using UnityEngine; using Unity.MLAgents.Actuators; using Unity.MLAgentsExamples; using Unity.MLAgents.Sensors; using Unity.MLAgents; using BodyPart = Unity.MLAgentsExamples.BodyPart; using Random = UnityEngine.Random; using static UnityEngine.GraphicsBuffer; using UnityEngine.UI; using Unity.VisualScripting; using System.Collections.Generic; using System.Xml.Linq; //using System.Diagnostics; public class Walker : Agent { public enum Brain { Walker, Getup, Climber, Balance, DMScrambler } public Brain m_SelectedBrain; [Header("Walk Speed")] [Range(0.1f, 10)] [SerializeField] private float m_TargetWalkingSpeed = 10; public float MTargetWalkingSpeed { get { return m_TargetWalkingSpeed; } set { m_TargetWalkingSpeed = Mathf.Clamp(value, .1f, m_MaxWalkingSpeed); } } // The Max Walking Speed const float m_MaxWalkingSpeed = 10; [Header("Randomise")] // Randomise Walking Speed every Episode public bool rWalkSpeedEachEpisode; public bool m_RandomiseYRotation = true; public bool m_RandomiseXYZRotation = false; [Header("Swap Model Settings")] public bool m_ModelSwap = false; public bool m_ProximitySwapper = false; public bool m_SwitchModelAfterFalling = false; [Header("DM Monitor")] public int m_StepCountAtLastMeter = 0; public int m_LastXPosition = 0; private Terrain m_Terrain; [HideInInspector] public bool m_FinishedSwap = false; [HideInInspector] public ModelSwap m_ModelSwapper; // The direction the Agent will walk towards during training private Vector3 m_WorldDirectionToWalk = Vector3.right; // Specifies the Target the Agent will Walk towards [Header("Target to Walk Towards")] public Transform target; /* Orientation Cube Controller - a reference point for observations, as Ragdolls can be very erratic in their movements */ OrientationCubeController m_OrientationCube; // Joint Drive Controller - Controls the params of Joints JointDriveController m_JointDriveController; // Specifies all the Body Parts (Configurable Joints) [Header("Body Parts")] public Transform rest; public Transform seat; public Transform FLT; public Transform FLL; public Transform FLF; public Transform FRT; public Transform FRL; public Transform FRF; public Transform BRT; public Transform BRL; public Transform BRF; public Transform BLT; public Transform BLL; public Transform BLF; // Setup public override void Initialize() { m_OrientationCube = GetComponentInChildren(); m_JointDriveController = GetComponent(); m_ModelSwapper = GetComponent(); var parent = gameObject.transform.parent; try { m_Terrain = parent.GetComponentInChildren(); } catch { m_Terrain = null; } // Setup each Body Part m_JointDriveController.SetupBodyPart(seat); m_JointDriveController.SetupBodyPart(rest); m_JointDriveController.SetupBodyPart(FRT); m_JointDriveController.SetupBodyPart(FRL); m_JointDriveController.SetupBodyPart(FRF); m_JointDriveController.SetupBodyPart(FLT); m_JointDriveController.SetupBodyPart(FLL); m_JointDriveController.SetupBodyPart(FLF); m_JointDriveController.SetupBodyPart(BRT); m_JointDriveController.SetupBodyPart(BRL); m_JointDriveController.SetupBodyPart(BRF); m_JointDriveController.SetupBodyPart(BLT); m_JointDriveController.SetupBodyPart(BLL); m_JointDriveController.SetupBodyPart(BLF); } /* Loop over Body Parts & Reset them to inital conditions */ public override void OnEpisodeBegin() { // Set values of Joint Controller for exploring emrgent behvaiours if (m_SelectedBrain == Brain.DMScrambler) { //this.GetComponent().Reset(); } foreach (var bodyPart in m_JointDriveController.bodyPartsDict.Values) { bodyPart.Reset(bodyPart); } // Apply Random Rotation to Seat if (m_SelectedBrain == Brain.Getup) { if (m_RandomiseXYZRotation) seat.rotation = Quaternion.Euler(Random.Range(0.0f, 360f), Random.Range(0.0f, 360f), Random.Range(0.0f, 360f)); } else { if (m_RandomiseYRotation) seat.rotation = Quaternion.Euler(0f, Random.Range(0.0f, 360f), 0f); } UpdateOrientationObject(); // Set our Walking Speed goal MTargetWalkingSpeed = rWalkSpeedEachEpisode ? Random.Range(0.1f, m_MaxWalkingSpeed) : MTargetWalkingSpeed; // Check if model swapper is enabled, and set model if so if (m_ModelSwap) { m_ModelSwapper.SetInitialModel(); } m_LastXPosition = (int)GetAverageXPositionFeet(); } /* Add relevant information for each body part (observations) */ public void CollectObservationsBP(BodyPart bp, VectorSensor sensor) { // Check if touching Ground sensor.AddObservation(bp.groundContact.touchingGround); sensor.AddObservation(bp.groundContact.touchingStairs); sensor.AddObservation(bp.groundContact.touchingObject); // Get Velocities in Context of the Orientation Cube Space sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.velocity)); sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.angularVelocity)); // Gets Position relative to the Seat in Context of our Orientation Cube sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.position - seat.position)); if (bp.rb.transform != seat) { sensor.AddObservation(bp.rb.transform.localRotation); sensor.AddObservation(bp.currentStrength / m_JointDriveController.maxJointForceLimit); } } /* Main method to Collect Observations about environemt */ public override void CollectObservations(VectorSensor sensor) { // Direction Agent is Facing var cubeForward = m_OrientationCube.transform.forward; // Velocity we want to Match var velocityGoal = cubeForward * MTargetWalkingSpeed; // Ragdolls AVG Velocity var avgVelocity = GetAvgVelocity(); // Current Ragdoll Vecloty, Normalised (How far away is the goal vs. current vel) sensor.AddObservation(Vector3.Distance(velocityGoal, avgVelocity)); // Avgerage Body Velocity Relative to Orientation Cube sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(avgVelocity)); // Velocity Goal Relative to the Cube sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(velocityGoal)); // Rotation Delta sensor.AddObservation(Quaternion.FromToRotation(seat.forward, cubeForward)); // Position of target relative to Cube sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(target.transform.position)); // Distance of the target relative to the Cube //sensor.AddObservation(Vector3.Distance(m_OrientationCube.transform.position, target.transform.position)); foreach (var bodyPart in m_JointDriveController.bodyPartsList) { CollectObservationsBP(bodyPart, sensor); } } public override void Heuristic(in ActionBuffers actionsOut) { ActionSegment continuousActionsOut = actionsOut.ContinuousActions; } public override void OnActionReceived(ActionBuffers actions) { var bpDict = m_JointDriveController.bodyPartsDict; var element = -1; var continuousActions = actions.ContinuousActions; bpDict[rest].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[FRT].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[FRL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0); bpDict[FLT].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[FLL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0); bpDict[BRT].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[BRL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0); bpDict[BLT].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[BLL].SetJointTargetRotation(continuousActions[++element], continuousActions[++element], 0); bpDict[BRF].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[BLF].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[FRF].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[FLF].SetJointTargetRotation(continuousActions[++element], 0, 0); bpDict[rest].SetJointStrength(continuousActions[++element]); bpDict[FRT].SetJointStrength(continuousActions[++element]); bpDict[FRL].SetJointStrength(continuousActions[++element]); bpDict[FLT].SetJointStrength(continuousActions[++element]); bpDict[FLL].SetJointStrength(continuousActions[++element]); bpDict[BRT].SetJointStrength(continuousActions[++element]); bpDict[BRL].SetJointStrength(continuousActions[++element]); bpDict[BLT].SetJointStrength(continuousActions[++element]); bpDict[BLL].SetJointStrength(continuousActions[++element]); bpDict[BLF].SetJointStrength(continuousActions[++element]); bpDict[BRF].SetJointStrength(continuousActions[++element]); bpDict[FLF].SetJointStrength(continuousActions[++element]); bpDict[FRF].SetJointStrength(continuousActions[++element]); } void UpdateOrientationObject() { m_WorldDirectionToWalk = target.position - seat.position; m_OrientationCube.UpdateOrientation(seat, target); } void FixedUpdate() { // Check if model swapper is on if (m_ModelSwap) { SwitchModelAfterFalling(); } UpdateOrientationObject(); var cubeForward = m_OrientationCube.transform.forward; var matchSpeedReward = GetMatchingVelocityReward(cubeForward * MTargetWalkingSpeed, GetAvgVelocity()); var lookAtTargetReward = (Vector3.Dot(cubeForward, seat.forward) + 1) * .5f; // (3) Distance from ground // var distFromGround = Mathf.Pow(Mathf.Clamp(Vector3.Distance(seat.transform.position, GameObject.Find("Ground").transform.position) + 0.2f, 0, 1), 2); if (m_SelectedBrain == Brain.Getup) { Vector2 deltaAngle = GetAngleDeltaXZ(); //Debug.Log($"{Mathf.Pow((deltaAngle.x * deltaAngle.y), 2)}"); AddReward(Mathf.Pow((deltaAngle.x * deltaAngle.y), 2) * 0.02f); } else if (m_SelectedBrain == Brain.Balance) { // Sets reward for the agent based on its stableness, while moving towards a target Vector2 deltaAngle = GetAngleDeltaXZ(); AddReward(matchSpeedReward * lookAtTargetReward * (deltaAngle.x * deltaAngle.y)); } else if (m_SelectedBrain == Brain.DMScrambler) { // Normalised Velocity in a certain direciton. //var seatVelocity = GetAvgVelocitySeat(); //float normalisedVelcoity = Mathf.Clamp(GetNormalizedVelocity(seatVelocity).z, 0f, 1f); //AddReward(normalisedVelcoity); //AddReward(matchSpeedReward * lookAtTargetReward); // If it hasnt moved forward in a certain amount of steps, end the episode. // (1) Get X Position of the Foot, or Avgerge of all Feet AddReward(matchSpeedReward * lookAtTargetReward * DistanceFromTarget(20f)); float feetXPosition = GetAverageXPositionFeet(); int newXPosition = (int)feetXPosition; // (2) Compare step count with highest X position if (newXPosition > m_LastXPosition) { m_LastXPosition = newXPosition; m_StepCountAtLastMeter = this.StepCount; } // If the agent goes 1000 steps w/o making any progress, we will end the episode. if (this.StepCount - m_StepCountAtLastMeter >= (1000)) { SetReward(-1f); EndEpisode(); } //AddReward(-0.002f); //Debug.Log(DistanceFromTarget(20f)); } else if (m_SelectedBrain == Brain.Walker) { AddReward(matchSpeedReward * lookAtTargetReward); } else if (m_SelectedBrain == Brain.Climber) { //AddReward(matchSpeedReward * lookAtTargetReward * DistanceFromTarget(20f)); AddReward(-0.002f); } } // Use regular update to listen for keypresses void Update() { if (m_ModelSwap) { //InputSwitchModel(); } } private void InputSwitchModel() { if (Input.GetKeyDown(KeyCode.O)) { m_ModelSwapper.SwitchModel("Walker", this); } if (Input.GetKeyDown(KeyCode.P)) { m_ModelSwapper.SwitchModel("Stairs", this); } } private void SwitchModelAfterFalling() { if (m_SwitchModelAfterFalling) { // If on, check its rotation, and if certain parts are touching the floor Vector2 deltaAngle = GetAngleDeltaXZ(); if ((deltaAngle.y < 0.3 || deltaAngle.x < 0.3) && !m_FinishedSwap) { // Swap Model m_FinishedSwap = true; m_ModelSwapper.m_PastModel = m_ModelSwapper.m_currentModelName; m_ModelSwapper.SwitchModel("Getup", this); } else if (deltaAngle.y > 0.8 && deltaAngle.x > 0.8 && m_FinishedSwap) { // Swap to Original Model m_FinishedSwap = false; m_ModelSwapper.SwitchModel(m_ModelSwapper.m_PastModel, this); } } } float DistanceFromTarget(float maxDistance) { float dist = Vector3.Distance(seat.transform.position, target.transform.position); float normalisedValue = 1 - Mathf.InverseLerp(0f, maxDistance, dist); return Mathf.Pow(normalisedValue, 2); } Vector3 GetAvgVelocity() { Vector3 velSum = Vector3.zero; int rbCount = 0; foreach (var item in m_JointDriveController.bodyPartsList) { rbCount++; velSum += item.rb.velocity; } var avgVelocity = velSum / rbCount; return avgVelocity; } Vector3 GetAvgVelocitySeat() { Vector3 velSum = Vector3.zero; foreach (var item in m_JointDriveController.bodyPartsList) { if (item.rb.transform == seat) { velSum = item.rb.velocity; break; } } return velSum; } public float GetMatchingVelocityReward(Vector3 velGoal, Vector3 currentVel) { var velDeltaMag = Mathf.Clamp(Vector3.Distance(currentVel, velGoal), 0, MTargetWalkingSpeed); return Mathf.Pow(1 - Mathf.Pow(velDeltaMag / MTargetWalkingSpeed, 2), 2); } float DeltaAngle(float angle) { var currentZRot = angle; float zRotDist = Mathf.Abs(Mathf.DeltaAngle(0f, currentZRot)); float normalizedDistance = 1f - Mathf.InverseLerp(0f, 180f, zRotDist); float expZDist = Mathf.Pow(normalizedDistance, 2); return expZDist; } Vector2 GetAngleDeltaXZ() { return new Vector2(DeltaAngle(seat.eulerAngles.x), DeltaAngle(seat.eulerAngles.z)); } float DistanceFromGround() { float normalizedValue = Mathf.Clamp01((seat.position.y) / 3.0f); Debug.Log(seat.position.y / 3.0f); return Mathf.Pow(normalizedValue, 2); } float GetAverageXPositionFeet() { float average = (FLF.position.z + FRF.position.z + BLF.position.z + BRF.position.z) / 4.0f; return average; } Vector3 GetNormalizedVelocity(Vector3 metersPerSecond) { var maxMetersPerSecond = m_Terrain.terrainData.bounds.size / this.MaxStep / Time.fixedDeltaTime; var maxXZ = Mathf.Max(maxMetersPerSecond.x, maxMetersPerSecond.z); maxMetersPerSecond.x = maxXZ; maxMetersPerSecond.z = maxXZ; maxMetersPerSecond.y = 53; // override with float x = metersPerSecond.x / maxMetersPerSecond.x; float y = metersPerSecond.y / maxMetersPerSecond.y; float z = metersPerSecond.z / maxMetersPerSecond.z; // clamp result x = Mathf.Clamp(x, -1f, 1f); y = Mathf.Clamp(y, -1f, 1f); z = Mathf.Clamp(z, -1f, 1f); Vector3 normalizedVelocity = new Vector3(x, y, z); return normalizedVelocity; } }