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狼 追逐 V6

夏洛爾 | 2023-01-30 21:33:25 | 巴幣 0 | 人氣 104

Wolf Run V6

實驗目標:
1.進入靜立狀態後,進入追逐狀態,在追逐狀態下,要能持續跑至接近目標的距離內
2.尺寸介於1-5倍

實驗設計:
1.任何弱點觸地皆失敗 (尾巴和四個小腿並非是弱點)
2.非弱點肢體
if(wolfBodies[i].damageCoef > 0f){clampReward += -0.01f * wolfBodies[i].damageCoef;}
3.
//Set: judge.endEpisode = true//Set: judge.episodeLength = 30f//Set: useClampReward = true//Set: SharpingBuffer Len=250 Th=-0.4if(weaknessOnGround){if(inferenceMode){brainMode = BrainMode.GetUp;SetModel("WolfGetUp", getUpBrain);behaviorParameters.BehaviorType = BehaviorType.InferenceOnly;}else{AddReward(-1f);judge.outLife++;judge.Reset();return;}}else if(wolfRoot.localPosition.y < -10f){if(inferenceMode){brainMode = BrainMode.GetUp;SetModel("WolfGetUp", getUpBrain);behaviorParameters.BehaviorType = BehaviorType.InferenceOnly;}else{AddReward(-1f);judge.outY++;judge.Reset();return;}}else{targetSmoothPosition = targetPositionBuffer.GetSmoothVal();headDir = targetSmoothPosition - stageBase.InverseTransformPoint(wolfHeadRb.position);rootDir = targetSmoothPosition - stageBase.InverseTransformPoint(wolfRootRb.position);flatTargetVelocity = rootDir;flatTargetVelocity.y = 0f;targetDistance = flatTargetVelocity.magnitude;Vector3 forwardDir = flatTargetVelocity.normalized;Vector3 flatLeftDir = Vector3.Cross(flatTargetVelocity, Vector3.up);lookAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfHead.right * -1f, headDir));//SideUpupAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfHead.forward, flatLeftDir));aimVelocity = flatTargetVelocity.normalized;aimVelocity.y = 0.1f;spineUpAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfSpine.up*-1f, Vector3.up));//SideLookspineLookAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfSpine.forward, flatLeftDir));rootUpAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfRoot.up, Vector3.up));//SideLookrootLookAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfRoot.right*-1f, flatLeftDir));leftThighAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfLeftThigh.forward * -1f, flatLeftDir));rightThighAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfRightThigh.forward * -1f, flatLeftDir));//For Sync runVector3 leftThighUpDir = Vector3.ProjectOnPlane(wolfLeftThigh.right, flatLeftDir);Vector3 rightThighUpDir = Vector3.ProjectOnPlane(wolfRightThigh.right, flatLeftDir);float thighUpAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(leftThighUpDir, rightThighUpDir));leftUpperArmAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfLeftUpperArm.forward * -1f, flatLeftDir));rightUpperArmAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfRightUpperArm.forward * -1f, flatLeftDir));//For Sync runVector3 leftUpperArmUpDir = Vector3.ProjectOnPlane(wolfLeftUpperArm.right, flatLeftDir);Vector3 rightUpperArmUpDir = Vector3.ProjectOnPlane(wolfRightUpperArm.right, flatLeftDir);float upperArmUpAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(leftUpperArmUpDir, rightUpperArmUpDir));tailAngle = Mathf.InverseLerp(180f, 0f, Vector3.Angle(wolfTail.right, flatTargetVelocity));avgVelocity = velocityBuffer.GetSmoothVal();velocityAngle = Vector3.Angle(avgVelocity, aimVelocity);velocityAngleCoef = Mathf.InverseLerp(180f, 0f, velocityAngle);flatVelocity = avgVelocity;flatVelocity.y = 0f;flatVelocityManitude = flatVelocity.magnitude;velocityCoef = Mathf.InverseLerp(0f, 15f*currentSize, Vector3.Project(avgVelocity, aimVelocity).magnitude );flatVelocityAngle = Vector3.Angle(flatVelocity, flatTargetVelocity);if(!inferenceMode){if(targetDistance > nearModeRange){if(Time.fixedTime - landingMoment > landingBufferTime){bool outSpeed = flatVelocityManitude < Mathf.Lerp(0f, 5f*currentSize, (Time.fixedTime - landingMoment - landingBufferTime)/15f);bool outDirection = flatVelocityAngle > Mathf.Lerp(180f, 10f, (Time.fixedTime - landingMoment - landingBufferTime)/5f);float motionLimit = Mathf.Lerp(0.5f, 0.8f, (Time.fixedTime - landingMoment - landingBufferTime)/5f);float motionLimit3 = Mathf.Lerp(0.5f, 0.8f, (Time.fixedTime - landingMoment - landingBufferTime)/5f);float motionLimit2 = Mathf.Lerp(0f, 0.7f, (Time.fixedTime - landingMoment - landingBufferTime)/5f);float sharpingResetVal = Mathf.Lerp(0f, sharpingResetThreshould, (Time.fixedTime - landingMoment - landingBufferTime - 2f)/5f);bool outMotion = lookAngle < motionLimit || upAngle < motionLimit || leftThighAngle < motionLimit2 || rightThighAngle < motionLimit2 || spineLookAngle < motionLimit || rootLookAngle < motionLimit // || spineUpAngle < motionLimit3 // || rootUpAngle < motionLimit3 || thighUpAngle < motionLimit2 || upperArmUpAngle < motionLimit2 || leftUpperArmAngle < motionLimit2 || rightUpperArmAngle < motionLimit2;if( outSpeed || outDirection || outMotion){// AddReward(-1f);if(outSpeed){#if UNITY_EDITORDebug.Log("outSpeed");#endifclampReward += -0.1f;judge.outSpeed++;}if(outDirection){#if UNITY_EDITORDebug.Log("outDirection");#endifclampReward += -0.1f;judge.outDirection++;}if(outMotion){#if UNITY_EDITORDebug.Log("outMotion");#endifclampReward += -0.1f;judge.outMotion++;}sharpingBuffer.PushVal(-1f);// judge.Reset();// return;}else{sharpingBuffer.PushVal(0f);}#if UNITY_EDITORsharpingVal = sharpingBuffer.GetSmoothVal();#endifif( sharpingBuffer.GetSmoothVal() < sharpingResetVal){AddReward(-1f);judge.Reset();return;}}if(IsOverSteps()){judge.Reset();return;}bool isFalling = avgVelocity.y < 0f;if(isFalling){lastReward = 0f;}else{lastReward = (velocityAngleCoef + velocityCoef) * 0.02f + (lookAngle+upAngle) * 0.01f + (leftThighAngle+rightThighAngle+leftUpperArmAngle+rightUpperArmAngle) * 0.0025f+ (spineLookAngle+rootLookAngle+spineUpAngle+rootUpAngle) * 0.005f+ (tailAngle) * 0.005f+ (thighUpAngle + upperArmUpAngle) * 0.005f+ (1f - exertionRatio) * 0.005f;if(useClampReward){lastReward = lastReward+clampReward;if(lastReward < -0.5f) lastReward = -0.5f;}totalReward += lastReward;AddReward( lastReward );}}// else if(targetDistance > 1.5f)else{// AddReward(1f);judge.survived++;judge.Reset();return;}}}

//大致來說,
--1.獎勵視線,並使用Force Sharping
--2.獎勵投影至"跑動推薦向量"的速度和角度,並使用Force Sharping
--3.獎勵四個大腿的Side Look,並使用Force Sharping
--4.獎勵尾巴符合指定角度
--5.獎勵減少動作變化
--6.獎勵雙手和雙足要同步奔跑
--7.Motion相關的Force Sharping非從0開始
--8.引導身體要盡量平行地面
--9.速度要求正比尺寸
--10.提高ForceSharping的要求,尤其進入階段

4.Force Sharping改為有容錯空間,但是容許值逆向Sharping
允許角色在5秒內發生總計2秒以內的失誤,希望藉此讓角色就算輕微失衡也能嘗試自行修正
但是容許值是逆向Sharping,會在開始Force Sharping後兩秒才逐步放寬標準

5.四腳需輪流著地

6.只有上昇過程可以得分,以避免狼試圖滑翔然後墜機

實驗時間:
Step: 5e8
Time Elapsed: 101822s (28.28hr)

實驗結果:
實驗結果為失敗

狼變成移動緩慢的小笨狗

是不是陷入矛盾了呢?

不使用速度Force Sharping,狼就不會採取加速Gait
但一旦使用速度Force Sharping,四腳誘導就會導致被淘汰
但一旦取消四腳誘導,狼就會變雙足奔跑

有幾個靈感
1.放寬四足奔跑
目前看起來四足奔跑不利起步
但是加速後的確很強

所以
1A: 加速後才啟用四足奔跑
但非連續性的問題是很容易讓PPO產生Gait後無所適從

1B: 放寬四足奔跑步數差距
目前是四足步數不能超過2步,但也許可以放寬,讓其短程調整可以,但長程還是得四足
但一樣有Gait問題的可能

1C: 四足奔跑是時段性
要和Buffer一樣,是一段時間內的紀錄
這樣就算踩出調整的一兩步,也不會因永久前科而變成無法調整

2.取消雙腳同步誘導
原本是想讓其同步奔跑,但有可能這個誘導和四足誘導交互起來導致狼窒礙難行

3.調整肌力
目前有狼很容易翹起來的現象,但理由不明,有可能是肌力比例不對

2看起來很有試試看的價值

因此下個實驗
1.恢復速度Force Sharping
2.取消雙腳同步誘導

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