Beispiel #1
0
        public void TestStaticPerceiveNoTags()
        {
            SetupScene();
            var obj        = new GameObject("agent");
            var perception = obj.AddComponent <RayPerceptionSensorComponent3D>();

            perception.RaysPerDirection = 0; // single ray
            perception.MaxRayDegrees    = 45;
            perception.RayLength        = 20;
            perception.DetectableTags   = null;

            var radii = new[] { 0f, .5f };

            foreach (var castRadius in radii)
            {
                perception.SphereCastRadius = castRadius;
                var castInput  = perception.GetRayPerceptionInput();
                var castOutput = RayPerceptionSensor.Perceive(castInput);

                Assert.AreEqual(1, castOutput.RayOutputs.Length);

                // Expected to hit the cube
                Assert.AreEqual("cube", castOutput.RayOutputs[0].HitGameObject.name);
                Assert.AreEqual(-1, castOutput.RayOutputs[0].HitTagIndex);
            }
        }
Beispiel #2
0
        public void TestStaticPerceiveInvalidTags()
        {
            SetupScene();
            var obj        = new GameObject("agent");
            var perception = obj.AddComponent <RayPerceptionSensorComponent3D>();

            perception.RaysPerDirection = 0; // single ray
            perception.MaxRayDegrees    = 45;
            perception.RayLength        = 20;
            perception.DetectableTags   = new List <string>();
            perception.DetectableTags.Add("Bad tag");
            perception.DetectableTags.Add(null);
            perception.DetectableTags.Add("");
            perception.DetectableTags.Add(k_CubeTag);

            var radii = new[] { 0f, .5f };

            foreach (var castRadius in radii)
            {
                perception.SphereCastRadius = castRadius;
                var castInput = perception.GetRayPerceptionInput();

                // There's no clean way that I can find to check for a defined tag without
                // logging an error.
                LogAssert.Expect(LogType.Error, "Tag: Bad tag is not defined.");
                var castOutput = RayPerceptionSensor.Perceive(castInput);

                Assert.AreEqual(1, castOutput.RayOutputs.Length);

                // Expected to hit the cube
                Assert.AreEqual("cube", castOutput.RayOutputs[0].HitGameObject.name);
                Assert.AreEqual(3, castOutput.RayOutputs[0].HitTagIndex);
            }
        }
Beispiel #3
0
        public void GetSensorStuff()
        {
            // this is a GetComponent<> in the real code
            // RayPerceptionSensorComponent attached to child gameobject of agent gameobject
            // This object is rotated to move sensor around
            RayPerceptionSensorComponent3D rayComponent = new RayPerceptionSensorComponent3D();

            var lengthOfRayOutputs = RayPerceptionSensor
                                     .Perceive(rayComponent.GetRayPerceptionInput())
                                     .RayOutputs
                                     .Length;

            var rayDistances = new float[5];

            List <float[]> rayBuffers = new List <float[]>()
            {
                new float[(2 + 2) * lengthOfRayOutputs],
                new float[(2 + 2) * lengthOfRayOutputs],
                new float[(2 + 2) * lengthOfRayOutputs],
                new float[(2 + 2) * lengthOfRayOutputs],
                new float[(2 + 2) * lengthOfRayOutputs]
            };

            var rayOutputs = RayPerceptionSensor
                             .Perceive(rayComponent.GetRayPerceptionInput())
                             .RayOutputs;

            for (int i = 0; i < 5; i++)
            {
                rayOutputs[i].ToFloatArray(2, 0, rayBuffers[i]);
            }

            // add just the distances to a new float array which represents all the ray cast distances
            var distances1 = rayBuffers[0][3];
            var distances2 = rayBuffers[1][3];
            var distances3 = rayBuffers[2][3];
            var distances4 = rayBuffers[3][3];
            var distances5 = rayBuffers[4][3];



            // I want to convert these distances into Vector3's
            // assuming this script is attached to gameobject the rays are cast from
            //RayCastHitLocation(
            //    transform.rotation,
            //    transform.position,
            //    distances1.ReverseNormalise(rayComponent.RayLength)
            //);
        }
Beispiel #4
0
        /// <summary>
        /// Sets up arrays which can be used to store vector information from the ray perception sensor
        /// </summary>
        private void SetUpRayBuffers()
        {
            var lengthOfRayOutPuts = RayPerceptionSensor
                                     .Perceive(_eyes.GetRayPerceptionInput())
                                     .RayOutputs
                                     .Length;

            _rayBuffers = new List <float[]>()
            {
                new float[(2 + 2) * lengthOfRayOutPuts],
                new float[(2 + 2) * lengthOfRayOutPuts],
                new float[(2 + 2) * lengthOfRayOutPuts],
                new float[(2 + 2) * lengthOfRayOutPuts],
                new float[(2 + 2) * lengthOfRayOutPuts]
            };
        }
 public List<float> GetSensorData()
 {
     // check for the sensor data
     RayPerceptionInput input = distanceSensorComponent.GetRayPerceptionInput();
     RayPerceptionOutput output = RayPerceptionSensor.Perceive(input);
     var list = output.RayOutputs;
     //RayPerceptionOutput.RayOutput output0 = (RayPerceptionOutput.RayOutput)list.GetValue(0);
     //print(output0.HitFraction);
     List<float> hitFractions = new List<float>();
     foreach (var listItem in list)
     {
         RayPerceptionOutput.RayOutput outputRef = (RayPerceptionOutput.RayOutput)listItem;
         hitFractions.Add(outputRef.HitFraction);
     }
     return hitFractions;
 }
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.R))
     {
         ReSetPosition();
     }
     if (Input.GetKeyDown(KeyCode.P))
     {
         // 레이퍼셉션의 각 태그번호를 가져오는 코드
         r3 = RayPerceptionSensor.Perceive(r2);
         for (int i = 0; i < r3.RayOutputs.Length; i++)
         {
             print(r3.RayOutputs[i].HitTagIndex + ", " + i + "번째");
         }
     }
 }
    public override void OnActionReceived(float[] vectorAction)
    {
        // 만일 vectorAction의 0번 값이 0이면 왼쪽으로 회전하고, 1이면 회전하지 않고, 2면 오른쪽으로 회전하게 하고 싶다.
        float rotvalue = vectorAction[0] - 1;

        rotY += rotvalue * rotSpeed;

        transform.localEulerAngles = new Vector3(0, rotY, 0);
        // 만일 vectorAction의 1번 값이 0이면 가만히 있고, 1이면 앞으로 움직인다.
        Vector3 dir = transform.forward * vectorAction[1];

        transform.position += dir * moveSpeed * Time.deltaTime;



        //가만히 있을 때 받는 벌점
        if (transform.position == previousPos)
        {
            AddReward(-1.0f / gm.CustomMaxStep);
        }
        // 탈출 시간에 따른 벌점
        AddReward(-1.0f / gm.CustomMaxStep);

        // 불이랑 가까워 졌을 때 받는 벌점
        float nowFireDisFromPlayer = Vector3.Distance(transform.position, transform.position);
        float preFiredisFromPlayer = Vector3.Distance(transform.position, previousPos);

        if (preFiredisFromPlayer >= nowFireDisFromPlayer)
        {
            AddReward(-10.0f / gm.CustomMaxStep);
        }

        if (detectEixt == false)
        {
            // 레이퍼셉션의 각 태그번호를 가져오는 코드
            r3 = RayPerceptionSensor.Perceive(r2);
            for (int i = 0; i < r3.RayOutputs.Length; i++)
            {
                //print(r3.RayOutputs[i].HitTagIndex + ", " + i + "번째");
                // 만약 레이에서 출구가 감지되면 상점
                if (r3.RayOutputs[i].HitTagIndex == 1)
                {
                    AddReward(1.0f);
                    detectEixt = true;
                    break;
                }
            }
        }
        else
        {
            // 레이퍼셉션의 각 태그번호를 가져오는 코드
            r3 = RayPerceptionSensor.Perceive(r2);
            for (int i = 0; i < r3.RayOutputs.Length; i++)
            {
                //print(r3.RayOutputs[i].HitTagIndex + ", " + i + "번째");
                // 만약 레이에서 출구가 감지되지 않는다면 벌점
                if (r3.RayOutputs[i].HitTagIndex == 1)
                {
                    break;
                }
                if (i == r3.RayOutputs.Length)
                {
                    AddReward(-10.0f);
                }
            }
        }

        //전프레임 위치 저장
        previousPos = transform.position;
        // 불을 감지했을 때 결정할 함수(네비게이션)
        //OnDetectFireDecision();
    }