我一直在做自平衡的一条腿。如果他的“腰围”低于某个y位置值(跌落/绊倒),则该区域将重置并从其奖励分数中扣除积分。我是机器学习的新手,所以轻松一点! 为什么座席跌倒时座席不重置?
代理代码(已更新):
using MLAgents;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAgents;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BalanceAgent : Agent
{
private BalancingArea area;
public GameObject waist;
public GameObject buttR;
public GameObject buttL;
public GameObject thighR;
public GameObject thighL;
public GameObject legR;
public GameObject legL;
public GameObject footR;
public GameObject footL;
//public GameObject goal;
// private float buttR = 0f;
public GameObject[] bodyParts = new GameObject[9];
public Vector3[] posStart = new Vector3[9];
public Vector3[] eulerStart = new Vector3[9];
public override void InitializeAgent() {
base.InitializeAgent();
area = GetComponentInParent<BalancingArea>();
bodyParts = new GameObject[]{waist, buttR, buttL, thighR, thighL, legR, legL, footR, footL};
for(int i = 0; i < bodyParts.Length; i++) {
posStart[i] = bodyParts[i].transform.position;
eulerStart[i] = bodyParts[i].transform.eulerAngles;
}
}
public override void AgentReset() {
for (int i = 0; i < bodyParts.Length; i++) {
bodyParts[i].transform.position = posStart[i];
bodyParts[i].transform.eulerAngles = eulerStart[i];
bodyParts[i].GetComponent<Rigidbody>().velocity = Vector3.zero;
bodyParts[i].GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
}
}
public override void AgentAction(float[] vectorAction) {
int buttRDir = 0;
int buttRVec = (int)vectorAction[0];
switch (buttRVec) {
case 3:
buttRDir = 0;
break;
case 1:
buttRDir = -1;
break;
case 2:
buttRDir = 1;
break;
}
buttR.transform.Rotate(0, buttRDir, 0);
int buttLDir = 0;
int buttLVec = (int)vectorAction[1];
switch (buttLVec) {
case 3:
buttLDir = 0;
break;
case 1:
buttLDir = -1;
break;
case 2:
buttLDir = 1;
break;
}
buttL.transform.Rotate(0, buttLDir, 0);
int thighRDir = 0;
int thighRVec = (int)vectorAction[2];
switch (thighRVec) {
case 3:
thighRDir = 0;
break;
case 1:
thighRDir = -1;
break;
case 2:
thighRDir = 1;
break;
}
thighR.transform.Rotate(0, thighRDir, 0);
int thighLDir = 0;
int thighLVec = (int)vectorAction[3];
switch (thighLVec) {
case 3:
thighLDir = 0;
break;
case 1:
thighLDir = -1;
break;
case 2:
thighLDir = 1;
break;
}
thighL.transform.Rotate(0, thighLDir, 0);
int legRDir = 0;
int legRVec = (int)vectorAction[4];
switch (legRVec) {
case 3:
legRDir = 0;
break;
case 1:
legRDir = -1;
break;
case 2:
legRDir = 1;
break;
}
legR.transform.Rotate(0, legRDir, 0);
int legLDir = 0;
int legLVec = (int)vectorAction[5];
switch (legLVec) {
case 3:
legLDir = 0;
break;
case 1:
legLDir = -1;
break;
case 2:
legLDir = 1;
break;
}
legL.transform.Rotate(0, legLDir, 0);
int footRDir = 0;
int footRVec = (int)vectorAction[6];
switch (footRVec) {
case 3:
footRDir = 0;
break;
case 1:
footRDir = -1;
break;
case 2:
footRDir = 1;
break;
}
footR.transform.Rotate(0, footRDir, 0);
int footLDir = 0;
int footLVec = (int)vectorAction[7];
switch (footLVec) {
case 3:
footLDir = 0;
break;
case 1:
footLDir = -1;
break;
case 2:
footLDir = 1;
break;
}
footL.transform.Rotate(0, footLDir, 0);
//buttR = vectorAction[0]; //Right or none
//if (buttR == 2) buttR = -1f; //Left
if (waist.transform.position.y > -1) {
AddReward(.1f);
}
else {
AddReward(-.02f);
}
if (waist.transform.position.y <= -3) {
print("reset!");
AddReward(-.1f);
Done();
}
public override void CollectObservations() {
AddVectorObs(waist.transform.localEulerAngles.y);
AddVectorObs(buttR.transform.localEulerAngles.x);
AddVectorObs(buttL.transform.localEulerAngles.x);
AddVectorObs(thighR.transform.localEulerAngles.y);
AddVectorObs(thighL.transform.localEulerAngles.y);
AddVectorObs(legR.transform.localEulerAngles.y);
AddVectorObs(legL.transform.localEulerAngles.y);
AddVectorObs(footR.transform.localEulerAngles.y);
AddVectorObs(footL.transform.localEulerAngles.y);
AddVectorObs(waist.transform.position);
}
}
区域代码:
using MLAgents;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class BalancingArea : Area
{
public List<BalanceAgent> BalanceAgent { get; private set; }
public BalanceAcademy BalanceAcademy { get; private set; }
public GameObject area;
private void Awake() {
BalanceAgent = transform.GetComponentsInChildren<BalanceAgent>().ToList(); //Grabs all agents in area
BalanceAcademy = FindObjectOfType<BalanceAcademy>(); //Grabs balance acedem
}
private void Start() {
}
public void ResetAgentPosition(BalanceAgent agent) {
agent.transform.position = new Vector3(area.transform.position.x, 0, area.transform.position.z);
agent.transform.eulerAngles = new Vector3(0,0,0);
}
// Update is called once per frame
void Update()
{
}
}
BalanceAcademy的代码:
using MLAgents;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BalanceAcademy : Academy
{
}
用于运行培训师的命令:
mlagents-learn config/trainer_config.yaml --run-id=balancetest09 --train
答案 0 :(得分:1)
摘自creating a new environment上的文档:
初始化和重置代理
Agent达到其目标时,将其标记为完成并且其Agent 重置功能将目标移动到随机位置。另外,如果 代理从平台滚下,重置功能将其放回 地板。
要移动目标GameObject,我们需要引用其Transform (将GameObject的位置,方向和比例存储在3D中 世界)。要获得此参考,请向其中添加类型
Transform
的公共字段 RollerAgent类。 Unity中组件的公共字段 显示在“检查器”窗口中,使您可以选择 在Unity编辑器中用作目标的GameObject。要重置特工的速度(稍后再施加力以移动 代理),我们需要对刚体组件的引用。刚体是 Unity物理模拟的主要元素。 (有关详细信息,请参见物理 (因为是刚体组件) 与我们的特工脚本相同的GameObject,这是获得此效果的最佳方法 参考使用
GameObject.GetComponent<T>()
,我们可以调用 我们脚本的Start()
方法。到目前为止,我们的RollerAgent脚本如下:
using System.Collections.Generic; using UnityEngine; using MLAgents; public class RollerAgent : Agent { Rigidbody rBody; void Start () { rBody = GetComponent<Rigidbody>(); } public Transform Target; public override void AgentReset() { if (this.transform.position.y < 0) { // If the Agent fell, zero its momentum this.rBody.angularVelocity = Vector3.zero; this.rBody.velocity = Vector3.zero; this.transform.position = new Vector3( 0, 0.5f, 0); } // Move the target to a new spot Target.position = new Vector3(Random.value * 8 - 4, 0.5f, Random.value * 8 - 4); } }
因此,您应该重写AgentReset
方法,以便重新设置座席关节的位置。要开始使用,可以在InitializeAgent
中进行每个关节的旋转和位置,然后在AgentReset
中进行恢复。另外,将刚体的速度和角速度归零。
我在文档或示例中看不到有关在Done
中调用Update
的任何内容,因此可能建议甚至要求将其放在AgentAction
中以使其表现正常。最好将所有内容从Update
移到AgentAction
。
此外,您可能希望在具有3个分量(xyz)的特征向量中使用transform.localEulerAngles
,而不是具有4个分量(xyzw)的transform.localRotation
。否则,您不应忽略localRotation
的w分量。
总共看起来可能像这样:
using MLAgents;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BalanceAgent : Agent
{
private BalancingArea area;
public GameObject waist;
public GameObject buttR;
public GameObject buttL;
public GameObject thighR;
public GameObject thighL;
public GameObject legR;
public GameObject legL;
public GameObject footR;
public GameObject footL;
public GameObject goal;
private List<GameObject> gameObjectsToReset;
private List<Rigidbody> rigidbodiesToReset;
private List<Vector3> initEulers;
private List<Vector3> initPositions;
// private float buttR = 0f;
public override void InitializeAgent() {
base.InitializeAgent();
area = GetComponentInParent<BalancingArea>();
gameObjectsToReset= new List<GameObject>(new GameObject[]{
waist, buttR, buttL, thighR, thighL, legR, legL,
footR, footL});
rigidbodiesToReset = new List<Rigidbody>();
initEulers = new List<Vector3>();
initPositions = new List<Vector3>();
foreach (GameObject g in gameObjectsToReset) {
rigidbodiesToReset.Add(g.GetComponent<Rigidbody>());
initEulers.Add(g.transform.eulerAngles);
initPositions.Add(g.transform.position);
}
}
public override void AgentReset() {
for (int i = 0 ; i < gameObjectsToReset.Count ; i++) {
Transform t = gameObjectsToReset[i].transform;
t.position = initPositions[i];
t.eulerAngles = initEulers[i];
Rigidbody r = rigidbodiesToReset[i];
r.velocity = Vector3.zero;
r.angularVelocity = Vector3.zero;
}
}
public override void AgentAction(float[] vectorAction) {
int buttRDir = 0;
int buttRVec = (int)vectorAction[0];
switch (buttRVec) {
case 3:
buttRDir = 0;
break;
case 1:
buttRDir = -1;
break;
case 2:
buttRDir = 1;
break;
}
buttR.transform.Rotate(0, buttRDir, 0);
int buttLDir = 0;
int buttLVec = (int)vectorAction[1];
switch (buttLVec) {
case 3:
buttLDir = 0;
break;
case 1:
buttLDir = -1;
break;
case 2:
buttLDir = 1;
break;
}
buttL.transform.Rotate(0, buttLDir, 0);
int thighRDir = 0;
int thighRVec = (int)vectorAction[2];
switch (thighRVec) {
case 3:
thighRDir = 0;
break;
case 1:
thighRDir = -1;
break;
case 2:
thighRDir = 1;
break;
}
thighR.transform.Rotate(0, thighRDir, 0);
int thighLDir = 0;
int thighLVec = (int)vectorAction[3];
switch (thighLVec) {
case 3:
thighLDir = 0;
break;
case 1:
thighLDir = -1;
break;
case 2:
thighLDir = 1;
break;
}
thighL.transform.Rotate(0, thighLDir, 0);
int legRDir = 0;
int legRVec = (int)vectorAction[4];
switch (legRVec) {
case 3:
legRDir = 0;
break;
case 1:
legRDir = -1;
break;
case 2:
legRDir = 1;
break;
}
legR.transform.Rotate(0, legRDir, 0);
int legLDir = 0;
int legLVec = (int)vectorAction[5];
switch (legLVec) {
case 3:
legLDir = 0;
break;
case 1:
legLDir = -1;
break;
case 2:
legLDir = 1;
break;
}
legL.transform.Rotate(0, legLDir, 0);
int footRDir = 0;
int footRVec = (int)vectorAction[6];
switch (footRVec) {
case 3:
footRDir = 0;
break;
case 1:
footRDir = -1;
break;
case 2:
footRDir = 1;
break;
}
footR.transform.Rotate(0, footRDir, 0);
int footLDir = 0;
int footLVec = (int)vectorAction[7];
switch (footLVec) {
case 3:
footLDir = 0;
break;
case 1:
footLDir = -1;
break;
case 2:
footLDir = 1;
break;
}
footL.transform.Rotate(0, footLDir, 0);
//buttR = vectorAction[0]; //Right or none
//if (buttR == 2) buttR = -1f; //Left
if (waist.transform.position.y > -1.3) {
AddReward(.1f);
}
else {
AddReward(-.02f);
}
if (waist.transform.position.y <= -3) {
Done();
AddReward(-.1f);
}
}
public override void CollectObservations() {
AddVectorObs(waist.transform.localEulerAngles.y);
AddVectorObs(buttR.transform.localEulerAngles.x);
AddVectorObs(buttL.transform.localEulerAngles.x);
AddVectorObs(thighR.transform.localEulerAngles.y);
AddVectorObs(thighL.transform.localEulerAngles.y);
AddVectorObs(legR.transform.localEulerAngles.y);
AddVectorObs(legL.transform.localEulerAngles.y);
AddVectorObs(footR.transform.localEulerAngles.y);
AddVectorObs(footL.transform.localEulerAngles.y);
AddVectorObs(waist.GetComponent<Rigidbody>().freezeRotation);
AddVectorObs(waist.transform.position);
}
}
最后,确保将BalanceAgent的Max Step
设置为足够大的值,以查看代理是否会失败,对于初学者来说可能是500或1000。