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10 changes: 5 additions & 5 deletions docs/Learning-Environment-Create-New.md
Original file line number Diff line number Diff line change
Expand Up @@ -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).
Expand All @@ -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*.
Expand All @@ -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*.
Expand Down Expand Up @@ -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
Expand Down
9 changes: 6 additions & 3 deletions docs/Learning-Environment-Executable.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand All @@ -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:
Expand All @@ -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.
Expand Down
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