extends AIController3D class_name LanderAIController ## AIController for the Lander. Handles the action definitions, actions, observations, ## passes the rewards and resets the episode on timeout. func get_obs() -> Dictionary: _player = _player as Lander # Positions and velocities are converted to the player's frame of reference var player_velocity = _player.get_velocity_in_player_reference() / 50.0 var player_angular_velocity = _player.get_angular_velocity_in_player_reference() / 10.0 var observations : Array = [ n_steps / float(reset_after), player_velocity.x, player_velocity.y, player_velocity.z, player_angular_velocity.x, player_angular_velocity.y, player_angular_velocity.z, _player._legs_in_contact_with_ground / 4.0 ] observations.append_array(_player.get_orientation_as_array()) # After the first reset, the landing position will be assigned if _player.times_restarted == 0: observations.append_array([0.0, 0.0, 0.0, 0.0]) else: var goal_position: Vector3 = ( _player.get_goal_position_in_player_reference() ) observations.append_array( [ goal_position.x, goal_position.y, goal_position.z, _player.get_player_goal_direction_difference() ] ) observations.append_array(_player.raycast_sensor.get_observation()) return {"obs": observations} func get_reward() -> float: return reward func get_action_space() -> Dictionary: return { "back_thruster" : { "size": 2, "action_type": "discrete" }, "forward_thruster" : { "size": 2, "action_type": "discrete" }, "left_thruster" : { "size": 2, "action_type": "discrete" }, "right_thruster" : { "size": 2, "action_type": "discrete" }, "turn_left_thruster" : { "size": 2, "action_type": "discrete" }, "turn_right_thruster" : { "size": 2, "action_type": "discrete" }, "up_thruster" : { "size": 2, "action_type": "discrete" }, } func _physics_process(delta): n_steps += 1 if n_steps > reset_after: needs_reset = true done = true reward = _player.episode_ended_unsuccessfully_reward / 10.0 func set_action(action) -> void: _player.up_thruster.thruster_strength = ( action.up_thruster ) * _player.up_thruster_max_force _player.forward_thruster.thruster_strength = ( action.forward_thruster ) * _player.navigation_thruster_max_force _player.back_thruster.thruster_strength = ( action.back_thruster ) * _player.navigation_thruster_max_force _player.left_thruster.thruster_strength = ( action.left_thruster ) * _player.navigation_thruster_max_force _player.right_thruster.thruster_strength = ( action.right_thruster ) * _player.navigation_thruster_max_force _player.turn_left_thruster.thruster_strength = ( action.turn_left_thruster ) * _player.navigation_thruster_max_force _player.turn_right_thruster.thruster_strength = ( action.turn_right_thruster ) * _player.navigation_thruster_max_force