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extends AIController3D |
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class_name LanderAIController |
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func get_obs() -> Dictionary: |
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_player = _player as Lander |
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var player_velocity = _player.get_velocity_in_player_reference() / 50.0 |
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var player_angular_velocity = _player.get_angular_velocity_in_player_reference() / 10.0 |
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var observations : Array = [ |
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n_steps / float(reset_after), |
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player_velocity.x, |
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player_velocity.y, |
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player_velocity.z, |
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player_angular_velocity.x, |
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player_angular_velocity.y, |
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player_angular_velocity.z, |
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_player._legs_in_contact_with_ground / 4.0 |
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] |
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observations.append_array(_player.get_orientation_as_array()) |
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if _player.times_restarted == 0: |
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observations.append_array([0.0, 0.0, 0.0, 0.0]) |
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else: |
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var goal_position: Vector3 = ( |
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_player.get_goal_position_in_player_reference() |
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) |
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observations.append_array( |
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[ |
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goal_position.x, |
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goal_position.y, |
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goal_position.z, |
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_player.get_player_goal_direction_difference() |
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] |
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) |
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observations.append_array(_player.raycast_sensor.get_observation()) |
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return {"obs": observations} |
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func get_reward() -> float: |
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return reward |
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func get_action_space() -> Dictionary: |
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return { |
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"back_thruster" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"forward_thruster" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"left_thruster" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"right_thruster" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"turn_left_thruster" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"turn_right_thruster" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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"up_thruster" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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} |
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func _physics_process(delta): |
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n_steps += 1 |
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if n_steps > reset_after: |
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needs_reset = true |
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done = true |
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reward = _player.episode_ended_unsuccessfully_reward / 10.0 |
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func set_action(action) -> void: |
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_player.up_thruster.thruster_strength = ( |
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action.up_thruster |
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) * _player.up_thruster_max_force |
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_player.forward_thruster.thruster_strength = ( |
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action.forward_thruster |
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) * _player.navigation_thruster_max_force |
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_player.back_thruster.thruster_strength = ( |
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action.back_thruster |
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) * _player.navigation_thruster_max_force |
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_player.left_thruster.thruster_strength = ( |
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action.left_thruster |
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) * _player.navigation_thruster_max_force |
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_player.right_thruster.thruster_strength = ( |
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action.right_thruster |
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) * _player.navigation_thruster_max_force |
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_player.turn_left_thruster.thruster_strength = ( |
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action.turn_left_thruster |
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) * _player.navigation_thruster_max_force |
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_player.turn_right_thruster.thruster_strength = ( |
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action.turn_right_thruster |
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) * _player.navigation_thruster_max_force |
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