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287 行
12 KiB
287 行
12 KiB
using MLAgentsExamples;
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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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public class WalkerAgentDynamic : Agent
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{
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[Header("Specific to Walker")]
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[Header("Target To Walk Towards")]
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[Space(10)]
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public Transform target;
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//ORIENTATION
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Vector3 m_WalkDir;
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Quaternion m_WalkDirLookRot;
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Matrix4x4 m_worldPosMatrix;
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public Transform hips;
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public Transform chest;
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public Transform spine;
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public Transform head;
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public Transform thighL;
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public Transform shinL;
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public Transform footL;
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public Transform thighR;
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public Transform shinR;
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public Transform footR;
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public Transform armL;
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public Transform forearmL;
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public Transform handL;
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public Transform armR;
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public Transform forearmR;
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public Transform handR;
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JointDriveController m_JdController;
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Rigidbody m_HipsRb;
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Rigidbody m_ChestRb;
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Rigidbody m_SpineRb;
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EnvironmentParameters m_ResetParams;
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private GameObject m_OrientationCube;
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public override void Initialize()
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{
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Vector3 oCubePos = hips.position;
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oCubePos.y = -.45f;
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m_OrientationCube = Instantiate(Resources.Load<GameObject>("OrientationCube"), oCubePos, Quaternion.identity);
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m_OrientationCube.transform.SetParent(transform);
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var texture = Resources.Load<Texture2D>("Textures/texture01");
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m_JdController = GetComponent<JointDriveController>();
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m_JdController.SetupBodyPart(hips);
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m_JdController.SetupBodyPart(chest);
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m_JdController.SetupBodyPart(spine);
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m_JdController.SetupBodyPart(head);
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m_JdController.SetupBodyPart(thighL);
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m_JdController.SetupBodyPart(shinL);
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m_JdController.SetupBodyPart(footL);
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m_JdController.SetupBodyPart(thighR);
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m_JdController.SetupBodyPart(shinR);
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m_JdController.SetupBodyPart(footR);
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m_JdController.SetupBodyPart(armL);
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m_JdController.SetupBodyPart(forearmL);
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m_JdController.SetupBodyPart(handL);
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m_JdController.SetupBodyPart(armR);
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m_JdController.SetupBodyPart(forearmR);
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m_JdController.SetupBodyPart(handR);
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m_HipsRb = hips.GetComponent<Rigidbody>();
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m_ChestRb = chest.GetComponent<Rigidbody>();
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m_SpineRb = spine.GetComponent<Rigidbody>();
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m_ResetParams = Academy.Instance.EnvironmentParameters;
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SetResetParameters();
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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 ? 1 : 0); // Is this bp touching the ground
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// //RELATIVE RB VELOCITY
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// var velocityRelativeToLookRotationToTarget = m_worldPosMatrix.inverse.MultiplyVector(bp.rb.velocity);
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// sensor.AddObservation(velocityRelativeToLookRotationToTarget);
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//
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// //RELATIVE RB ANGULAR VELOCITY
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// var angularVelocityRelativeToLookRotationToTarget = m_worldPosMatrix.inverse.MultiplyVector(bp.rb.angularVelocity);
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// sensor.AddObservation(angularVelocityRelativeToLookRotationToTarget);
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//RELATIVE RB VELOCITIES
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformVector(bp.rb.velocity));
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sensor.AddObservation(m_OrientationCube.transform.InverseTransformVector(bp.rb.angularVelocity));
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// sensor.AddObservation(rb.velocity);
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// sensor.AddObservation(rb.angularVelocity);
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// var localPosRelToHips = hips.InverseTransformPoint(rb.position);
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// sensor.AddObservation(localPosRelToHips);
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sensor.AddObservation(hips.InverseTransformPointUnscaled(bp.rb.position));
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// if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
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// bp.rb.transform != footL && bp.rb.transform != footR && bp.rb.transform != head)
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if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
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bp.rb.transform != footL && bp.rb.transform != footR)
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{
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sensor.AddObservation(RagdollHelpers.GetJointRotation(bp.joint));
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// sensor.AddObservation(bp.currentXNormalizedRot);
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// sensor.AddObservation(bp.currentYNormalizedRot);
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// sensor.AddObservation(bp.currentZNormalizedRot);
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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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// /// 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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// var rb = bp.rb;
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// sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Is this bp touching the ground
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// sensor.AddObservation(rb.velocity);
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// sensor.AddObservation(rb.angularVelocity);
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// var localPosRelToHips = hips.InverseTransformPoint(rb.position);
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// sensor.AddObservation(localPosRelToHips);
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//
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// if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
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// bp.rb.transform != footL && bp.rb.transform != footR && bp.rb.transform != head)
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// {
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// sensor.AddObservation(bp.currentXNormalizedRot);
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// sensor.AddObservation(bp.currentYNormalizedRot);
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// sensor.AddObservation(bp.currentZNormalizedRot);
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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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m_JdController.GetCurrentJointForces();
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// Update pos to target
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// m_WalkDir = target.position - hips.position;
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m_WalkDir = target.position - m_OrientationCube.transform.position;
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//FACING DIR
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m_WalkDirLookRot = Quaternion.LookRotation(m_WalkDir);
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sensor.AddObservation(RagdollHelpers.GetRotationDelta(m_WalkDirLookRot, hips.rotation));
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// m_TargetDirMatrix = Matrix4x4.TRS(Vector3.zero, m_LookRotation, Vector3.one);
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//UPDATE ORIENTATION CUBE POS & ROT
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Vector3 oCubePos = hips.position;
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oCubePos.y = -.45f;
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m_OrientationCube.transform.position = oCubePos;
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m_OrientationCube.transform.rotation = m_WalkDirLookRot;
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//HIP RAYCAST FOR HEIGHT
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RaycastHit hit;
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if (Physics.Raycast(hips.position, Vector3.down, out hit, 10.0f))
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{
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sensor.AddObservation(hit.distance);
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}
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else
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sensor.AddObservation(10.0f);
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// //ORIENTATION MATRIX
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// Vector3 worldPosMatrixPos = hips.position;
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// worldPosMatrixPos.y = .5f;
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// m_worldPosMatrix = Matrix4x4.TRS(worldPosMatrixPos, Quaternion.identity, Vector3.one);
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// sensor.AddObservation(m_WalkDir.normalized);
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//HIP POS REL TO MATRIX
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// sensor.AddObservation(hips.position - worldPosMatrixPos);
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sensor.AddObservation(hips.position - m_OrientationCube.transform.position);
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// sensor.AddObservation(m_JdController.bodyPartsDict[hips].rb.position);
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// sensor.AddObservation(hips.forward);
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// sensor.AddObservation(hips.up);
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foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
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{
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CollectObservationBodyPart(bodyPart, sensor);
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}
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}
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public override void OnActionReceived(float[] vectorAction)
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{
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var bpDict = m_JdController.bodyPartsDict;
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var i = -1;
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bpDict[chest].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[spine].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[thighL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[thighR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[shinL].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[shinR].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[footR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[footL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[armL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[armR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[forearmL].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[forearmR].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[head].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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//update joint strength settings
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bpDict[chest].SetJointStrength(vectorAction[++i]);
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bpDict[spine].SetJointStrength(vectorAction[++i]);
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bpDict[head].SetJointStrength(vectorAction[++i]);
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bpDict[thighL].SetJointStrength(vectorAction[++i]);
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bpDict[shinL].SetJointStrength(vectorAction[++i]);
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bpDict[footL].SetJointStrength(vectorAction[++i]);
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bpDict[thighR].SetJointStrength(vectorAction[++i]);
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bpDict[shinR].SetJointStrength(vectorAction[++i]);
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bpDict[footR].SetJointStrength(vectorAction[++i]);
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bpDict[armL].SetJointStrength(vectorAction[++i]);
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bpDict[forearmL].SetJointStrength(vectorAction[++i]);
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bpDict[armR].SetJointStrength(vectorAction[++i]);
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bpDict[forearmR].SetJointStrength(vectorAction[++i]);
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}
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void FixedUpdate()
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{
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// Set reward for this step according to mixture of the following elements.
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// a. Velocity alignment with goal direction.
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// b. Rotation alignment with goal direction.
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// c. Encourage head height.
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// d. Discourage head movement.
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m_WalkDir = target.position - m_OrientationCube.transform.position;
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AddReward(
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+0.03f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
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+ 0.01f * Quaternion.Dot(m_OrientationCube.transform.rotation, hips.rotation)
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+ 0.02f * (head.position.y - hips.position.y)
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- 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
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m_JdController.bodyPartsDict[hips].rb.velocity)
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);
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// m_WalkDir = target.position - m_JdController.bodyPartsDict[hips].rb.position;
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// AddReward(
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// +0.03f * Vector3.Dot(m_WalkDir.normalized, m_JdController.bodyPartsDict[hips].rb.velocity)
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// + 0.01f * Vector3.Dot(m_WalkDir.normalized, hips.forward)
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// + 0.02f * (head.position.y - hips.position.y)
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// - 0.01f * Vector3.Distance(m_JdController.bodyPartsDict[head].rb.velocity,
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// m_JdController.bodyPartsDict[hips].rb.velocity)
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// );
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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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if (m_WalkDir != Vector3.zero)
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{
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transform.rotation = Quaternion.LookRotation(m_WalkDir);
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}
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SetResetParameters();
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}
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public void SetTorsoMass()
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{
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m_ChestRb.mass = m_ResetParams.GetWithDefault("chest_mass", 8);
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m_SpineRb.mass = m_ResetParams.GetWithDefault("spine_mass", 10);
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m_HipsRb.mass = m_ResetParams.GetWithDefault("hip_mass", 15);
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}
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public void SetResetParameters()
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{
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SetTorsoMass();
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}
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}
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