extends AIController3D func _physics_process(_delta): n_steps += 1 if n_steps >= reset_after: done = true needs_reset = true if needs_reset: _player.emit_signal("reset", _player) reset() func get_obs() -> Dictionary: var obs = [] var ray_obs = $RayCastSensor3D.calculate_raycasts() var goal_distance = _player.global_transform.origin.distance_to(_player.goal.global_transform.origin) var goal_vector = (_player.goal.global_transform.origin - _player.global_transform.origin).normalized() goal_vector = goal_vector.rotated(Vector3.UP, -_player.rotation.y) goal_distance = clamp(goal_distance, 0.0, 20.0) obs.append_array(ray_obs) obs.append_array([goal_distance/20.0, goal_vector.x, goal_vector.y, goal_vector.z]) obs.append(_player.is_on_floor()) var level_obs = [0.0,0.0,0.0,0.0] level_obs[_player.current_level] = 1.0 obs.append_array(level_obs) return {"obs":obs} func get_reward(): var current_reward = reward reward = 0 # reset the reward to zero checked every decision step return current_reward func get_action_space(): return { "jump": {"size": 1, "action_type": "continuous"}, "move": {"size": 2, "action_type": "continuous"}, "turn": {"size": 2, "action_type": "continuous"} } func set_action(action): _player.move_action = Vector2(action["move"][0], action["move"][1]) _player.turn_action = Vector2(action["turn"][0], action["turn"][1]) _player.jump_action = action["jump"][0] > 0 func get_obs_space() -> Dictionary: var obs = get_obs() return { "obs": { "size": [len(obs["obs"])], "space": "box" }, }