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) )