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C#
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using MLAgents;
using OpenCvSharp;
using System;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CozmoAgent : Agent
{
// Possible Actions
private const int STOP = 0;
private const int FORWARD = 1;
private const int RIGHT = 2;
private const int LEFT = 3;
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// Used to determine different areas in the image (near to the center, far away)
private const float NEAR_AREA_PERCENTAGE_OFFSET = 0.2f;
private const float FAR_AREA_PERCENTAGE_OFFSET = 0.3f;
[Tooltip("The virtual Cozmo camera")]
public Camera renderCamera;
//[Tooltip("Final cropped and scaled rendertexture")]
//public RenderTexture renderTextureScaled;
[Tooltip("Reference to the CozmoMovement script")]
public CozmoMovementController movementController;
public float timeBetweenDecisionsAtInference;
private Academy academy; // CozmoAcademy
private float timeSinceDecision; // time since last decision
private ImageProcessor imageProcessor; // reference to the ImageProcessor
private int nearAreaLimit = 0; // X coordinate limit for the near to the imagecenter area
private int farAreaLimit = 0; // X coordinate limit for the far away to the imagecenter area
private void Start()
{
academy = FindObjectOfType(typeof(CozmoAcademy)) as CozmoAcademy;
imageProcessor = renderCamera.GetComponent<ImageProcessor>();
nearAreaLimit = (int)(renderCamera.targetTexture.width / 2 * NEAR_AREA_PERCENTAGE_OFFSET);
farAreaLimit = (int)(renderCamera.targetTexture.width / 2 * FAR_AREA_PERCENTAGE_OFFSET);
}
public void FixedUpdate()
{
WaitTimeInference();
}
// to be implemented by the developer
public override void AgentAction(float[] vectorAction, string textAction)
{
//print("Action before FloorToInt: " + vectorAction[0]);
int action = Mathf.FloorToInt(vectorAction[0]);
Point centerOfGravity = imageProcessor.CenterOfGravity;
//Vector3 targetPos = transform.position;
//print("Action after FloorToInt: " + action);
AddReward(-0.01f);
switch (action)
{
case STOP:
movementController.currentMovementState = MovementState.Stop;
break;
case FORWARD:
movementController.currentMovementState = MovementState.Forward;
break;
case RIGHT:
movementController.currentMovementState = MovementState.Right;
break;
case LEFT:
movementController.currentMovementState = MovementState.Left;
break;
default:
//movement.Move(0);
throw new ArgumentException("Invalid action value. Stop movement.");
}
// Render new image after movement in order to update the centerOfGravity
if (renderCamera != null)
{
renderCamera.Render();
}
RewardAgent();
imageProcessor.enabled = false;
}
/// <summary>
/// TODO: Cleanup code
/// </summary>
private void RewardAgent()
{
float centerOfImageX = renderCamera.targetTexture.width / 2;
float centerOfGravityX = imageProcessor.CenterOfGravity.X;
float reward = 0;
// Center of gravity is far left of the center
if (centerOfGravityX <= centerOfImageX - farAreaLimit)
{
reward = -1;
}
// Center of gravity is between far and near left of the center
else if (centerOfGravityX <= centerOfImageX - nearAreaLimit)
{
float range = (centerOfImageX - nearAreaLimit) - (centerOfImageX - farAreaLimit);
float distanceToLeftFarBorder = centerOfGravityX - (centerOfImageX - farAreaLimit);
reward = -(1 - (distanceToLeftFarBorder / range));
}
// Center of gravity is near left of the center
else if (centerOfGravityX <= centerOfImageX)
{
float range = centerOfImageX - (centerOfImageX - nearAreaLimit);
float distanceToLeftFarBorder = centerOfGravityX - (centerOfImageX - nearAreaLimit);
reward = (distanceToLeftFarBorder / range);
}
// Center of gravity is far right of the center
else if (centerOfGravityX >= centerOfImageX + farAreaLimit)
{
reward = -1;
}
// Center of gravity is between far and near right of the center
else if (centerOfGravityX >= centerOfImageX + nearAreaLimit)
{
float range = (centerOfImageX + farAreaLimit) - (centerOfImageX + nearAreaLimit);
float distanceToLeftFarBorder = centerOfGravityX - (centerOfImageX + nearAreaLimit);
reward = -(distanceToLeftFarBorder / range);
}
// Center of gravity is near right of the center
else if (centerOfGravityX >= centerOfImageX)
{
float range = (centerOfImageX + nearAreaLimit) - centerOfImageX;
float distanceToLeftFarBorder = centerOfGravityX - centerOfImageX;
reward = (1 - distanceToLeftFarBorder / range);
}
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SetReward(reward);
}
// to be implemented by the developer
public override void AgentReset()
{
academy.AcademyReset();
}
private void OnTriggerEnter(Collider other)
{
if (other.transform.CompareTag("Goal"))
{
print("Collission");
Done();
}
}
private void WaitTimeInference()
{
if (renderCamera != null)
{
renderCamera.Render();
}
if (!academy.GetIsInference())
{
RequestDecision();
}
else
{
if (timeSinceDecision >= timeBetweenDecisionsAtInference)
{
timeSinceDecision = 0f;
RequestDecision();
}
else
{
timeSinceDecision += Time.fixedDeltaTime;
}
}
}
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}