Files
racesm/Assets/Scripts/AgentController.cs
2024-05-06 14:12:52 +02:00

366 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;
using UnityEngine.UIElements;
using System.Linq;
using Unity.Mathematics;
using Unity.VisualScripting;
using System.Reflection;
using System;
public class AgentController: Agent
{
public float motorTorque = 300;
public float brakeTorque = 500;
public float maxSpeed = 400;
public float steeringRange = 9;
public float steeringRangeAtMaxSpeed = 7;
public float autoBrake = 100;
WheelControl[] wheels;
public List<GameObject> checkpoints;
Rigidbody rb;
Vector3 startPosition;
Quaternion startRotation;
int currentStep = 0;
float totalReward = 0;
float totalMentalPain = 0;
int stepsSinceCheckpoint = 0;
[HideInInspector] public int checkpointsCollected = 0;
public int maxStepsPerCheckpoint = 300;
public int distanceBetweenCheckpoints = 5;
public bool ignoreMentalPain = true;
bool isEnabled = true;
public bool isPlaying = false;
[HideInInspector] public bool isFinished = false; // needed for gamemanager
protected override void OnDisable()
{
isEnabled = false;
return;
}
void Start()
{
rb = GetComponent<Rigidbody>();
// Find all child GameObjects that have the WheelControl script attached
wheels = GetComponentsInChildren<WheelControl>();
startPosition = transform.position;
startRotation = transform.rotation;
}
public override void OnEpisodeBegin()
{
if (!isEnabled)
return;
stepsSinceCheckpoint = 0;
totalReward = 0;
totalMentalPain = 0;
checkpointsCollected = 0;
// don't reset car unless in training
if (isPlaying)
return;
// reset wheels
foreach (var wheel in wheels)
{
wheel.WheelCollider.brakeTorque = 0;
wheel.WheelCollider.motorTorque = 0;
wheel.WheelCollider.steerAngle = 0;
}
// reset car
transform.position = startPosition;
transform.rotation = startRotation;
rb.velocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
// //randomize car position
// float rng = UnityEngine.Random.Range(-3f, 3f);
// transform.position = new Vector3(
// transform.position.x,
// transform.position.y,
// transform.position.z + rng
// );
}
public override void CollectObservations(VectorSensor sensor)
{
if (!isEnabled)
{
for (int i = 0; i < 6; i++)
sensor.AddObservation(0);
return;
}
Transform currentCheckpoint = checkpoints[checkpointsCollected].transform;
// distance to next checkpoint
sensor.AddObservation(distanceToCheckpoint(currentCheckpoint));
// relative angle to checkpoint
sensor.AddObservation(angleToCheckpoint(currentCheckpoint));
// relative vector pointing to checkpoint
Vector3 position = transform.position;
Vector3 checkpointPosition = currentCheckpoint.position;
Vector3 toCheckpoint = new Vector3(
checkpointPosition.x - position.x,
0,
checkpointPosition.z - position.z
);
float carAngle = transform.eulerAngles.y;
toCheckpoint = Quaternion.Euler(0, -carAngle, 0) * toCheckpoint.normalized;
sensor.AddObservation(toCheckpoint.x);
sensor.AddObservation(toCheckpoint.z);
// relative Velocity
Vector3 velocity = new Vector3(
rb.velocity.x,
0,
rb.velocity.z
);
Vector3 relativeVelocity = Quaternion.Euler(0, -carAngle, 0) * velocity;
sensor.AddObservation(relativeVelocity.x);
sensor.AddObservation(relativeVelocity.z);
}
public override void OnActionReceived(ActionBuffers actions)
{
if (!isEnabled)
return;
// Actions size = 2 [vertical speed, horizontal speed] = [-1..1, -1..1] // discrete = [{0, 1, 2}, {0, 1, 2}] = [{-1, 0, 1}...]
float vInput = 0;
float hInput = 0;
if (actions.DiscreteActions[0] == 0)
vInput = -1f;
if (actions.DiscreteActions[0] == 1)
vInput = 1f;
if (actions.DiscreteActions[1] == 0)
hInput = -1f;
if (actions.DiscreteActions[1] == 1)
hInput = 1f;
// give benson mental pain for existing (punishment for maximizing first checkpoint by standing still)
// AddReward(-0.002f);
AddReward(-0.0018f); // less pain because of V4
totalMentalPain -= 0.0018f;
if (ignoreMentalPain)
totalReward -= 0.0018f;
float forwardSpeed = Vector3.Dot(transform.forward, rb.velocity);
float speedFactor = Mathf.InverseLerp(0, maxSpeed / 4, forwardSpeed);
float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
// Check whether the user input is in the same direction
// as the car's velocity
bool isAccelerating = Mathf.Sign(vInput) == Mathf.Sign(forwardSpeed);
bool isStopping = vInput == 0; // range
bool isBraking = (vInput < 0 && forwardSpeed > 0) || (vInput > 0 && forwardSpeed < 0);
if (vInput > 0 && forwardSpeed < 0)
{
isAccelerating = false;
}
foreach (var wheel in wheels)
{
// Apply steering to Wheel colliders that have "Steerable" enabled
if (wheel.steerable)
{
wheel.WheelCollider.steerAngle = hInput * currentSteerRange;
}
if (isBraking)
{
wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque;
//wheel.WheelCollider.motorTorque = 0;
}
if (isAccelerating)
{
// Apply torque to Wheel colliders that have "Motorized" enabled
if (wheel.motorized)
{
wheel.WheelCollider.motorTorque = vInput * currentMotorTorque;
}
wheel.WheelCollider.brakeTorque = 0;
}
if (isStopping)
{
// If the user is trying to go in the opposite direction
// apply brakes to all wheels
wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque + autoBrake;
if (forwardSpeed < 0)
{
wheel.WheelCollider.brakeTorque = (Mathf.Abs(vInput) * brakeTorque + autoBrake) * 5;
}
}
}
// rewards
Transform currentCheckpoint = checkpoints[checkpointsCollected].transform;
float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
float reward = (1 - Mathf.InverseLerp(0, distanceBetweenCheckpoints, checkpintDistance)) / 500;
totalReward += reward;
AddReward(reward);
float checkpointAngle = angleToCheckpoint(currentCheckpoint);
if (checkpointAngle > 0)
reward = (1 - Mathf.InverseLerp(0, 60, checkpointAngle)) / 2000;
else
reward = Mathf.InverseLerp(-60, 0, checkpointAngle) / 2000;
AddReward(reward);
if (checkpintDistance < 0.1f)
{
stepsSinceCheckpoint = 0;
// If last checkpoint
if (checkpointsCollected == checkpoints.Count - 1)
{
AddReward(10f);
if (isPlaying)
{
isFinished = true;
}
EndEpisode();
}
checkpointsCollected += 1;
//TODO fix variable names
AddReward(1f);
AddReward(-totalReward);
totalReward = 0;
}
currentStep += 1;
stepsSinceCheckpoint += 1;
if (stepsSinceCheckpoint >= maxStepsPerCheckpoint)
{
stepsSinceCheckpoint = 0;
if (isPlaying) // send back to previous checkpoint if stuck
{
if (checkpointsCollected == 0)
{
transform.position = startPosition;
transform.rotation = startRotation;
}
else
{
transform.position = new Vector3(
checkpoints[checkpointsCollected - 1].transform.position.x,
transform.position.y + 3,
checkpoints[checkpointsCollected - 1].transform.position.z
);
transform.eulerAngles = new Vector3(
transform.eulerAngles.x,
checkpoints[checkpointsCollected - 1].transform.eulerAngles.y,
transform.eulerAngles.z
);
}
rb.velocity = Vector3.zero;
}
else
EndEpisode();
}
// print(GetCumulativeReward());
}
public override void Heuristic(in ActionBuffers actionsOut)
{
if (!isEnabled)
return;
var discreteActionsOut = actionsOut.DiscreteActions;
discreteActionsOut[0] = 2;
discreteActionsOut[1] = 2;
if (Input.GetAxis("Vertical") < -0.5)
discreteActionsOut[0] = 0;
if (Input.GetAxis("Vertical") > 0.5)
discreteActionsOut[0] = 1;
if (Input.GetAxis("Horizontal") < -0.5)
discreteActionsOut[1] = 0;
if (Input.GetAxis("Horizontal") > 0.5)
discreteActionsOut[1] = 1;
}
// finds distance from agent to closest point on the checkpoint line
float distanceToCheckpoint(Transform checkpoint)
{
var closestPoint = checkpoint.GetComponent<Collider>().ClosestPointOnBounds(transform.position);
var distanceToCheckpoint = Vector3.Distance(transform.position, closestPoint);
return distanceToCheckpoint;
}
float angleToCheckpoint(Transform checkpoint)
{
Vector3 checkpointDirection = checkpoint.position - transform.position;
float angle = Vector3.SignedAngle(transform.forward, checkpointDirection, Vector3.up);
return angle;
}
private void OnCollisionEnter(Collision other) {
if (!isEnabled)
return;
// if (other.gameObject.tag == "NPC")
// {
// AddReward(0.1f);
// }
if (other.gameObject.tag == "Player")
{
AddReward(-0.5f);
}
}
}