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188 行
7.0 KiB
188 行
7.0 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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public class WalkerAgent : Agent
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{
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[Header("Specific to Walker")] [Header("Target To Walk Towards")] [Space(10)]
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public Transform target;
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Vector3 dirToTarget;
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public Transform hips;
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public Transform chest;
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public Transform spine;
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public Transform head;
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public Transform thighL;
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public Transform shinL;
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public Transform footL;
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public Transform thighR;
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public Transform shinR;
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public Transform footR;
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public Transform armL;
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public Transform forearmL;
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public Transform handL;
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public Transform armR;
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public Transform forearmR;
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public Transform handR;
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JointDriveController jdController;
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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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jdController.SetupBodyPart(hips);
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jdController.SetupBodyPart(chest);
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jdController.SetupBodyPart(spine);
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jdController.SetupBodyPart(head);
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jdController.SetupBodyPart(thighL);
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jdController.SetupBodyPart(shinL);
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jdController.SetupBodyPart(footL);
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jdController.SetupBodyPart(thighR);
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jdController.SetupBodyPart(shinR);
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jdController.SetupBodyPart(footR);
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jdController.SetupBodyPart(armL);
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jdController.SetupBodyPart(forearmL);
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jdController.SetupBodyPart(handL);
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jdController.SetupBodyPart(armR);
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jdController.SetupBodyPart(forearmR);
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jdController.SetupBodyPart(handR);
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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); // Is this bp touching the ground
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AddVectorObs(rb.velocity);
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AddVectorObs(rb.angularVelocity);
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Vector3 localPosRelToHips = hips.InverseTransformPoint(rb.position);
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AddVectorObs(localPosRelToHips);
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if (bp.rb.transform != hips && bp.rb.transform != handL && bp.rb.transform != handR &&
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bp.rb.transform != footL && bp.rb.transform != footR && bp.rb.transform != head)
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{
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AddVectorObs(bp.currentXNormalizedRot);
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AddVectorObs(bp.currentYNormalizedRot);
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AddVectorObs(bp.currentZNormalizedRot);
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AddVectorObs(bp.currentStrength / jdController.maxJointForceLimit);
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}
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}
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/// <summary>
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/// Loop over body parts to add them to observation.
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/// </summary>
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public override void CollectObservations()
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{
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jdController.GetCurrentJointForces();
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AddVectorObs(dirToTarget.normalized);
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AddVectorObs(jdController.bodyPartsDict[hips].rb.position);
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AddVectorObs(hips.forward);
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AddVectorObs(hips.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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public override void AgentAction(float[] vectorAction, string textAction)
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{
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dirToTarget = target.position - jdController.bodyPartsDict[hips].rb.position;
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// Apply action to all relevant body parts.
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if (isNewDecisionStep)
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{
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var bpDict = jdController.bodyPartsDict;
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int i = -1;
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bpDict[chest].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[spine].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[thighL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[thighR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[shinL].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[shinR].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[footR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[footL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], vectorAction[++i]);
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bpDict[armL].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[armR].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[forearmL].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[forearmR].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[head].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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//update joint strength settings
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bpDict[chest].SetJointStrength(vectorAction[++i]);
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bpDict[spine].SetJointStrength(vectorAction[++i]);
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bpDict[head].SetJointStrength(vectorAction[++i]);
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bpDict[thighL].SetJointStrength(vectorAction[++i]);
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bpDict[shinL].SetJointStrength(vectorAction[++i]);
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bpDict[footL].SetJointStrength(vectorAction[++i]);
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bpDict[thighR].SetJointStrength(vectorAction[++i]);
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bpDict[shinR].SetJointStrength(vectorAction[++i]);
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bpDict[footR].SetJointStrength(vectorAction[++i]);
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bpDict[armL].SetJointStrength(vectorAction[++i]);
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bpDict[forearmL].SetJointStrength(vectorAction[++i]);
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bpDict[armR].SetJointStrength(vectorAction[++i]);
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bpDict[forearmR].SetJointStrength(vectorAction[++i]);
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}
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IncrementDecisionTimer();
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// Set reward for this step according to mixture of the following elements.
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// a. Velocity alignment with goal direction.
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// b. Rotation alignment with goal direction.
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// c. Encourage head height.
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// d. Discourage head movement.
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AddReward(
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+0.03f * Vector3.Dot(dirToTarget.normalized, jdController.bodyPartsDict[hips].rb.velocity)
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+ 0.01f * Vector3.Dot(dirToTarget.normalized, hips.forward)
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+ 0.02f * (head.position.y - hips.position.y)
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- 0.01f * Vector3.Distance(jdController.bodyPartsDict[head].rb.velocity,
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jdController.bodyPartsDict[hips].rb.velocity)
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);
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}
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/// <summary>
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/// Only change the joint settings based on decision frequency.
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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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/// 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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