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Minor fixes to Create New and Executable tutorials (#1486)
* Wording and filepath changes to tutorials * Retake editor images to match v0.6 Retake editor images so that the filepaths and Brain names match what they actually are.
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docs/Learning-Environment-Create-New.md

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@@ -65,11 +65,11 @@ The "physical" components of the environment include a Plane to act as the floor
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for the Agent to move around on, a Cube to act as the goal or target for the
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agent to seek, and a Sphere to represent the Agent itself.
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### Create the floor plane
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### Create the Floor Plane
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1. Right click in Hierarchy window, select 3D Object > Plane.
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2. Name the GameObject "Floor."
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3. Select Plane to view its properties in the Inspector window.
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3. Select the Floor Plane to view its properties in the Inspector window.
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4. Set Transform to Position = (0, 0, 0), Rotation = (0, 0, 0), Scale = (1, 1, 1).
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5. On the Plane's Mesh Renderer, expand the Materials property and change the
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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.)
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1. Right click in Hierarchy window, select 3D Object > Cube.
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2. Name the GameObject "Target"
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3. Select Target to view its properties in the Inspector window.
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3. Select the Target Cube to view its properties in the Inspector window.
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4. Set Transform to Position = (3, 0.5, 3), Rotation = (0, 0, 0), Scale = (1, 1, 1).
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5. On the Cube's Mesh Renderer, expand the Materials property and change the
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default-material to *Block*.
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1. Right click in Hierarchy window, select 3D Object > Sphere.
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2. Name the GameObject "RollerAgent"
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3. Select Target to view its properties in the Inspector window.
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3. Select the RollerAgent Sphere to view its properties in the Inspector window.
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4. Set Transform to Position = (0, 0.5, 0), Rotation = (0, 0, 0), Scale = (1, 1, 1).
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5. On the Sphere's Mesh Renderer, expand the Materials property and change the
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default-material to *CheckerSquare*.
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The Brain object encapsulates the decision making process. An Agent sends its
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observations to its Brain and expects a decision in return. The type of the Brain
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(Learning, Heuristic or player) determines how the Brain makes decisions.
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(Learning, Heuristic or Player) determines how the Brain makes decisions.
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To create the Brain:
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1. Go to **Assets** > **Create** > **ML-Agents** and select the type of Brain asset

docs/Learning-Environment-Executable.md

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@@ -21,7 +21,7 @@ environment:
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3. Using the file dialog that opens, locate the `UnitySDK` folder within the
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ML-Agents project and click **Open**.
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4. In the **Project** window, navigate to the folder
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`Assets/ML-Agents/Examples/3DBall/`.
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`Assets/ML-Agents/Examples/3DBall/Scenes/`.
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5. Double-click the `3DBall` file to load the scene containing the Balance Ball
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environment.
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Make sure the Brains in the scene have the right type. For example, if you want
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to be able to control your agents from Python, you will need to put the Brain
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controlling the Agents to be a **Learning Brain** and drag it into the
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Academy's `Broadcast Hub` with the `Control` checkbox checked.
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Academy's `Broadcast Hub` with the `Control` checkbox checked. In the 3DBall
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scene, this can be done in the Platform GameObject within the Game prefab in
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`Assets/ML-Agents/Examples/3DBall/Prefabs/`, or in each instance of the
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Platform in the Scene.
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Next, we want the set up scene to play correctly when the training process
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launches our environment executable. This means:
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* (optional) Select “Development Build” to [log debug
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messages](https://docs.unity3d.com/Manual/LogFiles.html).
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5. If any scenes are shown in the **Scenes in Build** list, make sure that the
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3DBall Scene is the only one checked. (If the list is empty, than only the
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3DBall Scene is the only one checked. (If the list is empty, then only the
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current scene is included in the build).
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6. Click **Build**:
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* In the File dialog, navigate to your ML-Agents directory.
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