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using UnityEngine; |
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using Unity.MLAgents; |
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using Unity.MLAgents.Actuators; |
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using Unity.MLAgents.Sensors; |
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using Random = UnityEngine.Random; |
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public class Ball3DAgent : Agent |
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{ |
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[Header("Specific to Ball3D")] |
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public GameObject ball; |
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[Tooltip("Whether to use vector observation. This option should be checked " + |
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"in 3DBall scene, and unchecked in Visual3DBall scene. ")] |
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public bool useVecObs; |
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Rigidbody m_BallRb; |
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EnvironmentParameters m_ResetParams; |
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public override void Initialize() |
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{ |
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m_BallRb = ball.GetComponent<Rigidbody>(); |
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m_ResetParams = Academy.Instance.EnvironmentParameters; |
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SetResetParameters(); |
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} |
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public override void CollectObservations(VectorSensor sensor) |
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{ |
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if (useVecObs) |
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{ |
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sensor.AddObservation(gameObject.transform.rotation.z); |
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sensor.AddObservation(gameObject.transform.rotation.x); |
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sensor.AddObservation(ball.transform.position - gameObject.transform.position); |
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sensor.AddObservation(m_BallRb.velocity); |
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} |
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} |
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public override void OnActionReceived(ActionBuffers actionBuffers) |
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{ |
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var actionZ = 2f * Mathf.Clamp(actionBuffers.ContinuousActions[0], -1f, 1f); |
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var actionX = 2f * Mathf.Clamp(actionBuffers.ContinuousActions[1], -1f, 1f); |
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if ((gameObject.transform.rotation.z < 0.25f && actionZ > 0f) || |
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(gameObject.transform.rotation.z > -0.25f && actionZ < 0f)) |
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{ |
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gameObject.transform.Rotate(new Vector3(0, 0, 1), actionZ); |
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} |
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if ((gameObject.transform.rotation.x < 0.25f && actionX > 0f) || |
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(gameObject.transform.rotation.x > -0.25f && actionX < 0f)) |
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{ |
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gameObject.transform.Rotate(new Vector3(1, 0, 0), actionX); |
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} |
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if ((ball.transform.position.y - gameObject.transform.position.y) < -2f || |
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Mathf.Abs(ball.transform.position.x - gameObject.transform.position.x) > 3f || |
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Mathf.Abs(ball.transform.position.z - gameObject.transform.position.z) > 3f) |
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{ |
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SetReward(-1f); |
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EndEpisode(); |
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} |
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else |
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{ |
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SetReward(0.1f); |
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} |
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} |
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public override void OnEpisodeBegin() |
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{ |
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gameObject.transform.rotation = new Quaternion(0f, 0f, 0f, 0f); |
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gameObject.transform.Rotate(new Vector3(1, 0, 0), Random.Range(-10f, 10f)); |
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gameObject.transform.Rotate(new Vector3(0, 0, 1), Random.Range(-10f, 10f)); |
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m_BallRb.velocity = new Vector3(0f, 0f, 0f); |
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ball.transform.position = new Vector3(Random.Range(-1.5f, 1.5f), 4f, Random.Range(-1.5f, 1.5f)) |
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+ gameObject.transform.position; |
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SetResetParameters(); |
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} |
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public override void Heuristic(in ActionBuffers actionsOut) |
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{ |
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var continuousActionsOut = actionsOut.ContinuousActions; |
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continuousActionsOut[0] = -Input.GetAxis("Horizontal"); |
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continuousActionsOut[1] = Input.GetAxis("Vertical"); |
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} |
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public void SetBall() |
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{ |
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m_BallRb.mass = m_ResetParams.GetWithDefault("mass", 1.0f); |
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var scale = m_ResetParams.GetWithDefault("scale", 1.0f); |
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ball.transform.localScale = new Vector3(scale, scale, scale); |
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} |
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public void SetResetParameters() |
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{ |
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SetBall(); |
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} |
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} |
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