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96 lines
2.9 KiB
96 lines
2.9 KiB
using UnityEngine;
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using Unity.MLAgents;
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namespace Unity.MLAgentsExamples
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{
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/// <summary>
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/// This class contains logic for locomotion agents with joints which might make contact with the ground.
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/// By attaching this as a component to those joints, their contact with the ground can be used as either
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/// an observation for that agent, and/or a means of punishing the agent for making undesirable contact.
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/// </summary>
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[DisallowMultipleComponent]
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public class GroundContact : MonoBehaviour
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{
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[HideInInspector] public Agent agent;
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[Header("Ground Check")] public bool agentDoneOnGroundContact; // Whether to reset agent on ground contact.
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public bool penalizeGroundContact; // Whether to penalize on contact.
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public bool rewardOnContact;
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public bool isFoot;
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public bool isBody;
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public float groundContactPenalty; // Penalty amount (ex: -1).
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public bool touchingObject;
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public bool touchingGround;
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public bool touchingStairs;
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const string k_Ground = "ground"; // Tag of ground object.
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const string k_Stairs = "stairs";
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const string k_Object = "object";
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/// <summary>
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/// Check for collision with ground, and optionally penalize agent.
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/// </summary>
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void OnCollisionEnter(Collision col)
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{
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if (col.transform.CompareTag(k_Ground))
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{
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touchingGround = true;
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if (penalizeGroundContact)
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{
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agent.SetReward(groundContactPenalty);
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}
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if (rewardOnContact)
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{
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agent.AddReward(groundContactPenalty);
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}
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if (agentDoneOnGroundContact)
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{
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agent.EndEpisode();
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}
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}
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if (col.transform.CompareTag(k_Stairs))
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{
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touchingStairs = true;
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if(isFoot)
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{
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agent.AddReward(0.002f);
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}
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if (isBody)
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{
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agent.SetReward(-1f);
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agent.EndEpisode();
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}
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}
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if (col.transform.CompareTag(k_Object))
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{
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touchingObject = true;
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if (isFoot)
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{
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agent.AddReward(0.002f);
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}
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}
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}
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void OnCollisionExit(Collision other)
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{
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if (other.transform.CompareTag(k_Ground))
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{
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touchingGround = false;
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}
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if (other.transform.CompareTag(k_Stairs))
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{
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touchingStairs = false;
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}
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if (other.transform.CompareTag(k_Object))
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{
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touchingObject = false;
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}
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}
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}
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}
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