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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("Reference to the CozmoMovement script")]
public CozmoMovement movement;
public float timeBetweenDecisionsAtInference;
private Academy academy; // CozmoAcademy
private float timeSinceDecision; // time since last decision
private ImageProcessor onRenderImageTest; // 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
// for testing
//private float[] floats = { 1.0f, 2.0f, 3.0f };
private void Start()
{
academy = FindObjectOfType(typeof(CozmoAcademy)) as CozmoAcademy;
onRenderImageTest = 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();
// for testing
//AgentAction(floats, "ActionText");
}
// to be implemented by the developer
public override void AgentAction(float[] vectorAction, string textAction)
{
int action = Mathf.FloorToInt(vectorAction[0]);
Point centerOfGravity = onRenderImageTest.CenterOfGravity;
Vector3 targetPos = transform.position;
AddReward(-0.01f);
switch (action)
{
case STOP:
movement.Move(0);
break;
case FORWARD:
movement.Move(1);
break;
case RIGHT:
movement.Turn(1);
break;
case LEFT:
movement.Turn(-1);
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();
}
// If centerOfGravity lies near to the center of the image horizontally
if (centerOfGravity.X > renderCamera.targetTexture.width / 2 - nearAreaLimit && centerOfGravity.X < renderCamera.targetTexture.width / 2 + nearAreaLimit)
{
Done();
SetReward(1);
print("Reward: +1");
}
else if (centerOfGravity.X > renderCamera.targetTexture.width / 2 - farAreaLimit && centerOfGravity.X < renderCamera.targetTexture.width / 2 + farAreaLimit)
{
Done();
SetReward(-1);
print("Reward: -1");
}
else
{
Done();
SetReward(-2);
print("Reward: -2");
}
}
// to be implemented by the developer
public override void AgentReset()
{
academy.AcademyReset();
}
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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}