ML-Agents 代理未重置?
ML-Agents agent not resetting?
我一直在努力打造一双 自我平衡 的腿。如果他的 'waist' 低于某个 y 位置值(下降 over/tripping),该区域应该重置并从他的奖励分数中扣除分数。我是机器学习的新手,所以对我放轻松! 为什么代理人摔倒后不重置?
代理代码(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 代码:
using MLAgents;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BalanceAcademy : Academy
{
}
用于运行训练器的命令:
mlagents-learn config/trainer_config.yaml --run-id=balancetest09 --train
来自 creating a new environment 上的文档:
Initialization and Resetting the Agent
When the Agent reaches its target, it marks itself done and its Agent
reset function moves the target to a random location. In addition, if
the Agent rolls off the platform, the reset function puts it back onto
the floor.
To move the target GameObject, we need a reference to its Transform
(which stores a GameObject's position, orientation and scale in the 3D
world). To get this reference, add a public field of type Transform
to
the RollerAgent class. Public fields of a component in Unity get
displayed in the Inspector window, allowing you to choose which
GameObject to use as the target in the Unity Editor.
To reset the Agent's velocity (and later to apply force to move the
agent) we need a reference to the Rigidbody component. A Rigidbody is
Unity's primary element for physics simulation. (See Physics for full
documentation of Unity physics.) Since the Rigidbody component is on
the same GameObject as our Agent script, the best way to get this
reference is using GameObject.GetComponent<T>()
, which we can call in
our script's Start()
method.
So far, our RollerAgent script looks like:
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,您应该覆盖 AgentReset
方法,以便重置代理关节的位置。首先,您可以在 InitializeAgent
中获取每个关节的旋转和位置,然后在 AgentReset
中恢复它们。此外,将刚体的速度和 angular 速度归零。
我在文档或示例中没有看到任何关于在 Update
中调用 Done
的内容,因此可能建议甚至要求它在 AgentAction
中运行正如预期的那样。不妨将所有内容移出 Update
并移至 AgentAction
.
此外,您可能希望在特征向量中使用 transform.localEulerAngles
,它有 3 个分量 (xyz) 而不是 transform.localRotation
,它有 4 个分量 (xyzw)。否则,您不应省略 localRotation
.
的 w 组件
总的来说,它可能看起来像这样:
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。
我一直在努力打造一双 自我平衡 的腿。如果他的 'waist' 低于某个 y 位置值(下降 over/tripping),该区域应该重置并从他的奖励分数中扣除分数。我是机器学习的新手,所以对我放轻松! 为什么代理人摔倒后不重置?
代理代码(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 代码:
using MLAgents;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BalanceAcademy : Academy
{
}
用于运行训练器的命令:
mlagents-learn config/trainer_config.yaml --run-id=balancetest09 --train
来自 creating a new environment 上的文档:
Initialization and Resetting the Agent
When the Agent reaches its target, it marks itself done and its Agent reset function moves the target to a random location. In addition, if the Agent rolls off the platform, the reset function puts it back onto the floor.
To move the target GameObject, we need a reference to its Transform (which stores a GameObject's position, orientation and scale in the 3D world). To get this reference, add a public field of type
Transform
to the RollerAgent class. Public fields of a component in Unity get displayed in the Inspector window, allowing you to choose which GameObject to use as the target in the Unity Editor.To reset the Agent's velocity (and later to apply force to move the agent) we need a reference to the Rigidbody component. A Rigidbody is Unity's primary element for physics simulation. (See Physics for full documentation of Unity physics.) Since the Rigidbody component is on the same GameObject as our Agent script, the best way to get this reference is using
GameObject.GetComponent<T>()
, which we can call in our script'sStart()
method.So far, our RollerAgent script looks like:
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,您应该覆盖 AgentReset
方法,以便重置代理关节的位置。首先,您可以在 InitializeAgent
中获取每个关节的旋转和位置,然后在 AgentReset
中恢复它们。此外,将刚体的速度和 angular 速度归零。
我在文档或示例中没有看到任何关于在 Update
中调用 Done
的内容,因此可能建议甚至要求它在 AgentAction
中运行正如预期的那样。不妨将所有内容移出 Update
并移至 AgentAction
.
此外,您可能希望在特征向量中使用 transform.localEulerAngles
,它有 3 个分量 (xyz) 而不是 transform.localRotation
,它有 4 个分量 (xyzw)。否则,您不应省略 localRotation
.
总的来说,它可能看起来像这样:
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。