317 lines
9.7 KiB
C#
317 lines
9.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.MLAgents;
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using Unity.MLAgents.Sensors;
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using Unity.MLAgents.Actuators;
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using UnityEngine.UIElements;
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using System.Linq;
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using Unity.Mathematics;
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using Unity.VisualScripting;
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using System.Reflection;
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using System;
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public class AgentControllerV6 : Agent
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{
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public float motorTorque = 300;
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public float brakeTorque = 500;
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public float maxSpeed = 400;
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public float steeringRange = 9;
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public float steeringRangeAtMaxSpeed = 7;
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public float autoBrake = 100;
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WheelControl[] wheels;
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Rigidbody rigidBody;
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public List<GameObject> checkpoints;
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Vector3 startPosition;
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Quaternion startRotation;
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int currentStep = 0;
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float totalReward = 0;
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float totalMentalPain = 0;
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int stepsSinceCheckpoint = 0;
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int checkpointsReached = 0;
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public int maxStepsPerCheckpoint = 300;
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public int distanceBetweenCheckpoints = 5;
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public bool ignoreMentalPain = false;
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// Start is called before the first frame update
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void Start()
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{
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rigidBody = GetComponent<Rigidbody>();
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// Find all child GameObjects that have the WheelControl script attached
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wheels = GetComponentsInChildren<WheelControl>();
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startPosition = transform.localPosition;
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startRotation = transform.localRotation;
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}
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public override void OnEpisodeBegin()
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{
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stepsSinceCheckpoint = 0;
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checkpointsReached = 0;
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totalReward = 0;
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totalMentalPain = 0;
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// reset wheels
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foreach (var wheel in wheels)
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{
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wheel.WheelCollider.brakeTorque = 0;
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wheel.WheelCollider.motorTorque = 0;
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wheel.WheelCollider.steerAngle = 0;
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}
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// reset car
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transform.localPosition = startPosition;
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transform.localRotation = startRotation;
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rigidBody.velocity = Vector3.zero;
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rigidBody.angularVelocity = Vector3.zero;
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// reset checkpoints
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foreach (GameObject checkpoint in checkpoints)
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{
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checkpoint.GetComponent<Checkpoint>().isCollected = false;
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}
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}
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public override void CollectObservations(VectorSensor sensor)
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{
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Transform currentCheckpoint = checkpoints[0].transform;
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foreach (GameObject checkpoint in checkpoints)
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{
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bool isCollected = checkpoint.GetComponent<Checkpoint>().isCollected;
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if (!isCollected)
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{
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currentCheckpoint = checkpoint.transform;
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break;
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}
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}
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// distance to next checkpoint
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sensor.AddObservation(distanceToCheckpoint(currentCheckpoint));
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// relative angle to checkpoint
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sensor.AddObservation(angleToCheckpoint(currentCheckpoint));
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// relative vector pointing to checkpoint
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Vector3 position = transform.localPosition;
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Vector3 checkpointPosition = currentCheckpoint.localPosition;
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Vector3 toCheckpoint = new Vector3(
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checkpointPosition.x - position.x,
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0,
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checkpointPosition.z - position.z
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);
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float carAngle = transform.localEulerAngles.y;
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toCheckpoint = Quaternion.Euler(0, -carAngle, 0) * toCheckpoint.normalized;
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sensor.AddObservation(toCheckpoint.x);
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sensor.AddObservation(toCheckpoint.z);
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// relative Velocity
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Vector3 velocity = new Vector3(
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rigidBody.velocity.x,
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0,
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rigidBody.velocity.z
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);
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Vector3 relativeVelocity = Quaternion.Euler(0, -carAngle, 0) * velocity;
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sensor.AddObservation(relativeVelocity.x);
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sensor.AddObservation(relativeVelocity.z);
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}
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public override void OnActionReceived(ActionBuffers actions)
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{
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// Actions size = 2 [vertical speed, horizontal speed] = [-1..1, -1..1] // discrete = [{0, 1, 2}, {0, 1, 2}] = [{-1, 0, 1}...]
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float vInput = 0;
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float hInput = 0;
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if (actions.DiscreteActions[0] == 0)
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vInput = -1f;
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if (actions.DiscreteActions[0] == 1)
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vInput = 1f;
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if (actions.DiscreteActions[1] == 0)
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hInput = -1f;
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if (actions.DiscreteActions[1] == 1)
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hInput = 1f;
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// give benson mental pain for existing (punishment for maximizing first checkpoint by standing still)
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// AddReward(-0.002f);
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AddReward(-0.0018f); // less pain because of V4
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totalMentalPain -= 0.0018f;
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if (ignoreMentalPain)
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totalReward -= 0.0018f;
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float forwardSpeed = Vector3.Dot(transform.forward, rigidBody.velocity);
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// Calculate how close the car is to top speed
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// as a number from zero to one
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float speedFactor = Mathf.InverseLerp(0, maxSpeed / 4, forwardSpeed);
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// Use that to calculate how much torque is available
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// (zero torque at top speed)
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float currentMotorTorque = Mathf.Lerp(motorTorque, 0, speedFactor);
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// …and to calculate how much to steer
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// (the car steers more gently at top speed)
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float currentSteerRange = Mathf.Lerp(steeringRange, steeringRangeAtMaxSpeed, speedFactor);
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// Check whether the user input is in the same direction
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// as the car's velocity
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bool isAccelerating = Mathf.Sign(vInput) == Mathf.Sign(forwardSpeed);
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bool isStopping = vInput == 0; // range
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bool isBraking = (vInput < 0 && forwardSpeed > 0) || (vInput > 0 && forwardSpeed < 0);
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if (vInput > 0 && forwardSpeed < 0)
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{
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isAccelerating = false;
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}
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foreach (var wheel in wheels)
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{
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// Apply steering to Wheel colliders that have "Steerable" enabled
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if (wheel.steerable)
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{
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wheel.WheelCollider.steerAngle = hInput * currentSteerRange;
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}
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if (isBraking)
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{
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wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque;
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//wheel.WheelCollider.motorTorque = 0;
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}
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if (isAccelerating)
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{
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// Apply torque to Wheel colliders that have "Motorized" enabled
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if (wheel.motorized)
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{
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wheel.WheelCollider.motorTorque = vInput * currentMotorTorque;
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}
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wheel.WheelCollider.brakeTorque = 0;
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}
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if (isStopping)
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{
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// If the user is trying to go in the opposite direction
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// apply brakes to all wheels
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wheel.WheelCollider.brakeTorque = Mathf.Abs(vInput) * brakeTorque + autoBrake;
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if (forwardSpeed < 0)
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{
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wheel.WheelCollider.brakeTorque = (Mathf.Abs(vInput) * brakeTorque + autoBrake) * 5;
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}
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}
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}
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// rewards
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Transform currentCheckpoint = checkpoints[0].transform;
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foreach (GameObject checkpoint in checkpoints)
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{
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bool isCollected = checkpoint.GetComponent<Checkpoint>().isCollected;
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if (!isCollected)
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{
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currentCheckpoint = checkpoint.transform;
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break;
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}
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}
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float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
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float reward = (1 - Mathf.InverseLerp(0, distanceBetweenCheckpoints, checkpintDistance)) / 500;
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totalReward += reward;
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AddReward(reward);
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float checkpointAngle = angleToCheckpoint(currentCheckpoint);
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if (checkpointAngle > 0)
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reward = (1 - Mathf.InverseLerp(0, 60, checkpointAngle)) / 2000;
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else
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reward = Mathf.InverseLerp(-60, 0, checkpointAngle) / 2000;
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AddReward(reward);
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if (checkpintDistance < 0.1f)
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{
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currentCheckpoint.GetComponent<Checkpoint>().isCollected = true;
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stepsSinceCheckpoint = 0;
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checkpointsReached += 1;
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// If last checkpoint
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if (currentCheckpoint == checkpoints[checkpoints.Count - 1].transform)
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{
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AddReward(10f);
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EndEpisode();
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}
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//TODO fix variable names
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AddReward(1f);
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AddReward(-totalReward);
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totalReward = 0;
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print("checkpoint");
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}
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currentStep += 1;
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stepsSinceCheckpoint += 1;
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if (stepsSinceCheckpoint >= maxStepsPerCheckpoint)
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{
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stepsSinceCheckpoint = 0;
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EndEpisode();
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}
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// print(GetCumulativeReward());
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}
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public override void Heuristic(in ActionBuffers actionsOut)
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{
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var discreteActionsOut = actionsOut.DiscreteActions;
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discreteActionsOut[0] = 2;
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discreteActionsOut[1] = 2;
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if (Input.GetAxis("Vertical") < -0.5)
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discreteActionsOut[0] = 0;
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if (Input.GetAxis("Vertical") > 0.5)
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discreteActionsOut[0] = 1;
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if (Input.GetAxis("Horizontal") < -0.5)
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discreteActionsOut[1] = 0;
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if (Input.GetAxis("Horizontal") > 0.5)
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discreteActionsOut[1] = 1;
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}
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// finds distance from agent to closest point on the checkpoint line
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float distanceToCheckpoint(Transform checkpoint)
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{
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var closestPoint = checkpoint.GetComponent<Collider>().ClosestPointOnBounds(transform.position);
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var distanceToCheckpoint = Vector3.Distance(transform.position, closestPoint);
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return distanceToCheckpoint;
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}
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float angleToCheckpoint(Transform checkpoint)
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{
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Vector3 checkpointDirection = checkpoint.localPosition - transform.localPosition;
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float angle = Vector3.SignedAngle(transform.forward, checkpointDirection, Vector3.up);
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return angle;
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}
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} |