Closed DroneMesh closed 5 years ago
I think my platform setup with configurable joints is unnecessarily complicated and fidgety. Apparently I didn't read the Unity docs carefully enough and missed better ways to control the tiles.
Hey mbaske,
There was no issue with your platform it was because of the modifications I was doing on it to have it run on the latest ML-agents. Everything is working so far and currently training the walking since we can not use the .bytes files anymore. I am planning on creating a pull request once I have modified it to run on the latest ml-agents.
I will also fix the robot-ants pull request once I get time.
I might need some help with the navigation brain and the shoot brain once I get to that stage.
What are the observation spaces for the navigation and shoot brains and how many actions each output?
This will save me some time when I get to that stage.
Keep up the great work.
Hi DroneMesh, Thanks for taking the time to look into this.
The navigator brain only observes visual input and outputs a single continuous value for the walk direction in 2D/XZ space. The shooter brain observes a proximity value and has one discrete output for shooting / not shooting.
As far as I can tell, the robot-ants repo is already compatible with the current ml-agents release. Only the trained models aren't running on the barracuda inference engine.
Hi mbaske,
Just saw your latest video cant wait to play around with that new environment.
I have just trained Angry AI to walk and navigatation is currently in progress. I had to convert the bytes to pb then import to tensorboard to see the output and input nodes.. 7 hours later and all worked out great ;) ..
However I am noticing something the shooting brain is not doing a great a job. I have a feeling I should train it after navigation brain matures a bit.
Once I have trained all brains to mimic your video's results I will send a pull request with the updates.
You can close this issue..
P.S Keep up the great work
The original idea was training the brain to aim and shoot based on visual observations. However, I couldn't get that working, especially with an independent brain controlling the walking motion. So for now, the shooting brain ended up being a glorified on/off-switch, relying on a proximity sensor and hardcoded target lock. Please feel free to make any changes that would yield better training results. Thanks!
The platform for the walker is glitching pretty severely.
I am working on modifying it to the latest ML-Agents version. Do you know what might be the issue?