Readme修正
Readme针对上一个commit进行修正,Onehot编码控制从MLAgentsCustomController转到CommonParameterContainer。
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@ -12,6 +12,7 @@ public class CommonParameterContainer : Singleton<CommonParameterContainer>
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public int timeLimit = 30;
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public bool lockCameraX = false;
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public bool lockCameraY = true;
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public bool oneHotRayTag = false;
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public bool spawnAgentInAllMap = true;
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public int spinRecordMax = 40;
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public float spinPenaltyThreshold = 10;
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@ -14,9 +14,6 @@ public class MLAgentsCustomController : Agent
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[SerializeField] private GameObject worldUIControllerObj;
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[SerializeField] private GameObject hudObj;
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[Header("Env")]
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public bool oneHotRayTag = true;
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// script
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private AgentController agentController;
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@ -114,7 +111,7 @@ public override void CollectObservations(VectorSensor sensor)
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sensor.AddObservation(remainTime); // (1)
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sensor.AddObservation(agentController.gunReadyToggle); // (1) save gun is ready?
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sensor.AddObservation(myObserve); // (4)自机位置xyz+朝向 float[](4,1)
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if (oneHotRayTag)
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if (commonParamCon.oneHotRayTag)
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{
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sensor.AddObservation(rayTagResultOnehot); // 探测用RayTag结果 float[](raySensorNum,1)
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}
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11
README.md
11
README.md
@ -49,12 +49,13 @@ Python侧则使用[mlagents-envs 0.30.0](https://pypi.org/project/mlagents-envs/
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| 8 | Agent坐标 | 3 | 0~47 | 描述Agent的连续空间坐标,取值范围为0到47之间的连续值 |
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| 9 | Agent朝向 | 1 | 0~10 | 描述Agent的正面朝向,取值范围为0到10,映射到0~360度的旋转(每增加1代表增加36度) |
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### RaycastState(射线探测状态)
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`RaycastState`记录了视野内发射的射线探测到的结果及其距离、由[`RaySensors`](https://koha9.asuscomm.com/yurugit/Koha9/Aimbot-ParallelEnv/src/branch/main/Assets/Script/GameScript/RaySensors.cs)类管理。它实现了射线的非均匀分布,默认视野中间15%的区域射线分布更密集,两侧则较为稀疏,默认中间密集部分共射出5条,两侧稀疏部分各7条共每个射线可探测的对象最远距离为100个单位,超过探测距离则返回0。其中视野中间区域的覆盖范围,区域内RayCast数量以及可探测距离均可以在每个`Agent`GameObject的Inspector中进行调整。
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`RaycastState`记录了视野内发射的射线探测到的Object的Tag及其距离、其中Tag可以通过Label Encoding和OneHot Encoding两种方式来记录,默认使用Label Encoding,可以在Object`CommonParameterContainer`中进行调整。`RaycastState`由[`RaySensors`](https://koha9.asuscomm.com/yurugit/Koha9/Aimbot-ParallelEnv/src/branch/main/Assets/Script/GameScript/RaySensors.cs)类管理。它实现了射线的非均匀分布,默认视野中间15%的区域射线分布更密集,两侧则较为稀疏,默认中间密集部分共射出5条,两侧稀疏部分各7条。每个射线可探测的对象最远距离为100个单位,超过探测距离则返回0。其中视野中间区域的覆盖范围,区域内RayCast数量以及可探测距离均可以在每个`Agent`GameObject的Inspector中进行调整。
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<img src="./ReadmeImages/RayCastLayout.png" alt = "射线分布方式" width="500" height = "auto">
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| Num | Observation | Size | State Space | Description |
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|-----------------------|-------------|--------------------|---------------|----------------------------------------------------------------------------------|
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| 10~n+10 | TagType | n | 0, 1, 2 | 描述Raycast所探测到物体的Tag,1=Wall,2=Enemy,0=Nothing |
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| n+11~2*n+11 | Distance | n | 0~MaxDistance | 描述Raycast所探测到物体的距离,取值范围在0~MaxDistance |
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| Num | Observation | Size | State Space | Description |
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|------------------------------------------------------------------|-----------------|--------------------|---------------|----------------------------------------------------------------------------------|
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| 10~Raynum+10 | TagType(Label) | Number of Raycasts | 0, 1, 2 | 描述Raycast所探测到物体的Tag, 0=Wall, 1=Enemy, 2=Player, -1=Nothing |
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| 10~Raynum * 3+10 | TagType(Onehot) | Raynum * 3 | 0, 1 | 描述Raycast所探测到物体的Tag, 使用Onehot编码记录 |
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| Raynum+11~2* Raynum+11(Label),<br>3* Raynum+11~4* Raynum+11(OneHot) | Distance | Number of Raycasts | 0~MaxDistance | 描述Raycast所探测到物体的距离,取值范围在0~MaxDistance,其中MaxDistance默认为100 |
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*注:n为每个Agent的RayCast数量,MaxDistance为每个Agent的RayCast最大探测距离*
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