Reinforcement Learning
ml-agents
TensorBoard
ONNX
Pyramids
deep-reinforcement-learning
ML-Agents-Pyramids
Instructions to use AnnaMats/ppo-Pyramids-Training with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- ml-agents
How to use AnnaMats/ppo-Pyramids-Training with ml-agents:
mlagents-load-from-hf --repo-id="AnnaMats/ppo-Pyramids-Training" --local-dir="./download: string[]s"
- Notebooks
- Google Colab
- Kaggle
| using UnityEngine; | |
| using Unity.MLAgents; | |
| using Unity.MLAgents.Actuators; | |
| using Unity.MLAgentsExamples; | |
| using Unity.MLAgents.Sensors; | |
| [] // Required to set joint forces | |
| public class WormAgent : Agent | |
| { | |
| const float m_MaxWalkingSpeed = 10; //The max walking speed | |
| [] public Transform TargetPrefab; //Target prefab to use in Dynamic envs | |
| private Transform m_Target; //Target the agent will walk towards during training. | |
| [] public Transform bodySegment0; | |
| public Transform bodySegment1; | |
| public Transform bodySegment2; | |
| public Transform bodySegment3; | |
| //This will be used as a stabilized model space reference point for observations | |
| //Because ragdolls can move erratically during training, using a stabilized reference transform improves learning | |
| OrientationCubeController m_OrientationCube; | |
| //The indicator graphic gameobject that points towards the target | |
| DirectionIndicator m_DirectionIndicator; | |
| JointDriveController m_JdController; | |
| private Vector3 m_StartingPos; //starting position of the agent | |
| public override void Initialize() | |
| { | |
| SpawnTarget(TargetPrefab, transform.position); //spawn target | |
| m_StartingPos = bodySegment0.position; | |
| m_OrientationCube = GetComponentInChildren<OrientationCubeController>(); | |
| m_DirectionIndicator = GetComponentInChildren<DirectionIndicator>(); | |
| m_JdController = GetComponent<JointDriveController>(); | |
| UpdateOrientationObjects(); | |
| //Setup each body part | |
| m_JdController.SetupBodyPart(bodySegment0); | |
| m_JdController.SetupBodyPart(bodySegment1); | |
| m_JdController.SetupBodyPart(bodySegment2); | |
| m_JdController.SetupBodyPart(bodySegment3); | |
| } | |
| /// <summary> | |
| /// Spawns a target prefab at pos | |
| /// </summary> | |
| /// <param name="prefab"></param> | |
| /// <param name="pos"></param> | |
| void SpawnTarget(Transform prefab, Vector3 pos) | |
| { | |
| m_Target = Instantiate(prefab, pos, Quaternion.identity, transform.parent); | |
| } | |
| /// <summary> | |
| /// Loop over body parts and reset them to initial conditions. | |
| /// </summary> | |
| public override void OnEpisodeBegin() | |
| { | |
| foreach (var bodyPart in m_JdController.bodyPartsList) | |
| { | |
| bodyPart.Reset(bodyPart); | |
| } | |
| //Random start rotation to help generalize | |
| bodySegment0.rotation = Quaternion.Euler(0, Random.Range(0.0f, 360.0f), 0); | |
| UpdateOrientationObjects(); | |
| } | |
| /// <summary> | |
| /// Add relevant information on each body part to observations. | |
| /// </summary> | |
| public void CollectObservationBodyPart(BodyPart bp, VectorSensor sensor) | |
| { | |
| //GROUND CHECK | |
| sensor.AddObservation(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground | |
| //Get velocities in the context of our orientation cube's space | |
| //Note: You can get these velocities in world space as well but it may not train as well. | |
| sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.velocity)); | |
| sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(bp.rb.angularVelocity)); | |
| if (bp.rb.transform != bodySegment0) | |
| { | |
| //Get position relative to hips in the context of our orientation cube's space | |
| sensor.AddObservation( | |
| m_OrientationCube.transform.InverseTransformDirection(bp.rb.position - bodySegment0.position)); | |
| sensor.AddObservation(bp.rb.transform.localRotation); | |
| } | |
| if (bp.joint) | |
| sensor.AddObservation(bp.currentStrength / m_JdController.maxJointForceLimit); | |
| } | |
| public override void CollectObservations(VectorSensor sensor) | |
| { | |
| RaycastHit hit; | |
| float maxDist = 10; | |
| if (Physics.Raycast(bodySegment0.position, Vector3.down, out hit, maxDist)) | |
| { | |
| sensor.AddObservation(hit.distance / maxDist); | |
| } | |
| else | |
| sensor.AddObservation(1); | |
| var cubeForward = m_OrientationCube.transform.forward; | |
| var velGoal = cubeForward * m_MaxWalkingSpeed; | |
| sensor.AddObservation(m_OrientationCube.transform.InverseTransformDirection(velGoal)); | |
| sensor.AddObservation(Quaternion.Angle(m_OrientationCube.transform.rotation, | |
| m_JdController.bodyPartsDict[bodySegment0].rb.rotation) / 180); | |
| sensor.AddObservation(Quaternion.FromToRotation(bodySegment0.forward, cubeForward)); | |
| //Add pos of target relative to orientation cube | |
| sensor.AddObservation(m_OrientationCube.transform.InverseTransformPoint(m_Target.transform.position)); | |
| foreach (var bodyPart in m_JdController.bodyPartsList) | |
| { | |
| CollectObservationBodyPart(bodyPart, sensor); | |
| } | |
| } | |
| /// <summary> | |
| /// Agent touched the target | |
| /// </summary> | |
| public void TouchedTarget() | |
| { | |
| AddReward(1f); | |
| } | |
| public override void OnActionReceived(ActionBuffers actionBuffers) | |
| { | |
| // The dictionary with all the body parts in it are in the jdController | |
| var bpDict = m_JdController.bodyPartsDict; | |
| var i = -1; | |
| var continuousActions = actionBuffers.ContinuousActions; | |
| // Pick a new target joint rotation | |
| bpDict[bodySegment0].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0); | |
| bpDict[bodySegment1].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0); | |
| bpDict[bodySegment2].SetJointTargetRotation(continuousActions[++i], continuousActions[++i], 0); | |
| // Update joint strength | |
| bpDict[bodySegment0].SetJointStrength(continuousActions[++i]); | |
| bpDict[bodySegment1].SetJointStrength(continuousActions[++i]); | |
| bpDict[bodySegment2].SetJointStrength(continuousActions[++i]); | |
| //Reset if Worm fell through floor; | |
| if (bodySegment0.position.y < m_StartingPos.y - 2) | |
| { | |
| EndEpisode(); | |
| } | |
| } | |
| void FixedUpdate() | |
| { | |
| UpdateOrientationObjects(); | |
| var velReward = | |
| GetMatchingVelocityReward(m_OrientationCube.transform.forward * m_MaxWalkingSpeed, | |
| m_JdController.bodyPartsDict[bodySegment0].rb.velocity); | |
| //Angle of the rotation delta between cube and body. | |
| //This will range from (0, 180) | |
| var rotAngle = Quaternion.Angle(m_OrientationCube.transform.rotation, | |
| m_JdController.bodyPartsDict[bodySegment0].rb.rotation); | |
| //The reward for facing the target | |
| var facingRew = 0f; | |
| //If we are within 30 degrees of facing the target | |
| if (rotAngle < 30) | |
| { | |
| //Set normalized facingReward | |
| //Facing the target perfectly yields a reward of 1 | |
| facingRew = 1 - (rotAngle / 180); | |
| } | |
| //Add the product of these two rewards | |
| AddReward(velReward * facingRew); | |
| } | |
| /// <summary> | |
| /// Normalized value of the difference in actual speed vs goal walking speed. | |
| /// </summary> | |
| public float GetMatchingVelocityReward(Vector3 velocityGoal, Vector3 actualVelocity) | |
| { | |
| //distance between our actual velocity and goal velocity | |
| var velDeltaMagnitude = Mathf.Clamp(Vector3.Distance(actualVelocity, velocityGoal), 0, m_MaxWalkingSpeed); | |
| //return the value on a declining sigmoid shaped curve that decays from 1 to 0 | |
| //This reward will approach 1 if it matches perfectly and approach zero as it deviates | |
| return Mathf.Pow(1 - Mathf.Pow(velDeltaMagnitude / m_MaxWalkingSpeed, 2), 2); | |
| } | |
| /// <summary> | |
| /// Update OrientationCube and DirectionIndicator | |
| /// </summary> | |
| void UpdateOrientationObjects() | |
| { | |
| m_OrientationCube.UpdateOrientation(bodySegment0, m_Target); | |
| if (m_DirectionIndicator) | |
| { | |
| m_DirectionIndicator.MatchOrientation(m_OrientationCube.transform); | |
| } | |
| } | |
| } | |