extends AIController3D var n_steps_without_positive_reward = 0 func reset(): done = true n_steps = 0 n_steps_without_positive_reward = 0 reward = 0.0 needs_reset = false func get_obs(): var next_waypoint_position = GameManager.get_next_waypoint(_player).position var goal_distance = position.distance_to(next_waypoint_position) goal_distance = clamp(goal_distance, 0.0, 40.0) var goal_vector = (next_waypoint_position - position).normalized() goal_vector = goal_vector.rotated(Vector3.UP, -rotation.y) var obs = [] obs.append(goal_distance / 40.0) obs.append_array([goal_vector.x, goal_vector.y, goal_vector.z]) var next_next_waypoint_position = GameManager.get_next_next_waypoint(_player).position var next_next_goal_distance = position.distance_to(next_next_waypoint_position) next_next_goal_distance = clamp(next_next_goal_distance, 0.0, 80.0) var next_next_goal_vector = (next_next_waypoint_position - position).normalized() next_next_goal_vector = next_next_goal_vector.rotated(Vector3.UP, -rotation.y) obs.append(next_next_goal_distance / 80.0) obs.append_array([next_next_goal_vector.x, next_next_goal_vector.y, next_next_goal_vector.z]) obs.append(clamp(_player.brake / 40.0, -1.0, 1.0)) obs.append(clamp(_player.engine_force / 40.0, -1.0, 1.0)) obs.append(clamp(_player.steering, -1.0, 1.0)) obs.append_array( [ clamp(_player.linear_velocity.x / 40.0, -1.0, 1.0), clamp(_player.linear_velocity.y / 40.0, -1.0, 1.0), clamp(_player.linear_velocity.z / 40.0, -1.0, 1.0) ] ) obs.append_array(_player.sensor.get_observation()) return {"obs": obs} func get_action_space(): return { "turn": {"size": 1, "action_type": "continuous"}, "accelerate": {"size": 2, "action_type": "discrete"}, "brake": {"size": 2, "action_type": "discrete"}, } func set_action(action): _player.turn_action = action["turn"][0] _player.acc_action = action["accelerate"] == 1 _player.brake_action = action["brake"] == 1 func get_reward(): var total_reward = reward + shaping_reward() if total_reward <= 0.0: n_steps_without_positive_reward += 1 else: n_steps_without_positive_reward -= 1 n_steps_without_positive_reward = max(0, n_steps_without_positive_reward) return total_reward func shaping_reward(): var s_reward = 0.0 var goal_distance = _player.position.distance_to( GameManager.get_next_waypoint(_player).position ) #prints(goal_distance, best_goal_distance, best_goal_distance - goal_distance) if goal_distance < _player.best_goal_distance: s_reward += _player.best_goal_distance - goal_distance _player.best_goal_distance = goal_distance # A speed based reward var speed_reward = _player.linear_velocity.length() / 100 speed_reward = clamp(speed_reward, 0.0, 0.1) return s_reward + speed_reward