diff --git a/docs/Learning-Environment-Create-New.md b/docs/Learning-Environment-Create-New.md index 6e9fdf8af9..cb3f6b62a3 100644 --- a/docs/Learning-Environment-Create-New.md +++ b/docs/Learning-Environment-Create-New.md @@ -65,11 +65,11 @@ The "physical" components of the environment include a Plane to act as the floor for the Agent to move around on, a Cube to act as the goal or target for the agent to seek, and a Sphere to represent the Agent itself. -### Create the floor plane +### Create the Floor Plane 1. Right click in Hierarchy window, select 3D Object > Plane. 2. Name the GameObject "Floor." -3. Select Plane to view its properties in the Inspector window. +3. Select the Floor Plane to view its properties in the Inspector window. 4. Set Transform to Position = (0, 0, 0), Rotation = (0, 0, 0), Scale = (1, 1, 1). 5. On the Plane's Mesh Renderer, expand the Materials property and change the default-material to *LightGridFloorSquare* (or any suitable material of your choice). @@ -84,7 +84,7 @@ different material from the list of all materials currently in the project.) 1. Right click in Hierarchy window, select 3D Object > Cube. 2. Name the GameObject "Target" -3. Select Target to view its properties in the Inspector window. +3. Select the Target Cube to view its properties in the Inspector window. 4. Set Transform to Position = (3, 0.5, 3), Rotation = (0, 0, 0), Scale = (1, 1, 1). 5. On the Cube's Mesh Renderer, expand the Materials property and change the default-material to *Block*. @@ -95,7 +95,7 @@ different material from the list of all materials currently in the project.) 1. Right click in Hierarchy window, select 3D Object > Sphere. 2. Name the GameObject "RollerAgent" -3. Select Target to view its properties in the Inspector window. +3. Select the RollerAgent Sphere to view its properties in the Inspector window. 4. Set Transform to Position = (0, 0.5, 0), Rotation = (0, 0, 0), Scale = (1, 1, 1). 5. On the Sphere's Mesh Renderer, expand the Materials property and change the default-material to *CheckerSquare*. @@ -162,7 +162,7 @@ in the Inspector window. The Brain object encapsulates the decision making process. An Agent sends its observations to its Brain and expects a decision in return. The type of the Brain -(Learning, Heuristic or player) determines how the Brain makes decisions. +(Learning, Heuristic or Player) determines how the Brain makes decisions. To create the Brain: 1. Go to **Assets** > **Create** > **ML-Agents** and select the type of Brain asset diff --git a/docs/Learning-Environment-Executable.md b/docs/Learning-Environment-Executable.md index c87e26fb71..68d41bba44 100644 --- a/docs/Learning-Environment-Executable.md +++ b/docs/Learning-Environment-Executable.md @@ -21,7 +21,7 @@ environment: 3. Using the file dialog that opens, locate the `UnitySDK` folder within the ML-Agents project and click **Open**. 4. In the **Project** window, navigate to the folder - `Assets/ML-Agents/Examples/3DBall/`. + `Assets/ML-Agents/Examples/3DBall/Scenes/`. 5. Double-click the `3DBall` file to load the scene containing the Balance Ball environment. @@ -30,7 +30,10 @@ environment: Make sure the Brains in the scene have the right type. For example, if you want to be able to control your agents from Python, you will need to put the Brain controlling the Agents to be a **Learning Brain** and drag it into the -Academy's `Broadcast Hub` with the `Control` checkbox checked. +Academy's `Broadcast Hub` with the `Control` checkbox checked. In the 3DBall +scene, this can be done in the Platform GameObject within the Game prefab in +`Assets/ML-Agents/Examples/3DBall/Prefabs/`, or in each instance of the +Platform in the Scene. Next, we want the set up scene to play correctly when the training process launches our environment executable. This means: @@ -48,7 +51,7 @@ launches our environment executable. This means: * (optional) Select “Development Build” to [log debug messages](https://docs.unity3d.com/Manual/LogFiles.html). 5. If any scenes are shown in the **Scenes in Build** list, make sure that the - 3DBall Scene is the only one checked. (If the list is empty, than only the + 3DBall Scene is the only one checked. (If the list is empty, then only the current scene is included in the build). 6. Click **Build**: * In the File dialog, navigate to your ML-Agents directory. diff --git a/docs/images/mlagents-3DBallHierarchy.png b/docs/images/mlagents-3DBallHierarchy.png index 166d506d5a..a853848a48 100644 Binary files a/docs/images/mlagents-3DBallHierarchy.png and b/docs/images/mlagents-3DBallHierarchy.png differ diff --git a/docs/images/mlagents-Open3DBall.png b/docs/images/mlagents-Open3DBall.png index f59092a5bb..840ad6b64f 100644 Binary files a/docs/images/mlagents-Open3DBall.png and b/docs/images/mlagents-Open3DBall.png differ