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@Hsgngr
Created September 4, 2020 12:02
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PandemicArea script with mlagents integration
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Security.Cryptography;
using Unity.Barracuda;
using Unity.MLAgents;
using UnityEngine;
/// <summary>
/// Manages spawning bots and market
/// </summary>
public class PandemicArea : MonoBehaviour
{
[Tooltip("Range of the area")]
public float range;
[Header("DummyBots")]
public GameObject dummyBot;
public int healthyBotCount;
public int infectedBotCount;
[Tooltip("The total number of allowed bots which can be spawn in pandemicArea.")]
public int botLimit;
//List of DummyBots
public List<GameObject> dummyBotList = new List<GameObject>();
[Space(10)]
//List of Agents
public List<GameObject> agents = new List<GameObject>();
[Header("InfectionSettings")]
[Tooltip("The maximum possible distance for exposure to occur aka radius (Default 8f)")]
public float exposureRadius = 8f;
[Tooltip("Propability of getting infected is divided byinfectionCoeff. (1 is most infectious 100 is minimum infectious)")]
[Range(500f, 1f)]
public float infectionCoeff = 50f;
[Tooltip("Recovery time after the infection starts")]
public float recoverTime = 50f;
[Header("SIR Model")]
private GameObject exportObj;
[System.NonSerialized]
public int healthyCounter;
[System.NonSerialized]
public int infectedCounter = 0;
[System.NonSerialized]
public int recoveredCounter = 0;
public int HealthyCounter
{
get => healthyCounter;
set
{
healthyCounter = value;
exportObj.GetComponent<ExportCsv>().record();
}
}
public int InfectedCounter
{
get => infectedCounter;
set
{
infectedCounter = value;
exportObj.GetComponent<ExportCsv>().record();
}
}
public int RecoveredCounter
{
get => recoveredCounter;
set
{
recoveredCounter = value;
exportObj.GetComponent<ExportCsv>().record();
}
}
//reward cube
public GameObject rewardCube;
//Environment Reset Parameters
public EnvironmentParameters m_ResetParams;
//StatRecorder
private statRecorder statRecorder;
//Is there any agent in the environment
private bool isAgentExist;
/// <summary>
/// Instantiates dummybots.
/// </summary>
/// <param name="botCount">This is the maximum amount of bots that you can use. You need to define this before running the simulation.</param>
public void CreateBotAtRandomPosition(int botCount)
{
for (int i = 0; i < botCount; i++)
{
//Instantiate the dummyBot with choosenRandom,Position and choosenRandom rotation inside of the Pandemic Area Object
GameObject f = Instantiate(dummyBot, Vector3.zero, Quaternion.Euler(new Vector3(0f, Random.Range(0f, 360f), 0f)), transform);
dummyBotList.Add(f);
}
resetDummyBots();
}
/// <summary>
/// Empty function for choosing random position inside of the area. DummyBots are using as they decide their next target.
/// </summary>
/// <returns></returns>
public Vector3 ChooseRandomPosition()
{
return new Vector3(Random.Range(-range, range), 1f,
Random.Range(-range, range)) + transform.position;
}
/// <summary>
/// A more complex version of ChooseRandomPosition(), User can set the wanted range.
/// </summary>
/// <param name="range">defines the square area that vector3 can be selected</param>
/// <returns>a random position for object</returns>
public Vector3 ChooseRandomPosition(float range)
{
return new Vector3(Random.Range(-range, range), 1f,
Random.Range(-range, range)) + transform.position;
}
/// <summary>
/// This version of the function gets 2 different values which are max and min ranges.
/// It divides the square to an inner and outer square.
/// Agents will be spawned in the outer square, bots and reward will be spawned in inner square.
/// </summary>
/// <param name="maxRange">maximum range that it can take. Mostly this will be equal to range itself.</param>
/// <param name="minRange">minimum range, this will help to seperate areas between squares.</param>
/// <returns>a random position for object </returns>
public Vector3 ChooseRandomPosition(float maxRange, float minRange)
{
float randNum = Random.value;
if (randNum >= 0.5)
{
return new Vector3(Random.Range(minRange, maxRange), 1f,
Random.Range(-range, range)) + transform.position;
}
else
{
return new Vector3(Random.Range(-maxRange, -minRange), 1f,
Random.Range(-range, range)) + transform.position;
}
}
/// <summary>
/// Core method for resetting the simulation area. Every end of the episode area reset itself.
/// </summary>
public void ResetPandemicArea()
{
//Environment Parameters (This is required for Curriculum Learning)
if (isAgentExist)
{
healthyBotCount = (int)m_ResetParams.GetWithDefault("healthyCount", healthyBotCount);
infectedBotCount = (int)m_ResetParams.GetWithDefault("infectedCount", infectedBotCount);
}
rewardCube.transform.position = ChooseRandomPosition(range * 2 / 5); // We want reward close to middle
//Reset infectedCounter and healthyCounter
infectedCounter = 0;
healthyCounter = healthyBotCount + infectedBotCount + agents.Count; //Count all of them and infected ones will be removed from DummyBot.cs
recoveredCounter = 0;
statRecorder.totalScore = 0;
statRecorder.infectedCounts = 0;
statRecorder.collisionCounts = 0;
if (isAgentExist)
{
foreach (GameObject agent in agents)
{
//Restart the status of the agent
if (agent.GetComponent<PandemicAgent>().m_InfectionStatus != PandemicAgent.agentStatus.HEALTHY)
{
agent.GetComponent<PandemicAgent>().m_InfectionStatus = PandemicAgent.agentStatus.HEALTHY;
agent.GetComponent<PandemicAgent>().changeAgentStatus();
}
agent.GetComponent<PandemicAgent>().infectionCoeff = infectionCoeff;
agent.GetComponent<PandemicAgent>().recoverTime = recoverTime;
agent.GetComponent<PandemicAgent>().starvingLevel = 100;
//Randomly
agent.transform.position = ChooseRandomPosition(range, range / 2);
agent.transform.rotation = Quaternion.Euler(new Vector3(0f, Random.Range(0, 360)));
}
}
//If its first time then List should be empty, Check if it empty
if (dummyBotList.Count == 0)
{
CreateBotAtRandomPosition(botLimit);
}
if (healthyBotCount + infectedBotCount > botLimit)
{
Debug.LogWarning(" Total bot number cannot exceed botLimit. In order to increase the total number of bots, increase the bot limit and restart again.");
}
//Set Active bots as they needed, not more than that.
for (int i = 0; i < dummyBotList.Count; i++)
{
if (i < infectedBotCount + healthyBotCount)
{
dummyBotList[i].SetActive(true);
}
else
{
dummyBotList[i].SetActive(false);
}
}
resetDummyBots();
healthyCounter = healthyBotCount + agents.Count;
infectedCounter = infectedBotCount;
}
/// <summary>
/// Divides bots to healthy and infected.
/// </summary>
public void resetDummyBots()
{
//Reset every dummyBot in the list
for (int i = 0; i < dummyBotList.Count; i++)
{
if (dummyBotList[i].activeSelf)
{
dummyBotList[i].transform.position = ChooseRandomPosition(range / 2);
dummyBotList[i].GetComponent<DummyBot>().nextActionTime = -1f;
dummyBotList[i].GetComponent<DummyBot>().recoverTime = recoverTime; //Reset the recoverTime also
dummyBotList[i].GetComponent<DummyBot>().StartCoroutine(dummyBotList[i].GetComponent<DummyBot>().WaitAtStart(1f)); //Frezee bots at the start of the episode.
dummyBotList[i].GetComponent<SphereCollider>().radius = exposureRadius;
dummyBotList[i].GetComponent<DummyBot>().infectionCoeff = infectionCoeff;
if (i < healthyBotCount)
{
//If its not already has the healthyStatus, change it.
if (dummyBotList[i].GetComponent<DummyBot>().m_InfectionStatus != DummyBot.agentStatus.HEALTHY)
{
dummyBotList[i].GetComponent<DummyBot>().m_InfectionStatus = DummyBot.agentStatus.HEALTHY;
dummyBotList[i].GetComponent<DummyBot>().changeAgentStatus();
}
}
else if (i < infectedBotCount + healthyBotCount)
{
//If its not already has the infectedStatus, change the status.
if (dummyBotList[i].GetComponent<DummyBot>().m_InfectionStatus != DummyBot.agentStatus.INFECTED)
{
dummyBotList[i].GetComponent<DummyBot>().m_InfectionStatus = DummyBot.agentStatus.INFECTED;
dummyBotList[i].GetComponent<DummyBot>().changeAgentStatus();
}
}
}
}
}
public void endAllAgentsEpisodes()
{
foreach(GameObject agent in agents)
{
agent.GetComponent<PandemicAgent>().EndEpisode();
}
}
public void addRewardAllAgents(float reward)
{
foreach(GameObject agent in agents)
{
agent.GetComponent<PandemicAgent>().AddReward(reward);
}
}
public void Awake()
{
exportObj = GetComponentInChildren<ExportCsv>().gameObject;
exportObj.GetComponent<ExportCsv>().addHeaders();
statRecorder = GetComponentInChildren<statRecorder>();
if (GetComponentInChildren<PandemicAgent>())
isAgentExist = true;
else isAgentExist = false;
//Find child agents of this pandemicArea
if (isAgentExist)
{
foreach (PandemicAgent agentSript in GetComponentsInChildren<PandemicAgent>())
{
agents.Add(agentSript.gameObject);
}
}
}
public void Start()
{
if (isAgentExist)
{
m_ResetParams = agents[0].GetComponent<PandemicAgent>().m_ResetParams;
healthyBotCount = Mathf.FloorToInt(m_ResetParams.GetWithDefault("healthyCount", healthyBotCount));
infectedBotCount = Mathf.FloorToInt(m_ResetParams.GetWithDefault("infectedCount", infectedBotCount));
}
else //If an agent exist in the environment it will call the ResetPandemicArea() function in OnEpisodeBegin() anyway. So dont call twice.
{
ResetPandemicArea();
}
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
ResetPandemicArea();
if (isAgentExist)
{
foreach (GameObject agent in agents)
{
agent.GetComponent<PandemicAgent>().SetResetParameters();
}
}
//When restart simulation restart also values
//Actually useless in a way we will not use Restart key during the simulation.
exportObj.GetComponent<ExportCsv>().record();
}
}
}
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