分离所有RewardFunction相关到单独的一个Script里。

This commit is contained in:
2023-10-24 03:34:15 +09:00
parent 6091dca65d
commit 9087a8c552
12 changed files with 805 additions and 712 deletions
@@ -5,22 +5,8 @@ using UnityEngine;
public class AgentController : MonoBehaviour
{
[SerializeField]
private GameObject commonParameterContainerObj;
[SerializeField]
private GameObject environmentObj;
[SerializeField]
private GameObject enemyContainerObj;
[SerializeField]
private GameObject sceneBlockContainerObj;
[SerializeField]
private GameObject environmentUIControlObj;
[SerializeField]
private GameObject targetControllerObj;
[SerializeField]
private GameObject HUDObj;
[SerializeField]
private Camera fpsCam;
[SerializeField] public GameObject commonParameterContainerObj;
[SerializeField] public Camera fpsCam;
[Header("GetAxis() Simulate")]
public float moveSpeed = 9.0f;
@@ -33,45 +19,33 @@ public class AgentController : MonoBehaviour
public float mouseYSensitivity = 200;
public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度
private List<float> spinRecord = new List<float>();
private bool lockMouse;
private float damage;
private float fireRate;
private bool lockCameraX;
private bool lockCameraY;
// environment
private float lastShootTime = 0.0f;
public float lastShootTime = 0.0f;
private int enemyKillCount = 0;
private Vector3 killEnemyPosition;
public int enemyKillCount = 0;
public Vector3 killEnemyPosition;
public bool defaultTPCamera = true;
[System.NonSerialized] public bool gunReadyToggle = true;
private string myTag = "";
private float lastEnemyFacingDistance = 0f; // record last enemy facing minimum distance
private float lastTargetFacingDistance = 0f; // record last target facing minimum distance
public string myTag = "";
// scripts
private RaySensors raySensors;
private CharacterController playerController;
private CommonParameterContainer commonPramCon;
private SceneBlockContainer blockContainer;
private TargetController targetCon;
private void Start()
{
// initialize scripts
commonPramCon = commonParameterContainerObj.GetComponent<CommonParameterContainer>();
blockContainer = sceneBlockContainerObj.GetComponent<SceneBlockContainer>();
targetCon = targetControllerObj.GetComponent<TargetController>();
raySensors = GetComponent<RaySensors>();
playerController = this.transform.GetComponent<CharacterController>();
playerController = transform.GetComponent<CharacterController>();
// initialize Environment parameters
lockMouse = commonPramCon.lockMouse;
damage = commonPramCon.damage;
fireRate = commonPramCon.fireRate;
lockCameraX = commonPramCon.lockCameraX;
lockCameraY = commonPramCon.lockCameraY;
@@ -199,234 +173,7 @@ public class AgentController : MonoBehaviour
#endregion Camera Control
#region Reward Functions
// ballistic 射击弹道处理,并返回获得reward
private float Ballistic(int shootState)
{
Vector3 point = new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0);//发射位置
Ray ray = fpsCam.ScreenPointToRay(point);
RaycastHit hit;
// Debug.DrawRay(centerRay.origin, centerRay.direction * 100, Color.blue);
//按下鼠标左键
if (shootState != 0 && gunReadyToggle == true)
{
lastShootTime = Time.time;
if (Physics.Raycast(ray, out hit, 100))
{
if (hit.collider.tag != myTag && hit.collider.tag != "Wall" && hit.collider.tag != "Untagged")
{
// kill enemy
GameObject gotHitObj = hit.transform.gameObject;//获取受到Ray撞击的对象
gotHitObj.GetComponent<States>().ReactToHit(damage, gameObject);
shootState = 0;
return targetCon.HitEnemyReward(gotHitObj.transform.position);
}
}
if (targetCon.targetTypeInt == (int)Targets.Attack)
{
// while if attack mode
float targetDis = Vector3.Distance(blockContainer.nowBlock.transform.position, transform.position);
if (targetDis <= raySensors.viewDistance)
{
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
if (Vector3.Distance(ray.origin + (ray.direction * targetDis), blockContainer.nowBlock.transform.position) <= blockContainer.nowBlock.firebasesAreaDiameter / 2)
{
// im shooting at target but didn't hit enemy
// Debug.DrawRay(centerRay.origin, viewPoint-centerRay.origin, Color.blue);
return commonPramCon.shootTargetAreaReward;
}
}
}
shootState = 0;
return commonPramCon.shootReward;
}
else if (shootState != 0 && gunReadyToggle == false)
{
// shoot without ready
shootState = 0;
return commonPramCon.shootWithoutReadyReward;
}
else
{
// do not shoot
shootState = 0;
return commonPramCon.nonReward;
}
}
private float FacingReward()
{
float nowReward = 0;
bool isFacingtoEnemy = false;
float enemyFacingDistance = 0f;
Vector3 screenCenter = new Vector3(fpsCam.pixelWidth / 2, fpsCam.pixelHeight / 2, 0);
Vector3 screenLeft = new Vector3(0, fpsCam.pixelHeight / 2, 0);
Ray centerRay = fpsCam.ScreenPointToRay(screenCenter);
Ray leftRay = fpsCam.ScreenPointToRay(screenLeft);
// target fireBaseArea Position, turen y to camera's y
Vector3 fireBaseArea = blockContainer.nowBlock.fireBasesAreaObj.transform.position;
fireBaseArea.y = fpsCam.transform.position.y;
// my position, turn y to camera's y
// Debug.DrawRay(fpsCam.transform.position, centerRay.direction * 100, Color.blue);
Vector3 myposition = transform.position;
myposition.y = fpsCam.transform.position.y;
// Target to Agent distance
//Debug.DrawLine(fireBaseArea, myposition, Color.red);
float targetDis = Vector3.Distance(fireBaseArea, myposition);
// point in centerRay and leftRay which distance is targetDis from camera center
Vector3 pointInCenterRay = fpsCam.transform.position + (centerRay.direction * targetDis);
Vector3 pointInLeftRay = fpsCam.transform.position + (leftRay.direction * targetDis);
// center of screen to target's distance
// Debug.DrawLine(pointInCenterRay, fireBaseArea,Color.green);
float camCenterToTarget = Vector3.Distance(pointInCenterRay, fireBaseArea);
// left of screen to target's distance
// Debug.DrawLine(pointInLeftRay, pointInCenterRay, Color.yellow);
float camCenterToViewEdge = Vector3.Distance(pointInLeftRay, pointInCenterRay);
switch (targetCon.targetTypeInt)
{
case (int)Targets.Free:
//free mode
RaycastHit hit;
if (Physics.Raycast(centerRay, out hit, 100))
{
// facing to an enemy
if (hit.collider.tag != myTag && hit.collider.tag != "Wall")
{
nowReward = commonPramCon.facingReward;
isFacingtoEnemy = true;
}
}
if (raySensors.inViewEnemies.Count > 0 && !isFacingtoEnemy)
{
// have enemy in view
List<float> projectionDis = new List<float>();
foreach (GameObject theEnemy in raySensors.inViewEnemies)
{
// for each enemy in view
Vector3 projection = Vector3.Project(theEnemy.transform.position - transform.position, (centerRay.direction * 10));
Vector3 verticalToRay = transform.position + projection - theEnemy.transform.position;
projectionDis.Add(verticalToRay.magnitude);
// Debug.Log("enemy!" + verticalToRay.magnitude);
// Debug.DrawRay(transform.position, (centerRay.direction * 100), Color.cyan);
// Debug.DrawRay(transform.position, theEnemy.transform.position - transform.position, Color.yellow);
// Debug.DrawRay(transform.position, projection, Color.blue);
// Debug.DrawRay(theEnemy.transform.position, verticalToRay, Color.magenta);
}
enemyFacingDistance = projectionDis.Min();
if (enemyFacingDistance <= lastEnemyFacingDistance)
{
// closing to enemy
nowReward = 1 / MathF.Sqrt(commonPramCon.facingInviewEnemyDisCOEF * enemyFacingDistance + 0.00001f);
}
else
{
nowReward = 0;
}
// enemy in view Reward
lastEnemyFacingDistance = enemyFacingDistance;
if (nowReward >= commonPramCon.facingReward) nowReward = commonPramCon.facingReward; // limit
if (nowReward <= -commonPramCon.facingReward) nowReward = -commonPramCon.facingReward; // limit
// Debug.Log("ninimum = " + nowReward);
}
break;
case (int)Targets.Attack:
// attack mode
if (targetDis <= raySensors.viewDistance)
{
// Debug.DrawRay(new Vector3(0,0,0), viewPoint, Color.red);
// while center of screen between target's distance is lower than firebasesAreaDiameter
// while facing to target
if (camCenterToTarget <= blockContainer.nowBlock.firebasesAreaDiameter / 2)
{
// Debug.DrawRay(centerRay.origin, viewPoint-centerRay.origin, Color.blue);
nowReward = commonPramCon.facingReward;
}
else
{
// while not facing to target
nowReward = (lastTargetFacingDistance - camCenterToTarget) * commonPramCon.facingTargetReward;
}
}
// update lastTargetFacingDistance
lastTargetFacingDistance = camCenterToTarget;
break;
case (int)Targets.Go:
// goto mode
if (camCenterToTarget <= camCenterToViewEdge)
{
// fireArea is in view
nowReward = commonPramCon.facingReward;
}
else
{
nowReward = 0;
}
break;
default:
Debug.LogError("Wrong target type");
break;
}
return nowReward;
}
public float RewardCalculate(float sceneReward, float mouseX, float movement, int shootState)
{
float epreward = 0f;
// 击杀reward判断
if (enemyKillCount > 0)
{
for (int i = 0; i < enemyKillCount; i++)
{
// get
epreward += targetCon.KillReward(killEnemyPosition);
}
enemyKillCount = 0;
}
else
{
enemyKillCount = 0;
}
// 射击动作reward判断
epreward += Ballistic(shootState) + sceneReward;
// facing reward
epreward += FacingReward();
// Penalty
// spin penalty
spinRecord.Add(mouseX);
if (spinRecord.Count >= commonPramCon.spinRecordMax)
{
spinRecord.RemoveAt(0);
}
float spinPenaltyReward = Math.Abs(spinRecord.ToArray().Sum() * commonPramCon.spinPenalty);
if (spinPenaltyReward >= commonPramCon.spinPenaltyThreshold)
{
epreward -= spinPenaltyReward;
}
else
{
epreward -= Math.Abs(mouseX) * commonPramCon.mousePenalty;
}
// move penalty
if (movement != 0)
{
epreward -= commonPramCon.movePenalty;
}
return epreward;
}
#endregion Reward Functions
// GotKill 获得击杀时用于被呼出
// Got Kill point
public void KillRecord(Vector3 killEnemyPosition)
{
enemyKillCount += 1;