Unity: No more detect Closest enemy info. Add different density sensor let agent get more state information on the center of view. Adjust Start Scene UI manager. Add in game visible rayCast & information that rayCast detect. Python: Start use mypy black and flake8 to format Python.
130 lines
4.7 KiB
Python
130 lines
4.7 KiB
Python
import mlagents_envs
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from mlagents_envs.base_env import ActionTuple
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from mlagents_envs.environment import UnityEnvironment
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import numpy as np
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class makeEnv(object):
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def __init__(self, envPath, workerID, basePort):
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self.env = UnityEnvironment(
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file_name=envPath,
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seed=1,
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side_channels=[],
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worker_id=workerID,
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base_port=basePort,
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)
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self.env.reset()
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# get enviroment specs
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self.LOAD_DIR_SIZE_IN_STATE = 3
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self.TRACKED_AGENT = -1
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self.BEHA_SPECS = self.env.behavior_specs
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self.BEHA_NAME = list(self.BEHA_SPECS)[0]
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self.SPEC = self.BEHA_SPECS[self.BEHA_NAME]
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self.OBSERVATION_SPECS = self.SPEC.observation_specs[
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0
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] # observation spec
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self.ACTION_SPEC = self.SPEC.action_spec # action specs
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self.DISCRETE_SIZE = self.ACTION_SPEC.discrete_size # 連続的な動作のSize
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self.CONTINUOUS_SIZE = self.ACTION_SPEC.continuous_size # 離散的な動作のSize
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self.STATE_SIZE = (
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self.OBSERVATION_SPECS.shape[0] - self.LOAD_DIR_SIZE_IN_STATE
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) # 環境観測データ数
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print("√√√√√Enviroment Initialized Success√√√√√")
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def step(
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self,
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discreteActions=None,
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continuousActions=None,
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behaviorName=None,
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trackedAgent=None,
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):
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# take action to enviroment
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# return mextState,reward,done
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# check if arg is include None or IS None
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try:
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isDisNone = discreteActions.any() is None
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if discreteActions.all() is None:
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print("step() Error!:discreteActions include None")
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except:
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isDisNone = True
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try:
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isConNone = continuousActions.any() is None
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if continuousActions.all() is None:
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print("step() Error!:continuousActions include None")
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except:
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isConNone = True
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if isDisNone:
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# if discreteActions is enpty just give nothing[[0]] to Enviroment
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discreteActions = np.array([[0]], dtype=np.int)
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if isConNone:
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# if continuousActions is enpty just give nothing[[0]] to Enviroment
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continuousActions = np.array([[0]], dtype=np.float)
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if behaviorName is None:
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behaviorName = self.BEHA_NAME
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if trackedAgent is None:
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trackedAgent = self.TRACKED_AGENT
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# create actionTuple
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thisActionTuple = ActionTuple(
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continuous=continuousActions, discrete=discreteActions
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)
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# take action to env
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self.env.set_actions(
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behavior_name=behaviorName, action=thisActionTuple
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)
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self.env.step()
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# get nextState & reward & done after this action
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nextState, reward, done, loadDir, saveNow = self.getSteps(
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behaviorName, trackedAgent
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)
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return nextState, reward, done, loadDir, saveNow
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def getSteps(self, behaviorName=None, trackedAgent=None):
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# get nextState & reward & done
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if behaviorName is None:
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behaviorName = self.BEHA_NAME
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decisionSteps, terminalSteps = self.env.get_steps(behaviorName)
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if self.TRACKED_AGENT == -1 and len(decisionSteps) >= 1:
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self.TRACKED_AGENT = decisionSteps.agent_id[0]
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if trackedAgent is None:
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trackedAgent = self.TRACKED_AGENT
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if (
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trackedAgent in decisionSteps
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): # ゲーム終了していない場合、環境状態がdecision_stepsに保存される
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nextState = decisionSteps[trackedAgent].obs[0]
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nextState = np.reshape(
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nextState, [1, self.STATE_SIZE + self.LOAD_DIR_SIZE_IN_STATE]
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)
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saveNow = nextState[0][-1]
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loadDir = nextState[0][-3:-1]
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nextState = nextState[0][:-3]
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reward = decisionSteps[trackedAgent].reward
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done = False
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if (
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trackedAgent in terminalSteps
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): # ゲーム終了した場合、環境状態がterminal_stepsに保存される
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nextState = terminalSteps[trackedAgent].obs[0]
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nextState = np.reshape(
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nextState, [1, self.STATE_SIZE + self.LOAD_DIR_SIZE_IN_STATE]
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)
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saveNow = nextState[0][-1]
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loadDir = nextState[0][-3:-1]
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nextState = nextState[0][:-3]
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reward = terminalSteps[trackedAgent].reward
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done = True
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return nextState, reward, done, loadDir, saveNow
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def reset(self):
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self.env.reset()
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nextState, reward, done, loadDir, saveNow = self.getSteps()
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return nextState, reward, done, loadDir, saveNow
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def render(self):
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self.env.render()
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