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extends AIController3D |
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class_name RobotAIController |
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@onready var robot: Robot = get_parent() |
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@onready var sensors: Array[Node] = $"../Sensors".get_children() |
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@onready var level_manager = robot.level_manager |
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var closest_goal_position |
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func reset(): |
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super.reset() |
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closest_goal_position = xz_distance(robot.global_position, |
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robot.current_goal_transform.origin) |
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func _physics_process(_delta): |
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n_steps += 1 |
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if n_steps > reset_after: |
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needs_reset = true |
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done = true |
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reward -= 1 |
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func get_obs() -> Dictionary: |
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var velocity: Vector3 = robot.get_real_velocity().limit_length(20.0) / 20.0 |
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var current_goal_position: Vector3 = robot.current_goal_transform.origin |
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var local_goal_position = robot.to_local(current_goal_position).limit_length(40.0) / 40.0 |
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var closest_coin = level_manager.get_closest_active_coin(robot.global_position, robot.current_level) |
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var closest_coin_position: Vector3 = Vector3.ZERO |
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if closest_coin: |
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closest_coin_position = robot.to_local(closest_coin.global_position) |
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if closest_coin_position.length() > 30.0: |
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closest_coin_position = Vector3.ZERO |
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var closest_enemy: Enemy = level_manager.get_closest_enemy(robot.global_position) |
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var closest_enemy_position: Vector3 = Vector3.ZERO |
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var closest_enemy_direction: float = 0.0 |
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if closest_enemy: |
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closest_enemy_position = robot.to_local(closest_enemy.global_position) |
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closest_enemy_direction = float(closest_enemy.movement_direction) |
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if closest_enemy_position.length() > 30.0: |
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closest_enemy_position = Vector3.ZERO |
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closest_enemy_direction = 0.0 |
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var observations: Array[float] = [ |
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float(n_steps) / reset_after, |
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local_goal_position.x, |
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local_goal_position.y, |
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local_goal_position.z, |
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closest_coin_position.x, |
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closest_coin_position.y, |
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closest_coin_position.z, |
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closest_enemy_position.x, |
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closest_enemy_position.y, |
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closest_enemy_position.z, |
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closest_enemy_direction, |
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velocity.x, |
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velocity.y, |
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velocity.z, |
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float(robot.level_manager.check_all_coins_collected(robot.current_level)) |
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] |
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observations.append_array(get_raycast_sensor_obs()) |
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return {"obs": observations} |
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func xz_distance(vector1: Vector3, vector2: Vector3): |
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var vec1_xz := Vector2(vector1.x, vector1.z) |
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var vec2_xz := Vector2(vector2.x, vector2.z) |
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return vec1_xz.distance_to(vec2_xz) |
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func get_reward() -> float: |
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var current_goal_position = xz_distance(robot.global_position, |
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robot.current_goal_transform.origin) |
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if not closest_goal_position: |
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closest_goal_position = current_goal_position |
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if current_goal_position < closest_goal_position: |
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reward += (closest_goal_position - current_goal_position) / 10.0 |
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closest_goal_position = current_goal_position |
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return reward |
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func get_action_space() -> Dictionary: |
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return { |
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"movement" : { |
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"size": 2, |
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"action_type": "continuous" |
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} |
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} |
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func set_action(action) -> void: |
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robot.requested_movement = Vector3( |
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clampf(action.movement[0], -1.0, 1.0), |
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0.0, |
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clampf(action.movement[1], -1.0, 1.0)).limit_length(1.0) |
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func get_raycast_sensor_obs(): |
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var all_raycast_sensor_obs: Array[float] = [] |
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for raycast_sensor in sensors: |
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all_raycast_sensor_obs.append_array(raycast_sensor.get_observation()) |
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return all_raycast_sensor_obs |
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