| extends AIController3D | |
| func _physics_process(_delta): | |
| n_steps += 1 | |
| if n_steps >= reset_after: | |
| done = true | |
| needs_reset = true | |
| if needs_reset: | |
| _player.emit_signal("reset", _player) | |
| reset() | |
| func get_obs() -> Dictionary: | |
| var obs = [] | |
| var ray_obs = $RayCastSensor3D.calculate_raycasts() | |
| var goal_distance = _player.global_transform.origin.distance_to(_player.goal.global_transform.origin) | |
| var goal_vector = (_player.goal.global_transform.origin - _player.global_transform.origin).normalized() | |
| goal_vector = goal_vector.rotated(Vector3.UP, -_player.rotation.y) | |
| goal_distance = clamp(goal_distance, 0.0, 20.0) | |
| obs.append_array(ray_obs) | |
| obs.append_array([goal_distance/20.0, goal_vector.x, goal_vector.y, goal_vector.z]) | |
| obs.append(_player.is_on_floor()) | |
| var level_obs = [0.0,0.0,0.0,0.0] | |
| level_obs[_player.current_level] = 1.0 | |
| obs.append_array(level_obs) | |
| return {"obs":obs} | |
| func get_reward(): | |
| var current_reward = reward | |
| reward = 0 # reset the reward to zero checked every decision step | |
| return current_reward | |
| func get_action_space(): | |
| return { | |
| "jump": {"size": 1, "action_type": "continuous"}, | |
| "move": {"size": 2, "action_type": "continuous"}, | |
| "turn": {"size": 2, "action_type": "continuous"} | |
| } | |
| func set_action(action): | |
| _player.move_action = Vector2(action["move"][0], action["move"][1]) | |
| _player.turn_action = Vector2(action["turn"][0], action["turn"][1]) | |
| _player.jump_action = action["jump"][0] > 0 | |
| func get_obs_space() -> Dictionary: | |
| var obs = get_obs() | |
| return { | |
| "obs": { | |
| "size": [len(obs["obs"])], | |
| "space": "box" | |
| }, | |
| } | |