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
271 行
9.3 KiB
271 行
9.3 KiB
using UnityEngine;
|
|
using Unity.MLAgents;
|
|
using Unity.MLAgentsExamples;
|
|
using Unity.MLAgents.Sensors;
|
|
|
|
[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
|
|
public class OldCrawlerAgent : Agent
|
|
{
|
|
[Header("Target To Walk Towards")]
|
|
[Space(10)]
|
|
public Transform target;
|
|
|
|
public Transform ground;
|
|
public bool detectTargets;
|
|
public bool targetIsStatic;
|
|
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 m_JdController;
|
|
Vector3 m_DirToTarget;
|
|
float m_MovingTowardsDot;
|
|
float m_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;
|
|
|
|
Quaternion m_LookRotation;
|
|
Matrix4x4 m_TargetDirMatrix;
|
|
|
|
public override void Initialize()
|
|
{
|
|
m_JdController = GetComponent<JointDriveController>();
|
|
m_DirToTarget = target.position - body.position;
|
|
|
|
|
|
//Setup each body part
|
|
m_JdController.SetupBodyPart(body);
|
|
m_JdController.SetupBodyPart(leg0Upper);
|
|
m_JdController.SetupBodyPart(leg0Lower);
|
|
m_JdController.SetupBodyPart(leg1Upper);
|
|
m_JdController.SetupBodyPart(leg1Lower);
|
|
m_JdController.SetupBodyPart(leg2Upper);
|
|
m_JdController.SetupBodyPart(leg2Lower);
|
|
m_JdController.SetupBodyPart(leg3Upper);
|
|
m_JdController.SetupBodyPart(leg3Lower);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add relevant information on each body part to observations.
|
|
/// </summary>
|
|
public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor)
|
|
{
|
|
var rb = bp.rb;
|
|
sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
|
|
|
|
var velocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.velocity);
|
|
sensor.AddObservation(velocityRelativeToLookRotationToTarget);
|
|
|
|
var angularVelocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.angularVelocity);
|
|
sensor.AddObservation(angularVelocityRelativeToLookRotationToTarget);
|
|
|
|
if (bp.rb.transform != body)
|
|
{
|
|
var localPosRelToBody = body.InverseTransformPoint(rb.position);
|
|
sensor.AddObservation(localPosRelToBody);
|
|
sensor.AddObservation(bp.currentXNormalizedRot); // Current x rot
|
|
sensor.AddObservation(bp.currentYNormalizedRot); // Current y rot
|
|
sensor.AddObservation(bp.currentZNormalizedRot); // Current z rot
|
|
sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit);
|
|
}
|
|
}
|
|
|
|
public override void CollectObservations(VectorSensor sensor)
|
|
{
|
|
m_JdController.GetCurrentJointForces();
|
|
|
|
// Update pos to target
|
|
m_DirToTarget = target.position - body.position;
|
|
m_LookRotation = Quaternion.LookRotation(m_DirToTarget);
|
|
m_TargetDirMatrix = Matrix4x4.TRS(Vector3.zero, m_LookRotation, Vector3.one);
|
|
|
|
RaycastHit hit;
|
|
if (Physics.Raycast(body.position, Vector3.down, out hit, 10.0f))
|
|
{
|
|
sensor.AddObservation(hit.distance);
|
|
}
|
|
else
|
|
sensor.AddObservation(10.0f);
|
|
|
|
// Forward & up to help with orientation
|
|
var bodyForwardRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.forward);
|
|
sensor.AddObservation(bodyForwardRelativeToLookRotationToTarget);
|
|
|
|
var bodyUpRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.up);
|
|
sensor.AddObservation(bodyUpRelativeToLookRotationToTarget);
|
|
|
|
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
|
|
{
|
|
CollectObservationBodyPart(bodyPart, sensor);
|
|
}
|
|
}
|
|
|
|
/// <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()
|
|
{
|
|
var newTargetPos = Random.insideUnitSphere * targetSpawnRadius;
|
|
newTargetPos.y = 5;
|
|
target.position = newTargetPos + ground.position;
|
|
}
|
|
|
|
public override void OnActionReceived(float[] vectorAction)
|
|
{
|
|
// The dictionary with all the body parts in it are in the jdController
|
|
var bpDict = m_JdController.bodyPartsDict;
|
|
|
|
var 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]);
|
|
}
|
|
|
|
void FixedUpdate()
|
|
{
|
|
if (detectTargets)
|
|
{
|
|
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
|
|
{
|
|
if (bodyPart.targetContact && bodyPart.targetContact.touchingTarget)
|
|
{
|
|
TouchedTarget();
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 = m_JdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
|
|
? groundedMaterial
|
|
: unGroundedMaterial;
|
|
foot1.material = m_JdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
|
|
? groundedMaterial
|
|
: unGroundedMaterial;
|
|
foot2.material = m_JdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
|
|
? groundedMaterial
|
|
: unGroundedMaterial;
|
|
foot3.material = m_JdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
|
|
? groundedMaterial
|
|
: unGroundedMaterial;
|
|
}
|
|
|
|
// Set reward for this step according to mixture of the following elements.
|
|
if (rewardMovingTowardsTarget)
|
|
{
|
|
RewardFunctionMovingTowards();
|
|
}
|
|
|
|
if (rewardFacingTarget)
|
|
{
|
|
RewardFunctionFacingTarget();
|
|
}
|
|
|
|
if (rewardUseTimePenalty)
|
|
{
|
|
RewardFunctionTimePenalty();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reward moving towards target & Penalize moving away from target.
|
|
/// </summary>
|
|
void RewardFunctionMovingTowards()
|
|
{
|
|
m_MovingTowardsDot = Vector3.Dot(m_JdController.bodyPartsDict[body].rb.velocity, m_DirToTarget.normalized);
|
|
AddReward(0.03f * m_MovingTowardsDot);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reward facing target & Penalize facing away from target
|
|
/// </summary>
|
|
void RewardFunctionFacingTarget()
|
|
{
|
|
m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, body.forward);
|
|
AddReward(0.01f * m_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 OnEpisodeBegin()
|
|
{
|
|
if (m_DirToTarget != Vector3.zero)
|
|
{
|
|
transform.rotation = Quaternion.LookRotation(m_DirToTarget);
|
|
}
|
|
transform.Rotate(Vector3.up, Random.Range(0.0f, 360.0f));
|
|
|
|
foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
|
|
{
|
|
bodyPart.Reset(bodyPart);
|
|
}
|
|
if (!targetIsStatic)
|
|
{
|
|
GetRandomTargetPos();
|
|
}
|
|
}
|
|
}
|