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Plan of Approach
Nils Meijer edited this page Mar 29, 2024
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1 revision
Some resources:
Magnus shocked by world’s most advanced climbing AI
AI vs. Stairs (deep reinforcement learning). While not necessarily related to bouldering, this video shows a machine learning agent that's put in a ragdoll, so perhaps it's to some use to me.
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Some way to grab and hold on to the wall
- Hands & feet - sensor in each
- Unity ragdolls?
- Colliders on the wall
- Hands & feet - sensor in each
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A way to detect where grabbable points are
- Raycasts
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The AI can exert force from its hands & feet, to move towards a position.
- A reward when:
- it manages to reach a new record height
- it grabs a stone which has a position above the agents height
- it has no exhaustion (explained below)
- Some sort of "exhaustion" parameter
- This should encourage trying to gain stability; holding onto the wall with as many body parts as possible (so preferably both hands and feet)
- Hanging on to a wall with less than 4 body parts will gradually start to fill up the exhaustion meter.
- When the exhaustion meter reaches 100, the agent gives up and falls down.
- Exhaustion grows when the agent tries to counter gravity
- When the wall is slightly inclined, the agent is able to rest and decrease its exhaustion meter. * However, having an exhaustion meter at 0 will result in punishment. This should prevent the agent from being too comfortable in its spot.
- When the wall is straight up (no angle), there is no difference in exhaustion acceleration.
- When the wall is slightly declined, the agent has to make use of all his "muscles" to hold on.
- A punishment when a condition is not satisfied
- When it touches the ground
- Becoming "exhausted"
- A level
- Increasing difficulty
- Should be scalable and yet diverse (randomness implementation)
- Procedural generation?
- A wall prefab. Contains script that depending on selected difficulty, places x amount of grabbing stones for every x unit on the wall.
- Grabbing stone prefabs. Are classed per difficulty.
- Procedural generation?
1. Beginner
2. Intermediate
3. Strong climber
4. Expert
5. Boulderman
Let's define what each difficulty looks like.
- Basic wall structure. Short height
- Plenty of grabbing points to hold on to - 100%
- Slight wall incline. This allows for more stability and lets the agent rest, decreasing the exhaustion meter.
- Longer wall height.
- A bit less grabbing points - 80%
- No wall incline.
- Even longer wall height
- Rotating wall (cylinder shape)
- Even less grabbing points - 60%
- Wall overhangs
- Collectibles on the climbing course: incentive for riskier climbs
- Even less grabbing points - 50%
- Time pressure
- Rocks falling down
- Collectibles on the climbing course: incentive for riskier climbs
- Very little grabbing points - 30%