Unity 机器学习代理工具包 (ML-Agents) 是一个开源项目,它使游戏和模拟能够作为训练智能代理的环境。
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269 行
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAgents;
[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
public class CrawlerAgent : Agent
{
[Header("Target To Walk Towards")] [Space(10)]
public Transform target;
public Transform ground;
public bool detectTargets;
public bool respawnTargetWhenTouched;
public float targetSpawnRadius;
[Header("Body Parts")] [Space(10)] public Transform body;
public Transform leg0Upper;
public Transform leg0Lower;
public Transform leg1Upper;
public Transform leg1Lower;
public Transform leg2Upper;
public Transform leg2Lower;
public Transform leg3Upper;
public Transform leg3Lower;
[Header("Joint Settings")] [Space(10)] JointDriveController jdController;
Vector3 dirToTarget;
float movingTowardsDot;
float facingDot;
[Header("Reward Functions To Use")] [Space(10)]
public bool rewardMovingTowardsTarget; // Agent should move towards target
public bool rewardFacingTarget; // Agent should face the target
public bool rewardUseTimePenalty; // Hurry up
[Header("Foot Grounded Visualization")] [Space(10)]
public bool useFootGroundedVisualization;
public MeshRenderer foot0;
public MeshRenderer foot1;
public MeshRenderer foot2;
public MeshRenderer foot3;
public Material groundedMaterial;
public Material unGroundedMaterial;
bool isNewDecisionStep;
int currentDecisionStep;
public override void InitializeAgent()
{
jdController = GetComponent<JointDriveController>();
currentDecisionStep = 1;
//Setup each body part
jdController.SetupBodyPart(body);
jdController.SetupBodyPart(leg0Upper);
jdController.SetupBodyPart(leg0Lower);
jdController.SetupBodyPart(leg1Upper);
jdController.SetupBodyPart(leg1Lower);
jdController.SetupBodyPart(leg2Upper);
jdController.SetupBodyPart(leg2Lower);
jdController.SetupBodyPart(leg3Upper);
jdController.SetupBodyPart(leg3Lower);
}
/// <summary>
/// We only need to change the joint settings based on decision freq.
/// </summary>
public void IncrementDecisionTimer()
{
if (currentDecisionStep == agentParameters.numberOfActionsBetweenDecisions
|| agentParameters.numberOfActionsBetweenDecisions == 1)
{
currentDecisionStep = 1;
isNewDecisionStep = true;
}
else
{
currentDecisionStep++;
isNewDecisionStep = false;
}
}
/// <summary>
/// Add relevant information on each body part to observations.
/// </summary>
public void CollectObservationBodyPart(BodyPart bp)
{
var rb = bp.rb;
AddVectorObs(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
AddVectorObs(rb.velocity);
AddVectorObs(rb.angularVelocity);
if (bp.rb.transform != body)
{
Vector3 localPosRelToBody = body.InverseTransformPoint(rb.position);
AddVectorObs(localPosRelToBody);
AddVectorObs(bp.currentXNormalizedRot); // Current x rot
AddVectorObs(bp.currentYNormalizedRot); // Current y rot
AddVectorObs(bp.currentZNormalizedRot); // Current z rot
AddVectorObs(bp.currentStrength / jdController.maxJointForceLimit);
}
}
public override void CollectObservations()
{
jdController.GetCurrentJointForces();
// Normalize dir vector to help generalize
AddVectorObs(dirToTarget.normalized);
// Forward & up to help with orientation
AddVectorObs(body.transform.position.y);
AddVectorObs(body.forward);
AddVectorObs(body.up);
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
CollectObservationBodyPart(bodyPart);
}
}
/// <summary>
/// Agent touched the target
/// </summary>
public void TouchedTarget()
{
AddReward(1f);
if (respawnTargetWhenTouched)
{
GetRandomTargetPos();
}
}
/// <summary>
/// Moves target to a random position within specified radius.
/// </summary>
public void GetRandomTargetPos()
{
Vector3 newTargetPos = Random.insideUnitSphere * targetSpawnRadius;
newTargetPos.y = 5;
target.position = newTargetPos + ground.position;
}
public override void AgentAction(float[] vectorAction, string textAction)
{
if (detectTargets)
{
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
if (bodyPart.targetContact && !IsDone() && bodyPart.targetContact.touchingTarget)
{
TouchedTarget();
}
}
}
// Update pos to target
dirToTarget = target.position - jdController.bodyPartsDict[body].rb.position;
// If enabled the feet will light up green when the foot is grounded.
// This is just a visualization and isn't necessary for function
if (useFootGroundedVisualization)
{
foot0.material = jdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot1.material = jdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot2.material = jdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
foot3.material = jdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
? groundedMaterial
: unGroundedMaterial;
}
// Joint update logic only needs to happen when a new decision is made
if (isNewDecisionStep)
{
// The dictionary with all the body parts in it are in the jdController
var bpDict = jdController.bodyPartsDict;
int i = -1;
// Pick a new target joint rotation
bpDict[leg0Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg1Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg2Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg3Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
bpDict[leg0Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg1Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg2Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
bpDict[leg3Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
// Update joint strength
bpDict[leg0Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg1Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg2Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg3Upper].SetJointStrength(vectorAction[++i]);
bpDict[leg0Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg1Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg2Lower].SetJointStrength(vectorAction[++i]);
bpDict[leg3Lower].SetJointStrength(vectorAction[++i]);
}
// Set reward for this step according to mixture of the following elements.
if (rewardMovingTowardsTarget)
{
RewardFunctionMovingTowards();
}
if (rewardFacingTarget)
{
RewardFunctionFacingTarget();
}
if (rewardUseTimePenalty)
{
RewardFunctionTimePenalty();
}
IncrementDecisionTimer();
}
/// <summary>
/// Reward moving towards target & Penalize moving away from target.
/// </summary>
void RewardFunctionMovingTowards()
{
movingTowardsDot = Vector3.Dot(jdController.bodyPartsDict[body].rb.velocity, dirToTarget.normalized);
AddReward(0.03f * movingTowardsDot);
}
/// <summary>
/// Reward facing target & Penalize facing away from target
/// </summary>
void RewardFunctionFacingTarget()
{
facingDot = Vector3.Dot(dirToTarget.normalized, body.forward);
AddReward(0.01f * facingDot);
}
/// <summary>
/// Existential penalty for time-contrained tasks.
/// </summary>
void RewardFunctionTimePenalty()
{
AddReward(-0.001f);
}
/// <summary>
/// Loop over body parts and reset them to initial conditions.
/// </summary>
public override void AgentReset()
{
if (dirToTarget != Vector3.zero)
{
transform.rotation = Quaternion.LookRotation(dirToTarget);
}
foreach (var bodyPart in jdController.bodyPartsDict.Values)
{
bodyPart.Reset(bodyPart);
}
isNewDecisionStep = true;
currentDecisionStep = 1;
}
}