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extends AIController3D
@export var raycast_sensor: Node3D
@export var other_player_raycast_sensor: Node3D
@export var puck: RigidBody3D
var raycast_sensor_previous_frame
var other_player_raycast_sensor_previous_frame
const POSITION_NORMALIZATION_FACTOR: float = 6.50
const VELOCITY_NORMALIZATION_FACTOR: float = 5.8
func get_obs() -> Dictionary:
# Positions and velocities are converted to the player's frame of reference
# Scaled to be mostly within the -1 to 1 range
var puck_position = (
_player.to_local(puck.global_position) /
POSITION_NORMALIZATION_FACTOR
)
var puck_velocity = (
(_player.global_transform.basis.inverse() *
puck.linear_velocity) /
VELOCITY_NORMALIZATION_FACTOR
)
var player_velocity = (
(_player.global_transform.basis.inverse() *
_player.linear_velocity) /
VELOCITY_NORMALIZATION_FACTOR
)
var goal_position = (
_player.to_local(_player.goal.global_position) /
POSITION_NORMALIZATION_FACTOR
)
var other_player_relative_position = (
_player.to_local(_player.other_player.global_position) /
POSITION_NORMALIZATION_FACTOR
)
var other_player_velocity = (
(_player.global_transform.basis.inverse() *
_player.other_player.linear_velocity) /
VELOCITY_NORMALIZATION_FACTOR
)
var other_player_goal_position = (
_player.to_local(_player.other_player.goal.global_position) /
POSITION_NORMALIZATION_FACTOR
)
var obs = [
# How much of the episode has elapsed
n_steps / float(reset_after),
puck_position.x,
puck_position.z,
player_velocity.x,
player_velocity.z,
puck_velocity.x,
puck_velocity.z,
goal_position.x,
goal_position.z,
other_player_relative_position.x,
other_player_relative_position.z,
other_player_velocity.x,
other_player_velocity.z,
other_player_goal_position.x,
other_player_goal_position.z
]
# Information for the current and previous frame from raycast sensors
# (using two frames to include information about velocity)
var ray_obs = raycast_sensor.get_observation()
obs.append_array(ray_obs)
# If there is not a previous frame, repeat the current frame
if not raycast_sensor_previous_frame:
raycast_sensor_previous_frame = ray_obs
obs.append_array(raycast_sensor_previous_frame)
raycast_sensor_previous_frame = ray_obs
var other_player_ray_obs = other_player_raycast_sensor.get_observation()
obs.append_array(other_player_ray_obs)
if not other_player_raycast_sensor_previous_frame:
other_player_raycast_sensor_previous_frame = other_player_ray_obs
obs.append_array(other_player_raycast_sensor_previous_frame)
other_player_raycast_sensor_previous_frame = other_player_ray_obs
return {"obs": obs}
func reset():
raycast_sensor_previous_frame = null
other_player_raycast_sensor_previous_frame = null
n_steps = 0
needs_reset = false
func get_reward() -> float:
return reward
func get_action_space() -> Dictionary:
return {
"move" : {
"size": 2,
"action_type": "continuous"
}
}
func set_action(action) -> void:
_player.requested_movement = Vector3(
clampf(action.move[0], -1, 1),
0,
clampf(action.move[1], -1, 1)
)