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240 行
8.5 KiB
240 行
8.5 KiB
using System;
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using UnityEngine;
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using Unity.MLAgents;
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using Unity.MLAgentsExamples;
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using Unity.MLAgents.Sensors;
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using Random = UnityEngine.Random;
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[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
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public class CrawlerAgent : Agent
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{
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public float maximumWalkingSpeed = 999; //The max walk velocity magnitude an agent will be rewarded for
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Vector3 m_WalkDir; //Direction to the target
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Quaternion m_WalkDirLookRot; //Will hold the rotation to our target
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[Header("Target To Walk Towards")] [Space(10)]
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public TargetController target; //Target the agent will walk towards.
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[Header("Body Parts")] [Space(10)] public Transform body;
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public Transform leg0Upper;
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public Transform leg0Lower;
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public Transform leg1Upper;
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public Transform leg1Lower;
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public Transform leg2Upper;
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public Transform leg2Lower;
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public Transform leg3Upper;
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public Transform leg3Lower;
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[Header("Orientation")] [Space(10)]
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//This will be used as a stabilized model space reference point for observations
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//Because ragdolls can move erratically during training, using a stabilized reference transform improves learning
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public OrientationCubeController orientationCube;
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JointDriveController m_JdController;
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[Header("Reward Functions To Use")] [Space(10)]
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public bool rewardMovingTowardsTarget; // Agent should move towards target
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public bool rewardFacingTarget; // Agent should face the target
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public bool rewardUseTimePenalty; // Hurry up
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[Header("Foot Grounded Visualization")] [Space(10)]
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public bool useFootGroundedVisualization;
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public MeshRenderer foot0;
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public MeshRenderer foot1;
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public MeshRenderer foot2;
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public MeshRenderer foot3;
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public Material groundedMaterial;
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public Material unGroundedMaterial;
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public override void Initialize()
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{
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orientationCube.UpdateOrientation(body, target.transform);
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m_JdController = GetComponent<JointDriveController>();
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//Setup each body part
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m_JdController.SetupBodyPart(body);
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m_JdController.SetupBodyPart(leg0Upper);
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m_JdController.SetupBodyPart(leg0Lower);
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m_JdController.SetupBodyPart(leg1Upper);
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m_JdController.SetupBodyPart(leg1Lower);
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m_JdController.SetupBodyPart(leg2Upper);
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m_JdController.SetupBodyPart(leg2Lower);
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m_JdController.SetupBodyPart(leg3Upper);
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m_JdController.SetupBodyPart(leg3Lower);
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}
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/// <summary>
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/// Loop over body parts and reset them to initial conditions.
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/// </summary>
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public override void OnEpisodeBegin()
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{
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foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
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{
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bodyPart.Reset(bodyPart);
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}
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//Random start rotation to help generalize
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transform.rotation = Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0);
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orientationCube.UpdateOrientation(body, target.transform);
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}
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/// <summary>
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/// Add relevant information on each body part to observations.
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/// </summary>
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public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor)
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{
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//GROUND CHECK
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sensor.AddObservation(bp.groundContact.touchingGround); // Is this bp touching the ground
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if (bp.rb.transform != body)
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{
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sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
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}
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}
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/// <summary>
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/// Loop over body parts to add them to observation.
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/// </summary>
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public override void CollectObservations(VectorSensor sensor)
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{
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//Add pos of target relative to orientation cube
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sensor.AddObservation(orientationCube.transform.InverseTransformPoint(target.transform.position));
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RaycastHit hit;
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float maxRaycastDist = 10;
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if (Physics.Raycast(body.position, Vector3.down, out hit, maxRaycastDist))
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{
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sensor.AddObservation(hit.distance / maxRaycastDist);
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}
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else
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sensor.AddObservation(1);
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foreach (var bodyPart in m_JdController.bodyPartsList)
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{
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CollectObservationBodyPart(bodyPart, sensor);
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}
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}
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/// <summary>
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/// Agent touched the target
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/// </summary>
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public void TouchedTarget()
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{
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AddReward(1f);
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}
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public override void OnActionReceived(float[] vectorAction)
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{
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// The dictionary with all the body parts in it are in the jdController
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var bpDict = m_JdController.bodyPartsDict;
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var i = -1;
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// Pick a new target joint rotation
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bpDict[leg0Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg1Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg2Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg3Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg0Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[leg1Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[leg2Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[leg3Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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// Update joint strength
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bpDict[leg0Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg1Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg2Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg3Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg0Lower].SetJointStrength(vectorAction[++i]);
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bpDict[leg1Lower].SetJointStrength(vectorAction[++i]);
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bpDict[leg2Lower].SetJointStrength(vectorAction[++i]);
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bpDict[leg3Lower].SetJointStrength(vectorAction[++i]);
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}
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void FixedUpdate()
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{
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orientationCube.UpdateOrientation(body, target.transform);
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// If enabled the feet will light up green when the foot is grounded.
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// This is just a visualization and isn't necessary for function
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if (useFootGroundedVisualization)
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{
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foot0.material = m_JdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot1.material = m_JdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot2.material = m_JdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot3.material = m_JdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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}
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// Set reward for this step according to mixture of the following elements.
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if (rewardMovingTowardsTarget)
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{
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RewardFunctionMovingTowards();
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}
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if (rewardFacingTarget)
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{
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RewardFunctionFacingTarget();
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}
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if (rewardUseTimePenalty)
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{
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RewardFunctionTimePenalty();
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}
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}
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/// <summary>
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/// Reward moving towards target & Penalize moving away from target.
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/// </summary>
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void RewardFunctionMovingTowards()
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{
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var movingTowardsDot = Vector3.Dot(orientationCube.transform.forward,
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Vector3.ClampMagnitude(m_JdController.bodyPartsDict[body].rb.velocity, maximumWalkingSpeed));
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if (float.IsNaN(movingTowardsDot))
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{
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throw new ArgumentException(
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"NaN in movingTowardsDot.\n" +
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$" orientationCube.transform.forward: {orientationCube.transform.forward}\n"+
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$" body.velocity: {m_JdController.bodyPartsDict[body].rb.velocity}\n"+
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$" maximumWalkingSpeed: {maximumWalkingSpeed}"
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);
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}
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AddReward(0.03f * movingTowardsDot);
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}
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/// <summary>
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/// Reward facing target & Penalize facing away from target
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/// </summary>
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void RewardFunctionFacingTarget()
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{
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var facingReward = Vector3.Dot(orientationCube.transform.forward, body.forward);
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if (float.IsNaN(facingReward))
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{
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throw new ArgumentException(
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"NaN in movingTowardsDot.\n" +
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$" orientationCube.transform.forward: {orientationCube.transform.forward}\n"+
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$" body.forward: {body.forward}"
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);
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}
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AddReward(0.01f * facingReward);
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}
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/// <summary>
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/// Existential penalty for time-contrained tasks.
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/// </summary>
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void RewardFunctionTimePenalty()
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{
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AddReward(-0.001f);
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}
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}
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