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269 行
9.0 KiB
269 行
9.0 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MLAgents;
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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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[Header("Target To Walk Towards")] [Space(10)]
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public Transform target;
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public Transform ground;
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public bool detectTargets;
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public bool respawnTargetWhenTouched;
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public float targetSpawnRadius;
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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("Joint Settings")] [Space(10)] JointDriveController jdController;
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Vector3 dirToTarget;
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float movingTowardsDot;
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float facingDot;
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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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bool isNewDecisionStep;
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int currentDecisionStep;
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public override void InitializeAgent()
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{
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jdController = GetComponent<JointDriveController>();
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currentDecisionStep = 1;
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//Setup each body part
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jdController.SetupBodyPart(body);
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jdController.SetupBodyPart(leg0Upper);
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jdController.SetupBodyPart(leg0Lower);
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jdController.SetupBodyPart(leg1Upper);
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jdController.SetupBodyPart(leg1Lower);
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jdController.SetupBodyPart(leg2Upper);
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jdController.SetupBodyPart(leg2Lower);
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jdController.SetupBodyPart(leg3Upper);
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jdController.SetupBodyPart(leg3Lower);
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}
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/// <summary>
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/// We only need to change the joint settings based on decision freq.
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/// </summary>
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public void IncrementDecisionTimer()
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{
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if (currentDecisionStep == agentParameters.numberOfActionsBetweenDecisions
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|| agentParameters.numberOfActionsBetweenDecisions == 1)
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{
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currentDecisionStep = 1;
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isNewDecisionStep = true;
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}
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else
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{
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currentDecisionStep++;
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isNewDecisionStep = false;
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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)
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{
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var rb = bp.rb;
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AddVectorObs(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
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AddVectorObs(rb.velocity);
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AddVectorObs(rb.angularVelocity);
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if (bp.rb.transform != body)
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{
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Vector3 localPosRelToBody = body.InverseTransformPoint(rb.position);
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AddVectorObs(localPosRelToBody);
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AddVectorObs(bp.currentXNormalizedRot); // Current x rot
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AddVectorObs(bp.currentYNormalizedRot); // Current y rot
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AddVectorObs(bp.currentZNormalizedRot); // Current z rot
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AddVectorObs(bp.currentStrength / jdController.maxJointForceLimit);
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}
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}
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public override void CollectObservations()
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{
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jdController.GetCurrentJointForces();
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// Normalize dir vector to help generalize
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AddVectorObs(dirToTarget.normalized);
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// Forward & up to help with orientation
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AddVectorObs(body.transform.position.y);
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AddVectorObs(body.forward);
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AddVectorObs(body.up);
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foreach (var bodyPart in jdController.bodyPartsDict.Values)
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{
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CollectObservationBodyPart(bodyPart);
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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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if (respawnTargetWhenTouched)
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{
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GetRandomTargetPos();
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}
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}
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/// <summary>
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/// Moves target to a random position within specified radius.
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/// </summary>
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public void GetRandomTargetPos()
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{
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Vector3 newTargetPos = Random.insideUnitSphere * targetSpawnRadius;
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newTargetPos.y = 5;
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target.position = newTargetPos + ground.position;
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}
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public override void AgentAction(float[] vectorAction, string textAction)
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{
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if (detectTargets)
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{
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foreach (var bodyPart in jdController.bodyPartsDict.Values)
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{
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if (bodyPart.targetContact && !IsDone() && bodyPart.targetContact.touchingTarget)
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{
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TouchedTarget();
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}
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}
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}
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// Update pos to target
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dirToTarget = target.position - jdController.bodyPartsDict[body].rb.position;
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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 = jdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot1.material = jdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot2.material = jdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot3.material = jdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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}
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// Joint update logic only needs to happen when a new decision is made
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if (isNewDecisionStep)
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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 = jdController.bodyPartsDict;
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int 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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// 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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IncrementDecisionTimer();
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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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movingTowardsDot = Vector3.Dot(jdController.bodyPartsDict[body].rb.velocity, dirToTarget.normalized);
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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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facingDot = Vector3.Dot(dirToTarget.normalized, body.forward);
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AddReward(0.01f * facingDot);
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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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/// <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 AgentReset()
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{
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if (dirToTarget != Vector3.zero)
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{
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transform.rotation = Quaternion.LookRotation(dirToTarget);
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}
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foreach (var bodyPart in jdController.bodyPartsDict.Values)
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{
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bodyPart.Reset(bodyPart);
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}
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isNewDecisionStep = true;
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currentDecisionStep = 1;
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}
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}
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