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TTAgent.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using static TTConstants;
public class TTAgent : Agent{
public GameObject ttArea;
public GameObject ball;
public bool isAgentA;
float agent_mult;
int score;
Rigidbody agentRB;
Rigidbody ballRB;
GameController gameController;
Team typeA;
Team typeB;
public override void Initialize() {
// Debug.Log("Agent initialize: " + getString());
agentRB = GetComponent<Rigidbody>();
ballRB = ball.GetComponent<Rigidbody>();
gameController = ttArea.GetComponent<GameController>();
agent_mult = isAgentA ? 1f : -1f;
typeA = new Team(TeamEnum.A);
typeB = new Team(TeamEnum.B);
resetRacket();
}
public override void OnEpisodeBegin(){
resetRacket();
}
//called everytime agent requests decision
//choose a type of sensor to use for our project
public override void CollectObservations(VectorSensor sensor){
// base.CollectObservations(sensor);
// Debug.Log("Agent collect observation: " + getString());
sensor.AddObservation(agent_mult * (transform.position.x - ttArea.transform.position.x));
sensor.AddObservation(transform.position.y - ttArea.transform.position.y);
//sensor.AddObservation(transform.position.z - ttArea.transform.position.z);
sensor.AddObservation(agent_mult * agentRB.velocity.x);
sensor.AddObservation(agentRB.velocity.y);
//sensor.AddObservation(agentRB.velocity.z);
sensor.AddObservation(agent_mult * (ball.transform.position.x - ttArea.transform.position.x));
sensor.AddObservation(ball.transform.position.y - ttArea.transform.position.y);
//sensor.AddObservation(ball.transform.position.z - ttArea.transform.position.z);
sensor.AddObservation(agent_mult * ballRB.velocity.x);
sensor.AddObservation(ballRB.velocity.y);
//sensor.AddObservation(ballRB.velocity.z);
sensor.AddObservation(agent_mult * gameObject.transform.rotation.x);
//sensor.AddObservation(gameObject.transform.rotation.y);
//sensor.AddObservation(gameObject.transform.rotation.z);
}
public override void Heuristic(in ActionBuffers actionsOut) {
//Debug.Log("Agent Heuristic");
var contActionsOut = actionsOut.ContinuousActions;
contActionsOut[0] = Input.GetAxis("Horizontal");
contActionsOut[1] = Input.GetKey(KeyCode.X) ? 1f : 0f; // Racket Jumping
contActionsOut[2] = Input.GetAxis("Vertical"); //Racket Rotation
//contActionsOut[3] = Input.GetKey(KeyCode.S)? -1f: 0f;// X axis
//contActionsOut[4] = Input.GetKey(KeyCode.Y) ? -1f : 0f;// Y axis
}
public override void OnActionReceived(ActionBuffers actionBuffers)
{
//Debug.Log("on action received: " + getString());
//execute actions
ActionSegment<float> actSegment = actionBuffers.ContinuousActions;
var moveX = Mathf.Clamp(actSegment[0], -1f, 1f) * agent_mult;
var moveY = Mathf.Clamp(actSegment[1], -1f, 1f);
var rotateX = Mathf.Clamp(actSegment[2], -1f, 1f) * agent_mult;
agentRB.velocity = new Vector3(moveX * init_velocity_X,
moveY * init_velocity_Y,
0);
gameObject.transform.rotation = Quaternion.Euler(-agent_mult * 90f
+ rotateX * 55f,
90f,
agent_mult * 180f);
/******* z-axis *******/
/*
var moveX = Mathf.Clamp(actSegment[0], -1f, 1f) * agent_mult;
var moveY = Mathf.Clamp(actSegment[1], -1f, 1f);
var moveZ = Mathf.Clamp(actSegment[2], -1f, 1f);
var rotateX = Mathf.Clamp(actSegment[2], -1f, 1f) * agent_mult;
var rotateY = Mathf.Clamp(actSegment[4], -1f, 1f) * agent_mult;
agentRB.velocity = new Vector3(moveX * init_velocity_X,
moveY * init_velocity_Y,
moveZ * init_velocity_Z);
gameObject.transform.rotation = Quaternion.Euler(-agent_mult * 90f + rotateX * 55f,
90f + rotateY * 55f,
agent_mult * 180);
*/
}
void OnCollisionEnter(Collision c){
if (c.gameObject.CompareTag(TTConstants.tag_net)) {
gameController.agentHitsNet(getTeam());
}
}
public void resetRacket() {
// Debug.Log("Reset racket: " + getString());
var x_lb = isAgentA ? TTConstants.init_transform_agent_X_LB:
agent_mult * TTConstants.init_transform_agent_X_RB;
var x_rb = isAgentA ? TTConstants.init_transform_agent_X_RB :
agent_mult * TTConstants.init_transform_agent_X_LB;
transform.position = new Vector3(Random.Range(x_lb, x_rb),
Random.Range(TTConstants.init_transform_agent_Y_LB,
TTConstants.init_transform_agent_Y_UB), 0);
transform.eulerAngles = new Vector3(
agent_mult * TTConstants.init_rotate_agent_X,
TTConstants.init_rotate_agent_Y,
agent_mult * TTConstants.init_rotate_agent_Z);
}
public void resetScore()
{
score = 0;
}
public void addScore(int addBy)
{
score = score+addBy;
}
public int getScore()
{
return score;
}
public string getString() {
return "agent" + ((isAgentA == true) ?
TTConstants.TeamEnum.A.ToString()
: TTConstants.TeamEnum.B.ToString());
}
public Team getTeam() {
return isAgentA ? typeA : typeB;
}
}