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116 行
3.0 KiB
116 行
3.0 KiB
//Put this script on your blue cube.
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using System.Collections;
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using UnityEngine;
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using Unity.MLAgents;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Sensors;
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public class PushAgentCollab : Agent
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{
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PushBlockSettings m_PushBlockSettings;
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// Rigidbody m_BlockRb; //cached on initialization
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Rigidbody m_AgentRb; //cached on initialization
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public bool useVectorObs = true;
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void Awake()
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{
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m_PushBlockSettings = FindObjectOfType<PushBlockSettings>();
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}
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public override void Initialize()
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{
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// Cache the agent rigidbody
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m_AgentRb = GetComponent<Rigidbody>();
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}
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/// <summary>
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/// Moves the agent according to the selected action.
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/// </summary>
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public void MoveAgent(ActionSegment<int> 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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var action = 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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case 5:
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dirToGo = transform.right * -0.75f;
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break;
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case 6:
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dirToGo = transform.right * 0.75f;
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break;
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}
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transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f);
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m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed,
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ForceMode.VelocityChange);
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}
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public override void CollectObservations(VectorSensor sensor)
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{
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if (useVectorObs)
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{
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sensor.AddObservation(StepCount / (float)MaxStep);
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}
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}
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/// <summary>
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/// Called every step of the engine. Here the agent takes an action.
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/// </summary>
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public override void OnActionReceived(ActionBuffers actionBuffers)
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{
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// Move the agent using the action.
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MoveAgent(actionBuffers.DiscreteActions);
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// Penalty given each step to encourage agent to finish task quickly.
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AddReward(-1f / MaxStep);
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}
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public override void Heuristic(in ActionBuffers actionsOut)
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{
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var discreteActionsOut = actionsOut.DiscreteActions;
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discreteActionsOut[0] = 0;
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if (Input.GetKey(KeyCode.D))
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{
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discreteActionsOut[0] = 3;
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}
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else if (Input.GetKey(KeyCode.W))
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{
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discreteActionsOut[0] = 1;
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}
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else if (Input.GetKey(KeyCode.A))
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{
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discreteActionsOut[0] = 4;
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}
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else if (Input.GetKey(KeyCode.S))
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{
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discreteActionsOut[0] = 2;
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}
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}
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/// <summary>
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/// In the editor, if "Reset On Done" is checked then AgentReset() will be
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/// called automatically anytime we mark done = true in an agent script.
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/// </summary>
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public override void OnEpisodeBegin()
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{
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}
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}
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