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Change CozmoAgent to give him custom memory size ad other model brain

Development
Tobi 4 years ago
parent
commit
d96e23e8c2

+ 1
- 1
Assets/Brains/CozmoLearningBrain.asset View File

@@ -23,5 +23,5 @@ MonoBehaviour:
vectorActionDescriptions:
-
vectorActionSpaceType: 0
model: {fileID: 11400000, guid: 24baaa8c605c1a74785880885cf04847, type: 3}
model: {fileID: 11400000, guid: 7f8f0f4568060e84bb933886fd122e7e, type: 3}
inferenceDevice: 0

BIN
Assets/Brains/CozmoLearningBrain_cozmo_training-0.nn View File


+ 10
- 0
Assets/Brains/CozmoLearningBrain_cozmo_training-0.nn.meta View File

@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 7f8f0f4568060e84bb933886fd122e7e
ScriptedImporter:
fileIDToRecycleName:
11400000: Assets/Brains/CozmoLearningBrain_cozmo_training-0.nn
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 11500000, guid: 83221ad3db87f4b3b91b041047cb2bc5, type: 3}

+ 16
- 0
Assets/Scenes/CozmoTraining.unity View File

@@ -942,6 +942,7 @@ MonoBehaviour:
- {fileID: 11400000, guid: 0d9d5ce547064a648b466ad7f208cf3d, type: 2}
_brainsToControl:
- {fileID: 0}
- {fileID: 11400000, guid: 0d9d5ce547064a648b466ad7f208cf3d, type: 2}
maxSteps: 1500
trainingConfiguration:
width: 80
@@ -1631,6 +1632,11 @@ PrefabInstance:
propertyPath: timeBetweenDecisionsAtInference
value: 0.04
objectReference: {fileID: 0}
- target: {fileID: 7570006596986120125, guid: 0f97dac5215d69a4795763340d82925d,
type: 3}
propertyPath: maxStoredMovementStates
value: 5
objectReference: {fileID: 0}
- target: {fileID: 891713638, guid: 0f97dac5215d69a4795763340d82925d, type: 3}
propertyPath: m_TagString
value: Untagged
@@ -1660,6 +1666,16 @@ PrefabInstance:
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 7570006596986120128, guid: 0f97dac5215d69a4795763340d82925d,
type: 3}
propertyPath: m_TurnSpeed
value: 35
objectReference: {fileID: 0}
- target: {fileID: 7570006596986120128, guid: 0f97dac5215d69a4795763340d82925d,
type: 3}
propertyPath: m_Speed
value: 0.0535
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 0f97dac5215d69a4795763340d82925d, type: 3}
--- !u!1 &7570006596986120123 stripped

+ 70
- 25
Assets/Scripts/ML Cozmo/CozmoAgent.cs View File

@@ -11,6 +11,7 @@
using MLAgents;
using OpenCvSharp;
using System;
using System.Collections.Generic;
using UnityEngine;

namespace Cozmo
@@ -31,6 +32,7 @@ namespace Cozmo
[Tooltip("Reference to the CozmoMovement script")]
public CozmoMovementController movementController;
public float timeBetweenDecisionsAtInference;
public int maxStoredMovementStates = 1;

private Academy academy; // CozmoAcademy
private float timeSinceDecision; // time since last decision
@@ -39,6 +41,8 @@ namespace Cozmo
private int centerOfImageX = 0; // Middle of the image in x direction
private MovementState lastChosenMovement = MovementState.Stop; // The last action/movement that was executed

private Queue<MovementState> lastActions = new Queue<MovementState>();

private double startTime = Time.time;

private void Start()
@@ -64,29 +68,48 @@ namespace Cozmo
// Set ActionMask for training
private void SetMask()
{
switch (lastChosenMovement)
// Do not allow stop decision after a stop
if (lastChosenMovement == MovementState.Stop)
{
// Do not allow stop decision after a stop
case (MovementState.Stop):
SetActionMask(STOP);
break;
// Do not allow stop after forward
case (MovementState.Forward):
SetActionMask(STOP);
break;
// Do not allow stop & left after right
case (MovementState.Right):
SetActionMask(STOP);
SetActionMask(LEFT);
break;
// Do not allow stop & right after left
case (MovementState.Left):
SetActionMask(STOP);
SetActionMask(RIGHT);
break;
default:
throw new ArgumentException("Invalid MovementState.");
SetActionMask(STOP);
}

// Do not allow left decision if right was in the last actions
if (lastActions.Contains(MovementState.Right))
{
SetActionMask(LEFT);
}

// Do not allow right decision if left was in the last actions
if (lastActions.Contains(MovementState.Left))
{
SetActionMask(RIGHT);
}

//switch (lastChosenMovement)
//{
// // Do not allow stop decision after a stop
// case (MovementState.Stop):
// SetActionMask(STOP);
// break;
// // Do not allow stop after forward
// case (MovementState.Forward):
// //SetActionMask(STOP);
// break;
// // Do not allow stop & left after right
// case (MovementState.Right):
// //SetActionMask(STOP);
// if (lastActions.Contains(MovementState.))
// SetActionMask(LEFT);
// break;
// // Do not allow stop & right after left
// case (MovementState.Left):
// //SetActionMask(STOP);
// SetActionMask(RIGHT);
// break;
// default:
// throw new ArgumentException("Invalid MovementState.");
//}
}

// to be implemented by the developer
@@ -107,31 +130,33 @@ namespace Cozmo
movementController.currentMovementState = MovementState.Stop;
lastChosenMovement = MovementState.Stop;
//Test
SetReward(-0.1f);
SetReward(-0.02f);
break;
case FORWARD:
movementController.currentMovementState = MovementState.Forward;
lastChosenMovement = MovementState.Forward;
//Test
SetReward(0.01f);
SetReward(0.02f);
break;
case RIGHT:
movementController.currentMovementState = MovementState.Right;
lastChosenMovement = MovementState.Right;
//Test
SetReward(-0.02f);
SetReward(0.01f);
break;
case LEFT:
movementController.currentMovementState = MovementState.Left;
lastChosenMovement = MovementState.Left;
//Test
SetReward(-0.02f);
SetReward(0.01f);
break;
default:
//movement.Move(0);
throw new ArgumentException("Invalid action value. Stop movement.");
}

CollectLastMovementStates(lastChosenMovement);

// Render new image after movement in order to update the centerOfGravity
if (renderCamera != null)
{
@@ -188,6 +213,26 @@ namespace Cozmo
SetReward(reward);
}

// Store the last movementStates in a Queue
private void CollectLastMovementStates(MovementState movementState)
{
// Check if Queue exists and values should be stored
if ((lastActions != null) && (maxStoredMovementStates > 0))
{
// maxStoredMovementStates is reached
if (lastActions.Count >= maxStoredMovementStates)
{
// deque first value(s) when maxStoredMovementStates is reached
for (int i = 0; i <= (lastActions.Count - maxStoredMovementStates); i++)
{
lastActions.Dequeue();
}
}
// add last action to queue
lastActions.Enqueue(movementState);
}
}

// to be implemented by the developer
public override void AgentReset()
{

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