GetRandomTargetPos()
{
var newTargetPos = Random.insideUnitSphere * targetSpawnRadius;
newTargetPos.y = 5;
target.position = newTargetPos + ground.position;
}
public override void OnActionReceived(float[] vectorAction)
{
// The dictionary with all the body parts in it are in the jdController
var bpDict = m_JdController.bodyPartsDict;
var i = -1;
// Pick a new target joint rotation
bpDict[leg0Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg1Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg2Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg3Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg0Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg1Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg2Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg3Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
// Update joint strength
bpDict[leg0Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg1Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg2Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg3Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg0Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg1Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg2Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg3Lower].SetJointStrength(vectorAction[++i]);
// Set reward for this step according to mixture of the following elements.
if (rewardMovingTowardsTarget)
{
RewardFunctionMovingTowards();
}
if (rewardFacingTarget)
{
RewardFunctionFacingTarget();
}
if (rewardUseTimePenalty)
{
RewardFunctionTimePenalty();
}
}
void FixedUpdate()
{
if (detectTargets)
{
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
if (bodyPart.targetContact && bodyPart.targetContact.touchingTarget)
{
TouchedTarget();
}
}
}
// If enabled the feet will light up green when the foot is grounded.
// This is just a visualization and isn't necessary for function
if (useFootGroundedVisualization)
{
foot0.material = m_JdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot1.material = m_JdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot2.material = m_JdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot3.material = m_JdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
}
}
// /// <summary>
// /// Reward moving towards target & Penalize moving away from target.
// /// </summary>
// void RewardFunctionMovingTowards()
// {
// m_MovingTowardsDot = Vector3.Dot(m_JdController.bodyPartsDict[body].rb.velocity, m_DirToTarget.normalized);
// AddReward(0.03f * m_MovingTowardsDot);
// }
//
// /// <summary>
// /// Reward facing target & Penalize facing away from target
// /// </summary>
// void RewardFunctionFacingTarget()
// {
// m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, body.forward);
// AddReward(0.01f * m_FacingDot);
// }
/// <summary>
/// Reward moving towards target & Penalize moving away from target.
/// </summary>
void RewardFunctionMovingTowards()
{
m_MovingTowardsDot = Vector3.Dot(m_JdController.bodyPartsDict[body].rb.velocity, m_DirToTarget.normalized);
AddReward(0.01f * m_MovingTowardsDot);
}
/// <summary>
/// Reward facing target & Penalize facing away from target
/// </summary>
void RewardFunctionFacingTarget()
{
float bodyRotRelativeToMatrixDot = Quaternion.Dot(m_TargetDirMatrix.rotation, body.rotation);
AddReward(0.01f * bodyRotRelativeToMatrixDot);
}
/// <summary>
/// Existential penalty for time-contrained tasks.
/// </summary>
void RewardFunctionTimePenalty()
{
AddReward(-0.001f);
}
/// <summary>
/// Loop over body parts and reset them to initial conditions.
/// </summary>
public override void OnEpisodeBegin()
{
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
bodyPart.Reset(bodyPart);
}
if (m_DirToTarget != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(m_DirToTarget);
}
transform.Rotate(Vector3.up, Random.Range(0.0f, 360.0f));
if (!targetIsStatic)
{
GetRandomTargetPos();
}
}
}