V3.1.3 优化代码
分离AgentController和MLAgentsController
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m_PrefabAsset: {fileID: 0}
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||||
m_GameObject: {fileID: 629870337}
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||||
m_Enabled: 1
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||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: a899ce3efe4b8384a8cc2e43cc761b71, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
parameterContainerObj: {fileID: 707336050}
|
||||
environmentObj: {fileID: 749443372}
|
||||
enemyContainerObj: {fileID: 891195334}
|
||||
sceneBlockContainerObj: {fileID: 1811162388}
|
||||
environmentUIControlObj: {fileID: 156390936}
|
||||
targetControllerObj: {fileID: 1692325237}
|
||||
HUDObj: {fileID: 2082200184}
|
||||
thisCam: {fileID: 1633276149}
|
||||
moveSpeed: 9
|
||||
vX: 0
|
||||
vZ: 0
|
||||
thisMovement: {x: 0, y: 0, z: 0}
|
||||
acceleration: 0.1
|
||||
mouseXSensitivity: 100
|
||||
mouseYSensitivity: 200
|
||||
yRotation: 0.1
|
||||
defaultTPCamera: 1
|
||||
--- !u!1 &636386815
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
401
Assets/Script/InGame/AgentController.cs
Normal file
401
Assets/Script/InGame/AgentController.cs
Normal file
@ -0,0 +1,401 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class AgentController : MonoBehaviour
|
||||
{
|
||||
public GameObject parameterContainerObj;
|
||||
public GameObject environmentObj;
|
||||
public GameObject enemyContainerObj;
|
||||
public GameObject sceneBlockContainerObj;
|
||||
public GameObject environmentUIControlObj;
|
||||
public GameObject targetControllerObj;
|
||||
public GameObject HUDObj;
|
||||
public Camera thisCam;
|
||||
|
||||
[Header("GetAxis() Simulate")]
|
||||
public float moveSpeed = 9.0f;
|
||||
|
||||
public float vX = 0f;
|
||||
public float vZ = 0f;
|
||||
public Vector3 thisMovement;
|
||||
public float acceleration = 0.1f; // 加速度
|
||||
public float mouseXSensitivity = 100;
|
||||
public float mouseYSensitivity = 200;
|
||||
public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度
|
||||
|
||||
private List<float> spinRecord = new List<float>();
|
||||
private bool lockMouse;
|
||||
private float damage;
|
||||
private float fireRate;
|
||||
private bool lockCameraX;
|
||||
private bool lockCameraY;
|
||||
|
||||
// environment
|
||||
private float lastShootTime = 0.0f;
|
||||
|
||||
private int enemyKillCount = 0;
|
||||
private Vector3 killEnemyPosition;
|
||||
public bool defaultTPCamera = true;
|
||||
|
||||
[System.NonSerialized] public bool gunReadyToggle = true;
|
||||
private string myTag = "";
|
||||
private float lastEnemyFacingDistance = 0f; // record last enemy facing minimum distance
|
||||
private float lastTargetFacingDistance = 0f; // record last target facing minimum distance
|
||||
|
||||
// scripts
|
||||
private RaySensors raySensors;
|
||||
|
||||
private CharacterController playerController;
|
||||
private ParameterContainer paramContainer;
|
||||
private SceneBlockContainer blockContainer;
|
||||
private TargetController targetCon;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// initialize scripts
|
||||
paramContainer = parameterContainerObj.GetComponent<ParameterContainer>();
|
||||
blockContainer = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
|
||||
targetCon = targetControllerObj.GetComponent<TargetController>();
|
||||
raySensors = GetComponent<RaySensors>();
|
||||
playerController = this.transform.GetComponent<CharacterController>();
|
||||
|
||||
// initialize Environment parameters
|
||||
lockMouse = paramContainer.lockMouse;
|
||||
damage = paramContainer.damage;
|
||||
fireRate = paramContainer.fireRate;
|
||||
lockCameraX = paramContainer.lockCameraX;
|
||||
lockCameraY = paramContainer.lockCameraY;
|
||||
|
||||
// initialize remainTime
|
||||
// this agent's tag
|
||||
myTag = gameObject.tag;
|
||||
}
|
||||
|
||||
// ------------动作处理--------------
|
||||
// moveAgent 用于模拟Input.GetAxis移动
|
||||
public void MoveAgent(int vertical, int horizontal)
|
||||
{
|
||||
// Vector3 thisMovement;
|
||||
if (horizontal != 0)//当按下按键(水平方向)
|
||||
{
|
||||
if (vX < moveSpeed && vX > -moveSpeed)//当前速度小于最大速度
|
||||
{
|
||||
vX += (float)horizontal * acceleration;//增加加速度
|
||||
}
|
||||
else
|
||||
{
|
||||
//防止在一瞬间切换输入时速度仍保持不变
|
||||
if ((vX * horizontal) > 0)//输入与当前速度方向同向
|
||||
{
|
||||
vX = (float)horizontal * moveSpeed; //限制最大速度
|
||||
}
|
||||
else
|
||||
{
|
||||
vX += (float)horizontal * acceleration;//增加加速度
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Math.Abs(vX) > 0.001)
|
||||
{
|
||||
vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
|
||||
}
|
||||
else
|
||||
{
|
||||
vX = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (vertical != 0)//当按下按键(垂直方向)
|
||||
{
|
||||
if (vZ < moveSpeed && vZ > -moveSpeed)//当前速度小于最大速度
|
||||
{
|
||||
vZ += (float)vertical * acceleration;//增加加速度
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((vZ * vertical) > 0)//输入与当前速度方向同向
|
||||
{
|
||||
vZ = (float)vertical * moveSpeed; //限制最大速度
|
||||
}
|
||||
else
|
||||
{
|
||||
vZ += (float)vertical * acceleration;//增加加速度
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Math.Abs(vZ) > 0.001)
|
||||
{
|
||||
vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
|
||||
}
|
||||
else
|
||||
{
|
||||
vZ = 0;
|
||||
}
|
||||
}
|
||||
thisMovement = (transform.forward * vZ + transform.right * vX);
|
||||
//PlayerController下的.Move为实现物体运动的函数
|
||||
//Move()括号内放入一个Vector3类型的量,本例中为Player_Move
|
||||
if (thisMovement.magnitude > moveSpeed)
|
||||
{
|
||||
thisMovement = thisMovement.normalized * moveSpeed;
|
||||
}
|
||||
playerController.Move(thisMovement * Time.deltaTime);
|
||||
// update Key Viewer
|
||||
}
|
||||
|
||||
// ------------动作处理--------------
|
||||
// cameraControl 用于控制Agent视角转动
|
||||
public void CameraControl(float Mouse_X, float Mouse_Y)
|
||||
{
|
||||
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
|
||||
//Debug.Log(Input.GetAxis("Mouse X"));
|
||||
//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
|
||||
if (lockCameraX)
|
||||
{
|
||||
Mouse_X = 0;
|
||||
}
|
||||
if (lockCameraY)
|
||||
{
|
||||
Mouse_Y = 0;
|
||||
}
|
||||
yRotation = yRotation - Mouse_Y;
|
||||
//xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
|
||||
//当鼠标向上滑动,Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负,屏幕视角向上滑动
|
||||
//当鼠标向下滑动,Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正,屏幕视角向下滑动
|
||||
//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
|
||||
|
||||
//limit UP DOWN between -90 -> 90
|
||||
yRotation = Mathf.Clamp(yRotation, -90f, 90f);
|
||||
|
||||
//相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的
|
||||
transform.Rotate(Vector3.up * Mouse_X);
|
||||
//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
|
||||
//即相机左右旋转时,是以Y轴为中心旋转的,此时Mouse_X控制着值的大小
|
||||
|
||||
//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
|
||||
//所以在控制相机向左向右旋转时,要保证和父物体一起转动
|
||||
thisCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
|
||||
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
|
||||
//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
|
||||
//即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
|
||||
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
|
||||
}
|
||||
|
||||
// GotKill 获得击杀时用于被呼出
|
||||
public void KillRecord(Vector3 thiskillEnemyPosition)
|
||||
{
|
||||
enemyKillCount += 1;
|
||||
killEnemyPosition = thiskillEnemyPosition;
|
||||
}
|
||||
|
||||
// ballistic 射击弹道处理,并返回获得reward
|
||||
private float Ballistic(int shootState)
|
||||
{
|
||||
Vector3 point = new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0);//发射位置
|
||||
Ray ray = thisCam.ScreenPointToRay(point);
|
||||
RaycastHit hit;
|
||||
// Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
|
||||
//按下鼠标左键
|
||||
if (shootState != 0 && gunReadyToggle == true)
|
||||
{
|
||||
lastShootTime = Time.time;
|
||||
if (Physics.Raycast(ray, out hit, 100))
|
||||
{
|
||||
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
|
||||
{
|
||||
// kill enemy
|
||||
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
|
||||
gotHitObj.GetComponent<States>().ReactToHit(damage, gameObject);
|
||||
shootState = 0;
|
||||
return targetCon.HitEnemyReward(gotHitObj.transform.position);
|
||||
}
|
||||
}
|
||||
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
|
||||
{
|
||||
// while if attack mode
|
||||
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
|
||||
if (targetDis <= raySensors.viewDistance)
|
||||
{
|
||||
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
|
||||
if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position) <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
|
||||
{
|
||||
// im shooting at target but didn't hit enemy
|
||||
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
|
||||
return paramContainer.shootTargetAreaReward;
|
||||
}
|
||||
}
|
||||
}
|
||||
shootState = 0;
|
||||
return paramContainer.shootReward;
|
||||
}
|
||||
else if (shootState != 0 && gunReadyToggle == false)
|
||||
{
|
||||
// shoot without ready
|
||||
shootState = 0;
|
||||
return paramContainer.shootWithoutReadyReward;
|
||||
}
|
||||
else
|
||||
{
|
||||
// do not shoot
|
||||
shootState = 0;
|
||||
return paramContainer.nonReward;
|
||||
}
|
||||
}
|
||||
|
||||
private float FacingReward()
|
||||
{
|
||||
float thisReward = 0;
|
||||
bool isFacingtoEnemy = false;
|
||||
float enemyFacingDistance = 0f;
|
||||
Ray ray = thisCam.ScreenPointToRay(new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0));
|
||||
if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Free)
|
||||
{
|
||||
//free mode
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(ray, out hit, 100))
|
||||
{
|
||||
// facing to an enemy
|
||||
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
|
||||
{
|
||||
thisReward = paramContainer.facingReward;
|
||||
isFacingtoEnemy = true;
|
||||
}
|
||||
}
|
||||
if (raySensors.inViewEnemies.Count > 0 && !isFacingtoEnemy)
|
||||
{
|
||||
// have enemy in view
|
||||
List<float> projectionDis = new List<float>();
|
||||
foreach (GameObject thisEnemy in raySensors.inViewEnemies)
|
||||
{
|
||||
// for each enemy in view
|
||||
Vector3 projection = Vector3.Project(thisEnemy.transform.position - transform.position, (ray.direction * 10));
|
||||
Vector3 verticalToRay = transform.position + projection - thisEnemy.transform.position;
|
||||
projectionDis.Add(verticalToRay.magnitude);
|
||||
// Debug.Log("enemy!" + verticalToRay.magnitude);
|
||||
// Debug.DrawRay(transform.position, (ray.direction * 100), Color.cyan);
|
||||
// Debug.DrawRay(transform.position, thisEnemy.transform.position - transform.position, Color.yellow);
|
||||
// Debug.DrawRay(transform.position, projection, Color.blue);
|
||||
// Debug.DrawRay(thisEnemy.transform.position, verticalToRay, Color.magenta);
|
||||
}
|
||||
enemyFacingDistance = projectionDis.Min();
|
||||
if (enemyFacingDistance <= lastEnemyFacingDistance)
|
||||
{
|
||||
// closing to enemy
|
||||
thisReward = 1 / MathF.Sqrt(paramContainer.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f);
|
||||
}
|
||||
else
|
||||
{
|
||||
thisReward = 0;
|
||||
}
|
||||
// enemy in view Reward
|
||||
lastEnemyFacingDistance = enemyFacingDistance;
|
||||
if (thisReward >= paramContainer.facingReward) thisReward = paramContainer.facingReward; // limit
|
||||
if (thisReward <= -paramContainer.facingReward) thisReward = -paramContainer.facingReward; // limit
|
||||
// Debug.Log("ninimum = " + thisReward);
|
||||
}
|
||||
}
|
||||
else if (targetCon.targetTypeInt == (int)SceneBlockContainer.Targets.Attack)
|
||||
{
|
||||
// attack mode
|
||||
// Target to Agent distance
|
||||
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
|
||||
// center of screen between target's distance
|
||||
float camCenterToTarget = Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.thisBlock.transform.position);
|
||||
if (targetDis <= raySensors.viewDistance)
|
||||
{
|
||||
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
|
||||
// while center of screen between target's distance is lower than firebasesAreaDiameter
|
||||
// while facing to target
|
||||
if (camCenterToTarget <= blockContainer.thisBlock.firebasesAreaDiameter / 2)
|
||||
{
|
||||
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
|
||||
|
||||
thisReward = paramContainer.facingReward;
|
||||
}
|
||||
else
|
||||
{
|
||||
// while not facing to target
|
||||
thisReward = (lastTargetFacingDistance - camCenterToTarget) * paramContainer.facingTargetReward;
|
||||
}
|
||||
}
|
||||
// update lastTargetFacingDistance
|
||||
lastTargetFacingDistance = camCenterToTarget;
|
||||
}
|
||||
return thisReward;
|
||||
}
|
||||
|
||||
// ------------Reward--------------
|
||||
// rewardCalculate 计算本动作的Reward
|
||||
public float RewardCalculate(float sceneReward, float mouseX, float movement, int shootState)
|
||||
{
|
||||
float epreward = 0f;
|
||||
// 击杀reward判断
|
||||
if (enemyKillCount > 0)
|
||||
{
|
||||
for (int i = 0; i < enemyKillCount; i++)
|
||||
{
|
||||
// get
|
||||
epreward += targetCon.KillReward(killEnemyPosition);
|
||||
}
|
||||
enemyKillCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
enemyKillCount = 0;
|
||||
}
|
||||
// 射击动作reward判断
|
||||
epreward += Ballistic(shootState) + sceneReward;
|
||||
// facing reward
|
||||
epreward += FacingReward();
|
||||
// Penalty
|
||||
// spin penalty
|
||||
spinRecord.Add(mouseX);
|
||||
if (spinRecord.Count >= paramContainer.spinRecordMax)
|
||||
{
|
||||
spinRecord.RemoveAt(0);
|
||||
}
|
||||
float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * paramContainer.spinPenalty);
|
||||
if (spinPenaltyReward >= paramContainer.spinPenaltyThreshold)
|
||||
{
|
||||
epreward -= spinPenaltyReward;
|
||||
}
|
||||
else
|
||||
{
|
||||
epreward -= Math.Abs(mouseX) * paramContainer.mousePenalty;
|
||||
}
|
||||
// move penalty
|
||||
if (movement != 0)
|
||||
{
|
||||
epreward -= paramContainer.movePenalty;
|
||||
}
|
||||
return epreward;
|
||||
}
|
||||
|
||||
public void UpdateLockMouse()
|
||||
{
|
||||
// lock mouse based on paramContainer lockMouse
|
||||
if (lockMouse)
|
||||
{
|
||||
Cursor.lockState = CursorLockMode.Locked;
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateGunState()
|
||||
{
|
||||
// update gun state
|
||||
if ((Time.time - lastShootTime) >= fireRate)
|
||||
{
|
||||
gunReadyToggle = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
gunReadyToggle = false;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Script/InGame/AgentController.cs.meta
Normal file
11
Assets/Script/InGame/AgentController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a899ce3efe4b8384a8cc2e43cc761b71
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
247
Assets/Script/InGame/MLAgentsCustomController.cs
Normal file
247
Assets/Script/InGame/MLAgentsCustomController.cs
Normal file
@ -0,0 +1,247 @@
|
||||
using System;
|
||||
using Unity.MLAgents;
|
||||
using Unity.MLAgents.Actuators;
|
||||
using Unity.MLAgents.Sensors;
|
||||
using UnityEngine;
|
||||
|
||||
public class MLAgentsCustomController : Agent
|
||||
{
|
||||
public GameObject paramContainerObj;
|
||||
public GameObject targetControllerObj;
|
||||
public GameObject environmentUIObj;
|
||||
public GameObject hudUIObj;
|
||||
|
||||
[Header("Env")]
|
||||
public bool oneHotRayTag = true;
|
||||
|
||||
// script
|
||||
private AgentController agentController;
|
||||
private ParameterContainer paramContainer;
|
||||
private TargetController targetController;
|
||||
private EnvironmentUIControl envUIController;
|
||||
private HUDController hudController;
|
||||
private RaySensors raySensors;
|
||||
|
||||
// observation
|
||||
private float[] myObserve = new float[4];
|
||||
|
||||
private float[] rayTagResult;
|
||||
private float[] rayTagResultOnehot;
|
||||
private float[] rayDisResult;
|
||||
private float[] targetStates;
|
||||
private float remainTime;
|
||||
private float inAreaState;
|
||||
|
||||
private int finishedState;
|
||||
private int step = 0;
|
||||
private int EP = 0;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
agentController = transform.GetComponent<AgentController>();
|
||||
raySensors = transform.GetComponent<RaySensors>();
|
||||
paramContainer = paramContainerObj.GetComponent<ParameterContainer>();
|
||||
targetController = targetControllerObj.GetComponent<TargetController>();
|
||||
envUIController = environmentUIObj.GetComponent<EnvironmentUIControl>();
|
||||
hudController = hudUIObj.GetComponent<HUDController>();
|
||||
}
|
||||
|
||||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||||
// env开始执行初始化
|
||||
public override void OnEpisodeBegin()
|
||||
{
|
||||
Debug.LogWarning("GameState|START TEST!");
|
||||
step = 0;
|
||||
agentController.UpdateLockMouse();
|
||||
paramContainer.ResetTimeBonusReward();
|
||||
//thisAgentObj.name = thisAgentObj.GetInstanceID().ToString();
|
||||
if (paramContainer.gameMode == 0)
|
||||
{
|
||||
// train mode
|
||||
targetController.RollNewScene();
|
||||
}
|
||||
else
|
||||
{
|
||||
// play mode
|
||||
targetController.PlayInitialize();
|
||||
}
|
||||
|
||||
// give default Reward to Reward value will be used.
|
||||
if (hudController.chartOn)
|
||||
{
|
||||
envUIController.InitChart();
|
||||
}
|
||||
raySensors.UpdateRayInfo(); // update raycast
|
||||
}
|
||||
|
||||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||||
// 观察情报
|
||||
public override void CollectObservations(VectorSensor sensor)
|
||||
{
|
||||
//List<float> enemyLDisList = RaySensors.enemyLDisList;// All Enemy Lside Distances
|
||||
//List<float> enemyRDisList = RaySensors.enemyRDisList;// All Enemy Rside Distances
|
||||
/**myObserve[0] = transform.localPosition.x / raySensors.viewDistance;
|
||||
myObserve[1] = transform.localPosition.y / raySensors.viewDistance;
|
||||
myObserve[2] = transform.localPosition.z / raySensors.viewDistance;
|
||||
myObserve[3] = transform.eulerAngles.y / 360f;**/
|
||||
myObserve[0] = transform.localPosition.x;
|
||||
myObserve[1] = transform.localPosition.y;
|
||||
myObserve[2] = transform.localPosition.z;
|
||||
myObserve[3] = transform.eulerAngles.y / 36f;
|
||||
rayTagResult = raySensors.rayTagResult;// 探测用RayTag结果 float[](raySensorNum,1)
|
||||
rayTagResultOnehot = raySensors.rayTagResultOneHot.ToArray(); // 探测用RayTagonehot结果 List<int>[](raySensorNum*Tags,1)
|
||||
rayDisResult = raySensors.rayDisResult; // 探测用RayDis结果 float[](raySensorNum,1)
|
||||
targetStates = targetController.targetState; // (6) targettype, target x,y,z, firebasesAreaDiameter
|
||||
remainTime = targetController.leftTime;
|
||||
inAreaState = targetController.GetInAreaState();
|
||||
agentController.UpdateGunState();
|
||||
//float[] focusEnemyObserve = RaySensors.focusEnemyInfo;// 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
|
||||
|
||||
//sensor.AddObservation(allEnemyNum); // 敌人数量 int
|
||||
sensor.AddObservation(targetStates);// (6) targettype, target x,y,z, firebasesAreaDiameter
|
||||
sensor.AddObservation(inAreaState); // (1)
|
||||
sensor.AddObservation(remainTime); // (1)
|
||||
sensor.AddObservation(agentController.gunReadyToggle); // (1) save gun is ready?
|
||||
sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1)
|
||||
if (oneHotRayTag)
|
||||
{
|
||||
sensor.AddObservation(rayTagResultOnehot); // 探测用RayTag结果 float[](raySensorNum,1)
|
||||
}
|
||||
else
|
||||
{
|
||||
sensor.AddObservation(rayTagResult);
|
||||
}
|
||||
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)
|
||||
envUIController.UpdateStateText(targetStates, inAreaState, remainTime, agentController.gunReadyToggle, myObserve, rayTagResultOnehot, rayDisResult);
|
||||
/*foreach(float aaa in rayDisResult)
|
||||
{
|
||||
Debug.Log(aaa);
|
||||
}
|
||||
Debug.LogWarning("------------");*/
|
||||
//sensor.AddObservation(focusEnemyObserve); // 最近的Enemy情报 float[](3,1) MinEnemyIndex,x,z
|
||||
//sensor.AddObservation(raySensorNum); // raySensor数量 int
|
||||
//sensor.AddObservation(remainTime); // RemainTime int
|
||||
}
|
||||
|
||||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||||
// agent 输入处理
|
||||
public override void OnActionReceived(ActionBuffers actionBuffers)
|
||||
{
|
||||
//获取输入
|
||||
int vertical = actionBuffers.DiscreteActions[0];
|
||||
int horizontal = actionBuffers.DiscreteActions[1];
|
||||
int mouseShoot = actionBuffers.DiscreteActions[2];
|
||||
float Mouse_X = actionBuffers.ContinuousActions[0];
|
||||
if (vertical == 2) vertical = -1;
|
||||
if (horizontal == 2) horizontal = -1;
|
||||
|
||||
//应用输入
|
||||
agentController.CameraControl(Mouse_X, 0);
|
||||
agentController.MoveAgent(vertical, horizontal);
|
||||
raySensors.UpdateRayInfo(); // update raycast
|
||||
|
||||
//判断结束
|
||||
float sceneReward = 0f;
|
||||
float endReward = 0f;
|
||||
(finishedState, sceneReward, endReward) = targetController.CheckOverAndRewards();
|
||||
float thisRoundReward = agentController.RewardCalculate(sceneReward + endReward, Mouse_X, Math.Abs(vertical) + Math.Abs(horizontal), mouseShoot);
|
||||
if (hudController.chartOn)
|
||||
{
|
||||
envUIController.UpdateChart(thisRoundReward);
|
||||
}
|
||||
else
|
||||
{
|
||||
envUIController.RemoveChart();
|
||||
}
|
||||
//Debug.Log("reward = " + thisRoundReward);
|
||||
if (finishedState != (int)TargetController.EndType.Running)
|
||||
{
|
||||
// Win or lose Finished
|
||||
Debug.Log("Finish reward = " + thisRoundReward);
|
||||
EP += 1;
|
||||
string targetString = Enum.GetName(typeof(SceneBlockContainer.Targets), targetController.targetTypeInt);
|
||||
switch (finishedState)
|
||||
{
|
||||
case (int)TargetController.EndType.Win:
|
||||
Debug.LogWarning("Result|" + targetString + "|Win");
|
||||
break;
|
||||
|
||||
case (int)TargetController.EndType.Lose:
|
||||
Debug.LogWarning("Result|" + targetString + "|Lose");
|
||||
break;
|
||||
|
||||
default:
|
||||
Debug.LogWarning("TypeError");
|
||||
break;
|
||||
}
|
||||
SetReward(thisRoundReward);
|
||||
EndEpisode();
|
||||
}
|
||||
else
|
||||
{
|
||||
// game not over yet
|
||||
step += 1;
|
||||
}
|
||||
SetReward(thisRoundReward);
|
||||
}
|
||||
|
||||
// ML-AGENTS处理-------------------------------------------------------------------------------------------ML-AGENTS
|
||||
// 控制调试
|
||||
public override void Heuristic(in ActionBuffers actionsOut)
|
||||
{
|
||||
//-------------------BUILD
|
||||
ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
|
||||
ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
|
||||
|
||||
if (Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))
|
||||
{
|
||||
discreteActions[0] = 1;
|
||||
}
|
||||
else if (Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.W))
|
||||
{
|
||||
discreteActions[0] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
discreteActions[0] = 0;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.A))
|
||||
{
|
||||
discreteActions[1] = 1;
|
||||
}
|
||||
else if (Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))
|
||||
{
|
||||
discreteActions[1] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
discreteActions[1] = 0;
|
||||
}
|
||||
|
||||
if (Input.GetMouseButton(0))
|
||||
{
|
||||
// Debug.Log("mousebuttonhit");
|
||||
discreteActions[2] = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
discreteActions[2] = 0;
|
||||
}
|
||||
//^^^^^^^^^^^^^^^^^^^^^discrete-Control^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
//vvvvvvvvvvvvvvvvvvvvvvvvvvvvvcontinuous-Controlvvvvvvvvvvvvvvvvvvvvvv
|
||||
float Mouse_X = Input.GetAxis("Mouse X") * agentController.mouseXSensitivity * Time.deltaTime;
|
||||
//float Mouse_Y = Input.GetAxis("Mouse Y") * agentController.mouseYSensitivity * Time.deltaTime;
|
||||
continuousActions[0] = Mouse_X;
|
||||
//continuousActions[1] = nonReward;
|
||||
//continuousActions[2] = shootReward;
|
||||
//continuousActions[3] = shootWithoutReadyReward;
|
||||
//continuousActions[4] = hitReward;
|
||||
//continuousActions[5] = winReward;
|
||||
//continuousActions[6] = loseReward;
|
||||
//continuousActions[7] = killReward;
|
||||
//continuousActions[1] = Mouse_Y;
|
||||
//continuousActions[2] = timeLimit;
|
||||
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^continuous-Control^^^^^^^^^^^^^^^^^^^^^^
|
||||
}
|
||||
}
|
11
Assets/Script/InGame/MLAgentsCustomController.cs.meta
Normal file
11
Assets/Script/InGame/MLAgentsCustomController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 427cc67643922b245b572721bea0462d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -57,6 +57,10 @@ public void CreateNewBlock(Targets targetType, int blockType, Vector3 blockPosit
|
||||
thisBlock.group2Tag = tag2;
|
||||
sceneSize = thisBlock.blockSize;
|
||||
break;
|
||||
|
||||
default:
|
||||
Debug.LogWarning("SceneBlock: CreateNewBlock: targetType not found!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,7 +51,7 @@ public enum EndType
|
||||
|
||||
private int inArea = 0;
|
||||
private float freeProb;
|
||||
private float sceneSize;
|
||||
private float sceneBlockSize;
|
||||
private float lastDistance;
|
||||
public Vector3 targetPosition;
|
||||
private Vector3 targetLocalPosition;
|
||||
@ -142,21 +142,7 @@ public void RollNewScene()
|
||||
{
|
||||
// goto target spawn
|
||||
Debug.Log("GOTO THIS TARGET!");
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Go;
|
||||
int randBlockType = Random.Range(0, blockCont.goBlockPrefabs.Length);
|
||||
// get choosed scene size
|
||||
sceneSize = blockCont.goBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize / 2 + 1f, maxEnemyAreaX - sceneSize / 2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize / 2 + 1f, maxEnemyAreaZ - sceneSize / 2 - 1f);
|
||||
targetPosition = new Vector3(randX, 0f, randZ);
|
||||
// Init Agent position
|
||||
MoveAgentToSpwanArea();
|
||||
// init scene block
|
||||
blockCont.DestroyBlock();
|
||||
blockCont.CreateNewBlock(SceneBlockContainer.Targets.Go, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.InitBlock(environmentObj);
|
||||
SpawnSceneBlock(SceneBlockContainer.Targets.Go);
|
||||
// set startDistance
|
||||
firstRewardFlag = true;
|
||||
}
|
||||
@ -164,21 +150,7 @@ public void RollNewScene()
|
||||
{
|
||||
// attack target spawn
|
||||
Debug.Log("ATTACK!");
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Attack;
|
||||
int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
||||
// get choosed scene size
|
||||
sceneSize = blockCont.attackBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize / 2 + 1f, maxEnemyAreaX - sceneSize / 2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize / 2 + 1f, maxEnemyAreaZ - sceneSize / 2 - 1f);
|
||||
targetPosition = new Vector3(randX, 0f, randZ);
|
||||
// Init Agent position
|
||||
MoveAgentToSpwanArea();
|
||||
// init scene block
|
||||
blockCont.DestroyBlock();
|
||||
blockCont.CreateNewBlock(SceneBlockContainer.Targets.Attack, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.InitBlock(environmentObj);
|
||||
SpawnSceneBlock(SceneBlockContainer.Targets.Attack);
|
||||
// set startDistance
|
||||
firstRewardFlag = true;
|
||||
targetEnemySpawnFinish = false;
|
||||
@ -187,21 +159,7 @@ public void RollNewScene()
|
||||
{
|
||||
// defence target spawn
|
||||
Debug.Log("DEFENCE!");
|
||||
targetTypeInt = (int)SceneBlockContainer.Targets.Defence;
|
||||
int randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
||||
// get choosed scene size
|
||||
sceneSize = blockCont.defencePrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneSize / 2 + 1f, maxEnemyAreaX - sceneSize / 2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneSize / 2 + 1f, maxEnemyAreaZ - sceneSize / 2 - 1f);
|
||||
targetPosition = new Vector3(randX, 0f, randZ);
|
||||
// Init Agent position
|
||||
MoveAgentTo(targetPosition);
|
||||
// init scene block
|
||||
blockCont.DestroyBlock();
|
||||
blockCont.CreateNewBlock(SceneBlockContainer.Targets.Defence, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneSize);
|
||||
blockCont.thisBlock.InitBlock(environmentObj);
|
||||
SpawnSceneBlock(SceneBlockContainer.Targets.Defence);
|
||||
// set startDistance
|
||||
firstRewardFlag = true;
|
||||
}
|
||||
@ -219,18 +177,17 @@ public void RollNewScene()
|
||||
}
|
||||
|
||||
// get target observation states
|
||||
public void UpdateTargetStates()
|
||||
private void UpdateTargetStates()
|
||||
{
|
||||
// targettype, x,y,z, firebasesAreaDiameter
|
||||
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free)
|
||||
targetState[0] = targetTypeInt;
|
||||
if (targetTypeInt == (int)SceneBlockContainer.Targets.Free || targetTypeInt == (int)SceneBlockContainer.Targets.Stay)
|
||||
{
|
||||
targetState[0] = targetTypeInt;
|
||||
for (int i = 1; i < targetState.Length; i++)
|
||||
targetState[i] = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
targetState[0] = targetTypeInt;
|
||||
/* targetState[1] = targetPosition.x / raySensors.viewDistance; // normalization
|
||||
targetState[2] = targetPosition.y / raySensors.viewDistance;
|
||||
targetState[3] = targetPosition.z / raySensors.viewDistance;*/
|
||||
@ -243,7 +200,7 @@ public void UpdateTargetStates()
|
||||
}
|
||||
|
||||
// move Agent into Agent Spawn Area
|
||||
public void MoveAgentToSpwanArea()
|
||||
private void MoveAgentToSpwanArea()
|
||||
{
|
||||
float randX = UnityEngine.Random.Range(minAgentAreaX, maxAgentAreaX); ;
|
||||
float randZ = 0f;
|
||||
@ -417,8 +374,43 @@ public void MoveAgentTo(Vector3 thisPosition)
|
||||
return (endTypeInt, thisReward, endReward);
|
||||
}
|
||||
|
||||
// initialize scene block by target type
|
||||
private void SpawnSceneBlock(SceneBlockContainer.Targets thisTargetType)
|
||||
{
|
||||
int randBlockType = 0;
|
||||
switch (thisTargetType)
|
||||
{
|
||||
case SceneBlockContainer.Targets.Go:
|
||||
randBlockType = Random.Range(0, blockCont.goBlockPrefabs.Length);
|
||||
sceneBlockSize = blockCont.goBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
break;
|
||||
case SceneBlockContainer.Targets.Attack:
|
||||
randBlockType = Random.Range(0, blockCont.attackBlockPrefabs.Length);
|
||||
sceneBlockSize = blockCont.attackBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
break;
|
||||
case SceneBlockContainer.Targets.Defence:
|
||||
// randBlockType = Random.Range(0, blockCont.defenceBlockPrefabs.Length);
|
||||
// sceneBlockSize = blockCont.defenceBlockPrefabs[randBlockType].GetComponent<SceneBlock>().blockSize;
|
||||
Debug.LogWarning("Defence Block Not Ready");
|
||||
break;
|
||||
default:
|
||||
Debug.LogWarning("TargetController: InitializeSceneBlock: Wrong TargetType");
|
||||
break;
|
||||
}
|
||||
float randX = UnityEngine.Random.Range(minEnemyAreaX + sceneBlockSize / 2 + 1f, maxEnemyAreaX - sceneBlockSize / 2 - 1f);
|
||||
float randZ = UnityEngine.Random.Range(minEnemyAreaZ + sceneBlockSize / 2 + 1f, maxEnemyAreaZ - sceneBlockSize / 2 - 1f);
|
||||
targetPosition = new Vector3(randX, 0, randZ);
|
||||
|
||||
// init scene block
|
||||
blockCont.DestroyBlock();
|
||||
blockCont.CreateNewBlock(thisTargetType, randBlockType, targetPosition, group1Tag, group2Tag);
|
||||
enemyCont.DestroyAllEnemys();
|
||||
enemyCont.RandomInitEnemysExcept(hudCon.enemyNum, targetPosition, sceneBlockSize);
|
||||
blockCont.thisBlock.InitBlock(environmentObj);
|
||||
}
|
||||
|
||||
// caulculate sceneReward if close to target then get great reward
|
||||
public float GetDistanceReward(float nowDistance, int inarea)
|
||||
private float GetDistanceReward(float nowDistance, int inarea)
|
||||
{
|
||||
if (firstRewardFlag)
|
||||
{
|
||||
|
@ -9,14 +9,14 @@ EditorUserSettings:
|
||||
value: 55090405535008090b5608764626074415151c79747c74602b7c1861e4b96c6c
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-1:
|
||||
value: 06570c0704040b0e5a575520137b5e44154f192e292d22367c2c4866b7b3376f
|
||||
flags: 0
|
||||
RecentlyUsedSceneGuid-2:
|
||||
value: 5703025650035e5d090f087148715d4443161e2c7e2c20357b281b31b0e43060
|
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Loading…
Reference in New Issue
Block a user