Пример #1
0
        // STATS

        protected virtual void AddTensorboardStats()
        {
            m_TBStats.Add(m_BehaviorName + "/Avg. Height", m_Body.AvgHeight);
            m_TBStats.Add(m_BehaviorName + "/Inclination", m_Body.Inclination);
            m_TBStats.Add(m_BehaviorName + "/Speed Error", GetSpeedError());
            m_TBStats.Add(m_BehaviorName + "/Look Error", GetNormLookDirectionError());
            m_TBStats.Add(m_BehaviorName + "/Walk Error", GetNormWalkDirectionError());
        }
Пример #2
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    public override void OnActionReceived(float[] vectorAction)
    {
        // Debug.Log("Action");

        // Get the action index for movement
        float dx             = Mathf.Clamp(vectorAction[0], -1f, 1f);
        float dy             = Mathf.Clamp(vectorAction[1], -1f, 1f);
        float visionIncrease = Mathf.Clamp(vectorAction[2], -1f, 1f);

        foreach (Fence fence in Paca.World.Fences)
        {
            if (fence.Collider.IsTouching(Paca.TouchCollider))
            {
                AddReward(-1f);
                EndEpisode();
                _statsRecorder.Add("FoodFound", 0);
                _statsRecorder.Add("FenceTouched", 1);
                _statsRecorder.Add("Starved", 0);
                return;
            }
        }

        Target touchedFood = null;

        foreach (Collider2D collider in Paca.CurrentlyTouching)
        {
            if (collider.GetComponent <Target>() != null)
            {
                touchedFood = collider.GetComponent <Target>();
                break;
            }
        }

        if (touchedFood != null)
        {
            AddReward(1f - Mathf.Lerp(0.5f, 0f, Paca.Hunger / Paca.HungerFull));
            _statsRecorder.Add("Hunger", Paca.Hunger);
            _statsRecorder.Add("FoodFound", 1);
            _statsRecorder.Add("FenceTouched", 0);
            _statsRecorder.Add("Starved", 0);
            EndEpisode();
            return;
        }

        if (Paca.Hunger <= 0f)
        {
            AddReward(-1f);
            _statsRecorder.Add("FoodFound", 0);
            _statsRecorder.Add("FenceTouched", 0);
            _statsRecorder.Add("Starved", 1);
            EndEpisode();
            return;
        }

        Paca.Step(dx, dy, visionIncrease);
        Paca.Text.text = "Reward: " + GetCumulativeReward().ToString("F2") + "\nHunger: " + Paca.Hunger.ToString("F2");
    }
Пример #3
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 public override void Kill()
 {
     _stats.Add("Healed", GameManager.HealedCounter);
     _stats.Add("RelativeDriveTime", _driveCount / _timer);
     _stats.Add("RelativeWalkTime", _walkCount / _timer);
     AddReward(-_timer / 180);
     EndEpisode();
     Destroy(_ambulance.gameObject);
     Destroy(gameObject);
 }
Пример #4
0
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            base.OnActionReceived(actionBuffers);

            if (StepCount % m_StatsInterval == 0)
            {
                m_Stats.Add("Searcher/Energy", m_Energy);
                m_Stats.Add("Searcher/Distance", m_DistanceSqrRatio);
            }
        }
Пример #5
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    public void AddScore(int score)
    {
        scoreText.text = $"Score: {score}";
        statsRecorder.Add("Score", score, StatAggregationMethod.MostRecent);

        if (score > highScore)
        {
            highScore          = score;
            highscoreText.text = $"Highscore: {highScore}";
            statsRecorder.Add("High Score", highScore, StatAggregationMethod.MostRecent);
        }
    }
Пример #6
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    public void Update()
    {
        scoreText.text = $"Score: {totalScore}\nGhosts: {ghostScore}";

        // Send stats via SideChannel so that they'll appear in TensorBoard.
        // These values get averaged every summary_frequency steps, so we don't
        // need to send every Update() call.
        if ((Time.frameCount % 100) == 0)
        {
            m_Recorder.Add("TotalScore", totalScore);
            m_Recorder.Add("GhostScore", ghostScore);
        }
    }
Пример #7
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    public void Update()
    {
        scoreText1.text = $"Agent1 : {score1}";
        scoreText2.text = $"Agent2 : {score2}";
        scoreText3.text = $"Agent3 : {score3}";
        scoreText4.text = $"Agent4 : {score4}";

        if ((Time.frameCount % 100) == 0)
        {
            m_Recorder.Add("Agent1 score", score1);
            m_Recorder.Add("Agent2 score", score2);
            m_Recorder.Add("Agent3 score", score3);
            m_Recorder.Add("Agent4 score", score4);
        }
    }
    /// <summary>
    /// We collect the normalized rotations, angularal velocities, and velocities of both
    /// limbs of the reacher as well as the relative position of the target and hand.
    /// </summary>
    public override void CollectObservations(VectorSensor sensor)
    {
        sensor.AddObservation(pendulumA.transform.localPosition);
        sensor.AddObservation(pendulumA.transform.rotation);
        sensor.AddObservation(m_RbA.angularVelocity);
        sensor.AddObservation(m_RbA.velocity);

        sensor.AddObservation(pendulumB.transform.localPosition);
        sensor.AddObservation(pendulumB.transform.rotation);
        sensor.AddObservation(m_RbB.angularVelocity);
        sensor.AddObservation(m_RbB.velocity);

        sensor.AddObservation(goal.transform.localPosition);
        sensor.AddObservation(hand.transform.localPosition);

        sensor.AddObservation(nextTarget == 0 ? 1.0f : 0.0f);
        sensor.AddObservation(nextTarget == 1 ? 1.0f : 0.0f);
        sensor.AddObservation(nextTarget == 2 ? 1.0f : 0.0f);
        sensor.AddObservation(nextTarget == 3 ? 1.0f : 0.0f);



        // we will use this to determine if target touched
        if (justTouchedTarget)
        {
            sensor.AddObservation(1.0f);
        }
        else
        {
            sensor.AddObservation(0.0f);
        }

        //moveSpeed = m_RbA.velocity.magnitude + m_RbB.velocity.magnitude;
        moveSpeed   = Vector3.Distance(hand.transform.position, prevHandPos);
        prevHandPos = hand.transform.position;

        //Debug.Log("Dist " + Vector3.Distance(new Vector3(0f, 0f, 0f), (hand.transform.position - transform.position)));
        //Debug.Log("Dist " + (goal.transform.position - transform.position));



        m_Recorder.Add("Distance to base", Vector3.Distance(new Vector3(0f, -8.0f, 0f), (hand.transform.position - transform.position)));
        m_Recorder.Add("Distance moved", moveSpeed);


        rewardToGet *= timeDecay;
        rewardToGet  = Mathf.Max(minReward, rewardToGet);
    }
Пример #9
0
    void UpdateIfRunning()
    {
        if (!gameReadyToStart || !startCalled)
        {
            return;
        }
        ;

        nextTurnReady = true;
        wolfWon       = 0;
        sheepWon      = 0;
        tie           = 0;

        // Send stats via SideChannel so that they'll appear in TensorBoard.
        // These values get averaged every summary_frequency steps, so we don't
        // need to send every Update() call.
        if ((Time.frameCount % 100) == 0)
        {
            statsRecorder.Add("WolfGamesWon", wolfWon);
            statsRecorder.Add("SheepGamesWon", sheepWon);
        }

        foreach (var area in traingingAreas)
        {
            if (!area.turnDone)
            {
                nextTurnReady = false;
                return;
            }
            wolfWon  += area.wolfWon;
            sheepWon += area.sheepWon;
            tie      += area.tie;
        }

        if (nextTurnReady)
        {
            if (haveAI)
            {
                Academy.Instance.EnvironmentStep();
            }
            AllowNextTurn();

            wolfGamesWonText.SetText(wolfWon.ToString());
            sheepGamesWonText.SetText(sheepWon.ToString());
            tieText.SetText(tie.ToString());
        }
    }
Пример #10
0
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            var   actions = actionBuffers.DiscreteActions;
            float speed   = m_Ship.ManagedUpdate(actions[0] - 1, actions[1] - 1, actions[2] - 1);

            CheckTargets();

            if (StepCount % m_StatsInterval == 0)
            {
                float n = m_StatsInterval;
                m_Stats.Add("Pilot/Speed", speed);
                m_Stats.Add("Pilot/Collision Ratio", m_CollisionCount / n);
                m_Stats.Add("Pilot/Hit Score Ratio", m_HitScoreCount / n);
                m_CollisionCount = 0;
                m_HitScoreCount  = 0;
            }
        }
Пример #11
0
        public virtual void Kill()
        {
            float survivalLength = Count / Total;

            AddReward(2.5f * survivalLength * survivalLength);

            GameManager.RelativeSurvivalLength.Add(survivalLength);

            if (ReportStats)
            {
                StatsRecorder stats        = Academy.Instance.StatsRecorder;
                float         citizenCount = GameManager.NumberOfNormalCitizen + GameManager.NumberOfExtrovertedCitizen
                                             + GameManager.NumberOfIntrovertedCitizen;
                stats.Add("Collisions/Collisions", GameManager.CollisionsTotal / citizenCount);
                stats.Add("Collisions/Symptomatic", GameManager.CollisionsSymptomatic / citizenCount);
                stats.Add("Collisions/Not Symptomatic",
                          (GameManager.CollisionsTotal - GameManager.CollisionsSymptomatic) / citizenCount);
                stats.Add("Citizen/Susceptible at end", GameManager.GetCount(HealthStatus.Susceptible));
                stats.Add("Citizen/Recovered at end", GameManager.GetCount(HealthStatus.Recovered));
                stats.Add("Citizen/Relative survival length", GameManager.RelativeSurvivalLength.Average());

                foreach (HealthStatus healthStatus in Enum.GetValues(typeof(HealthStatus)))
                {
                    stats.Add($"Collisions/{healthStatus}", GameManager.Collisions[healthStatus] / citizenCount);
                }
            }

            EndEpisode();
            Destroy(gameObject);
        }
 public void AddScore(int score)
 {
     if (score > highScore)    // highScore is the highest score achieved before the last collision.
     {
         highScore    = score;
         display.text = score.ToString();
         statsRecorder.Add("High Score", highScore, StatAggregationMethod.MostRecent);
     }
 }
Пример #13
0
 // Update is called once per frame
 void Update()
 {
     //If every agent is infected finish episode early.
     if (infectedCounts == pandemicArea.agents.Count)
     {
         pandemicArea.endAllAgentsEpisodes();
     }
     scoreText.text = $"Score: {infectedCounts}";
     // Send stats via SideChannel so that they'll appear in TensorBoard.
     // These values get averaged every summary_frequency steps, so we don't
     // need to send every Update() call.
     if ((Time.frameCount % 100) == 0)
     {
         m_Recorder.Add("TotalScore", totalScore);
         m_Recorder.Add("InfectedCounts", infectedCounts);
         m_Recorder.Add("CollisionCounts", collisionCounts / 2);
     }
 }
 public void AddScore(int score)
 {
     if (score > highScore)
     {
         highScore    = score;
         display.text = score.ToString();
         statsRecorder.Add("High Score", highScore, StatAggregationMethod.MostRecent);
     }
 }
Пример #15
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 public void AddLaps(int lap)
 {
     if (lap > highestLap)
     {
         highestLap          = lap;
         highestLapText.text = highestLap.ToString("000");
         statsRecorder.Add("Highest Lap", highestLap, StatAggregationMethod.MostRecent);
     }
 }
Пример #16
0
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            var   actions = actionBuffers.DiscreteActions;
            float speed   = m_Car.ManagedUpdate(actions[0] - 1, actions[1] - 1);

            AddReward(speed * 0.01f);

            if (StepCount % m_StatsInterval == 0)
            {
                m_Stats.Add("Driver/Speed", speed);
                m_Stats.Add("Driver/Collision Ratio", m_CollisionCount / (float)m_StatsInterval);
                m_CollisionCount = 0;
            }

            if (StepCount % c_CheckStateInterval == 0)
            {
                CheckState();
            }
        }
Пример #17
0
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            base.OnActionReceived(actionBuffers);

            ManagedUpdate();

            float speed = Vector3.Dot(m_TargetDirXZ, m_AntPhysics.Body.Velocity);

            AddReward(speed * m_SpeedRewardFactor);
            float error = Mathf.Abs(NormalizedTargetAngle);

            AddReward(error * -m_TargetPenaltyFactor);

            if (StepCount % m_StatsInterval == 0)
            {
                m_Stats.Add("Walker/Speed", speed);
                m_Stats.Add("Walker/Error", error);
            }
        }
Пример #18
0
 void OnCollisionEnter(Collision col)
 {
     if (col.gameObject.CompareTag("symbol_O_Goal") || col.gameObject.CompareTag("symbol_X_Goal"))
     {
         if ((m_Selection == 0 && col.gameObject.CompareTag("symbol_O_Goal")) ||
             (m_Selection == 1 && col.gameObject.CompareTag("symbol_X_Goal")))
         {
             SetReward(1f);
             StartCoroutine(GoalScoredSwapGroundMaterial(m_HallwaySettings.goalScoredMaterial, 0.5f));
             m_statsRecorder.Add("Goal/Correct", 1, StatAggregationMethod.Sum);
         }
         else
         {
             SetReward(-0.1f);
             StartCoroutine(GoalScoredSwapGroundMaterial(m_HallwaySettings.failMaterial, 0.5f));
             m_statsRecorder.Add("Goal/Wrong", 1, StatAggregationMethod.Sum);
         }
         EndEpisode();
     }
 }
Пример #19
0
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            m_Physics.ApplyActions(actionBuffers.ContinuousActions.Array, Time.fixedDeltaTime);
            m_Physics.Stabilize();

            if (m_Train)
            {
                Vector3 delta   = transform.position - m_RoadPosition;
                float   offRoad = delta.sqrMagnitude - 4; // TBD

                if (offRoad > 0)
                {
                    m_OffRoadCount++;
                    AddReward(-Mathf.Clamp01(offRoad * m_OffRoadPenaltyFactor));

                    if (Time.time - m_TimeStamp > m_OffRoadTimeout)
                    {
                        transform.position = m_RoadPosition;
                        transform.rotation = Quaternion.LookRotation(m_RoadForward);
                        m_Physics.ManagedReset();
                    }
                }
                else
                {
                    float speed = Vector3.Dot(m_RoadForward, m_Physics.Velocity);
                    AddReward(speed * m_SpeedRewardFactor);
                    m_TimeStamp = Time.time;
                }

                if (StepCount % m_StatsInterval == 0)
                {
                    float d     = m_StatsInterval;
                    float speed = Vector3.Dot(m_RoadForward, m_Physics.Velocity);
                    m_Stats.Add("Driver/Speed", speed);
                    m_Stats.Add("Driver/Off Road Ratio", m_OffRoadCount / d);
                    m_Stats.Add("Driver/Collision Ratio", m_CollisionCount / d);
                    m_CollisionCount = 0;
                    m_OffRoadCount   = 0;
                }
            }
        }
Пример #20
0
        /// <inheritdoc/>
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            var actions = actionBuffers.ContinuousActions;

            m_Car.Move(actions[0], actions[1], actions[1], actions[2]);
            float speed = m_Car.ForwardSpeed;

            AddReward(speed * 0.01f);

            if (StepCount % m_StatsInterval == 0)
            {
                m_Stats.Add("Driver/Speed", speed);
                m_Stats.Add("Driver/Collision Ratio", m_CollisionCount / (float)m_StatsInterval);
                m_CollisionCount = 0;
            }

            if (StepCount % c_CheckStateInterval == 0)
            {
                CheckState();
            }
        }
Пример #21
0
 private void Update()
 {
     if (isBallReady)
     {
         RequestDecision();
     }
     if (triesLeft == 0)
     {
         cummlativeScore += highScore;
         stats.Add("Custom/Cumulative Score", cummlativeScore);
         highScore = 0.0f;
         EndEpisode();
     }
     timeLeft -= Time.deltaTime;
     if (timeLeft <= 0)
     {
         stats.Add("Custom/Time Left", timeLeft);
         stats.Add("Custom/Reward", 0);
         Reset();
     }
 }
Пример #22
0
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            var   actions = actionBuffers.DiscreteActions;
            float speed   = m_Ship.ManagedUpdate(actions[0] - 1, actions[1] - 1, actions[2] - 1);

            // Reward for forward speed.
            // Increasing this factor will cause the agent to
            // favour speed over following/targeting opponents.
            AddReward(speed * 0.001f);

            if (StepCount % m_StatsInterval == 0)
            {
                float n = m_StatsInterval;
                m_Stats.Add("Pilot/Speed", speed);
                m_Stats.Add("Pilot/Collision Ratio", m_CollisionCount / n);
                m_Stats.Add("Pilot/Hit Score Ratio", m_HitScoreCount / n);
                m_Stats.Add("Pilot/Target Ratio", m_TargetingCount / n);
                m_CollisionCount = 0;
                m_HitScoreCount  = 0;
                m_TargetingCount = 0;
            }
        }
 void FixedUpdate()
 {
     frames++;
     if (frames % (Mathf.Round(updateRate)) == 0)
     {
         //Debug.Log(frames);
         for (int i = 0; i < Agents.Count; i++)
         {
             m_Recorder.Add("Load Count", Agents[i].cargoCount, StatAggregationMethod.Average);
             Agents[i].cargoCount = 0;
             m_Recorder.Add("Unload Count", Agents[i].unloadCount, StatAggregationMethod.Average);
             Agents[i].unloadCount = 0;
             m_Recorder.Add("Finish Count", Agents[i].finishCount, StatAggregationMethod.Average);
             Agents[i].finishCount = 0;
         }
         for (int i = 0; i < sceneControllers.Count; i++)
         {
             m_Recorder.Add("Current Ratio", sceneControllers[i].currentRatio, StatAggregationMethod.Average);
             m_Recorder.Add("Agent Period", sceneControllers[i].agentPeriod, StatAggregationMethod.Average);
         }
     }
 }
Пример #24
0
        public override void OnActionReceived(ActionBuffers actionBuffers)
        {
            base.OnActionReceived(actionBuffers);

            var speed = m_Walker.WorldVelocity.magnitude;

            AddReward(speed * m_CrntSpeedRewardFactor / (WalkerAgent.MaxSpeed * c_MaxSpeedRewardFactor));

            if (m_IsPreDecisionStep)
            {
                m_CrntSpeedRewardFactor = Mathf.Max(1, m_CrntSpeedRewardFactor - 1);

                if (m_Requester.DecisionStepCount % m_TBStatsInterval == 0)
                {
                    m_TBStats.Add(m_BehaviorName + "/Speed", speed);
                    m_TBStats.Add(m_BehaviorName + "/Collisions Per Second", m_CollisionCount / (Time.time - m_Time));
                    m_TBStats.Add(m_BehaviorName + "/Weapon Shots Per Second", m_Weapon.ShotsPerSecond);
                    m_TBStats.Add(m_BehaviorName + "/Weapon Hits Per Second", m_Weapon.HitsPerSecond);
                    m_TBStats.Add(m_BehaviorName + "/Weapon Hit Ratio", m_Weapon.HitRatio);
                }
            }
        }
Пример #25
0
    // Start is called before the first frame update

    public void UpdateStatsRecorder(string key, float val)
    {
        statsRecorder = Academy.Instance.StatsRecorder;
        statsRecorder.Add(key, val);
    }