extends Node class_name AIController # ------------------ Godot RL Agents Logic ------------------------------------# @export var reset_after := 1000 var heuristic := "human" var done := false var reward := 0.0 var n_steps := 0 var needs_reset := false func _ready(): add_to_group("AGENT") #-- Methods that need implementing using the "extend script" option in Godot --# func get_obs() -> Dictionary: assert(false, "the get_obs method is not implemented when extending from ai_controller") return {"obs":[]} func get_reward() -> float: assert(false, "the get_reward method is not implemented when extending from ai_controller") return 0.0 func get_action_space() -> Dictionary: assert(false, "the get get_action_space method is not implemented when extending from ai_controller") return { "example_actions_continous" : { "size": 2, "action_type": "continuous" }, "example_actions_discrete" : { "size": 2, "action_type": "discrete" }, } func set_action(action) -> void: assert(false, "the get set_action method is not implemented when extending from ai_controller") # -----------------------------------------------------------------------------# func _physics_process(delta): n_steps += 1 if n_steps > reset_after: needs_reset = true func get_obs_space(): # may need overriding if the obs space is complex var obs = get_obs() return { "obs": { "size": [len(obs["obs"])], "space": "box" }, } func reset(): n_steps = 0 needs_reset = false func reset_if_done(): if done: reset() func set_heuristic(h): # sets the heuristic from "human" or "model" nothing to change here heuristic = h func get_done(): return done func set_done_false(): done = false func zero_reward(): reward = 0.0