New Reward function --> only near and far area now instead if three areas
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@ -14,13 +14,10 @@ public class CozmoAgent : Agent
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private const int LEFT = 3;
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// Used to determine different areas in the image (near to the center, far away)
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private const float NEAR_AREA_PERCENTAGE_OFFSET = 0.2f;
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private const float FAR_AREA_PERCENTAGE_OFFSET = 0.3f;
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private const float NEAR_AREA_PERCENTAGE_OFFSET = 0.3f;
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[Tooltip("The virtual Cozmo camera")]
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public Camera renderCamera;
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//[Tooltip("Final cropped and scaled rendertexture")]
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//public RenderTexture renderTextureScaled;
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[Tooltip("Reference to the CozmoMovement script")]
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public CozmoMovementController movementController;
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public float timeBetweenDecisionsAtInference;
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@ -29,16 +26,14 @@ public class CozmoAgent : Agent
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private float timeSinceDecision; // time since last decision
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private ImageProcessor imageProcessor; // reference to the ImageProcessor
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private int nearAreaLimit = 0; // X coordinate limit for the near to the imagecenter area
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private int farAreaLimit = 0; // X coordinate limit for the far away to the imagecenter area
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private int centerOfImageX = 0; // Middle of the image in x direction
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private void Start()
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{
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academy = FindObjectOfType(typeof(CozmoAcademy)) as CozmoAcademy;
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imageProcessor = renderCamera.GetComponent<ImageProcessor>();
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nearAreaLimit = (int)(renderCamera.targetTexture.width / 2 * NEAR_AREA_PERCENTAGE_OFFSET);
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farAreaLimit = (int)(renderCamera.targetTexture.width / 2 * FAR_AREA_PERCENTAGE_OFFSET);
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centerOfImageX = renderCamera.targetTexture.width / 2;
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}
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@ -51,12 +46,8 @@ public class CozmoAgent : Agent
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// to be implemented by the developer
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public override void AgentAction(float[] vectorAction, string textAction)
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{
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//print("Action before FloorToInt: " + vectorAction[0]);
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int action = Mathf.FloorToInt(vectorAction[0]);
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Point centerOfGravity = imageProcessor.CenterOfGravity;
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//Vector3 targetPos = transform.position;
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//print("Action after FloorToInt: " + action);
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AddReward(-0.01f);
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@ -86,29 +77,21 @@ public class CozmoAgent : Agent
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}
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RewardAgent();
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imageProcessor.enabled = false;
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}
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/// <summary>
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/// TODO: Cleanup code
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/// </summary>
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// Set the reward for the agent based on how far away the center of gravity is from the center of the image
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private void RewardAgent()
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{
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float centerOfImageX = renderCamera.targetTexture.width / 2;
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float centerOfGravityX = imageProcessor.CenterOfGravity.X;
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float reward = 0;
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// Center of gravity is far left of the center
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if (centerOfGravityX <= centerOfImageX - farAreaLimit)
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// Center of gravity is far away from the center (left)
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if (centerOfGravityX <= centerOfImageX - nearAreaLimit)
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{
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reward = -1;
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}
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// Center of gravity is between far and near left of the center
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else if (centerOfGravityX <= centerOfImageX - nearAreaLimit)
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{
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float range = (centerOfImageX - nearAreaLimit) - (centerOfImageX - farAreaLimit);
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float distanceToLeftFarBorder = centerOfGravityX - (centerOfImageX - farAreaLimit);
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reward = -(1 - (distanceToLeftFarBorder / range));
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float range = centerOfImageX - nearAreaLimit;
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reward = -(1 - (centerOfGravityX / range));
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// Clamp the reward to max -1 in order to handle rewards if the center of gravity is outside of the image
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reward = Mathf.Clamp(reward, -1, 0);
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}
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// Center of gravity is near left of the center
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else if (centerOfGravityX <= centerOfImageX)
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@ -117,24 +100,20 @@ public class CozmoAgent : Agent
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float distanceToLeftFarBorder = centerOfGravityX - (centerOfImageX - nearAreaLimit);
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reward = (distanceToLeftFarBorder / range);
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}
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// Center of gravity is far right of the center
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else if (centerOfGravityX >= centerOfImageX + farAreaLimit)
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{
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reward = -1;
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}
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// Center of gravity is between far and near right of the center
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// Center of gravity is far away from the center (right)
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else if (centerOfGravityX >= centerOfImageX + nearAreaLimit)
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{
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float range = (centerOfImageX + farAreaLimit) - (centerOfImageX + nearAreaLimit);
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float distanceToLeftFarBorder = centerOfGravityX - (centerOfImageX + nearAreaLimit);
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reward = -(distanceToLeftFarBorder / range);
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float range = renderCamera.targetTexture.width - (centerOfImageX + nearAreaLimit);
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reward = -(((centerOfGravityX - (centerOfImageX + nearAreaLimit)) / range));
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// Clamp the reward to max -1 in order to handle rewards if the center of gravity is outside of the image
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reward = Mathf.Clamp(reward, -1, 0);
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}
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// Center of gravity is near right of the center
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else if (centerOfGravityX >= centerOfImageX)
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{
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float range = (centerOfImageX + nearAreaLimit) - centerOfImageX;
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float distanceToLeftFarBorder = centerOfGravityX - centerOfImageX;
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reward = (1 - distanceToLeftFarBorder / range);
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float distanceToCenterOfImage = centerOfGravityX - centerOfImageX;
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reward = (1 - distanceToCenterOfImage / range);
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}
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SetReward(reward);
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@ -151,7 +130,6 @@ public class CozmoAgent : Agent
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{
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if (other.transform.CompareTag("Goal"))
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{
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print("Collission");
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Done();
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}
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}
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