extends AIController3D @onready var grid_sensor_3d = $GridSensor3D var fb_action : float = 0.0 var turn_action : float = 0.0 var _player_positions : = Deque.new() func _ready(): super._ready() _player_positions.max_size = 80 # 10 steps with repeat of 8 func get_obs() -> Dictionary: var obs = grid_sensor_3d.get_observation() return {"obs": obs} func get_reward() -> float: return reward + keep_moving_reward() func keep_moving_reward() -> float: var mean_position = Vector3.ZERO for pos in _player_positions: mean_position += pos mean_position /= _player_positions.size() var penalty = 0.0 for pos in _player_positions: penalty += (pos-mean_position).length() #prints("penalty", 0.01*(penalty / _player_positions.size())) return 0.005*(penalty / _player_positions.size()) func _physics_process(delta): _player_positions.push_back(_player.position) func reset(): super.reset() _player_positions.clear() _player_positions.push_back(_player.position) func get_action_space() -> Dictionary: return { "fb" : { "size": 1, "action_type": "continuous" }, "turn" : { "size": 1, "action_type": "continuous" }, } func set_action(action) -> void: fb_action = clamp(action["fb"][0], -1.0, 1.0) turn_action = clamp(action["turn"][0], -1.0, 1.0)