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111 行
4.0 KiB
111 行
4.0 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Ball3DAgent : Agent
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{
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[Header("Specific to Ball3D")]
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public GameObject ball;
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public override List<float> CollectState()
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{
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List<float> state = new List<float>();
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state.Add(gameObject.transform.rotation.z);
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state.Add(gameObject.transform.rotation.x);
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state.Add((ball.transform.position.x - gameObject.transform.position.x));
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state.Add((ball.transform.position.y - gameObject.transform.position.y));
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state.Add((ball.transform.position.z - gameObject.transform.position.z));
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state.Add(ball.transform.GetComponent<Rigidbody>().velocity.x);
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state.Add(ball.transform.GetComponent<Rigidbody>().velocity.y);
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state.Add(ball.transform.GetComponent<Rigidbody>().velocity.z);
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return state;
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}
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// to be implemented by the developer
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public override void AgentStep(float[] act)
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{
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if (brain.brainParameters.actionSpaceType == StateType.continuous)
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{
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float action_z = act[0];
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if (action_z > 2f)
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{
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action_z = 2f;
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}
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if (action_z < -2f)
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{
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action_z = -2f;
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}
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if ((gameObject.transform.rotation.z < 0.25f && action_z > 0f) ||
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(gameObject.transform.rotation.z > -0.25f && action_z < 0f))
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{
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gameObject.transform.Rotate(new Vector3(0, 0, 1), action_z);
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}
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float action_x = act[1];
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if (action_x > 2f)
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{
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action_x = 2f;
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}
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if (action_x < -2f)
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{
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action_x = -2f;
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}
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if ((gameObject.transform.rotation.x < 0.25f && action_x > 0f) ||
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(gameObject.transform.rotation.x > -0.25f && action_x < 0f))
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{
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gameObject.transform.Rotate(new Vector3(1, 0, 0), action_x);
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}
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if (done == false)
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{
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reward = 0.1f;
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}
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}
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else
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{
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int action = (int)act[0];
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if (action == 0 || action == 1)
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{
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action = (action * 2) - 1;
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float changeValue = action * 2f;
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if ((gameObject.transform.rotation.z < 0.25f && changeValue > 0f) ||
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(gameObject.transform.rotation.z > -0.25f && changeValue < 0f))
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{
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gameObject.transform.Rotate(new Vector3(0, 0, 1), changeValue);
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}
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}
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if (action == 2 || action == 3)
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{
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action = ((action - 2) * 2) - 1;
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float changeValue = action * 2f;
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if ((gameObject.transform.rotation.x < 0.25f && changeValue > 0f) ||
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(gameObject.transform.rotation.x > -0.25f && changeValue < 0f))
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{
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gameObject.transform.Rotate(new Vector3(1, 0, 0), changeValue);
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}
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}
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if (done == false)
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{
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reward = 0.1f;
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}
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}
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if ((ball.transform.position.y - gameObject.transform.position.y) < -2f ||
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Mathf.Abs(ball.transform.position.x - gameObject.transform.position.x) > 3f ||
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Mathf.Abs(ball.transform.position.z - gameObject.transform.position.z) > 3f)
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{
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done = true;
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reward = -1f;
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}
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}
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// to be implemented by the developer
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public override void AgentReset()
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{
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gameObject.transform.rotation = new Quaternion(0f, 0f, 0f, 0f);
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gameObject.transform.Rotate(new Vector3(1, 0, 0), Random.Range(-10f, 10f));
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gameObject.transform.Rotate(new Vector3(0, 0, 1), Random.Range(-10f, 10f));
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ball.GetComponent<Rigidbody>().velocity = new Vector3(0f, 0f, 0f);
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ball.transform.position = new Vector3(Random.Range(-1.5f, 1.5f), 4f, Random.Range(-1.5f, 1.5f)) + gameObject.transform.position;
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}
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}
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