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103 行
2.9 KiB
103 行
2.9 KiB
using UnityEngine;
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using UnityEngine.SceneManagement;
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using Unity.MLAgents;
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using UnityEngine.Serialization;
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/// <summary>
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/// An example of how to use ML-Agents without inheriting from the Agent class.
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/// Observations are generated by the attached SensorComponent, and the actions
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/// are retrieved from the Agent.
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/// </summary>
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public class BasicController : MonoBehaviour
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{
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public float timeBetweenDecisionsAtInference;
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float m_TimeSinceDecision;
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[FormerlySerializedAs("m_Position")]
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[HideInInspector]
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public int position;
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const int k_SmallGoalPosition = 7;
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const int k_LargeGoalPosition = 17;
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public GameObject largeGoal;
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public GameObject smallGoal;
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const int k_MinPosition = 0;
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const int k_MaxPosition = 20;
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public const int k_Extents = k_MaxPosition - k_MinPosition;
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Agent m_Agent;
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public void OnEnable()
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{
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m_Agent = GetComponent<Agent>();
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position = 10;
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transform.position = new Vector3(position - 10f, 0f, 0f);
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smallGoal.transform.position = new Vector3(k_SmallGoalPosition - 10f, 0f, 0f);
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largeGoal.transform.position = new Vector3(k_LargeGoalPosition - 10f, 0f, 0f);
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}
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/// <summary>
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/// Controls the movement of the GameObject based on the actions received.
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/// </summary>
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/// <param name="direction"></param>
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public void MoveDirection(int direction)
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{
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position += direction;
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if (position < k_MinPosition) { position = k_MinPosition; }
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if (position > k_MaxPosition) { position = k_MaxPosition; }
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gameObject.transform.position = new Vector3(position - 10f, 0f, 0f);
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m_Agent.AddReward(-0.01f);
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if (position == k_SmallGoalPosition)
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{
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m_Agent.AddReward(0.1f);
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m_Agent.EndEpisode();
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ResetAgent();
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}
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if (position == k_LargeGoalPosition)
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{
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m_Agent.AddReward(1f);
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m_Agent.EndEpisode();
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ResetAgent();
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}
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}
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public void ResetAgent()
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{
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// This is a very inefficient way to reset the scene. Used here for testing.
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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m_Agent = null; // LoadScene only takes effect at the next Update.
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// We set the Agent to null to avoid using the Agent before the reload
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}
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public void FixedUpdate()
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{
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WaitTimeInference();
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}
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void WaitTimeInference()
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{
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if (m_Agent == null)
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{
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return;
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}
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if (Academy.Instance.IsCommunicatorOn)
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{
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m_Agent?.RequestDecision();
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}
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else
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{
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if (m_TimeSinceDecision >= timeBetweenDecisionsAtInference)
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{
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m_TimeSinceDecision = 0f;
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m_Agent?.RequestDecision();
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}
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else
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{
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m_TimeSinceDecision += Time.fixedDeltaTime;
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}
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}
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}
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}
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