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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246 行
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using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgentsExamples;
using Unity.MLAgents.Sensors;
[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
public class WormAgent : 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 bodySegment0;
public Transform bodySegment1;
public Transform bodySegment2;
public Transform bodySegment3;
[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
Quaternion m_LookRotation; //LookRotation from m_TargetDirMatrix to Target
Matrix4x4 m_TargetDirMatrix; //Matrix used by agent as orientation reference
public override void Initialize()
{
m_JdController = GetComponent<JointDriveController>();
m_DirToTarget = target.position - bodySegment0.position;
m_LookRotation = Quaternion.LookRotation(m_DirToTarget);
m_TargetDirMatrix = Matrix4x4.TRS(Vector3.zero, m_LookRotation, Vector3.one);
//Setup each body part
m_JdController.SetupBodyPart(bodySegment0);
m_JdController.SetupBodyPart(bodySegment1);
m_JdController.SetupBodyPart(bodySegment2);
m_JdController.SetupBodyPart(bodySegment3);
//We only want the head to detect the target
//So we need to remove TargetContact from everything else
//This is a temp fix till we can redesign
DestroyImmediate(bodySegment1.GetComponent<TargetContact>());
DestroyImmediate(bodySegment2.GetComponent<TargetContact>());
DestroyImmediate(bodySegment3.GetComponent<TargetContact>());
}
//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 != bodySegment0)
{
var localPosRelToBody = bodySegment0.InverseTransformPoint(rb.position);
sensor.AddObservation(localPosRelToBody);
sensor.AddObservation(GetJointRotation(bp.joint));
sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
}
}
public override void CollectObservations(VectorSensor sensor)
{
m_JdController.GetCurrentJointForces();
// Update pos to target
m_DirToTarget = target.position - bodySegment0.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(bodySegment0.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);
}
//Rotation delta between the matrix and the head
Quaternion headRotationDeltaFromMatrixRot = Quaternion.Inverse(m_TargetDirMatrix.rotation) * bodySegment0.rotation;
sensor.AddObservation(headRotationDeltaFromMatrixRot);
}
/// <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(ActionBuffers actionBuffers)
{
// The dictionary with all the body parts in it are in the jdController
var bpDict = m_JdController.bodyPartsDict;
var i = -1;
var continuousActions = actionBuffers.ContinuousActions;
// Pick a new target joint rotation
bpDict[bodySegment1].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0);
bpDict[bodySegment2].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0);
bpDict[bodySegment3].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0);
// Update joint strength
bpDict[bodySegment1].SetJointStrength(continuousActions[++i]);
bpDict[bodySegment2].SetJointStrength(continuousActions[++i]);
bpDict[bodySegment3].SetJointStrength(continuousActions[++i]);
if (bodySegment0.position.y < ground.position.y - 2)
{
EndEpisode();
}
}
void FixedUpdate()
{
if (detectTargets)
{
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
{
if (bodyPart.targetContact && bodyPart.targetContact.touchingTarget)
{
TouchedTarget();
}
}
}
// Set reward for this step according to mixture of the following elements.
if (rewardMovingTowardsTarget)
{
RewardFunctionMovingTowards();
}
if (rewardFacingTarget)
{
RewardFunctionFacingTarget();
}
if (rewardUseTimePenalty)
{
RewardFunctionTimePenalty();
}
}
/// <summary>
/// Reward moving towards target & Penalize moving away from target.
/// </summary>
void RewardFunctionMovingTowards()
{
m_MovingTowardsDot = Vector3.Dot(m_JdController.bodyPartsDict[bodySegment0].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, bodySegment0.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();
}
}
}