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【ゲーム環境制作】各エージェントへのRLアルゴリズムの組み込み。ゲーム環境の更新。警察役、逃走役それぞれ独立で学習させるには追加で設定が必…
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tsyu12345 committed Dec 18, 2022
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6 changes: 6 additions & 0 deletions .gitignore
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*.exe
ml-agents-release_20
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8 changes: 8 additions & 0 deletions 1on1FlagGame/1on1DoroK-MLTEST1/Assets/ML-Agents.meta

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8 changes: 8 additions & 0 deletions 1on1FlagGame/1on1DoroK-MLTEST1/Assets/ML-Agents/Timers.meta

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{"count":1,"self":297.4222592,"total":573.0653449,"children":{"InitializeActuators":{"count":5,"self":0.0029925,"total":0.0029925,"children":null},"InitializeSensors":{"count":5,"self":0.0009975,"total":0.0009975,"children":null},"AgentSendState":{"count":110917,"self":0.1375943,"total":0.5728009,"children":{"CollectObservations":{"count":55460,"self":0.060627999999999994,"total":0.060627999999999994,"children":null},"WriteActionMask":{"count":55460,"self":0.0253212,"total":0.0253212,"children":null},"RequestDecision":{"count":55460,"self":0.0975443,"total":0.3492574,"children":{"AgentInfo.ToProto":{"count":55460,"self":0.0769552,"total":0.25171309999999997,"children":{"GenerateSensorData":{"count":55460,"self":0.1747579,"total":0.1747579,"children":null}}}}}}},"DecideAction":{"count":110917,"self":273.9150848,"total":273.9150896,"children":null},"AgentAct":{"count":110917,"self":1.1512058,"total":1.1512058,"children":{"AgentInfo.ToProto":{"count":15,"self":0,"total":0,"children":{"GenerateSensorData":{"count":15,"self":0,"total":0,"children":null}}}}}},"gauges":{"Agent.CumulativeReward":{"count":15,"max":4085,"min":-2214,"runningAverage":141.133331,"value":1544,"weightedAverage":1166.06616}},"metadata":{"timer_format_version":"0.1.0","start_time_seconds":"1671375728","unity_version":"2021.3.14f1","command_line_arguments":"F:\\Program Files\\Unity\\2021.3.14f1\\Editor\\Unity.exe -createproject F:\\Products\\GraduateReport2\\1on1FlagGame\\1on1DoroK-MLTEST1 -cloneFromTemplate F:\\Program Files\\Unity\\2021.3.14f1\\Editor\\Data\\Resources\\PackageManager\\ProjectTemplates\\com.unity.template.3d-8.1.3.tgz -cloudOrganization -cloudEnvironment production -useHub -hubIPC -projectpath F:\\Products\\GraduateReport2\\1on1FlagGame\\My project -useHub -hubIPC -cloudEnvironment production","communication_protocol_version":"1.5.0","com.unity.ml-agents_version":"2.3.0-exp.3","scene_name":"RollerAgent","end_time_seconds":"1671376301"}}

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8 changes: 8 additions & 0 deletions 1on1FlagGame/1on1DoroK-MLTEST1/Assets/Police.meta

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77 changes: 77 additions & 0 deletions 1on1FlagGame/1on1DoroK-MLTEST1/Assets/Police/PoliceAgent.cs
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using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Sensors;
using Unity.MLAgents.Actuators;

public class PoliceAgent : Agent
{
Rigidbody rBody;

void Start()
{
rBody = GetComponent<Rigidbody>();
}

public Transform Target;
public override void OnEpisodeBegin()
{
// If the Agent fell, zero its momentum
if (this.transform.localPosition.y < 0)
{
this.rBody.angularVelocity = Vector3.zero;
this.rBody.velocity = Vector3.zero;
this.transform.localPosition = new Vector3(0, 0.5f, 0);
}

// Move the target to a new spot
Target.localPosition = new Vector3(Random.value * 8 - 4, 0.5f, Random.value * 8 - 4);
}

public override void CollectObservations(VectorSensor sensor)
{
// Target and Agent positions
sensor.AddObservation(Target.localPosition);
sensor.AddObservation(this.transform.localPosition);

// Agent velocity
sensor.AddObservation(rBody.velocity.x);
sensor.AddObservation(rBody.velocity.z);
}

public float forceMultiplier = 10;
public override void OnActionReceived(ActionBuffers actionBuffers)
{
// Actions, size = 2
Vector3 controlSignal = Vector3.zero;
controlSignal.x = actionBuffers.ContinuousActions[0];
controlSignal.z = actionBuffers.ContinuousActions[1];
rBody.AddForce(controlSignal * forceMultiplier);

// Rewards
float distanceToTarget = Vector3.Distance(this.transform.localPosition, Target.localPosition);

// Reached target
if (distanceToTarget < 1.42f)
{
print("POLICE:caught the thief");
SetReward(1.0f);
EndEpisode();
} else {
SetReward(-1.0f);
}

// Fell off platform
if (this.transform.localPosition.y < 0)
{
SetReward(-1.0f);
EndEpisode();
}
}

public override void Heuristic(in ActionBuffers actionsOut)
{
var continuousActionsOut = actionsOut.ContinuousActions;
continuousActionsOut[0] = Input.GetAxis("Horizontal");
continuousActionsOut[1] = Input.GetAxis("Vertical");
}
}

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