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  1. .gitattributes +2 -0
  2. .gitignore +60 -0
  3. .plastic/plastic.selector +4 -0
  4. .plastic/plastic.wktree +0 -0
  5. .plastic/plastic.workspace +2 -0
  6. .vsconfig +6 -0
  7. Assets/Agent.cs +441 -0
  8. Assets/Agent.cs.meta +11 -0
  9. Assets/FloorCube.cs +38 -0
  10. Assets/FloorCube.cs.meta +11 -0
  11. Assets/GUIController.cs +63 -0
  12. Assets/GUIController.cs.meta +11 -0
  13. Assets/GUIController.cs.orig +40 -0
  14. Assets/GUIController.cs.orig.meta +7 -0
  15. Assets/Grid.cs +73 -0
  16. Assets/Grid.cs.meta +11 -0
  17. Assets/Materials.meta +8 -0
  18. Assets/Materials/GoalMaterial.mat +78 -0
  19. Assets/Materials/GoalMaterial.mat.meta +8 -0
  20. Assets/Materials/Grey.mat +77 -0
  21. Assets/Materials/Grey.mat.meta +8 -0
  22. Assets/Prefabs.meta +8 -0
  23. Assets/Prefabs/FloorCube.prefab +108 -0
  24. Assets/Prefabs/FloorCube.prefab.meta +7 -0
  25. Assets/Prefabs/Goal.prefab +110 -0
  26. Assets/Prefabs/Goal.prefab.meta +7 -0
  27. Assets/Prefabs/Goodies.prefab +96 -0
  28. Assets/Prefabs/Goodies.prefab.meta +7 -0
  29. Assets/Prefabs/RoadBlock.prefab +95 -0
  30. Assets/Prefabs/RoadBlock.prefab.meta +7 -0
  31. Assets/Resources.meta +8 -0
  32. Assets/Resources/UnityPlayerAccountSettings.asset +19 -0
  33. Assets/Resources/UnityPlayerAccountSettings.asset.meta +8 -0
  34. Assets/Scenes.meta +8 -0
  35. Assets/Scenes/SampleScene.meta +8 -0
  36. Assets/Scenes/SampleScene.unity +0 -0
  37. Assets/Scenes/SampleScene.unity.meta +7 -0
  38. Assets/Scenes/SampleScene.unity.orig +2400 -0
  39. Assets/Scenes/SampleScene.unity.orig.meta +7 -0
  40. Assets/Scenes/SampleScene/LightingData.asset +0 -0
  41. Assets/Scenes/SampleScene/LightingData.asset.meta +8 -0
  42. Assets/Scenes/SampleScene/ReflectionProbe-0.exr +3 -0
  43. Assets/Scenes/SampleScene/ReflectionProbe-0.exr.meta +130 -0
  44. Assets/WeightDisplay.cs +38 -0
  45. Assets/WeightDisplay.cs.meta +11 -0
  46. Capture.PNG +3 -0
  47. LICENSE.txt +21 -0
  48. Packages/manifest.json +47 -0
  49. Packages/packages-lock.json +388 -0
  50. ProjectSettings/AudioManager.asset +19 -0
.gitattributes CHANGED
@@ -33,3 +33,5 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
33
  *.zip filter=lfs diff=lfs merge=lfs -text
34
  *.zst filter=lfs diff=lfs merge=lfs -text
35
  *tfevents* filter=lfs diff=lfs merge=lfs -text
 
 
 
33
  *.zip filter=lfs diff=lfs merge=lfs -text
34
  *.zst filter=lfs diff=lfs merge=lfs -text
35
  *tfevents* filter=lfs diff=lfs merge=lfs -text
36
+ Assets/Scenes/SampleScene/ReflectionProbe-0.exr filter=lfs diff=lfs merge=lfs -text
37
+ Capture.PNG filter=lfs diff=lfs merge=lfs -text
.gitignore ADDED
@@ -0,0 +1,60 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # This .gitignore file should be placed at the root of your Unity project directory
2
+ #
3
+ # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4
+ #
5
+ /[Ll]ibrary/
6
+ /[Tt]emp/
7
+ /[Oo]bj/
8
+ /[Bb]uild/
9
+ /[Bb]uilds/
10
+ /[Ll]ogs/
11
+ /[Mm]emoryCaptures/
12
+
13
+ # Asset meta data should only be ignored when the corresponding asset is also ignored
14
+ !/[Aa]ssets/**/*.meta
15
+
16
+ # Uncomment this line if you wish to ignore the asset store tools plugin
17
+ # /[Aa]ssets/AssetStoreTools*
18
+
19
+ # Autogenerated Jetbrains Rider plugin
20
+ [Aa]ssets/Plugins/Editor/JetBrains*
21
+
22
+ # Visual Studio cache directory
23
+ .vs/
24
+
25
+ # Gradle cache directory
26
+ .gradle/
27
+
28
+ # Autogenerated VS/MD/Consulo solution and project files
29
+ ExportedObj/
30
+ .consulo/
31
+ *.csproj
32
+ *.unityproj
33
+ *.sln
34
+ *.suo
35
+ *.tmp
36
+ *.user
37
+ *.userprefs
38
+ *.pidb
39
+ *.booproj
40
+ *.svd
41
+ *.pdb
42
+ *.mdb
43
+ *.opendb
44
+ *.VC.db
45
+
46
+ # Unity3D generated meta files
47
+ *.pidb.meta
48
+ *.pdb.meta
49
+ *.mdb.meta
50
+
51
+ # Unity3D generated file on crash reports
52
+ sysinfo.txt
53
+
54
+ # Builds
55
+ *.apk
56
+ *.unitypackage
57
+
58
+ # Crashlytics generated file
59
+ crashlytics-build.properties
60
+
.plastic/plastic.selector ADDED
@@ -0,0 +1,4 @@
 
 
 
 
 
1
+ repository "Machine Learning Project@InTentStudio@cloud"
2
+ path "/"
3
+ br "/main"
4
+ co "/main"
.plastic/plastic.wktree ADDED
Binary file (20.4 kB). View file
 
.plastic/plastic.workspace ADDED
@@ -0,0 +1,2 @@
 
 
 
1
+ Machine Learning Project
2
+ 6d407f8c-b885-4353-b29d-79059c9c3903
.vsconfig ADDED
@@ -0,0 +1,6 @@
 
 
 
 
 
 
 
1
+ {
2
+ "version": "1.0",
3
+ "components": [
4
+ "Microsoft.VisualStudio.Workload.ManagedGame"
5
+ ]
6
+ }
Assets/Agent.cs ADDED
@@ -0,0 +1,441 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using System;
2
+ using System.Collections;
3
+ using System.Collections.Generic;
4
+ using System.Collections.ObjectModel;
5
+ using System.Linq;
6
+ using UnityEngine;
7
+
8
+ [Serializable]
9
+ public enum Action
10
+ {
11
+ Up,
12
+ Down,
13
+ Left,
14
+ Right,
15
+ None
16
+ }
17
+ [Serializable]
18
+ public class Agent : MonoBehaviour
19
+ {
20
+ #region Fields
21
+ [SerializeField]
22
+ private int _step;
23
+ [SerializeField]
24
+ private int _iteration;
25
+ [SerializeField]
26
+ private int _currentGridX;
27
+ [SerializeField]
28
+ private int _currentGridY;
29
+ [SerializeField]
30
+ private (int,int)? _previousState = null;
31
+ [SerializeField]
32
+ private Action? _previousAction = null;
33
+ [SerializeField]
34
+ private float? _previousReward = null;
35
+ [SerializeField]
36
+ private GUIController _gUIController;
37
+ [SerializeField]
38
+ [Range(0f, 1f)]
39
+ private float _learningRate;
40
+ [SerializeField]
41
+ [Range(0f, 1f)]
42
+ private float _discountingFactor;
43
+ //For exploration(shorten gain vs curiosity)
44
+ [SerializeField]
45
+ private int _mimumumStateActionPairFrequencies;
46
+ [SerializeField]
47
+ private float _estimatedBestPossibleRewardValue;
48
+ [SerializeField]
49
+ private Coroutine _waitThenActionCoroutine;
50
+ [SerializeField]
51
+ private bool _isPause;
52
+ [SerializeField]
53
+ [Range(0.001f, 30f)]
54
+ private float _restTime;
55
+ [SerializeField]
56
+ private GameObject _roadBlock;
57
+ [SerializeField]
58
+ private GameObject _Goodies;
59
+
60
+ public int Step { get => _step; set => _step = value; }
61
+ public int Iteration { get => _iteration; set => _iteration = value; }
62
+ public int CurrentGridX { get => _currentGridX; set => _currentGridX = value; }
63
+ public int CurrentGridY { get => _currentGridY; set => _currentGridY = value; }
64
+ public (int, int)? PreviousState { get => _previousState; set => _previousState = value; }
65
+ public Action? PreviousAction { get => _previousAction; set => _previousAction = value; }
66
+ public float? PreviousReward { get => _previousReward; set => _previousReward = value; }
67
+ public GUIController GUIController { get => _gUIController; set => _gUIController = value; }
68
+ public float LearningRate { get => _learningRate; set => _learningRate = value; }
69
+ public float DiscountingFactor { get => _discountingFactor; set => _discountingFactor = value; }
70
+ public int MimumumStateActionPairFrequencies { get => _mimumumStateActionPairFrequencies; set => _mimumumStateActionPairFrequencies = value; }
71
+ public float EstimatedBestPossibleRewardValue { get => _estimatedBestPossibleRewardValue; set => _estimatedBestPossibleRewardValue = value; }
72
+ public Coroutine WaitThenActionCoroutine { get => _waitThenActionCoroutine; set => _waitThenActionCoroutine = value; }
73
+ public bool IsPause { get => _isPause; set => _isPause = value; }
74
+ public float RestTime { get => _restTime; set => _restTime = value; }
75
+ public GameObject RoadBlock { get => _roadBlock; set => _roadBlock = value; }
76
+ public GameObject Goodies { get => _Goodies; set => _Goodies = value; }
77
+
78
+ public (int,int) StartState;
79
+ public (int,int) FinalState = (7,9);
80
+
81
+ public int StartX;
82
+ public int StartY;
83
+
84
+ public int GrizSizeX;
85
+ public int GrizSizeY;
86
+
87
+ public Dictionary<((int,int),Action),float> StateActionPairQValue { get; set; }
88
+ //public Dictionary<((int,int), Action),int> StateActionPairFrequencies;
89
+ public Dictionary<(int, int), float> StateRewardGrid { get; set; }
90
+ public Dictionary<Action, System.Action> ActionDelegatesDictonary { get; set; }
91
+ #endregion
92
+
93
+ #region Q_Learning_Agent
94
+ private Action Q_Learning_Agent((int,int) currentState, float rewardSignal)
95
+ {
96
+ UpdateStep();
97
+ if (PreviousState == FinalState)
98
+ {
99
+ StateActionPairQValue[(PreviousState.Value, Action.None)] = rewardSignal;
100
+ }
101
+
102
+ if (PreviousState.HasValue)
103
+ {
104
+ ((int, int), Action) stateActionPair = (PreviousState.Value, PreviousAction.Value);
105
+
106
+ //Had issue
107
+ //StateActionPairFrequencies[stateActionPair]++;
108
+ //StateActionPairQValue[stateActionPair] += LearningRate * (StateActionPairFrequencies[stateActionPair]) * (PreviousReward.Value +
109
+ // DiscountingFactor * MaxStateActionPairQValue(ref currentState) - StateActionPairQValue[stateActionPair]);
110
+
111
+ StateActionPairQValue[stateActionPair] += LearningRate * (PreviousReward.Value + (DiscountingFactor * MaxStateActionPairQValue(ref currentState)) - StateActionPairQValue[stateActionPair]);
112
+ }
113
+ PreviousState = currentState;
114
+ PreviousAction = ArgMaxActionExploration(ref currentState);
115
+ PreviousReward = rewardSignal;
116
+ return PreviousAction.Value;
117
+ }
118
+
119
+ //Page 844
120
+ private float MaxStateActionPairQValue(ref (int, int) currentState)
121
+ {
122
+ if (currentState == FinalState)
123
+ return StateActionPairQValue[(currentState, Action.None)];
124
+
125
+ float max = float.NegativeInfinity;
126
+
127
+ foreach (Action action in SuffledActions())
128
+ {
129
+ max = Mathf.Max(StateActionPairQValue[(currentState, action)], max);
130
+ }
131
+ return max;
132
+ }
133
+
134
+ private static Action[] SuffledActions()
135
+ {
136
+ Action[] actions = new Action[4];
137
+ int i = 0;
138
+ foreach (Action action in Enum.GetValues(typeof(Action)))
139
+ {
140
+ if (action != Action.None)
141
+ {
142
+ actions[i] = action;
143
+ i++;
144
+ }
145
+ }
146
+ System.Random random = new System.Random();
147
+ return actions.OrderBy(_ => random.Next()).ToArray();
148
+ }
149
+ #region Conflicts with the wall check and out of bound check
150
+ //private Action ArgMaxActionExploration(ref (int, int) currentState)
151
+ //{
152
+ // if (currentState == FinalState)
153
+ // return Action.None;
154
+
155
+ // Action argMaxAction = Action.None;
156
+ // float max = float.NegativeInfinity;
157
+
158
+ // foreach (Action action in SuffledActions())
159
+ // {
160
+ // if (action == Action.None)
161
+ // continue;
162
+
163
+ // if (CurrentGridX - 1 < 0 && action == Action.Left)
164
+ // {
165
+ // continue;
166
+ // }
167
+ // else if (CurrentGridX + 1 >= GrizSizeX && action == Action.Right)
168
+ // {
169
+ // continue;
170
+ // }
171
+ // else if (CurrentGridY + 1 >= GrizSizeY && action == Action.Up)
172
+ // {
173
+ // continue;
174
+ // }
175
+ // else if (CurrentGridY - 1 < 0 && action == Action.Down)
176
+ // {
177
+ // continue;
178
+ // }
179
+ // else
180
+ // {
181
+ // float value = ExplorationFunction(ref currentState, action);
182
+ // if (value >= max)
183
+ // {
184
+ // max = value;
185
+ // argMaxAction = action;
186
+ // }
187
+ // }
188
+ // }
189
+ // return argMaxAction;
190
+ //}
191
+
192
+ //Give the agent the option to have the incentives to explore more?
193
+ //Page 842, this function is not well defined apparently
194
+
195
+ //private float ExplorationFunction(ref (int, int) currentState, Action choice)
196
+ //{
197
+ // if (StateActionPairFrequencies[(currentState, choice)] < MimumumStateActionPairFrequencies)
198
+ // {
199
+ // return EstimatedBestPossibleRewardValue;
200
+ // }
201
+ // return StateActionPairQValue[(currentState, choice)];
202
+ //}
203
+
204
+ #endregion
205
+ private Action ArgMaxActionExploration(ref (int, int) currentState)
206
+ {
207
+ if (currentState == FinalState)
208
+ return Action.None;
209
+
210
+ Action argMaxAction = Action.None;
211
+ float max = float.NegativeInfinity;
212
+
213
+ foreach (Action action in SuffledActions())
214
+ {
215
+ float value = StateActionPairQValue[(currentState, action)];
216
+ if (value >= max)
217
+ {
218
+ max = value;
219
+ argMaxAction = action;
220
+ }
221
+ }
222
+ return argMaxAction;
223
+ }
224
+ private void Left()
225
+ {
226
+ transform.position -= new Vector3(1f, 0f, 0f);
227
+ CurrentGridX--;
228
+ WaitThenActionCoroutine = StartCoroutine(WaitThenAction(RestTime, (CurrentGridX, CurrentGridY)));
229
+ }
230
+
231
+ private void Right()
232
+ {
233
+ transform.position += new Vector3(1f, 0f, 0f);
234
+ CurrentGridX++;
235
+ WaitThenActionCoroutine = StartCoroutine(WaitThenAction(RestTime, (CurrentGridX, CurrentGridY)));
236
+ }
237
+
238
+ private void Up()
239
+ {
240
+ transform.position += new Vector3(0f, 0f, 1f);
241
+ CurrentGridY++;
242
+ WaitThenActionCoroutine = StartCoroutine(WaitThenAction(RestTime, (CurrentGridX, CurrentGridY)));
243
+ }
244
+
245
+ private void Down()
246
+ {
247
+ transform.position -= new Vector3(0f, 0f, 1f);
248
+ CurrentGridY--;
249
+ WaitThenActionCoroutine = StartCoroutine(WaitThenAction(RestTime, (CurrentGridX, CurrentGridY)));
250
+ }
251
+
252
+ private void None()
253
+ {
254
+ ResetAgentToStart();
255
+ UpdateIteration();
256
+ WaitThenActionCoroutine = StartCoroutine(WaitThenAction(RestTime, (CurrentGridX, CurrentGridY)));
257
+ }
258
+
259
+ private void ResetAgentToStart()
260
+ {
261
+ transform.position = new Vector3(StartState.Item1, 1f, StartState.Item2);
262
+ CurrentGridX = StartState.Item1;
263
+ CurrentGridY = StartState.Item2;
264
+ Grid.instance.ClearColors();
265
+ }
266
+
267
+ private IEnumerator WaitThenAction(float waitTime, (int,int) GridCoordinate)
268
+ {
269
+ //For pausing the agent
270
+ while(IsPause)
271
+ {
272
+ yield return null;
273
+ }
274
+ yield return new WaitForSeconds(waitTime);
275
+ ActionDelegatesDictonary[Q_Learning_Agent(GridCoordinate, StateRewardGrid[GridCoordinate])]();
276
+ }
277
+ #endregion
278
+
279
+ #region Unity
280
+ private void Start()
281
+ {
282
+ FinalState = Grid.instance.goalPosition;
283
+ //Function pointer in C#
284
+ ActionDelegatesDictonary = new Dictionary<Action, System.Action>();
285
+ ActionDelegatesDictonary[Action.Left] = Left;
286
+ ActionDelegatesDictonary[Action.Right] = Right;
287
+ ActionDelegatesDictonary[Action.Up] = Up;
288
+ ActionDelegatesDictonary[Action.Down] = Down;
289
+ ActionDelegatesDictonary[Action.None] = None;
290
+ StartX = UnityEngine.Random.Range(0, GrizSizeX);
291
+ StartY = UnityEngine.Random.Range(0, GrizSizeY);
292
+ Initialized();
293
+ }
294
+
295
+ private void Initialized()
296
+ {
297
+ PreviousAction = null;
298
+ PreviousReward = null;
299
+ PreviousState = null;
300
+ Step = 0;
301
+ Iteration = 0;
302
+ transform.position = new Vector3(StartX, 1f, StartY);
303
+ StartState = (StartX, StartY);
304
+ CurrentGridX = StartState.Item1;
305
+ CurrentGridY = StartState.Item2;
306
+ StateActionPairQValue = new Dictionary<((int, int), Action), float>();
307
+ //StateActionPairFrequencies = new Dictionary<((int, int), Action), int>();
308
+ StateRewardGrid = new Dictionary<(int, int), float>();
309
+
310
+ for (int i = 0; i < GrizSizeX; i++)
311
+ {
312
+ for (int j = 0; j < GrizSizeY; j++)
313
+ {
314
+ foreach (Action action in Enum.GetValues(typeof(Action)))
315
+ {
316
+ StateActionPairQValue[((i, j), action)] = 0;
317
+ //StateActionPairFrequencies[((i, j), action)] = 0;
318
+ }
319
+ StateRewardGrid[(i, j)] = 0f;
320
+ }
321
+ }
322
+ StateRewardGrid[FinalState] = 100f;
323
+
324
+ for (int i = 0; i < GrizSizeX; i++)
325
+ {
326
+ for (int j = 0; j < GrizSizeY; j++)
327
+ {
328
+ if (i != StartState.Item1 && i != FinalState.Item1 && j != StartState.Item2 && j != FinalState.Item2)
329
+ {
330
+ float random = UnityEngine.Random.Range(0f, 1f);
331
+ if (random <= 0.3f)
332
+ {
333
+ if (random <= 0.2f)
334
+ {
335
+ Instantiate(RoadBlock, new Vector3(i, 0.5f, j), Quaternion.identity);
336
+ if (i + 1 < GrizSizeX)
337
+ {
338
+ StateActionPairQValue[((i + 1, j), Action.Left)] = float.NegativeInfinity;
339
+ }
340
+ if (i - 1 >= 0)
341
+ {
342
+ StateActionPairQValue[((i - 1, j), Action.Right)] = float.NegativeInfinity;
343
+ }
344
+ if (j + 1 < GrizSizeY)
345
+ {
346
+ StateActionPairQValue[((i, j + 1), Action.Down)] = float.NegativeInfinity;
347
+ }
348
+ if (j - 1 >= 0)
349
+ {
350
+ StateActionPairQValue[((i, j - 1), Action.Up)] = float.NegativeInfinity;
351
+ }
352
+ }
353
+ //else
354
+ //{
355
+ // Instantiate(Goodies, new Vector3(i, 0.5f, j), Quaternion.identity);
356
+ // StateRewardGrid[(i, j)] = 5f;
357
+ //}
358
+ }
359
+ }
360
+ if (i == 0 || j == 0 || i == GrizSizeX-1 || j == GrizSizeY-1)
361
+ {
362
+ StateRewardGrid[(i, j)] = 0f;
363
+ //Prevent the agent go out of bound
364
+ if(i == 0)
365
+ {
366
+ StateActionPairQValue[((i, j), Action.Left)] = float.NegativeInfinity;
367
+ }
368
+ if(j == 0)
369
+ {
370
+ StateActionPairQValue[((i, j), Action.Down)] = float.NegativeInfinity;
371
+ }
372
+ if(i == GrizSizeX-1)
373
+ {
374
+ StateActionPairQValue[((i, j), Action.Right)] = float.NegativeInfinity;
375
+ }
376
+ if(j == GrizSizeY-1)
377
+ {
378
+ StateActionPairQValue[((i, j), Action.Up)] = float.NegativeInfinity;
379
+ }
380
+ }
381
+ }
382
+ }
383
+ }
384
+ private void ReInitialized()
385
+ {
386
+ PreviousAction = null;
387
+ PreviousReward = null;
388
+ PreviousState = null;
389
+ Step = 0;
390
+ Iteration = 0;
391
+ transform.position = new Vector3(StartX, 1f, StartY);
392
+ StartState = (StartX, StartY);
393
+ CurrentGridX = StartState.Item1;
394
+ CurrentGridY = StartState.Item2;
395
+ //StateActionPairFrequencies = new Dictionary<((int, int), Action), int>();;
396
+
397
+ for (int i = 0; i < GrizSizeX; i++)
398
+ {
399
+ for (int j = 0; j < GrizSizeY; j++)
400
+ {
401
+ foreach (Action action in Enum.GetValues(typeof(Action)))
402
+ {
403
+ if(!(StateActionPairQValue.ContainsKey(((i, j), action)) && StateActionPairQValue[((i, j), action)] == float.NegativeInfinity))
404
+ {
405
+ StateActionPairQValue[((i, j), action)] = 0;
406
+ //StateActionPairFrequencies[((i, j), action)] = 0;
407
+ }
408
+ }
409
+ }
410
+ }
411
+ }
412
+ private void Update()
413
+ {
414
+ Grid.instance.UpdateColor(CurrentGridX, CurrentGridY);
415
+ }
416
+
417
+ public void StartExploring()
418
+ {
419
+ UpdateIteration();
420
+ WaitThenActionCoroutine = StartCoroutine(WaitThenAction(1f, StartState));
421
+ }
422
+
423
+ public void Stop()
424
+ {
425
+ ReInitialized();
426
+ StopCoroutine(WaitThenActionCoroutine);
427
+ }
428
+
429
+ private void UpdateStep()
430
+ {
431
+ Step++;
432
+ GUIController?.UpdateStepText(Step.ToString());
433
+ }
434
+
435
+ private void UpdateIteration()
436
+ {
437
+ Iteration++;
438
+ GUIController?.UpdateInterationText(Iteration.ToString());
439
+ }
440
+ #endregion
441
+ }
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Assets/FloorCube.cs ADDED
@@ -0,0 +1,38 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using UnityEngine;
2
+
3
+ public class FloorCube : MonoBehaviour
4
+ {
5
+ private Color originalColor = Color.gray;
6
+ public Color currActionColor = Color.red;
7
+ public WeightDisplay weightDisplay;
8
+ public (int, int) position;
9
+ private float fadeScale;
10
+ private bool IsMouseOver;
11
+
12
+ private void Update()
13
+ {
14
+ if (!IsMouseOver)
15
+ {
16
+ fadeScale = Mathf.Clamp(fadeScale -= Time.deltaTime, 0.0f, 1.0f);
17
+ GetComponent<Renderer>().material.color = Color.Lerp(originalColor, currActionColor, fadeScale);
18
+ }
19
+ }
20
+
21
+ public void SetFadeScale(float time)
22
+ {
23
+ fadeScale = time;
24
+ }
25
+
26
+ private void OnMouseOver()
27
+ {
28
+ IsMouseOver = true;
29
+ GetComponent<Renderer>().material.color = Color.blue;
30
+ weightDisplay?.DisplaySelectedCube(this.gameObject);
31
+ }
32
+
33
+ private void OnMouseExit()
34
+ {
35
+ IsMouseOver = false;
36
+ GetComponent<Renderer>().material.color = originalColor;
37
+ }
38
+ }
Assets/FloorCube.cs.meta ADDED
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+ fileFormatVersion: 2
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+ guid: 1ad72e03b7a6b624ea2db9b145c34f8f
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Assets/GUIController.cs ADDED
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1
+ using System;
2
+ using UnityEngine;
3
+ using UnityEngine.UI;
4
+ using UnityEngine.SceneManagement;
5
+
6
+ [Serializable]
7
+ public class GUIController : MonoBehaviour
8
+ {
9
+ [SerializeField]
10
+ private Text _iterationText;
11
+ [SerializeField]
12
+ private Text _stepText;
13
+ [SerializeField]
14
+ private Text _learningRateText;
15
+ [SerializeField]
16
+ private Text _discountingFactorText;
17
+ [SerializeField]
18
+ private Text _stepTimeText;
19
+ public Text IterationText { get => _iterationText; set => _iterationText = value; }
20
+ public Text StepText { get => _stepText; set => _stepText = value; }
21
+ public Text LearningRateText { get => _learningRateText; set => _learningRateText = value; }
22
+ public Text DiscountingFactorText { get => _discountingFactorText; set => _discountingFactorText = value; }
23
+ public Text StepTimeText { get => _stepTimeText; set => _stepTimeText = value; }
24
+ public GameObject weightDisplayPanel;
25
+
26
+ public void UpdateInterationText(string newText)
27
+ {
28
+ IterationText.text = $"Iteration: {newText}";
29
+ }
30
+
31
+ public void UpdateStepText(string newText)
32
+ {
33
+ StepText.text = $"Step: {newText}";
34
+ }
35
+ public void UpdateLearningRateValue(float newValue)
36
+ {
37
+ LearningRateText.text = $"LearningRate: {newValue}";
38
+ }
39
+
40
+ public void UpdateDiscountingFactorValue(float newValue)
41
+ {
42
+ DiscountingFactorText.text = $"Discounting Factor: {newValue}";
43
+ }
44
+
45
+ public void UpdateStepTimeValue(float newValue)
46
+ {
47
+ StepTimeText.text = $"Step Time: {newValue}";
48
+ }
49
+ public void ResetScene()
50
+ {
51
+ SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
52
+ }
53
+
54
+ public void ShowWeightDisplay()
55
+ {
56
+ weightDisplayPanel.SetActive(true);
57
+ }
58
+
59
+ public void HideWeightDisplay()
60
+ {
61
+ weightDisplayPanel.SetActive(false);
62
+ }
63
+ }
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1
+ using System;
2
+ using System.Collections;
3
+ using System.Collections.Generic;
4
+ using UnityEngine;
5
+ using UnityEngine.UI;
6
+ using UnityEngine.SceneManagement;
7
+
8
+ [Serializable]
9
+ public class GUIController : MonoBehaviour
10
+ {
11
+ [SerializeField]
12
+ private Text _iterationText;
13
+ [SerializeField]
14
+ private Text _stepText;
15
+ private Text _LearningRateText;
16
+ private Text _DiscountingFactorText;
17
+ public Text IterationText { get => _iterationText; set => _stepText = value; }
18
+ public Text StepText { get => _stepText; set => _stepText = value; }
19
+
20
+ public void UpdateInterationText(string newText)
21
+ {
22
+ IterationText.text = string.Format("Iteration: {0}", newText);
23
+ }
24
+
25
+ public void UpdateStepText(string newText)
26
+ {
27
+ StepText.text = string.Format("Step: {0}", newText);
28
+ }
29
+
30
+ <<<<<<< Updated upstream
31
+ public void ResetScene()
32
+ {
33
+ SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
34
+ =======
35
+ public void UpdateLearningRateValue(float newValue)
36
+ {
37
+ StepText.text = string.Format("Step: {0}", newValue);
38
+ >>>>>>> Stashed changes
39
+ }
40
+ }
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1
+ using UnityEngine;
2
+
3
+ public class Grid : MonoBehaviour
4
+ {
5
+ #region Singleton
6
+ public static Grid instance;
7
+ private void Awake()
8
+ {
9
+ if (instance == null)
10
+ instance = this;
11
+
12
+ goalPosition = (Random.Range(1, rows-1), Random.Range(1, columns-1));
13
+ Instantiate(goalCube, new Vector3(goalPosition.Item1, 0.5f, goalPosition.Item2), Quaternion.identity);
14
+ }
15
+ #endregion
16
+
17
+ public GameObject floorCube;
18
+ public GameObject goalCube;
19
+ public int rows = 15;
20
+ public int columns = 15;
21
+ private GameObject[,] grid;
22
+ public WeightDisplay weightDisplay;
23
+
24
+ public (int, int) goalPosition;
25
+
26
+ private void OnDrawGizmosSelected()
27
+ {
28
+ // Generate Grid
29
+ for (int r = 0; r < rows; ++r)
30
+ {
31
+ for (int c = 0; c < columns; ++c)
32
+ {
33
+ Gizmos.color = new Color(0.5f, 0.5f, 0.5f, 0.5f); // Gray
34
+ Vector3 position = new Vector3(c, transform.position.y, r);
35
+ Gizmos.DrawCube(position, new Vector3(1, 1, 1));
36
+ }
37
+ }
38
+ }
39
+
40
+ private void Start()
41
+ {
42
+ grid = new GameObject[rows, columns];
43
+
44
+ // Generate Grid
45
+ for (int c = 0; c < columns; ++c)
46
+ {
47
+ for (int r = 0; r < rows; ++r)
48
+ {
49
+ Vector3 position = new Vector3(r, transform.position.y, c);
50
+ grid[r, c] = Instantiate(floorCube, position, Quaternion.identity);
51
+ grid[r, c].GetComponent<FloorCube>().position = (r, c);
52
+ grid[r, c].GetComponent<FloorCube>().weightDisplay = weightDisplay;
53
+ }
54
+ }
55
+ }
56
+
57
+ public void ClearColors()
58
+ {
59
+ for (int r = 0; r < grid.GetLength(0); ++r)
60
+ {
61
+ for (int c = 0; c < grid.GetLength(1); ++c)
62
+ {
63
+ grid[r, c].GetComponent<FloorCube>().SetFadeScale(0.0f);
64
+ }
65
+ }
66
+ }
67
+
68
+ public void UpdateColor(int x, int y)
69
+ {
70
+ // Set fading
71
+ grid[x, y].GetComponent<FloorCube>().SetFadeScale(2.0f);
72
+ }
73
+ }
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+ using System.Collections.Generic;
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+ using UnityEngine;
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+ using UnityEngine.UI;
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+
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+ public class WeightDisplay : MonoBehaviour
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+ {
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+ private Agent agentRef;
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+ public Text title;
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+ public List<Text> weightList = new List<Text>(5);
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+
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+ void Update()
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+ {
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+ //if (Input.GetMouseButtonDown(0))
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+ //{
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+ // RaycastHit hit;
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+ // Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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+ // }
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+
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+ //DisplaySelectedCube(selectedCube);
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+ }
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+
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+ public void DisplaySelectedCube(GameObject selectedCube)
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+ {
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+ if (selectedCube != null)
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+ {
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+ (int, int) position = selectedCube.GetComponent<FloorCube>().position;
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+ title.text = $"X: {position.Item1} Y: {position.Item2}";
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+ agentRef = FindObjectOfType<Agent>();
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+ for (int i = 0; i < weightList.Capacity; ++i)
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+ {
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+ weightList[i].text = agentRef.StateActionPairQValue[(position, (Action)i)].ToString();
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+ }
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+ }
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+ }
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+ }
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LICENSE.txt ADDED
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+ MIT License
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+
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+ Copyright (c) [year] [fullname]
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
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