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115 行
3.7 KiB
115 行
3.7 KiB
using System;
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using System.Linq;
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using UnityEngine;
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using Random = UnityEngine.Random;
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using MLAgents;
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public class PyramidAgent : Agent
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{
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public GameObject area;
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private PyramidArea m_MyArea;
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private Rigidbody m_AgentRb;
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private RayPerception m_RayPer;
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private PyramidSwitch m_SwitchLogic;
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public GameObject areaSwitch;
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public bool useVectorObs;
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public override void InitializeAgent()
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{
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base.InitializeAgent();
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m_AgentRb = GetComponent<Rigidbody>();
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m_MyArea = area.GetComponent<PyramidArea>();
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m_RayPer = GetComponent<RayPerception>();
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m_SwitchLogic = areaSwitch.GetComponent<PyramidSwitch>();
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}
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public override void CollectObservations()
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{
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if (useVectorObs)
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{
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const float rayDistance = 35f;
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float[] rayAngles = {20f, 90f, 160f, 45f, 135f, 70f, 110f};
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float[] rayAngles1 = {25f, 95f, 165f, 50f, 140f, 75f, 115f};
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float[] rayAngles2 = {15f, 85f, 155f, 40f, 130f, 65f, 105f};
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string[] detectableObjects = {"block", "wall", "goal", "switchOff", "switchOn", "stone"};
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AddVectorObs(m_RayPer.Perceive(rayDistance, rayAngles, detectableObjects, 0f, 0f));
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AddVectorObs(m_RayPer.Perceive(rayDistance, rayAngles1, detectableObjects, 0f, 5f));
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AddVectorObs(m_RayPer.Perceive(rayDistance, rayAngles2, detectableObjects, 0f, 10f));
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AddVectorObs(m_SwitchLogic.GetState());
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AddVectorObs(transform.InverseTransformDirection(m_AgentRb.velocity));
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}
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}
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public void MoveAgent(float[] act)
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{
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var dirToGo = Vector3.zero;
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var rotateDir = Vector3.zero;
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if (brain.brainParameters.vectorActionSpaceType == SpaceType.Continuous)
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{
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dirToGo = transform.forward * Mathf.Clamp(act[0], -1f, 1f);
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rotateDir = transform.up * Mathf.Clamp(act[1], -1f, 1f);
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}
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else
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{
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var action = Mathf.FloorToInt(act[0]);
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switch (action)
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{
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case 1:
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dirToGo = transform.forward * 1f;
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break;
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case 2:
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dirToGo = transform.forward * -1f;
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break;
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case 3:
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rotateDir = transform.up * 1f;
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break;
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case 4:
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rotateDir = transform.up * -1f;
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break;
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}
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}
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transform.Rotate(rotateDir, Time.deltaTime * 200f);
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m_AgentRb.AddForce(dirToGo * 2f, ForceMode.VelocityChange);
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}
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public override void AgentAction(float[] vectorAction, string textAction)
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{
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AddReward(-1f / agentParameters.maxStep);
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MoveAgent(vectorAction);
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}
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public override void AgentReset()
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{
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var enumerable = Enumerable.Range(0, 9).OrderBy(x => Guid.NewGuid()).Take(9);
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var items = enumerable.ToArray();
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m_MyArea.CleanPyramidArea();
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m_AgentRb.velocity = Vector3.zero;
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m_MyArea.PlaceObject(gameObject, items[0]);
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transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360)));
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m_SwitchLogic.ResetSwitch(items[1], items[2]);
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m_MyArea.CreateStonePyramid(1, items[3]);
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m_MyArea.CreateStonePyramid(1, items[4]);
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m_MyArea.CreateStonePyramid(1, items[5]);
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m_MyArea.CreateStonePyramid(1, items[6]);
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m_MyArea.CreateStonePyramid(1, items[7]);
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m_MyArea.CreateStonePyramid(1, items[8]);
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}
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private void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.CompareTag("goal"))
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{
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SetReward(2f);
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Done();
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}
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}
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public override void AgentOnDone()
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{
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}
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}
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