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extends AIController3D |
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var n_steps_without_positive_reward = 0 |
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func reset(): |
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done = true |
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n_steps = 0 |
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n_steps_without_positive_reward = 0 |
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reward = 0.0 |
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needs_reset = false |
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func get_obs(): |
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var next_waypoint_position = GameManager.get_next_waypoint(_player).position |
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var goal_distance = position.distance_to(next_waypoint_position) |
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goal_distance = clamp(goal_distance, 0.0, 40.0) |
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var goal_vector = (next_waypoint_position - position).normalized() |
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goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) |
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var obs = [] |
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obs.append(goal_distance / 40.0) |
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obs.append_array([goal_vector.x, goal_vector.y, goal_vector.z]) |
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var next_next_waypoint_position = GameManager.get_next_next_waypoint(_player).position |
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var next_next_goal_distance = position.distance_to(next_next_waypoint_position) |
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next_next_goal_distance = clamp(next_next_goal_distance, 0.0, 80.0) |
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var next_next_goal_vector = (next_next_waypoint_position - position).normalized() |
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next_next_goal_vector = next_next_goal_vector.rotated(Vector3.UP, -rotation.y) |
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obs.append(next_next_goal_distance / 80.0) |
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obs.append_array([next_next_goal_vector.x, next_next_goal_vector.y, next_next_goal_vector.z]) |
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obs.append(clamp(_player.brake / 40.0, -1.0, 1.0)) |
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obs.append(clamp(_player.engine_force / 40.0, -1.0, 1.0)) |
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obs.append(clamp(_player.steering, -1.0, 1.0)) |
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obs.append_array( |
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[ |
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clamp(_player.linear_velocity.x / 40.0, -1.0, 1.0), |
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clamp(_player.linear_velocity.y / 40.0, -1.0, 1.0), |
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clamp(_player.linear_velocity.z / 40.0, -1.0, 1.0) |
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] |
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) |
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obs.append_array(_player.sensor.get_observation()) |
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return {"obs": obs} |
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func get_action_space(): |
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return { |
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"turn": {"size": 1, "action_type": "continuous"}, |
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"accelerate": {"size": 2, "action_type": "discrete"}, |
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"brake": {"size": 2, "action_type": "discrete"}, |
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} |
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func set_action(action): |
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_player.turn_action = action["turn"][0] |
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_player.acc_action = action["accelerate"] == 1 |
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_player.brake_action = action["brake"] == 1 |
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func get_reward(): |
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var total_reward = reward + shaping_reward() |
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if total_reward <= 0.0: |
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n_steps_without_positive_reward += 1 |
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else: |
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n_steps_without_positive_reward -= 1 |
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n_steps_without_positive_reward = max(0, n_steps_without_positive_reward) |
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return total_reward |
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func shaping_reward(): |
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var s_reward = 0.0 |
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var goal_distance = _player.position.distance_to( |
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GameManager.get_next_waypoint(_player).position |
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) |
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#prints(goal_distance, best_goal_distance, best_goal_distance - goal_distance) |
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if goal_distance < _player.best_goal_distance: |
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s_reward += _player.best_goal_distance - goal_distance |
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_player.best_goal_distance = goal_distance |
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# A speed based reward |
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var speed_reward = _player.linear_velocity.length() / 100 |
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speed_reward = clamp(speed_reward, 0.0, 0.1) |
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return s_reward + speed_reward |
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