您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
260 行
9.6 KiB
260 行
9.6 KiB
using UnityEngine;
|
|
using Unity.MLAgents;
|
|
using Unity.Barracuda;
|
|
using Unity.MLAgents.Actuators;
|
|
using Unity.MLAgentsExamples;
|
|
using Unity.MLAgents.Sensors;
|
|
|
|
[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
|
|
public class WormAgent : Agent
|
|
{
|
|
//The type of agent behavior we want to use.
|
|
//This setting will determine how the agent is set up during initialization.
|
|
public enum WormAgentBehaviorType
|
|
{
|
|
WormDynamic,
|
|
WormStatic
|
|
}
|
|
|
|
[Tooltip(
|
|
"Dynamic - The agent will run towards a target that changes position.\n\n" +
|
|
"Static - The agent will run towards a static target. "
|
|
)]
|
|
public WormAgentBehaviorType typeOfWorm;
|
|
|
|
const float m_MaxWalkingSpeed = 10; //The max walking speed
|
|
|
|
//Brains
|
|
//A different brain will be used depending on the CrawlerAgentBehaviorType selected
|
|
[Header("NN Models")] public NNModel wormDyModel;
|
|
public NNModel wormStModel;
|
|
|
|
[Header("Target Prefabs")] public Transform dynamicTargetPrefab; //Target prefab to use in Dynamic envs
|
|
public Transform staticTargetPrefab; //Target prefab to use in Static envs
|
|
private Transform m_Target; //Target the agent will walk towards during training.
|
|
|
|
[Header("Body Parts")] public Transform bodySegment0;
|
|
public Transform bodySegment1;
|
|
public Transform bodySegment2;
|
|
public Transform bodySegment3;
|
|
|
|
//This will be used as a stabilized model space reference point for observations
|
|
//Because ragdolls can move erratically during training, using a stabilized reference transform improves learning
|
|
OrientationCubeController m_OrientationCube;
|
|
|
|
//The indicator graphic gameobject that points towards the target
|
|
DirectionIndicator m_DirectionIndicator;
|
|
JointDriveController m_JdController;
|
|
|
|
private Vector3 m_StartingPos; //starting position of the agent
|
|
|
|
public override void Initialize()
|
|
{
|
|
SetAgentType();
|
|
|
|
|
|
m_StartingPos = bodySegment0.position;
|
|
m_OrientationCube = GetComponentInChildren<OrientationCubeController>();
|
|
m_DirectionIndicator = GetComponentInChildren<DirectionIndicator>();
|
|
m_JdController = GetComponent<JointDriveController>();
|
|
|
|
UpdateOrientationObjects();
|
|
|
|
//Setup each body part
|
|
m_JdController.SetupBodyPart(bodySegment0);
|
|
m_JdController.SetupBodyPart(bodySegment1);
|
|
m_JdController.SetupBodyPart(bodySegment2);
|
|
m_JdController.SetupBodyPart(bodySegment3);
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Spawns a target prefab at pos
|
|
/// </summary>
|
|
/// <param name="prefab"></param>
|
|
/// <param name="pos"></param>
|
|
void SpawnTarget(Transform prefab, Vector3 pos)
|
|
{
|
|
m_Target = Instantiate(prefab, pos, Quaternion.identity, transform);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set up the agent based on the type
|
|
/// </summary>
|
|
void SetAgentType()
|
|
{
|
|
var behaviorParams = GetComponent<Unity.MLAgents.Policies.BehaviorParameters>();
|
|
switch (typeOfWorm)
|
|
{
|
|
case WormAgentBehaviorType.WormDynamic:
|
|
{
|
|
behaviorParams.BehaviorName = "WormDynamic"; //set behavior name
|
|
if (wormDyModel)
|
|
behaviorParams.Model = wormDyModel; //assign the brain
|
|
SpawnTarget(dynamicTargetPrefab, transform.position); //spawn target
|
|
break;
|
|
}
|
|
case WormAgentBehaviorType.WormStatic:
|
|
{
|
|
behaviorParams.BehaviorName = "WormStatic"; //set behavior name
|
|
if (wormStModel)
|
|
behaviorParams.Model = wormStModel; //assign the brain
|
|
SpawnTarget(staticTargetPrefab, transform.TransformPoint(new Vector3(0, 0, 1000))); //spawn target
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Loop over body parts and reset them to initial conditions.
|
|
/// </summary>
|
|
public override void OnEpisodeBegin()
|
|
{
|
|
foreach (var bodyPart in m_JdController.bodyPartsList)
|
|
{
|
|
bodyPart.Reset(bodyPart);
|
|
}
|
|
|
|
//Random start rotation to help generalize
|
|
bodySegment0.rotation = Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0);
|
|
|
|
UpdateOrientationObjects();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add relevant information on each body part to observations.
|
|
/// </summary>
|
|
public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor)
|
|
{
|
|
//GROUND CHECK
|
|
sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
|
|
|
|
//Get velocities in the context of our orientation cube's space
|
|
//Note: You can get these velocities in world space as well but it may not train as well.
|
|
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.velocity));
|
|
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.angularVelocity));
|
|
|
|
|
|
if (bp.rb.transform != bodySegment0)
|
|
{
|
|
//Get position relative to hips in the context of our orientation cube's space
|
|
sensor.AddObservation(
|
|
m_OrientationCube.transform.InverseTransformDirection(bp.rb.position - bodySegment0.position));
|
|
sensor.AddObservation(bp.rb.transform.localRotation);
|
|
}
|
|
|
|
if (bp.joint)
|
|
sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
|
|
}
|
|
|
|
public override void CollectObservations(VectorSensor sensor)
|
|
{
|
|
RaycastHit hit;
|
|
float maxDist = 10;
|
|
if (Physics.Raycast(bodySegment0.position, Vector3.down, out hit, maxDist))
|
|
{
|
|
sensor.AddObservation(hit.distance / maxDist);
|
|
}
|
|
else
|
|
sensor.AddObservation(1);
|
|
|
|
var cubeForward = m_OrientationCube.transform.forward;
|
|
var velGoal = cubeForward * m_MaxWalkingSpeed;
|
|
sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(velGoal));
|
|
sensor.AddObservation(Quaternion.Angle(m_OrientationCube.transform.rotation,
|
|
m_JdController.bodyPartsDict[bodySegment0].rb.rotation) / 180);
|
|
sensor.AddObservation(Quaternion.FromToRotation(bodySegment0.forward, cubeForward));
|
|
|
|
//Add pos of target relative to orientation cube
|
|
sensor.AddObservation(m_OrientationCube.transform.InverseTransformPoint(m_Target.transform.position));
|
|
|
|
foreach (var bodyPart in m_JdController.bodyPartsList)
|
|
{
|
|
CollectObservationBodyPart(bodyPart, sensor);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Agent touched the target
|
|
/// </summary>
|
|
public void TouchedTarget()
|
|
{
|
|
AddReward(1f);
|
|
}
|
|
|
|
public override void OnActionReceived(ActionBuffers actionBuffers)
|
|
{
|
|
// The dictionary with all the body parts in it are in the jdController
|
|
var bpDict = m_JdController.bodyPartsDict;
|
|
|
|
var i = -1;
|
|
var continuousActions = actionBuffers.ContinuousActions;
|
|
// Pick a new target joint rotation
|
|
bpDict[bodySegment0].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0);
|
|
bpDict[bodySegment1].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0);
|
|
bpDict[bodySegment2].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0);
|
|
|
|
// Update joint strength
|
|
bpDict[bodySegment0].SetJointStrength(continuousActions[++i]);
|
|
bpDict[bodySegment1].SetJointStrength(continuousActions[++i]);
|
|
bpDict[bodySegment2].SetJointStrength(continuousActions[++i]);
|
|
|
|
//Reset if Worm fell through floor;
|
|
if (bodySegment0.position.y < m_StartingPos.y - 2)
|
|
{
|
|
EndEpisode();
|
|
}
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
UpdateOrientationObjects();
|
|
|
|
var velReward =
|
|
GetMatchingVelocityReward(m_OrientationCube.transform.forward * m_MaxWalkingSpeed,
|
|
m_JdController.bodyPartsDict[bodySegment0].rb.velocity);
|
|
|
|
//Angle of the rotation delta between cube and body.
|
|
//This will range from (0, 180)
|
|
var rotAngle = Quaternion.Angle(m_OrientationCube.transform.rotation,
|
|
m_JdController.bodyPartsDict[bodySegment0].rb.rotation);
|
|
|
|
//The reward for facing the target
|
|
var facingRew = 0f;
|
|
//If we are within 30 degrees of facing the target
|
|
if (rotAngle < 30)
|
|
{
|
|
//Set normalized facingReward
|
|
//Facing the target perfectly yields a reward of 1
|
|
facingRew = 1 - (rotAngle / 180);
|
|
}
|
|
|
|
//Add the product of these two rewards
|
|
AddReward(velReward * facingRew);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Normalized value of the difference in actual speed vs goal walking speed.
|
|
/// </summary>
|
|
public float GetMatchingVelocityReward(Vector3 velocityGoal, Vector3 actualVelocity)
|
|
{
|
|
//distance between our actual velocity and goal velocity
|
|
var velDeltaMagnitude = Mathf.Clamp(Vector3.Distance(actualVelocity, velocityGoal), 0, m_MaxWalkingSpeed);
|
|
|
|
//return the value on a declining sigmoid shaped curve that decays from 1 to 0
|
|
//This reward will approach 1 if it matches perfectly and approach zero as it deviates
|
|
return Mathf.Pow(1 - Mathf.Pow(velDeltaMagnitude / m_MaxWalkingSpeed, 2), 2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Update OrientationCube and DirectionIndicator
|
|
/// </summary>
|
|
void UpdateOrientationObjects()
|
|
{
|
|
m_OrientationCube.UpdateOrientation(bodySegment0, m_Target);
|
|
if (m_DirectionIndicator)
|
|
{
|
|
m_DirectionIndicator.MatchOrientation(m_OrientationCube.transform);
|
|
}
|
|
}
|
|
}
|