Source upload
63
.gitignore
vendored
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|
|||||||
|
# This .gitignore file should be placed at the root of your Unity project directory
|
||||||
|
#
|
||||||
|
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
|
||||||
|
#
|
||||||
|
/[Ll]ibrary/
|
||||||
|
/[Tt]emp/
|
||||||
|
/[Oo]bj/
|
||||||
|
/[Bb]uild/
|
||||||
|
/[Bb]uilds/
|
||||||
|
/[Ll]ogs/
|
||||||
|
/[Mm]emoryCaptures/
|
||||||
|
|
||||||
|
# Never ignore Asset meta data
|
||||||
|
!/[Aa]ssets/**/*.meta
|
||||||
|
|
||||||
|
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||||
|
# /[Aa]ssets/AssetStoreTools*
|
||||||
|
|
||||||
|
# TextMesh Pro files
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|
[Aa]ssets/TextMesh*Pro/
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||||||
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||||||
|
# Autogenerated Jetbrains Rider plugin
|
||||||
|
[Aa]ssets/Plugins/Editor/JetBrains*
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||||||
|
|
||||||
|
# Visual Studio cache directory
|
||||||
|
.vs/
|
||||||
|
|
||||||
|
# Gradle cache directory
|
||||||
|
.gradle/
|
||||||
|
|
||||||
|
# Autogenerated VS/MD/Consulo solution and project files
|
||||||
|
ExportedObj/
|
||||||
|
.consulo/
|
||||||
|
*.csproj
|
||||||
|
*.unityproj
|
||||||
|
*.sln
|
||||||
|
*.suo
|
||||||
|
*.tmp
|
||||||
|
*.user
|
||||||
|
*.userprefs
|
||||||
|
*.pidb
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||||||
|
*.booproj
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||||||
|
*.svd
|
||||||
|
*.pdb
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||||||
|
*.mdb
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||||||
|
*.opendb
|
||||||
|
*.VC.db
|
||||||
|
|
||||||
|
# Unity3D generated meta files
|
||||||
|
*.pidb.meta
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||||||
|
*.pdb.meta
|
||||||
|
*.mdb.meta
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||||||
|
|
||||||
|
# Unity3D generated file on crash reports
|
||||||
|
sysinfo.txt
|
||||||
|
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||||||
|
# Builds
|
||||||
|
*.apk
|
||||||
|
*.unitypackage
|
||||||
|
|
||||||
|
# Crashlytics generated file
|
||||||
|
crashlytics-build.properties
|
||||||
|
|
6
.vsconfig
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|||||||
|
{
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|
"version": "1.0",
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||||||
|
"components": [
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|
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||||
|
]
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|
}
|
8
Assets/ML-Agents.meta
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8
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1
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|
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7
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8
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|
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83
Assets/Prefab/arrow_down.prefab
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"hash": "c62a1b52b24525839a95f7ca2b53f501cc329096d80c6be9aea5c814c594ecdd"
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},
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"kernelspec": {
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"display_name": "Python 3.9.7 64-bit",
|
||||||
|
"name": "python3"
|
||||||
|
},
|
||||||
|
"language_info": {
|
||||||
|
"codemirror_mode": {
|
||||||
|
"name": "ipython",
|
||||||
|
"version": 3
|
||||||
|
},
|
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|
"file_extension": ".py",
|
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"mimetype": "text/x-python",
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"name": "python",
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"nbconvert_exporter": "python",
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"pygments_lexer": "ipython3",
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"version": "3.9.7"
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},
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"orig_nbformat": 4
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},
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"nbformat": 4,
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"nbformat_minor": 2
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}
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userData:
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assetBundleName:
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assetBundleVariant:
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194
Assets/Script/RollerAgent.cs
Normal file
@ -0,0 +1,194 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Unity.MLAgents;
|
||||||
|
using Unity.MLAgents.Sensors;
|
||||||
|
using Unity.MLAgents.Actuators;
|
||||||
|
|
||||||
|
public class RollerAgent : Agent
|
||||||
|
{
|
||||||
|
|
||||||
|
public Transform Target;
|
||||||
|
public Transform MinLocation;
|
||||||
|
public GameObject UPArrow;
|
||||||
|
public GameObject DownArrow;
|
||||||
|
public GameObject LArrow;
|
||||||
|
public GameObject RPArrow;
|
||||||
|
|
||||||
|
public int timeLimit = 8;
|
||||||
|
public float forceMultiplier = 10;
|
||||||
|
public float WINREWARD = 10.0f;
|
||||||
|
public float FAILREWARD = -10.0f;
|
||||||
|
private float minDistance = 0f;
|
||||||
|
|
||||||
|
|
||||||
|
Rigidbody rBody;
|
||||||
|
private float startTime = 0;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
rBody = GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
//Episode开始时执行
|
||||||
|
public override void OnEpisodeBegin()
|
||||||
|
{
|
||||||
|
startTime = Time.time;//Reset StartTime as now time
|
||||||
|
// If the Agent fell, zero its momentum
|
||||||
|
if (this.transform.localPosition.y < 0)
|
||||||
|
{
|
||||||
|
this.rBody.angularVelocity = Vector3.zero;
|
||||||
|
this.rBody.velocity = Vector3.zero;
|
||||||
|
this.transform.localPosition = new Vector3(0, 0.5f, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Random Target Position
|
||||||
|
Vector3 NewTargetPosition = new Vector3(Random.value * 8 - 4,0.5f,Random.value * 8 - 4);
|
||||||
|
float dist = Vector3.Distance(this.transform.localPosition, NewTargetPosition);
|
||||||
|
while (dist <= 1.45f){
|
||||||
|
NewTargetPosition = new Vector3(Random.value * 8 - 4,0.5f,Random.value * 8 - 4);
|
||||||
|
dist = Vector3.Distance(this.transform.localPosition, NewTargetPosition);
|
||||||
|
}
|
||||||
|
Target.localPosition = NewTargetPosition;
|
||||||
|
minDistance = dist;
|
||||||
|
MinLocation.localPosition = this.transform.localPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 观察情报
|
||||||
|
public override void CollectObservations(VectorSensor sensor)
|
||||||
|
{
|
||||||
|
// Target and Agent positions
|
||||||
|
sensor.AddObservation(Target.localPosition.x);
|
||||||
|
sensor.AddObservation(Target.localPosition.z);
|
||||||
|
sensor.AddObservation(this.transform.localPosition.x);
|
||||||
|
sensor.AddObservation(this.transform.localPosition.z);
|
||||||
|
|
||||||
|
// Agent velocity
|
||||||
|
sensor.AddObservation(rBody.velocity.x);
|
||||||
|
sensor.AddObservation(rBody.velocity.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 移动
|
||||||
|
public void MoveBall(int action_x, int action_z)
|
||||||
|
{
|
||||||
|
// action = [0,0]
|
||||||
|
Vector3 controlSignal = Vector3.zero;
|
||||||
|
controlSignal.x = action_x;
|
||||||
|
controlSignal.z = action_z;
|
||||||
|
|
||||||
|
GameObject[] Arrows = GameObject.FindGameObjectsWithTag("Arrow");
|
||||||
|
foreach (GameObject gameObject in Arrows)
|
||||||
|
{
|
||||||
|
Destroy(gameObject, 0);
|
||||||
|
}
|
||||||
|
if (action_x == 1)
|
||||||
|
{
|
||||||
|
Instantiate(UPArrow, new Vector3(this.transform.localPosition.x + 1.0f, this.transform.localPosition.y + 0.5f, this.transform.localPosition.z+0.0f), Quaternion.Euler(0, 0, 0));
|
||||||
|
}else if(action_x == -1)
|
||||||
|
{
|
||||||
|
Instantiate(DownArrow, new Vector3(this.transform.localPosition.x - 1.0f, this.transform.localPosition.y + 0.5f, this.transform.localPosition.z + 0.0f), Quaternion.Euler(0, 180, 0));
|
||||||
|
}
|
||||||
|
if (action_z == 1)
|
||||||
|
{
|
||||||
|
Instantiate(LArrow, new Vector3(this.transform.localPosition.x + 0.0f, this.transform.localPosition.y + 0.5f, this.transform.localPosition.z + 1.0f), Quaternion.Euler(0, 270, 0));
|
||||||
|
}
|
||||||
|
else if (action_z == -1)
|
||||||
|
{
|
||||||
|
Instantiate(RPArrow, new Vector3(this.transform.localPosition.x - 0.0f, this.transform.localPosition.y + 0.5f, this.transform.localPosition.z - 1.0f), Quaternion.Euler(0, 90, 0));
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
rBody.AddForce(controlSignal * forceMultiplier);
|
||||||
|
}
|
||||||
|
|
||||||
|
// agent 输入处理
|
||||||
|
public override void OnActionReceived(ActionBuffers actionBuffers)
|
||||||
|
{
|
||||||
|
// Actions, size = 2
|
||||||
|
int inpX = 0;
|
||||||
|
int inpZ = 0;
|
||||||
|
inpX = actionBuffers.DiscreteActions[0];
|
||||||
|
inpZ = actionBuffers.DiscreteActions[1];
|
||||||
|
//Debug.Log(actionBuffers.DiscreteActions[0]);
|
||||||
|
MoveBall(inpX, inpZ);
|
||||||
|
// Rewards
|
||||||
|
// 向target靠近则会获取reward,step靠近target的距离。
|
||||||
|
float nowDistanceToTarget = Vector3.Distance(this.transform.localPosition, Target.localPosition);
|
||||||
|
|
||||||
|
|
||||||
|
if (Time.time - startTime >= timeLimit || this.transform.localPosition.y < 0)
|
||||||
|
{
|
||||||
|
// Time UP or Fall from game area
|
||||||
|
SetReward(FAILREWARD);
|
||||||
|
//Debug.Log("Rewards = " + thisReward);
|
||||||
|
EndEpisode();
|
||||||
|
}
|
||||||
|
else if(nowDistanceToTarget < 1.42f)
|
||||||
|
{
|
||||||
|
// Got the target
|
||||||
|
SetReward(WINREWARD);
|
||||||
|
//Debug.Log("Rewards = " + thisReward);
|
||||||
|
EndEpisode();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float thisReward = 0f;
|
||||||
|
if (nowDistanceToTarget < minDistance)
|
||||||
|
{
|
||||||
|
thisReward = minDistance - nowDistanceToTarget;
|
||||||
|
minDistance = nowDistanceToTarget;
|
||||||
|
MinLocation.localPosition = this.transform.localPosition;
|
||||||
|
SetReward(thisReward);
|
||||||
|
//Debug.Log("Rewards = " + thisReward);
|
||||||
|
}
|
||||||
|
else if (nowDistanceToTarget > minDistance)
|
||||||
|
{
|
||||||
|
thisReward = minDistance - nowDistanceToTarget;
|
||||||
|
SetReward(thisReward);
|
||||||
|
//Debug.Log("Rewards = " + thisReward);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
thisReward = 0f;
|
||||||
|
SetReward(thisReward);
|
||||||
|
//Debug.Log("Rewards = " + thisReward);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 键盘控制调试
|
||||||
|
public override void Heuristic(in ActionBuffers actionsOut)
|
||||||
|
{
|
||||||
|
//ActionSegment<float> continuousActions = actionsOut.ContinuousActions;
|
||||||
|
ActionSegment<int> discreteActions = actionsOut.DiscreteActions;
|
||||||
|
|
||||||
|
int inpX = 0;
|
||||||
|
int inpY = 0;
|
||||||
|
if (Input.GetKey(KeyCode.W))
|
||||||
|
{
|
||||||
|
inpX = 1;
|
||||||
|
}
|
||||||
|
else if (Input.GetKey(KeyCode.S))
|
||||||
|
{
|
||||||
|
inpX = -1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
inpX = 0;
|
||||||
|
}
|
||||||
|
if (Input.GetKey(KeyCode.A))
|
||||||
|
{
|
||||||
|
inpY = 1;
|
||||||
|
}
|
||||||
|
else if (Input.GetKey(KeyCode.D))
|
||||||
|
{
|
||||||
|
inpY = -1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
inpY = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
discreteActions[0] = inpX;
|
||||||
|
discreteActions[1] = inpY;
|
||||||
|
}
|
||||||
|
}
|
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