https://www.immersivelimit.com/tutorials/reinforcement-learning-penguins-part-1-unity-ml-agents

 

Reinforcement Learning Penguins (Part 1/4) | Unity ML-Agents — Immersive Limit

Unity Project Setup and Asset Import

www.immersivelimit.com

 

 

 

 

https://docs.unity3d.com/ScriptReference/TooltipAttribute.html

 

Unity - Scripting API: TooltipAttribute

Tooltip hovering over the class it was added to. In the following script a Tooltip is added. This provides information to the user about the range of values for the health variable. The suggested range is provided in the TooltipAttribute string. Note: Unit

docs.unity3d.com

https://docs.unity3d.com/Packages/com.unity.ml-agents@3.0/api/Unity.MLAgents.Agent.GetCumulativeReward.html

 

Method GetCumulativeReward | ML Agents | 3.0.0-exp.1

Method GetCumulativeReward GetCumulativeReward() Retrieves the episode reward for the Agent. Declaration public float GetCumulativeReward() Returns Type Description float The episode reward.

docs.unity3d.com

 

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(PenguinArea))]
public class PenguinAreaEditor : Editor
{
    public override void OnInspectorGUI()
    {
        PenguinArea penguinArea = (PenguinArea)target;
        base.OnInspectorGUI();
        if (GUILayout.Button("Choose Random Position"))
        {
            Debug.Log("ChooseRandomPosition");
            Vector3 center = penguinArea.transform.position;
            float minAngle = -15;
            float maxAngle = 15;
            float minRadius = 1;
            float maxRadius = 2;
            Vector3 randPos =
                PenguinArea.ChooseRandomPosition(center, minAngle, maxAngle, minRadius, maxRadius);

            Debug.Log(randPos);

            Debug.DrawLine(center, randPos, Color.red, 10);
        }
    }
}

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;

public class PenguinArea : MonoBehaviour
{
    [Tooltip("The agent inside the area")]
    public PenguinAgent penguinAgent;

    [Tooltip("The baby penguin inside the area")]
    public GameObject penguinBaby;

    [Tooltip("The TextMeshPro text that shows the cumulative reward of the agent")]
    public TextMeshPro cumulativeRewardText;

    [Tooltip("Prefab of a live fish")]
    public Fish fishPrefab;

    private List<GameObject> fishList;

    //씬에 남아 있는 물고기 수 

    public int FishRemaining
    {
        get { return fishList.Count; }
    }

    private void Start()
    {
        this.fishList = new List<GameObject>();

        ResetArea();
    }

    private void Update()
    {
        // Update the cumulative reward text
        cumulativeRewardText.text = penguinAgent.GetCumulativeReward().ToString("0.00");
    }


    public void ResetArea()
    {
        RemoveAllFish();
        PlacePenguin();
        PlaceBaby();
        SpawnFish(4, .5f);
    }

    //엄마 펭귄의 이동속도, 회전속도 초기화 및 랜덤위치, 랜덤회전
    private void PlacePenguin()
    {
        Rigidbody rigidbody = penguinAgent.GetComponent<Rigidbody>();
        rigidbody.velocity = Vector3.zero;
        rigidbody.angularVelocity = Vector3.zero;
        penguinAgent.transform.position = ChooseRandomPosition(transform.position, 0f, 360f, 0f, 9f) + Vector3.up * .5f;
        penguinAgent.transform.rotation = Quaternion.Euler(0f, UnityEngine.Random.Range(0f, 360f), 0f);
    }

    private void PlaceBaby()
    {
        Rigidbody rigidbody = penguinBaby.GetComponent<Rigidbody>();
        rigidbody.velocity = Vector3.zero;
        rigidbody.angularVelocity = Vector3.zero;
        penguinBaby.transform.position = ChooseRandomPosition(transform.position, -45f, 45f, 4f, 9f) + Vector3.up * .5f;
        penguinBaby.transform.rotation = Quaternion.Euler(0f, 180f, 0f);
    }


    //물고기를 먹었다면 리스트에서 제거하고 씬에서 제거한다 
    public void RemoveSpecificFish(GameObject fishObject)
    {
        fishList.Remove(fishObject);
        Destroy(fishObject);
    }

    public static Vector3 ChooseRandomPosition(Vector3 center, float minAngle, float maxAngle, float minRadius, float maxRadius)
    {
        float radius = minRadius;
        float angle = minAngle;

        if (maxRadius > minRadius)
        {
            // Pick a random radius
            radius = UnityEngine.Random.Range(minRadius, maxRadius);
        }

        if (maxAngle > minAngle)
        {
            // Pick a random angle
            angle = UnityEngine.Random.Range(minAngle, maxAngle);
        }

        // Center position + forward vector rotated around the Y axis by "angle" degrees, multiplies by "radius"
        return center + Quaternion.Euler(0f, angle, 0f) * Vector3.forward * radius;
    }

    //count만큼 fish프리팹 인스턴스 생성, 리스트에 넣기, 이동속도 설정하기 
    private void SpawnFish(int count, float fishSpeed)
    {
        for (int i = 0; i < count; i++)
        {
            // Spawn and place the fish
            GameObject fishObject = Instantiate<GameObject>(fishPrefab.gameObject);
            fishObject.transform.position = ChooseRandomPosition(transform.position, 100f, 260f, 2f, 13f) + Vector3.up * .5f;
            fishObject.transform.rotation = Quaternion.Euler(0f, UnityEngine.Random.Range(0f, 360f), 0f);

            // Set the fish's parent to this area's transform
            fishObject.transform.SetParent(transform);

            // Keep track of the fish
            fishList.Add(fishObject);

            // Set the fish speed
            fishObject.GetComponent<Fish>().fishSpeed = fishSpeed;
        }
    }

    private void RemoveAllFish()
    {
        if (fishList != null)
        {
            for (int i = 0; i < fishList.Count; i++)
            {
                if (fishList[i] != null)
                {
                    Destroy(fishList[i]);
                }
            }
        }

        fishList = new List<GameObject>();
    }

    private void OnDrawGizmos()
    {
        Vector3 center = this.transform.position;
        Vector3 dir = Vector3.forward;
        float angleRange = 30f;
        float radius = 2f;

        GizmosExtensions.DrawWireArc(center, dir, angleRange, radius);
    }
}

 

using UnityEngine;

public class GizmosExtensions
{
    private GizmosExtensions() { }

    public static void DrawWireArc(Vector3 position, Vector3 dir, float anglesRange, float radius, Color color, float maxSteps = 20)
    {
        Gizmos.color = color;

        var srcAngles = GetAnglesFromDir(position, dir);
        var initialPos = position;
        var posA = initialPos;
        var stepAngles = anglesRange / maxSteps;
        var angle = srcAngles - anglesRange / 2;
        for (var i = 0; i <= maxSteps; i++)
        {
            var rad = Mathf.Deg2Rad * angle;
            var posB = initialPos;
            posB += new Vector3(radius * Mathf.Cos(rad), radius * Mathf.Sin(rad), 0);

            Gizmos.DrawLine(posA, posB);

            angle += stepAngles;
            posA = posB;
        }
        Gizmos.DrawLine(posA, initialPos);
    }


    /// <summary>
    /// Draws a wire arc.
    /// </summary>
    /// <param name="position"></param>
    /// <param name="dir">The direction from which the anglesRange is taken into account</param>
    /// <param name="anglesRange">The angle range, in degrees.</param>
    /// <param name="radius"></param>
    /// <param name="maxSteps">How many steps to use to draw the arc.</param>
    public static void DrawWireArc(Vector3 position, Vector3 dir, float anglesRange, float radius, float maxSteps = 20)
    {
        var srcAngles = GetAnglesFromDir(position, dir);
        var initialPos = position;
        var posA = initialPos;
        var stepAngles = anglesRange / maxSteps;
        var angle = srcAngles - anglesRange / 2;
        for (var i = 0; i <= maxSteps; i++)
        {
            var rad = Mathf.Deg2Rad * angle;
            var posB = initialPos;
            posB += new Vector3(radius * Mathf.Cos(rad), 0, radius * Mathf.Sin(rad));

            Gizmos.DrawLine(posA, posB);

            angle += stepAngles;
            posA = posB;
        }
        Gizmos.DrawLine(posA, initialPos);
    }

    static float GetAnglesFromDir(Vector3 position, Vector3 dir)
    {
        var forwardLimitPos = position + dir;
        var srcAngles = Mathf.Rad2Deg * Mathf.Atan2(forwardLimitPos.z - position.z, forwardLimitPos.x - position.x);

        return srcAngles;
    }
}

 

using System.Collections;
using System.Collections.Generic;
using Unity.MLAgents;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
using UnityEngine;

public class PenguinAgent : Agent
{
    [Tooltip("How fast the agent moves forward")]
    public float moveSpeed = 5f;

    [Tooltip("How fast the agent turns")]
    public float turnSpeed = 180f;

    [Tooltip("Prefab of the heart that appears when the baby is fed")]
    public GameObject heartPrefab;

    [Tooltip("Prefab of the regurgitated fish that appears when the baby is fed")]
    public GameObject regurgitatedFishPrefab;

    private PenguinArea penguinArea;
    new private Rigidbody rigidbody;
    private GameObject baby;
    private bool isFull; // If true, penguin has a full stomach

    public override void Initialize()
    {
        base.Initialize();
        penguinArea = GetComponentInParent<PenguinArea>();
        baby = penguinArea.penguinBaby;
        rigidbody = GetComponent<Rigidbody>();
    }
    public override void OnActionReceived(ActionBuffers actionBuffers)
    {
        // Convert the first action to forward movement
        float forwardAmount = actionBuffers.DiscreteActions[0];

        // Convert the second action to turning left or right
        float turnAmount = 0f;
        if (actionBuffers.DiscreteActions[1] == 1f)
        {
            turnAmount = -1f;
        }
        else if (actionBuffers.DiscreteActions[1] == 2f)
        {
            turnAmount = 1f;
        }

        // Apply movement
        rigidbody.MovePosition(transform.position + transform.forward * forwardAmount * moveSpeed * Time.fixedDeltaTime);
        transform.Rotate(transform.up * turnAmount * turnSpeed * Time.fixedDeltaTime);

        // Apply a tiny negative reward every step to encourage action
        if (MaxStep > 0) AddReward(-1f / MaxStep);
    }

    public override void Heuristic(in ActionBuffers actionsOut)
    {
        int forwardAction = 0;
        int turnAction = 0;
        if (Input.GetKey(KeyCode.W))
        {
            // move forward
            forwardAction = 1;
        }
        if (Input.GetKey(KeyCode.A))
        {
            // turn left
            turnAction = 1;
        }
        else if (Input.GetKey(KeyCode.D))
        {
            // turn right
            turnAction = 2;
        }

        // Put the actions into the array
        actionsOut.DiscreteActions.Array[0] = forwardAction;
        actionsOut.DiscreteActions.Array[1] = turnAction;
    }
    public override void OnEpisodeBegin()
    {
        isFull = false;
        penguinArea.ResetArea();
    }
    public override void CollectObservations(VectorSensor sensor)
    {
        // Whether the penguin has eaten a fish (1 float = 1 value)
        sensor.AddObservation(isFull);

        // Distance to the baby (1 float = 1 value)
        sensor.AddObservation(Vector3.Distance(baby.transform.position, transform.position));

        // Direction to baby (1 Vector3 = 3 values)
        sensor.AddObservation((baby.transform.position - transform.position).normalized);

        // Direction penguin is facing (1 Vector3 = 3 values)
        sensor.AddObservation(transform.forward);

        // 1 + 1 + 3 + 3 = 8 total values
    }
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.transform.CompareTag("fish"))
        {
            // Try to eat the fish
            EatFish(collision.gameObject);
        }
        else if (collision.transform.CompareTag("baby"))
        {
            // Try to feed the baby
            RegurgitateFish();
        }
    }
    private void EatFish(GameObject fishObject)
    {
        if (isFull) return; // Can't eat another fish while full
        isFull = true;

        penguinArea.RemoveSpecificFish(fishObject);

        AddReward(1f);
    }

    private void RegurgitateFish()
    {
        if (!isFull) return; // Nothing to regurgitate
        isFull = false;

        // Spawn regurgitated fish
        GameObject regurgitatedFish = Instantiate<GameObject>(regurgitatedFishPrefab);
        regurgitatedFish.transform.parent = transform.parent;
        regurgitatedFish.transform.position = baby.transform.position;
        Destroy(regurgitatedFish, 4f);

        // Spawn heart
        GameObject heart = Instantiate<GameObject>(heartPrefab);
        heart.transform.parent = transform.parent;
        heart.transform.position = baby.transform.position + Vector3.up;
        Destroy(heart, 4f);

        AddReward(1f);

        if (penguinArea.FishRemaining <= 0)
        {
            EndEpisode();
        }
    }


}

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Fish : MonoBehaviour
{
    [Tooltip("The swim speed")]
    public float fishSpeed;

    private float randomizedSpeed = 0f;
    private float nextActionTime = -1f;
    private Vector3 targetPosition;

    private void FixedUpdate()
    {
        if (fishSpeed > 0f)
        {
            Swim();
        }
    }

    private void Swim()
    {
        // If it's time for the next action, pick a new speed and destination
        // Else, swim toward the destination
        if (Time.fixedTime >= nextActionTime)
        {
            // Randomize the speed
            randomizedSpeed = fishSpeed * UnityEngine.Random.Range(.5f, 1.5f);

            // Pick a random target
            targetPosition = PenguinArea.ChooseRandomPosition(transform.parent.position, 100f, 260f, 2f, 13f);

            // Rotate toward the target
            transform.rotation = Quaternion.LookRotation(targetPosition - transform.position, Vector3.up);

            // Calculate the time to get there
            float timeToGetThere = Vector3.Distance(transform.position, targetPosition) / randomizedSpeed;
            nextActionTime = Time.fixedTime + timeToGetThere;
        }
        else
        {
            // Make sure that the fish does not swim past the target
            Vector3 moveVector = randomizedSpeed * transform.forward * Time.fixedDeltaTime;
            if (moveVector.magnitude <= Vector3.Distance(transform.position, targetPosition))
            {
                transform.position += moveVector;
            }
            else
            {
                transform.position = targetPosition;
                nextActionTime = Time.fixedTime;
            }
        }
    }
}

https://github.com/Unity-Technologies/ml-agents/blob/develop/docs/Getting-Started.md

 

ml-agents/docs/Getting-Started.md at develop · Unity-Technologies/ml-agents

The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve as environments for training intelligent agents using deep reinforcement ...

github.com

https://github.com/Unity-Technologies/ml-agents/blob/develop/docs/Learning-Environment-Create-New.md

 

ml-agents/docs/Learning-Environment-Create-New.md at develop · Unity-Technologies/ml-agents

The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve as environments for training intelligent agents using deep reinforcement ...

github.com

경로 창에 cmd를 입력하고 엔터를 누르면 이 창에 들어온다.

 

pip install attrs==23.2.0 cattrs==1.5.0 h5py==3.11.0 huggingface-hub==0.23.0 onnx==1.15.0 pypiwin32==223 tensorboard==2.16.2 mlagents-envs==1.1.0.dev0 protobuf==3.20.3 absl-py==2.1.0 --no-deps

 

오류가 나면

버전을 정하지 않고 설치

python -m pip install mlagents

 

mlagents-learn config/ppo/3DBall.yaml --run-id=first3DBallRun

생성이 되면 지우고 다시 설치 후 플레이를 하면 학습을 한다.

 

mlagents-learn config/ppo/3DBall.yaml --run-id=first3DBallRun

 

cmd창에서 컨트롤 + C 누르면 중지

 

중지 후 시간이 지나면 이렇게 학습된 기록들이 만들어진다.

 

 

https://github.com/Unity-Technologies/ml-agents/blob/develop/docs/Installation.md

 

ml-agents/docs/Installation.md at develop · Unity-Technologies/ml-agents

The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve as environments for training intelligent agents using deep reinforcement ...

github.com

 

https://github.com/adang1345/PythonWindows/blob/master/3.10.12/python-3.10.12-amd64-full.exe

 

PythonWindows/3.10.12/python-3.10.12-amd64-full.exe at master · adang1345/PythonWindows

Unofficial Python installers for Windows. Contribute to adang1345/PythonWindows development by creating an account on GitHub.

github.com

 

폴더를 만들어주고 결로를 지정해준다.

cmd를 켠 후 검색하면 찾을 수 있다.

pip3 install torch~=2.2.1 --index-url https://download.pytorch.org/whl/cu121

 

https://download.pytorch.org/whl/cu121

 

download.pytorch.org

pip install numpy==1.23.3

 

 

하지만 여기서 뒤에 더 추가해야 한다.

python -m pip install mlagents==1.0.0 --no-deps

 

git clone --branch release_21 https://github.com/Unity-Technologies/ml-agents.git

 

GitHub - Unity-Technologies/ml-agents: The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enab

The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve as environments for training intelligent agents using deep reinforcement ...

github.com

 

 

소스트리를 활용하여 클론

 

유니티 허브에서 add를 한다.

 

패키지매니저를 열고 TextMeshPro를 설치하면 에러 2줄이 해결된다.

 

 

 

 

 

 

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