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149 行
5.1 KiB
149 行
5.1 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class HallwayAgent : Agent
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{
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public GameObject ground;
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public GameObject area;
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public GameObject orangeGoal;
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public GameObject redGoal;
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public GameObject orangeBlock;
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public GameObject redBlock;
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RayPerception rayPer;
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Rigidbody shortBlockRB;
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Rigidbody agentRB;
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Material groundMaterial;
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Renderer groundRenderer;
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HallwayAcademy academy;
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int selection;
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public override void InitializeAgent()
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{
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base.InitializeAgent();
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academy = FindObjectOfType<HallwayAcademy>();
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brain = FindObjectOfType<Brain>();
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rayPer = GetComponent<RayPerception>();
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agentRB = GetComponent<Rigidbody>();
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groundRenderer = ground.GetComponent<Renderer>();
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groundMaterial = groundRenderer.material;
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}
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public override void CollectObservations()
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{
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float rayDistance = 12f;
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float[] rayAngles = { 20f, 60f, 90f, 120f, 160f };
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string[] detectableObjects = { "orangeGoal", "redGoal", "orangeBlock", "redBlock", "wall" };
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AddVectorObs((float)GetStepCount() / (float)agentParameters.maxStep);
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AddVectorObs(rayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
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}
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IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time)
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{
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groundRenderer.material = mat;
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yield return new WaitForSeconds(time);
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groundRenderer.material = groundMaterial;
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}
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public void MoveAgent(float[] act)
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{
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Vector3 dirToGo = Vector3.zero;
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Vector3 rotateDir = Vector3.zero;
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if (brain.brainParameters.vectorActionSpaceType == SpaceType.continuous)
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{
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dirToGo = transform.forward * Mathf.Clamp(act[0], -1f, 1f);
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rotateDir = transform.up * Mathf.Clamp(act[1], -1f, 1f);
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}
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else
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{
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int action = Mathf.FloorToInt(act[0]);
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switch (action)
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{
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case 0:
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dirToGo = transform.forward * 1f;
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break;
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case 1:
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dirToGo = transform.forward * -1f;
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break;
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case 2:
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rotateDir = transform.up * 1f;
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break;
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case 3:
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rotateDir = transform.up * -1f;
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break;
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}
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}
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transform.Rotate(rotateDir, Time.deltaTime * 150f);
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agentRB.AddForce(dirToGo * academy.agentRunSpeed, ForceMode.VelocityChange);
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}
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public override void AgentAction(float[] vectorAction, string textAction)
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{
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AddReward(-1f / agentParameters.maxStep);
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MoveAgent(vectorAction);
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}
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void OnCollisionEnter(Collision col)
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{
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if (col.gameObject.CompareTag("orangeGoal") || col.gameObject.CompareTag("redGoal"))
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{
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if ((selection == 0 && col.gameObject.CompareTag("orangeGoal")) ||
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(selection == 1 && col.gameObject.CompareTag("redGoal")))
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{
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SetReward(1f);
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StartCoroutine(GoalScoredSwapGroundMaterial(academy.goalScoredMaterial, 0.5f));
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}
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else
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{
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SetReward(-0.1f);
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StartCoroutine(GoalScoredSwapGroundMaterial(academy.failMaterial, 0.5f));
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}
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Done();
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}
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}
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public override void AgentReset()
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{
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float agentOffset = -15f;
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float blockOffset = 0f;
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selection = Random.Range(0, 2);
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if (selection == 0)
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{
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orangeBlock.transform.position =
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new Vector3(0f + Random.Range(-3f, 3f), 2f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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redBlock.transform.position =
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new Vector3(0f, -1000f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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}
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else
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{
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orangeBlock.transform.position =
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new Vector3(0f, -1000f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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redBlock.transform.position =
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new Vector3(0f, 2f, blockOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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}
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transform.position = new Vector3(0f + Random.Range(-3f, 3f),
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1f, agentOffset + Random.Range(-5f, 5f))
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+ ground.transform.position;
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transform.rotation = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f);
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agentRB.velocity *= 0f;
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int goalPos = Random.Range(0, 2);
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if (goalPos == 0)
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{
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orangeGoal.transform.position = new Vector3(7f, 0.5f, 9f) + area.transform.position;
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redGoal.transform.position = new Vector3(-7f, 0.5f, 9f) + area.transform.position;
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}
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else
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{
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redGoal.transform.position = new Vector3(7f, 0.5f, 9f) + area.transform.position;
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orangeGoal.transform.position = new Vector3(-7f, 0.5f, 9f) + area.transform.position;
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}
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}
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}
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