我一直在研究一种能使腰部保持在一定高度的自平衡剂。最近,我升级了“大腿”以允许3轴旋转,而不是以前的2轴旋转。完成此操作并修改ml代理代码以允许使用child sensors之后,这些代理现在似乎不再与一个以上的代理/区域一起使用。我不确定为什么会这样。需要明确的是,唯一的工作代理人表现得比平常“更具爆炸性” 。仅靠它自己时,尝试保持平衡要平静得多。也许我在这个过程中搞砸了其他东西?如果有人有什么想法,我什么都愿意。谢谢!
代理脚本:
using MLAgents;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAgents.Sensor;
using Random = UnityEngine.Random;
public class BalanceAgent : Agent
{
private BalancingArea area;
public GameObject floor;
public GameObject sensor;
public GameObject waist;
public GameObject wFront; //Used to check balance of waist.
public GameObject wBack; //Used to check balance of waist.
public GameObject hipR;
public GameObject hipL;
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 float bodyMoveSensitivity = 3f;
public static GameObject[] bodyParts = new GameObject[11];
public static HingeJoint[] hingeParts = new HingeJoint[11];
public static JointLimits[] jntLimParts = new JointLimits[11];
public static Vector3[] posStart = new Vector3[11];
public static Vector3[] eulerStart = new Vector3[11];
public void Start() {
bodyParts = new GameObject[] { waist /*0*/, buttR /*1*/, buttL /*2*/, thighR /*3*/, thighL /*4*/, legR /*5*/, legL /*6*/, footR /*7*/, footL /*8*/, hipR /*9*/, hipL /*10*/};
for (int i = 0; i < bodyParts.Length; i++) {
posStart[i] = bodyParts[i].transform.position;
eulerStart[i] = bodyParts[i].transform.eulerAngles;
if (bodyParts[i].GetComponent<HingeJoint>() != null) {
hingeParts[i] = bodyParts[i].GetComponent<HingeJoint>();
hingeParts[i].limits = jntLimParts[i];
}
}
}
public override void InitializeAgent() {
base.InitializeAgent();
area = GetComponentInParent<BalancingArea>();
}
public override void AgentReset() {
floor.transform.eulerAngles = new Vector3(Random.Range(-15, 15), 0, Random.Range(-15, 15)); //Floor rotation
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;
}
waist.transform.eulerAngles = new Vector3(0, Random.Range(0, 360), 0);
jntLimParts[1].max = 0;
jntLimParts[1].min = jntLimParts[2].max - 1;
hingeParts[1].limits = jntLimParts[2];
jntLimParts[2].max = 0;
jntLimParts[2].min = jntLimParts[2].max - 1;
hingeParts[2].limits = jntLimParts[2];
jntLimParts[3].max = 15;
jntLimParts[3].min = jntLimParts[3].max - 1;
hingeParts[3].limits = jntLimParts[3];
jntLimParts[4].max = 15;
jntLimParts[4].min = jntLimParts[4].max - 1;
hingeParts[4].limits = jntLimParts[4];
jntLimParts[5].max = -15;
jntLimParts[5].min = jntLimParts[5].max - 1;
hingeParts[5].limits = jntLimParts[5];
jntLimParts[6].max = -15;
jntLimParts[6].min = jntLimParts[6].max - 1;
hingeParts[6].limits = jntLimParts[6];
jntLimParts[7].max = 15;
jntLimParts[7].min = jntLimParts[7].max - 1;
hingeParts[7].limits = jntLimParts[7];
jntLimParts[8].max = 15;
jntLimParts[8].min = jntLimParts[8].max - 1;
hingeParts[8].limits = jntLimParts[8];
jntLimParts[9].max = 0;
jntLimParts[9].min = jntLimParts[9].max - 1;
hingeParts[9].limits = jntLimParts[9];
jntLimParts[10].max = 0;
jntLimParts[10].min = jntLimParts[10].max - 1;
hingeParts[10].limits = jntLimParts[10];
}
public override void AgentAction(float[] vectorAction) {
float buttRDir = 0;
int buttRVec = (int)vectorAction[0];
switch (buttRVec) {
case 1:
buttRDir = 0;
break;
case 2:
buttRDir = bodyMoveSensitivity;
break;
case 3:
buttRDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[1].max < 60 && jntLimParts[1].min > -60) {
jntLimParts[1].max += buttRDir;
jntLimParts[1].min = jntLimParts[1].max - 1;
hingeParts[1].limits = jntLimParts[1];
}
else {
if (jntLimParts[1].min <= -60) {
jntLimParts[1].max = -58;
}
else if (jntLimParts[1].max >= 60) {
jntLimParts[1].max = 59;
}
jntLimParts[1].min = jntLimParts[1].max - 1;
}
float buttLDir = 0;
int buttLVec = (int)vectorAction[1];
switch (buttLVec) {
case 1:
buttLDir = 0;
break;
case 2:
buttLDir = bodyMoveSensitivity;
break;
case 3:
buttLDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[2].max < 60 && jntLimParts[2].min > -60) {
jntLimParts[2].max += buttLDir;
jntLimParts[2].min = jntLimParts[2].max - 1;
hingeParts[2].limits = jntLimParts[2];
}
else {
if (jntLimParts[2].min <= -60) {
jntLimParts[2].max = -58;
}
else if (jntLimParts[2].max >= 60) {
jntLimParts[2].max = 59;
}
jntLimParts[2].min = jntLimParts[2].max - 1;
}
float thighRDir = 0;
int thighRVec = (int)vectorAction[2];
switch (thighRVec) {
case 1:
thighRDir = 0;
break;
case 2:
thighRDir = bodyMoveSensitivity;
break;
case 3:
thighRDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[3].max < 80 && jntLimParts[3].min > -80) {
jntLimParts[3].max += thighRDir;
jntLimParts[3].min = jntLimParts[3].max - 1;
hingeParts[3].limits = jntLimParts[3];
}
else {
if (jntLimParts[3].min <= -80) {
jntLimParts[3].max = -78;
}
else if (jntLimParts[3].max >= 80) {
jntLimParts[3].max = 79;
}
jntLimParts[3].min = jntLimParts[3].max - 1;
}
float thighLDir = 0;
int thighLVec = (int)vectorAction[3];
switch (thighLVec) {
case 1:
thighLDir = 0;
break;
case 2:
thighLDir = bodyMoveSensitivity;
break;
case 3:
thighLDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[4].max < 80 && jntLimParts[4].min > -80) {
jntLimParts[4].max += thighLDir;
jntLimParts[4].min = jntLimParts[4].max - 1;
hingeParts[4].limits = jntLimParts[4];
}
else {
if (jntLimParts[4].min <= -80) {
jntLimParts[4].max = -78;
}
else if (jntLimParts[4].max >= 80) {
jntLimParts[4].max = 79;
}
jntLimParts[4].min = jntLimParts[4].max - 1;
}
float legRDir = 0;
int legRVec = (int)vectorAction[4];
switch (legRVec) {
case 1:
legRDir = 0;
break;
case 2:
legRDir = bodyMoveSensitivity;
break;
case 3:
legRDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[5].max < 5 && jntLimParts[5].min > -80) {
jntLimParts[5].max += legRDir;
jntLimParts[5].min = jntLimParts[5].max - 1;
hingeParts[5].limits = jntLimParts[5];
}
else {
if (jntLimParts[5].min <= -80) {
jntLimParts[5].max = -78;
}
else if (jntLimParts[5].max >= 5) {
jntLimParts[5].max = 4;
}
jntLimParts[5].min = jntLimParts[5].max - 1;
}
float legLDir = 0;
int legLVec = (int)vectorAction[5];
switch (legLVec) {
case 1:
legLDir = 0;
break;
case 2:
legLDir = bodyMoveSensitivity;
break;
case 3:
legLDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[6].max < 5 && jntLimParts[6].min > -80) {
jntLimParts[6].max += legLDir;
jntLimParts[6].min = jntLimParts[6].max - 1;
hingeParts[6].limits = jntLimParts[6];
}
else {
if (jntLimParts[6].min <= -80) {
jntLimParts[6].max = -78;
}
else if (jntLimParts[6].max >= 5) {
jntLimParts[6].max = 4;
}
jntLimParts[6].min = jntLimParts[6].max - 1;
}
float footRDir = 0;
int footRVec = (int)vectorAction[6];
switch (footRVec) {
case 1:
footRDir = 0;
break;
case 2:
footRDir = bodyMoveSensitivity;
break;
case 3:
footRDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[7].max < 50 && jntLimParts[7].min > -50) {
jntLimParts[7].max += footRDir;
jntLimParts[7].min = jntLimParts[7].max - 1;
hingeParts[7].limits = jntLimParts[7];
}
else {
if (jntLimParts[7].min <= -50) {
jntLimParts[7].max = -48;
}
else if (jntLimParts[7].max >= 50) {
jntLimParts[7].max = 49;
}
jntLimParts[7].min = jntLimParts[7].max - 1;
}
float footLDir = 0;
int footLVec = (int)vectorAction[7];
switch (footLVec) {
case 1:
footLDir = 0;
break;
case 2:
footLDir = bodyMoveSensitivity;
break;
case 3:
footLDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[8].max < 50 && jntLimParts[8].min > -50) {
jntLimParts[8].max += footLDir;
jntLimParts[8].min = jntLimParts[8].max - 1;
hingeParts[8].limits = jntLimParts[8];
}
else {
if (jntLimParts[8].min <= -50) {
jntLimParts[8].max = -48;
}
else if (jntLimParts[8].max >= 50) {
jntLimParts[8].max = 49;
}
jntLimParts[8].min = jntLimParts[8].max - 1;
}
float hipRDir = 0;
int hipRVec = (int)vectorAction[9];
switch (hipRVec) {
case 1:
hipRDir = 0;
break;
case 2:
hipRDir = bodyMoveSensitivity;
break;
case 3:
hipRDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[9].max < 45 && jntLimParts[9].min > -45) {
jntLimParts[9].max += hipRDir;
jntLimParts[9].min = jntLimParts[9].max - 1;
hingeParts[9].limits = jntLimParts[9];
}
else {
if (jntLimParts[9].min <= -45) {
jntLimParts[9].max = -43;
}
else if (jntLimParts[9].max >= 45) {
jntLimParts[9].max = 44;
}
jntLimParts[9].min = jntLimParts[9].max - 1;
}
float hipLDir = 0;
int hipLVec = (int)vectorAction[10];
switch (hipRVec) {
case 1:
hipLDir = 0;
break;
case 2:
hipLDir = bodyMoveSensitivity;
break;
case 3:
hipLDir = -bodyMoveSensitivity;
break;
}
if (jntLimParts[10].max < 45 && jntLimParts[10].min > -45) {
jntLimParts[10].max += hipLDir;
jntLimParts[10].min = jntLimParts[10].max - 1;
hingeParts[10].limits = jntLimParts[10];
}
else {
if (jntLimParts[10].min <= -45) {
jntLimParts[10].max = -43;
}
else if (jntLimParts[10].max >= 45) {
jntLimParts[10].max = 44;
}
jntLimParts[10].min = jntLimParts[10].max - 1;
}
float waistDir = 0;
int waistVec = (int)vectorAction[8];
switch (footLVec) {
case 1:
waistDir = 0;
break;
case 2:
waistDir = bodyMoveSensitivity;
break;
case 3:
waistDir = -bodyMoveSensitivity;
break;
}
bodyParts[0].transform.Rotate(0, waistDir, 0);
sensor.transform.eulerAngles = new Vector3(0, 0, 0);
if ( wFront.transform.position.y < wBack.transform.position.y-1 || wFront.transform.position.y > wBack.transform.position.y + 1 || buttR.transform.position.y < buttL.transform.position.y - 1 || buttR.transform.position.y > buttL.transform.position.y + 1) { //Maintain waist rotation.
AddReward(-.2f);
}
else {
AddReward(.01f);
}
if (waist.transform.position.y <= -3) { //Maintain waist height.
AddReward(-.2f);
Done();
}
else {
AddReward(.01f);
}
if(waist.transform.position.x > posStart[0].x + 2 || waist.transform.position.x < posStart[0].x - 2 || waist.transform.position.z > posStart[0].z + 2 || waist.transform.position.z < posStart[0].z - 2) { //Maintain waist position.
AddReward(-.2f);
}
else {
AddReward(.01f);
}
}
public override void CollectObservations() {
for (int i = 0; i < bodyParts.Length; i++) {
AddVectorObs(bodyParts[i].transform.position);
AddVectorObs(bodyParts[i].transform.rotation);
AddVectorObs(bodyParts[i].GetComponent<Rigidbody>().velocity);
AddVectorObs(bodyParts[i].GetComponent<Rigidbody>().angularVelocity);
AddVectorObs(jntLimParts[i].max);
AddVectorObs(jntLimParts[i].min);
AddVectorObs(wFront.transform.position.y);
AddVectorObs(wFront.transform.rotation);
AddVectorObs(wBack.transform.position.y);
AddVectorObs(wBack.transform.rotation);
}
}
}
答案 0 :(得分:0)
不幸的是,为了解决此问题,我不得不从头开始。完成此操作后,请确保我拥有 MLAgent的更新版本,一切都再次正常。