V2.1 Easier game!

Build-ParallelEnv-Target-OffPolicy-SingleStack-SideChannel-EndReward-Easy-V2.1
move remain time position after target state
easier game reward get, while watching or shoot at target area u get reward(attack mode), watching enemy u also get reward(Freemode)
This commit is contained in:
Koha9 2022-12-05 14:56:18 +09:00
parent fa90ac3bb6
commit 74c85c4296
7 changed files with 179 additions and 242 deletions

View File

@ -1 +1 @@
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@ -587,6 +587,7 @@ MonoBehaviour:
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targetPosition: {x: 0, y: 0, z: 0}
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@ -6159,6 +6160,7 @@ MonoBehaviour:
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@ -8249,6 +8251,8 @@ MonoBehaviour:
killReward: 5
shootWithoutReadyReward: -0.15
killBonusReward: 0
facingReward: 2
shootTargetAreaReward: 5
speedPenalty: 0
spinPenalty: 0.04
hitTargetReward: 60
@ -9573,6 +9577,8 @@ MonoBehaviour:
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@ -13439,6 +13445,7 @@ MonoBehaviour:
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@ -19617,6 +19625,8 @@ MonoBehaviour:
killReward: 5
shootWithoutReadyReward: -0.15
killBonusReward: 0
facingReward: 2
shootTargetAreaReward: 5
speedPenalty: 0
spinPenalty: 0.04
hitTargetReward: 60
@ -28488,6 +28498,7 @@ MonoBehaviour:
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@ -30893,6 +30904,8 @@ MonoBehaviour:
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@ -38483,6 +38496,8 @@ MonoBehaviour:
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shootWithoutReadyReward: -0.15
killBonusReward: 0
facingReward: 2
shootTargetAreaReward: 5
speedPenalty: 0
spinPenalty: 0.04
hitTargetReward: 60
@ -42968,6 +42983,8 @@ MonoBehaviour:
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shootWithoutReadyReward: -0.15
killBonusReward: 0
facingReward: 2
shootTargetAreaReward: 5
speedPenalty: 0
spinPenalty: 0.04
hitTargetReward: 60
@ -53633,6 +53654,8 @@ MonoBehaviour:
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shootWithoutReadyReward: -0.15
killBonusReward: 0
facingReward: 2
shootTargetAreaReward: 5
speedPenalty: 0
spinPenalty: 0.04
hitTargetReward: 60
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View File

@ -10,6 +10,8 @@
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using System.Linq;
using System.Drawing;
using Color = UnityEngine.Color;
/*TODO:
tag
@ -235,7 +237,7 @@ float ballistic()
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);
// Debug.DrawRay(ray.origin, ray.direction * 100, Color.blue);
//按下鼠标左键
if (shoot != 0 && gunReadyToggle == true)
{
@ -245,27 +247,78 @@ float ballistic()
{
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);
shoot = 0;
return targetCon.hitEnemyReward(gotHitObj.transform.position);
}
}
if (targetCon.targetTypeInt == (int)TargetController.Targets.Attack)
{
// while if attack mode
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
if (targetDis <= rayScript.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;
}
}
}
shoot = 0;
return paramContainer.shootReward;
}
else if (shoot != 0 && gunReadyToggle == false)
{
// shoot without ready
shoot = 0;
return paramContainer.shootWithoutReadyReward;
}
else
{
// do not shoot
shoot = 0;
return paramContainer.nonReward;
}
}
float facingReward()
{
float thisReward = 0;
Ray ray = thisCam.ScreenPointToRay(new Vector3(thisCam.pixelWidth / 2, thisCam.pixelHeight / 2, 0));
if (targetCon.targetTypeInt == (int)TargetController.Targets.Free)
{
//free mode
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100))
{
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
{
thisReward = paramContainer.facingReward;
}
}
}
else if(targetCon.targetTypeInt == (int)TargetController.Targets.Attack)
{
float targetDis = Vector3.Distance(blockContainer.thisBlock.transform.position, transform.position);
if(targetDis <= rayScript.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 watching target
// Debug.DrawRay(ray.origin, viewPoint-ray.origin, Color.blue);
thisReward = paramContainer.facingReward;
}
}
}
return thisReward;
}
// getEnemyNum 获取现场除了自己以外的敌人数量
int getEnemyNum()
{
@ -322,6 +375,9 @@ public float rewardCalculate(float sceneReward,float mouseX)
}
// 射击动作reward判断
epreward += ballistic() + sceneReward;
// facing reward
epreward += facingReward();
// spin penalty
spinRecord.Add(mouseX);
if (spinRecord.Count >= paramContainer.spinRecordMax)
{
@ -372,8 +428,8 @@ public override void CollectObservations(VectorSensor sensor)
//sensor.AddObservation(allEnemyNum); // 敌人数量 int
sensor.AddObservation(targetStates);// targettype, target x,y,z, firebasesAreaDiameter
sensor.AddObservation(remainTime);
sensor.AddObservation(targetCon.getInAreaState());
sensor.AddObservation(remainTime);
sensor.AddObservation(myObserve); // 自机位置xyz+朝向 float[](4,1)
sensor.AddObservation(rayTagResult); // 探测用RayTag结果 float[](raySensorNum,1)
sensor.AddObservation(rayDisResult); // 探测用RayDis结果 float[](raySensorNum,1)

View File

@ -70,6 +70,11 @@ public class ParameterContainer : MonoBehaviour
public float shootWithoutReadyReward = -0.15f;
[Tooltip("Kill bonus reward stack to nothing happend reward")]
public float killBonusReward = 0.0f;
[Tooltip("Facing to enemy's reward")]
public float facingReward = 2.0f;
[Tooltip("Shoot at target area but didn't hit enemy")]
public float shootTargetAreaReward = 5.0f;
[Header("Penalty Rewards")]
[Tooltip("Speed Penalty Reward")]
public float speedPenalty = 0f;

View File

@ -51,7 +51,7 @@ public enum EndType { Win, Lose, Running, Num };
private float freeProb;
private float sceneSize;
private float lastDistance;
private Vector3 targetPosition;
public Vector3 targetPosition;
private Vector3 targetLocalPosition;
private bool firstRewardFlag = true;
private bool targetEnemySpawnFinish = false;
@ -248,7 +248,8 @@ public void moveAgentTo(Vector3 thisPosition)
(nowDistance, inArea) = blockCont.getAgentTargetDistanceAndInside(AgentObj.transform.position);
envUICon.updateTargetGauge(blockCont.thisBlock.firebasesBelong, blockCont.thisBlock.belongMaxPoint);
float areaTargetReward = getDistanceReward(nowDistance, inArea);
if (blockCont.thisBlock.firebasesBelong >= blockCont.thisBlock.belongMaxPoint)
// if (blockCont.thisBlock.firebasesBelong >= blockCont.thisBlock.belongMaxPoint)
if(inArea != 0)
{
// win
// let the area belongs to me

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