Comments (7)
New Reward Scheme
score -> 1 - out of bounds reward( the further out, the lower reward
lose -> -0.5 - out of bounds reward, clamped to -1 as a minimum value, and 0 as a maximum value
Hopefully this will have an effect of incentivizing agents to stay inside boundaries.
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this issue is still not resolved completely it seems. I am observing inconsistent behavior between teams.
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visit this link to see the tensorboard results for this week's training.
The run sense
did better than the other two runs, because I fixed a bug where the observations were relative to world instead of agent. As referenced above, though, the blue agents still behave oddly.
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These videos show how the agents performed.
run-id: skill
Blue always moved away from the field, so I added a penalty to going outside the boundaries.
run-id: tune
After this run, I realized something was wrong with the sensor inputs as blue is still always moving away from the net. I changed so that all observations are relative to the agent.
run-id: sense
There's still a positioning problem, albeit opposite the other runs.
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run-id: aim
no clip, but ELO dropped extremely quickly. Agents tended to avoid the ball after service.
run-id: hitreward
Added a small reward for hitting the ball, which meant agents were incentivized to hit the ball, but it turned out to only improve the ELO by a bit. The agents quickly settled into the same behaviour, avoiding the inside of the area.
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After a while, the agents tended towards the same policy: running away.
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What's Next?
There are currently 2 paths I've identified for training.
Straight Shot( No fixed skill ) path of training
I've found the bug that forced the agents to learn bad behaviour: the environment would reset itself at seemingly random after service. Each agent earns no rewards during the process, and thus, can learn bad behaviour.
If we continued the straight shot path of training, I would just upgrade the ml-agents version and refactor the codebase a little bit, then start training right away.
Fixed Skill
Unfortunately, I wasn't able to find examples of MARL trained agents with fixed skill, other than in ai-economist
This approach requires an implementation of how skill works, which, given that ai-economist just specifies it as 'skill', I would need to model on my own. The leading candidate solution right now is the concept of a skill graph, with attributes defining the skill an agent has.
For volleyball, I've specified 3 attributes to contribute to skill:
- Power
- Accuracy
- Speed
These can easily be implemented for the agent to use an hopefully it will help speed up training.
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Related Issues (14)
- Hit function does not register HOT 1
- Train agents HOT 1
- Create VR player rig
- Implement VR Controls
- Playtest VR
- Rework Playing Area
- Update Literature Review
- Add scoring system HOT 1
- Rework Agent Visuals
- Agent input with raycasts might not be effective for 3D ball detection HOT 1
- Implement visual observations
- Rework Playing Area HOT 1
- Add better directional control
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