implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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159 lines
5.2 KiB
159 lines
5.2 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Unity.MLAgents;
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using Unity.MLAgents.Actuators;
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using Unity.MLAgents.Sensors;
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public class TerrainWalkerAgent : MarathonAgent {
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TerrainGenerator _terrainGenerator;
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int _lastXPosInMeters;
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int _stepCountAtLastMeter;
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float _pain;
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Vector3 _centerOfMass;
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public override void OnEpisodeBegin()
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{
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base.OnEpisodeBegin();
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BodyParts["pelvis"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "torso");
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BodyParts["left_thigh"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "left_thigh");
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BodyParts["right_thigh"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "right_thigh");
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BodyParts["right_foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "right_foot");
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BodyParts["left_foot"] = GetComponentsInChildren<Rigidbody>().FirstOrDefault(x => x.name == "left_foot");
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SetCenterOfMass();
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if (_terrainGenerator == null)
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_terrainGenerator = GetComponent<TerrainGenerator>();
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_lastXPosInMeters = (int) BodyParts["pelvis"].transform.position.x;
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_terrainGenerator.Reset();
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_stepCountAtLastMeter = 0;
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// set to true this to show monitor while training
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//Monitor.SetActive(true);
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StepRewardFunction = StepRewardWalker106;
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TerminateFunction = LocalTerminate;
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ObservationsFunction = ObservationsDefault;
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OnTerminateRewardValue = 0f;
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_pain = 0f;
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base.SetupBodyParts();
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SetCenterOfMass();
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}
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bool LocalTerminate()
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{
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int newXPosInMeters = (int) BodyParts["pelvis"].transform.position.x;
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if (newXPosInMeters > _lastXPosInMeters) {
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_lastXPosInMeters = newXPosInMeters;
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_stepCountAtLastMeter = this.StepCount;
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}
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SetCenterOfMass();
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var xpos = _centerOfMass.x;
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var terminate = false;
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if (this.StepCount-_stepCountAtLastMeter >= (100*5))
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terminate = true;
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else if (xpos < 4f && _pain > 1f)
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terminate = true;
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else if (xpos < 2f && _pain > 0f)
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terminate = true;
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return terminate;
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}
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public override void OnTerrainCollision(GameObject other, GameObject terrain) {
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if (terrain.GetComponent<Terrain>() == null)
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return;
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switch (other.name.ToLowerInvariant().Trim())
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{
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case "pelvis": // dm_hopper
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_pain += 5f;
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NonFootHitTerrain = true;
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break;
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case "right_leg": // dm_walker
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case "left_leg": // dm_walker
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case "right_foot": // dm_walker
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case "left_foot": // dm_walker
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FootHitTerrain = true;
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break;
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default:
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_pain += 5f;
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NonFootHitTerrain = true;
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break;
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}
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}
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void ObservationsDefault(VectorSensor sensor)
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{
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var pelvis = BodyParts["pelvis"];
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Vector3 normalizedVelocity = this.GetNormalizedVelocity(pelvis.velocity);
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sensor.AddObservation(normalizedVelocity);
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sensor.AddObservation(pelvis.transform.forward); // gyroscope
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sensor.AddObservation(pelvis.transform.up);
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sensor.AddObservation(SensorIsInTouch);
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JointRotations.ForEach(x => sensor.AddObservation(x));
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sensor.AddObservation(JointVelocity);
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// sensor.AddObservation(new []{
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// this.GetNormalizedPosition(BodyParts["left_foot"].transform.position).y,
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// this.GetNormalizedPosition(BodyParts["right_foot"].transform.position).y
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// });
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(List<float> distances, float fraction) =
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_terrainGenerator.GetDistances2d(
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pelvis.transform.position, ShowMonitor);
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sensor.AddObservation(distances);
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sensor.AddObservation(fraction);
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}
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void SetCenterOfMass()
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{
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_centerOfMass = Vector3.zero;
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float c = 0f;
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var bodyParts = this.gameObject.GetComponentsInChildren<Rigidbody>();
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foreach (var part in bodyParts)
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{
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_centerOfMass += part.worldCenterOfMass * part.mass;
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c += part.mass;
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}
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_centerOfMass /= c;
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}
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float StepRewardWalker106()
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{
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float uprightBonus = GetDirectionBonus("pelvis", Vector3.forward, 1f);
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uprightBonus = Mathf.Clamp(uprightBonus, 0f, 1f);
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float velocity = Mathf.Clamp(GetNormalizedVelocity("pelvis").x, 0f, 1f);
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float effort = 1f - GetEffortNormalized();
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//if (ShowMonitor)
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//{
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// var hist = new[] {velocity, uprightBonus, effort}.ToList();
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// Monitor.Log("rewardHist", hist.ToArray(), displayType: Monitor.DisplayType.Independent);
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//}
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// uprightBonus *= 0.1f;
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// velocity *= 0.45f;
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// if (velocity >= .45f)
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// effort *= 0.45f;
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// else
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// effort *= velocity;
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// var reward = velocity
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// + uprightBonus
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// + effort;
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var reward = velocity;
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_pain = 0f;
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return reward;
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}
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}
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