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+ public Rigidbody Rb; + [HideInInspector] + public Collider Col; + public Transform T; + public bool IsDead; + } + + /// + /// Max Academy steps before this platform resets + /// + /// + [Header("Max Environment Steps")] public int MaxEnvironmentSteps = 25000; + private int m_ResetTimer; + + /// + /// The area bounds. + /// + [HideInInspector] + public Bounds areaBounds; + /// + /// The ground. The bounds are used to spawn the elements. + /// + public GameObject ground; + + Material m_GroundMaterial; //cached on Awake() + + /// + /// We will be changing the ground material based on success/failue + /// + Renderer m_GroundRenderer; + + public List AgentsList = new List(); + public List DragonsList = new List(); + private Dictionary m_PlayerDict = new Dictionary(); + public bool UseRandomAgentRotation = true; + public bool UseRandomAgentPosition = true; + PushBlockSettings m_PushBlockSettings; + + private int m_NumberOfRemainingPlayers; + public GameObject Key; + public GameObject Tombstone; + private SimpleMultiAgentGroup m_AgentGroup; + void Start() + { + + // Get the ground's bounds + areaBounds = ground.GetComponent().bounds; + // Get the ground renderer so we can change the material when a goal is scored + m_GroundRenderer = ground.GetComponent(); + // Starting material + m_GroundMaterial = m_GroundRenderer.material; + m_PushBlockSettings = FindObjectOfType(); + + //Reset Players Remaining + m_NumberOfRemainingPlayers = AgentsList.Count; + + //Hide The Key + Key.SetActive(false); + + // Initialize TeamManager + m_AgentGroup = new SimpleMultiAgentGroup(); + foreach (var item in AgentsList) + { + item.StartingPos = item.Agent.transform.position; + item.StartingRot = item.Agent.transform.rotation; + item.Rb = item.Agent.GetComponent(); + item.Col = item.Agent.GetComponent(); + // Add to team manager + m_AgentGroup.RegisterAgent(item.Agent); + } + foreach (var item in DragonsList) + { + item.StartingPos = item.Agent.transform.position; + item.StartingRot = item.Agent.transform.rotation; + item.T = item.Agent.transform; + item.Col = item.Agent.GetComponent(); + } + + ResetScene(); + } + + // Update is called once per frame + void FixedUpdate() + { + m_ResetTimer += 1; + if (m_ResetTimer >= MaxEnvironmentSteps && MaxEnvironmentSteps > 0) + { + m_AgentGroup.GroupEpisodeInterrupted(); + ResetScene(); + } + } + + public void TouchedHazard(PushAgentEscape agent) + { + m_NumberOfRemainingPlayers--; + if (m_NumberOfRemainingPlayers == 0 || agent.IHaveAKey) + { + m_AgentGroup.EndGroupEpisode(); + ResetScene(); + } + else + { + agent.EndEpisode(); + agent.gameObject.SetActive(false); + } + } + + public void UnlockDoor() + { + m_AgentGroup.AddGroupReward(1f); + StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.goalScoredMaterial, 0.5f)); + + print("Unlocked Door"); + m_AgentGroup.EndGroupEpisode(); + + ResetScene(); + } + + public void KilledByBaddie(PushAgentEscape agent, Collision baddieCol) + { + baddieCol.gameObject.SetActive(false); + m_NumberOfRemainingPlayers--; + agent.EndEpisode(); + agent.gameObject.SetActive(false); + print($"{baddieCol.gameObject.name} ate {agent.transform.name}"); + + //Spawn Tombstone + Tombstone.transform.SetPositionAndRotation(agent.transform.position, agent.transform.rotation); + Tombstone.SetActive(true); + + //Spawn the Key Pickup + Key.transform.SetPositionAndRotation(baddieCol.collider.transform.position, baddieCol.collider.transform.rotation); + Key.SetActive(true); + } + + /// + /// Use the ground's bounds to pick a random spawn position. + /// + public Vector3 GetRandomSpawnPos() + { + var foundNewSpawnLocation = false; + var randomSpawnPos = Vector3.zero; + while (foundNewSpawnLocation == false) + { + var randomPosX = Random.Range(-areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier, + areaBounds.extents.x * m_PushBlockSettings.spawnAreaMarginMultiplier); + + var randomPosZ = Random.Range(-areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier, + areaBounds.extents.z * m_PushBlockSettings.spawnAreaMarginMultiplier); + randomSpawnPos = ground.transform.position + new Vector3(randomPosX, 1f, randomPosZ); + if (Physics.CheckBox(randomSpawnPos, new Vector3(2.5f, 0.01f, 2.5f)) == false) + { + foundNewSpawnLocation = true; + } + } + return randomSpawnPos; + } + + /// + /// Swap ground material, wait time seconds, then swap back to the regular material. + /// + IEnumerator GoalScoredSwapGroundMaterial(Material mat, float time) + { + m_GroundRenderer.material = mat; + yield return new WaitForSeconds(time); // Wait for 2 sec + m_GroundRenderer.material = m_GroundMaterial; + } + + public void BaddieTouchedBlock() + { + m_AgentGroup.EndGroupEpisode(); + + // Swap ground material for a bit to indicate we scored. + StartCoroutine(GoalScoredSwapGroundMaterial(m_PushBlockSettings.failMaterial, 0.5f)); + ResetScene(); + } + + Quaternion GetRandomRot() + { + return Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0); + } + + void ResetScene() + { + + //Reset counter + m_ResetTimer = 0; + + //Reset Players Remaining + m_NumberOfRemainingPlayers = AgentsList.Count; + + //Random platform rot + var rotation = Random.Range(0, 4); + var rotationAngle = rotation * 90f; + transform.Rotate(new Vector3(0f, rotationAngle, 0f)); + + //Reset Agents + foreach (var item in AgentsList) + { + var pos = UseRandomAgentPosition ? GetRandomSpawnPos() : item.StartingPos; + var rot = UseRandomAgentRotation ? GetRandomRot() : item.StartingRot; + + item.Agent.transform.SetPositionAndRotation(pos, rot); + item.Rb.velocity = Vector3.zero; + item.Rb.angularVelocity = Vector3.zero; + item.Agent.MyKey.SetActive(false); + item.Agent.IHaveAKey = false; + item.Agent.gameObject.SetActive(true); + m_AgentGroup.RegisterAgent(item.Agent); + } + + //Reset Key + Key.SetActive(false); + + //Reset Tombstone + Tombstone.SetActive(false); + + //End Episode + foreach (var item in DragonsList) + { + if (!item.Agent) + { + return; + } + item.Agent.transform.SetPositionAndRotation(item.StartingPos, item.StartingRot); + item.Agent.SetRandomWalkSpeed(); + item.Agent.gameObject.SetActive(true); + } + } +} diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/DungeonEscapeEnvController.cs.meta b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/DungeonEscapeEnvController.cs.meta new file mode 100644 index 0000000000..012517d2f0 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/DungeonEscapeEnvController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7f0d060d8c3074edf80fc69e847d4c60 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/PushAgentEscape.cs b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/PushAgentEscape.cs new file mode 100644 index 0000000000..6f31ce29b1 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/PushAgentEscape.cs @@ -0,0 +1,137 @@ +using System.Collections; +using UnityEngine; +using Unity.MLAgents; +using Unity.MLAgents.Sensors; +using Unity.MLAgents.Actuators; + +public class PushAgentEscape : Agent +{ + + public GameObject MyKey; //my key gameobject. will be enabled when key picked up. + public bool IHaveAKey; //have i picked up a key + private PushBlockSettings m_PushBlockSettings; + private Rigidbody m_AgentRb; + private DungeonEscapeEnvController m_GameController; + + public override void Initialize() + { + m_GameController = GetComponentInParent(); + m_AgentRb = GetComponent(); + m_PushBlockSettings = FindObjectOfType(); + MyKey.SetActive(false); + IHaveAKey = false; + } + + public override void OnEpisodeBegin() + { + MyKey.SetActive(false); + IHaveAKey = false; + } + + public override void CollectObservations(VectorSensor sensor) + { + sensor.AddObservation(IHaveAKey); + } + + /// + /// Moves the agent according to the selected action. + /// + public void MoveAgent(ActionSegment act) + { + var dirToGo = Vector3.zero; + var rotateDir = Vector3.zero; + + var action = act[0]; + + switch (action) + { + case 1: + dirToGo = transform.forward * 1f; + break; + case 2: + dirToGo = transform.forward * -1f; + break; + case 3: + rotateDir = transform.up * 1f; + break; + case 4: + rotateDir = transform.up * -1f; + break; + case 5: + dirToGo = transform.right * -0.75f; + break; + case 6: + dirToGo = transform.right * 0.75f; + break; + } + transform.Rotate(rotateDir, Time.fixedDeltaTime * 200f); + m_AgentRb.AddForce(dirToGo * m_PushBlockSettings.agentRunSpeed, + ForceMode.VelocityChange); + } + + /// + /// Called every step of the engine. Here the agent takes an action. + /// + public override void OnActionReceived(ActionBuffers actionBuffers) + { + // Move the agent using the action. + MoveAgent(actionBuffers.DiscreteActions); + } + + void OnCollisionEnter(Collision col) + { + if (col.transform.CompareTag("lock")) + { + if (IHaveAKey) + { + MyKey.SetActive(false); + IHaveAKey = false; + m_GameController.UnlockDoor(); + } + } + if (col.transform.CompareTag("dragon")) + { + m_GameController.KilledByBaddie(this, col); + MyKey.SetActive(false); + IHaveAKey = false; + } + if (col.transform.CompareTag("portal")) + { + m_GameController.TouchedHazard(this); + } + } + + void OnTriggerEnter(Collider col) + { + //if we find a key and it's parent is the main platform we can pick it up + if (col.transform.CompareTag("key") && col.transform.parent == transform.parent && gameObject.activeInHierarchy) + { + print("Picked up key"); + MyKey.SetActive(true); + IHaveAKey = true; + col.gameObject.SetActive(false); + } + } + + public override void Heuristic(in ActionBuffers actionsOut) + { + var discreteActionsOut = actionsOut.DiscreteActions; + discreteActionsOut[0] = 0; + if (Input.GetKey(KeyCode.D)) + { + discreteActionsOut[0] = 3; + } + else if (Input.GetKey(KeyCode.W)) + { + discreteActionsOut[0] = 1; + } + else if (Input.GetKey(KeyCode.A)) + { + discreteActionsOut[0] = 4; + } + else if (Input.GetKey(KeyCode.S)) + { + discreteActionsOut[0] = 2; + } + } +} diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/PushAgentEscape.cs.meta b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/PushAgentEscape.cs.meta new file mode 100644 index 0000000000..c2ecbc7099 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/PushAgentEscape.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 78c960fbbc7844c269d4d14ae68abfc8 +timeCreated: 1506829537 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/SimpleNPC.cs b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/SimpleNPC.cs new file mode 100644 index 0000000000..8887787216 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/SimpleNPC.cs @@ -0,0 +1,45 @@ +// using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SimpleNPC : MonoBehaviour +{ + + public Transform target; + + private Rigidbody rb; + + public float walkSpeed = 1; + // public ForceMode walkForceMode; + private Vector3 dirToGo; + + // private Vector3 m_StartingPos; + // Start is called before the first frame update + void Awake() + { + rb = GetComponent(); + // m_StartingPos = transform.position; + } + + // Update is called once per frame + void Update() + { + } + + void FixedUpdate() + { + dirToGo = target.position - transform.position; + dirToGo.y = 0; + rb.rotation = Quaternion.LookRotation(dirToGo); + // rb.AddForce(dirToGo.normalized * walkSpeed * Time.fixedDeltaTime, walkForceMode); + // rb.MovePosition(rb.transform.TransformDirection(Vector3.forward * walkSpeed * Time.deltaTime)); + // rb.MovePosition(rb.transform.TransformVector() (Vector3.forward * walkSpeed * Time.deltaTime)); + rb.MovePosition(transform.position + transform.forward * walkSpeed * Time.deltaTime); + } + + public void SetRandomWalkSpeed() + { + walkSpeed = Random.Range(1f, 7f); + } +} diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/SimpleNPC.cs.meta b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/SimpleNPC.cs.meta new file mode 100644 index 0000000000..a229486ef2 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/DungeonEscape/Scripts/SimpleNPC.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9685bac759362440ea71765cdece3305 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels.meta b/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels.meta new file mode 100644 index 0000000000..9d415654d9 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 28cc4e23163ed4144be9a5100f66585b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels/DungeonEscape.onnx b/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels/DungeonEscape.onnx new file mode 100644 index 0000000000..9e7b5bf582 Binary files /dev/null and b/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels/DungeonEscape.onnx differ diff --git a/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels/DungeonEscape.onnx.meta b/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels/DungeonEscape.onnx.meta new file mode 100644 index 0000000000..654174ac99 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/DungeonEscape/TFModels/DungeonEscape.onnx.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: b56a13a0e996e4f719001b218cb87d5a +ScriptedImporter: + fileIDToRecycleName: + 11400000: main obj + 11400002: model data + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 683b6cb6d0a474744822c888b46772c9, type: 3} + optimizeModel: 1 + forceArbitraryBatchSize: 1 + treatErrorsAsWarnings: 0 diff --git a/Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Brown.mat b/Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Brown.mat new file mode 100644 index 0000000000..0570f195c8 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/SharedAssets/Materials/Brown.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Brown + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: _GLOSSYREFLECTIONS_OFF _SPECULARHIGHLIGHTS_OFF + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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fallDistance) + // { + // Debug.Log($"{transform.name} Fell Off Platform"); + // MoveTargetToRandomPosition(); + // } + // } + // } + + // /// + // /// Moves target to a random position within specified radius. + // /// + // public void MoveTargetToRandomPosition() + // { + // var newTargetPos = m_startingPos + (Random.insideUnitSphere * spawnRadius); + // newTargetPos.y = m_startingPos.y; + // transform.position = newTargetPos; + // } + + private void OnCollisionEnter(Collision col) + { + if (col.transform.CompareTag(tagToDetect)) + { + onCollisionEnterEvent.Invoke(col, transform); + // if (respawnIfTouched) + // { + // MoveTargetToRandomPosition(); + // } + } + } + + private void OnCollisionStay(Collision col) + { + if (col.transform.CompareTag(tagToDetect)) + { + onCollisionStayEvent.Invoke(col, transform); + } + } + + private void OnCollisionExit(Collision col) + { + if (col.transform.CompareTag(tagToDetect)) + { + onCollisionExitEvent.Invoke(col, transform); + } + } + + private void OnTriggerEnter(Collider col) + { + if (col.CompareTag(tagToDetect)) + { + onTriggerEnterEvent.Invoke(col); + } + } + + private void OnTriggerStay(Collider col) + { + if (col.CompareTag(tagToDetect)) + { + onTriggerStayEvent.Invoke(col); + } + } + + private void OnTriggerExit(Collider col) + { + if (col.CompareTag(tagToDetect)) + { + onTriggerExitEvent.Invoke(col); + } + } + } +} diff --git a/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta b/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta new file mode 100644 index 0000000000..c9219d2c74 --- /dev/null +++ b/Project/Assets/ML-Agents/Examples/SharedAssets/Scripts/CollisionCallbacks.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df05ec10e50114a9d92106879d04d89d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/config/poca/DungeonEscape.yaml b/config/poca/DungeonEscape.yaml new file mode 100644 index 0000000000..63ee94c75e --- /dev/null +++ b/config/poca/DungeonEscape.yaml @@ -0,0 +1,26 @@ +behaviors: + DungeonEscape: + trainer_type: poca + hyperparameters: + batch_size: 1024 + buffer_size: 10240 + learning_rate: 0.0003 + beta: 0.01 + epsilon: 0.2 + lambd: 0.95 + num_epoch: 3 + learning_rate_schedule: constant + network_settings: + normalize: false + hidden_units: 256 + num_layers: 2 + vis_encode_type: simple + reward_signals: + extrinsic: + gamma: 0.99 + strength: 1.0 + keep_checkpoints: 5 + max_steps: 20000000 + time_horizon: 64 + summary_freq: 60000 + threaded: true diff --git a/docs/Learning-Environment-Examples.md b/docs/Learning-Environment-Examples.md index 7056b3c6ff..8bfa50228e 100644 --- a/docs/Learning-Environment-Examples.md +++ b/docs/Learning-Environment-Examples.md @@ -476,3 +476,25 @@ blocks require all 3 agents to push and are worth +3. and counterclockwise, move along four different face directions, or do nothing. - Float Properties: None - Benchmark Mean Reward: 11 (Group Reward) + +## Dungeon Escape +![DungeonEscape](images/dungeon_escape.png) + +- Set-up: Agents are trapped in a dungeon with a dragon, and must work together to escape. + To retrieve the key, one of the agents must find and slay the dragon, sacrificing itself + to do so. The dragon will drop a key for the others to use. The other agents can then pick + up this key and unlock the dungeon door. If the agents take too long, the dragon will escape + through a portal and the environment resets. +- Goal: Unlock the dungeon door and leave. +- Agents: The environment contains three Agents in a Multi Agent Group and one Dragon, which + moves in a predetermined pattern. +- Agent Reward Function: + - +1 group reward if any agent successfully unlocks the door and leaves the dungeon. +- Behavior Parameters: + - Observation space: A Ray Perception Sensor with separate tags for the walls, other agents, + the door, key, the dragon, and the dragon's portal. A single Vector Observation which indicates + whether the agent is holding a key. + - Actions: 1 discrete action branch with 7 actions, corresponding to turn clockwise + and counterclockwise, move along four different face directions, or do nothing. +- Float Properties: None +- Benchmark Mean Reward: 1.0 (Group Reward) diff --git a/docs/images/dungeon_escape.png b/docs/images/dungeon_escape.png new file mode 100644 index 0000000000..e9f3d66201 Binary files /dev/null and b/docs/images/dungeon_escape.png differ