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118 行
4.1 KiB
118 行
4.1 KiB
using UnityEngine;
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using MLAgents;
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public class ReacherAgent : Agent
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{
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public GameObject pendulumA;
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public GameObject pendulumB;
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public GameObject hand;
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public GameObject goal;
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ReacherAcademy m_MyAcademy;
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float m_GoalDegree;
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Rigidbody m_RbA;
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Rigidbody m_RbB;
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// speed of the goal zone around the arm (in radians)
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float m_GoalSpeed;
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// radius of the goal zone
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float m_GoalSize;
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// Magnitude of sinusoidal (cosine) deviation of the goal along the vertical dimension
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float m_Deviation;
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// Frequency of the cosine deviation of the goal along the vertical dimension
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float m_DeviationFreq;
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/// <summary>
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/// Collect the rigidbodies of the reacher in order to resue them for
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/// observations and actions.
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/// </summary>
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public override void InitializeAgent()
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{
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m_RbA = pendulumA.GetComponent<Rigidbody>();
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m_RbB = pendulumB.GetComponent<Rigidbody>();
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m_MyAcademy = GameObject.Find("Academy").GetComponent<ReacherAcademy>();
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SetResetParameters();
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}
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/// <summary>
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/// We collect the normalized rotations, angularal velocities, and velocities of both
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/// limbs of the reacher as well as the relative position of the target and hand.
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/// </summary>
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public override void CollectObservations()
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{
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AddVectorObs(pendulumA.transform.localPosition);
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AddVectorObs(pendulumA.transform.rotation);
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AddVectorObs(m_RbA.angularVelocity);
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AddVectorObs(m_RbA.velocity);
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AddVectorObs(pendulumB.transform.localPosition);
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AddVectorObs(pendulumB.transform.rotation);
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AddVectorObs(m_RbB.angularVelocity);
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AddVectorObs(m_RbB.velocity);
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AddVectorObs(goal.transform.localPosition);
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AddVectorObs(hand.transform.localPosition);
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AddVectorObs(m_GoalSpeed);
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}
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/// <summary>
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/// The agent's four actions correspond to torques on each of the two joints.
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/// </summary>
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public override void AgentAction(float[] vectorAction, string textAction)
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{
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m_GoalDegree += m_GoalSpeed;
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UpdateGoalPosition();
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var torqueX = Mathf.Clamp(vectorAction[0], -1f, 1f) * 150f;
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var torqueZ = Mathf.Clamp(vectorAction[1], -1f, 1f) * 150f;
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m_RbA.AddTorque(new Vector3(torqueX, 0f, torqueZ));
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torqueX = Mathf.Clamp(vectorAction[2], -1f, 1f) * 150f;
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torqueZ = Mathf.Clamp(vectorAction[3], -1f, 1f) * 150f;
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m_RbB.AddTorque(new Vector3(torqueX, 0f, torqueZ));
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}
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/// <summary>
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/// Used to move the position of the target goal around the agent.
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/// </summary>
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void UpdateGoalPosition()
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{
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var radians = m_GoalDegree * Mathf.PI / 180f;
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var goalX = 8f * Mathf.Cos(radians);
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var goalY = 8f * Mathf.Sin(radians);
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var goalZ = m_Deviation * Mathf.Cos(m_DeviationFreq * radians);
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goal.transform.position = new Vector3(goalY, goalZ, goalX) + transform.position;
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}
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/// <summary>
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/// Resets the position and velocity of the agent and the goal.
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/// </summary>
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public override void AgentReset()
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{
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pendulumA.transform.position = new Vector3(0f, -4f, 0f) + transform.position;
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pendulumA.transform.rotation = Quaternion.Euler(180f, 0f, 0f);
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m_RbA.velocity = Vector3.zero;
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m_RbA.angularVelocity = Vector3.zero;
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pendulumB.transform.position = new Vector3(0f, -10f, 0f) + transform.position;
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pendulumB.transform.rotation = Quaternion.Euler(180f, 0f, 0f);
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m_RbB.velocity = Vector3.zero;
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m_RbB.angularVelocity = Vector3.zero;
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m_GoalDegree = Random.Range(0, 360);
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UpdateGoalPosition();
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SetResetParameters();
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goal.transform.localScale = new Vector3(m_GoalSize, m_GoalSize, m_GoalSize);
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}
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public void SetResetParameters()
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{
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m_GoalSize = m_MyAcademy.resetParameters["goal_size"];
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m_GoalSpeed = Random.Range(-1f, 1f) * m_MyAcademy.resetParameters["goal_speed"];
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m_Deviation = m_MyAcademy.resetParameters["deviation"];
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m_DeviationFreq = m_MyAcademy.resetParameters["deviation_freq"];
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}
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}
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