edbeeching HF staff commited on
Commit
33faff4
1 Parent(s): d637554

Upload folder using huggingface_hub

Browse files
AIController2D.gd ADDED
@@ -0,0 +1,47 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends AIController2D
2
+
3
+
4
+ func _ready():
5
+ reset()
6
+
7
+
8
+ func _physics_process(_delta):
9
+ n_steps += 1
10
+ if n_steps > reset_after:
11
+ needs_reset = true
12
+ done = true
13
+
14
+ if needs_reset:
15
+ needs_reset = false
16
+ reset()
17
+
18
+
19
+ func get_reward():
20
+ return reward
21
+
22
+
23
+ func get_obs():
24
+ var relative = to_local(_player.get_fruit_position())
25
+ var distance = relative.length() / 1500.0
26
+ relative = relative.normalized()
27
+ var result := []
28
+ result.append(((position.x / _player.WIDTH) - 0.5) * 2)
29
+ result.append(((position.y / _player.HEIGHT) - 0.5) * 2)
30
+ result.append(relative.x)
31
+ result.append(relative.y)
32
+ result.append(distance)
33
+ var raycast_obs = _player.raycast_sensor.get_observation()
34
+ result.append_array(raycast_obs)
35
+
36
+ return {
37
+ "obs": result,
38
+ }
39
+
40
+
41
+ func set_action(action):
42
+ _player._action.x = action["move"][0]
43
+ _player._action.y = action["move"][1]
44
+
45
+
46
+ func get_action_space():
47
+ return {"move": {"size": 2, "action_type": "continuous"}}
BallChase.csproj CHANGED
@@ -1,4 +1,4 @@
1
- <Project Sdk="Godot.NET.Sdk/4.1.1">
2
  <PropertyGroup>
3
  <TargetFramework>net6.0</TargetFramework>
4
  <EnableDynamicLoading>true</EnableDynamicLoading>
 
1
+ <Project Sdk="Godot.NET.Sdk/4.1.3">
2
  <PropertyGroup>
3
  <TargetFramework>net6.0</TargetFramework>
4
  <EnableDynamicLoading>true</EnableDynamicLoading>
BallChase.tscn CHANGED
@@ -1,9 +1,10 @@
1
- [gd_scene load_steps=13 format=3 uid="uid://bj8j0v5unredq"]
2
 
3
  [ext_resource type="Script" path="res://Player.gd" id="1"]
4
  [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="2"]
5
- [ext_resource type="Texture2D" uid="uid://c77mj86i50gub" path="res://cherry.png" id="3_25acu"]
6
- [ext_resource type="Texture2D" uid="uid://cy4acafft8vjv" path="res://lollipopGreen.png" id="3_ty2qt"]
 
7
 
8
  [sub_resource type="CircleShape2D" id="1"]
9
  radius = 30.0
@@ -41,7 +42,7 @@ glow_blend_mode = 0
41
 
42
  [node name="BallChase" type="Node2D"]
43
 
44
- [node name="Player" type="CharacterBody2D" parent="." groups=["AGENT"]]
45
  position = Vector2(281.728, 162.943)
46
  script = ExtResource("1")
47
 
@@ -56,6 +57,10 @@ collide_with_areas = true
56
  scale = Vector2(0.9, 0.9)
57
  texture = ExtResource("3_ty2qt")
58
 
 
 
 
 
59
  [node name="Fruit" type="Area2D" parent="."]
60
  position = Vector2(1095.01, 578.224)
61
  collision_layer = 2
 
1
+ [gd_scene load_steps=14 format=3 uid="uid://bj8j0v5unredq"]
2
 
3
  [ext_resource type="Script" path="res://Player.gd" id="1"]
4
  [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="2"]
5
+ [ext_resource type="Texture2D" uid="uid://3wc0oii4d560" path="res://cherry.png" id="3_25acu"]
6
+ [ext_resource type="Texture2D" uid="uid://cje1ar3xnl01x" path="res://lollipopGreen.png" id="3_ty2qt"]
7
+ [ext_resource type="Script" path="res://AIController2D.gd" id="4_hrp2t"]
8
 
9
  [sub_resource type="CircleShape2D" id="1"]
10
  radius = 30.0
 
42
 
43
  [node name="BallChase" type="Node2D"]
44
 
45
+ [node name="Player" type="CharacterBody2D" parent="."]
46
  position = Vector2(281.728, 162.943)
47
  script = ExtResource("1")
48
 
 
57
  scale = Vector2(0.9, 0.9)
58
  texture = ExtResource("3_ty2qt")
59
 
60
+ [node name="AIController2D" type="Node2D" parent="Player" groups=["AGENT"]]
61
+ script = ExtResource("4_hrp2t")
62
+ reset_after = 20000
63
+
64
  [node name="Fruit" type="Area2D" parent="."]
65
  position = Vector2(1095.01, 578.224)
66
  collision_layer = 2
Player.gd CHANGED
@@ -1,49 +1,32 @@
1
  extends CharacterBody2D
2
 
3
-
4
- # Declare member variables here. Examples:
5
- # var a = 2
6
- # var b = "text"
7
  const pad = 100
8
  const WIDTH = 1280
9
  const HEIGHT = 720
10
  const MAX_FRUIT = 10
11
- var _bounds := Rect2(pad,pad,WIDTH-2*pad,HEIGHT-2*pad)
12
 
13
  @export var speed := 500
14
  @export var friction = 0.18
15
  var _velocity := Vector2.ZERO
16
  var _action = Vector2.ZERO
17
- var _heuristic = "player"
18
  @onready var fruit = $"../Fruit"
19
  @onready var raycast_sensor = $"RaycastSensor2D"
20
  @onready var walls := $"../Walls"
21
  @onready var colision_shape := $"CollisionShape2D"
 
22
  var fruit_just_entered = false
23
  var just_hit_wall = false
24
- var done = false
25
  var best_fruit_distance = 10000.0
26
  var fruit_count = 0
27
- var n_steps = 0
28
- var MAX_STEPS = 20000
29
- var needs_reset = false
30
- var reward = 0.0
31
 
32
  func _ready():
 
33
  raycast_sensor.activate()
34
- reset()
35
-
36
- func _physics_process(delta):
37
- n_steps +=1
38
- if n_steps >= MAX_STEPS:
39
- done = true
40
- needs_reset = true
41
-
42
- if needs_reset:
43
- needs_reset = false
44
- reset()
45
- return
46
-
47
  var direction = get_direction()
48
  if direction.length() > 1.0:
49
  direction = direction.normalized()
@@ -53,169 +36,116 @@ func _physics_process(delta):
53
  set_velocity(_velocity)
54
  move_and_slide()
55
  _velocity = velocity
56
-
57
  update_reward()
58
-
59
  if Input.is_action_just_pressed("r_key"):
60
- reset()
61
 
62
- func reset():
63
- needs_reset = false
64
  fruit_just_entered = false
65
  just_hit_wall = false
66
- #done = false
67
  fruit_count = 0
68
  _velocity = Vector2.ZERO
69
  _action = Vector2.ZERO
70
  position = _calculate_new_position()
71
  spawn_fruit()
72
-
73
- # position.x = randf_range(_bounds.position.x, _bounds.end.x)
74
- # position.y = randf_range(_bounds.position.y, _bounds.end.y)
75
- # fruit.position.x = randf_range(_bounds.position.x, _bounds.end.x)
76
- # fruit.position.y = randf_range(_bounds.position.y, _bounds.end.y)
77
  best_fruit_distance = position.distance_to(fruit.position)
78
- n_steps = 0
 
79
 
80
- func _calculate_new_position(position: Vector2=Vector2.ZERO) -> Vector2:
81
  var new_position := Vector2.ZERO
82
  new_position.x = randf_range(_bounds.position.x, _bounds.end.x)
83
- new_position.y = randf_range(_bounds.position.y, _bounds.end.y)
84
-
85
- if (position - new_position).length() < 4.0*colision_shape.shape.get_radius():
86
- return _calculate_new_position(position)
87
 
88
  var radius = colision_shape.shape.get_radius()
89
- var rect = Rect2(new_position-Vector2(radius, radius),
90
- Vector2(radius*2, radius*2)
91
- )
92
  for wall in walls.get_children():
93
  #wall = wall as Area2D
94
  var cr = wall.get_node("ColorRect")
95
- var rect2 = Rect2(cr.get_position()+wall.position, cr.get_size())
96
  if rect.intersects(rect2):
97
  return _calculate_new_position()
98
-
99
  return new_position
100
-
101
-
102
  func get_direction():
103
- if done:
104
  _velocity = Vector2.ZERO
105
  return Vector2.ZERO
106
-
107
- if _heuristic == "model":
108
  return _action
109
-
110
  var direction := Vector2(
111
  Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
112
  Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
113
  )
114
-
115
  return direction
116
-
117
- func set_action(action):
118
- _action.x = action["move"][0]
119
- _action.y = action["move"][1]
120
-
121
- func reset_if_done():
122
- if done:
123
- reset()
124
-
125
- func get_obs():
126
- var relative = fruit.position - position
127
- var distance = relative.length() / 1500.0
128
- relative = relative.normalized()
129
- var result := []
130
- result.append(((position.x / WIDTH)-0.5) * 2)
131
- result.append(((position.y / HEIGHT)-0.5) * 2)
132
- result.append(relative.x)
133
- result.append(relative.y)
134
- result.append(distance)
135
- var raycast_obs = raycast_sensor.get_observation()
136
- result.append_array(raycast_obs)
137
-
138
- return {
139
- "obs": result,
140
- }
141
-
142
-
143
  func update_reward():
144
- reward -= 0.01 # step penalty
145
- reward += shaping_reward()
146
-
147
- func zero_reward():
148
- reward = 0.0
149
 
150
- func get_reward():
151
- return reward
152
 
153
-
154
  func shaping_reward():
155
  var s_reward = 0.0
156
  var fruit_distance = position.distance_to(fruit.position)
157
-
158
  if fruit_distance < best_fruit_distance:
159
  s_reward += best_fruit_distance - fruit_distance
160
  best_fruit_distance = fruit_distance
161
-
162
  s_reward /= 100.0
163
  return s_reward
164
-
165
- func set_heuristic(heuristic):
166
- self._heuristic = heuristic
167
-
168
- func get_obs_space():
169
- # typs of obs space: box, discrete, repeated
170
- return {
171
- "obs": {
172
- "size": [len(get_obs()["obs"])],
173
- "space": "box"
174
- }
175
- }
176
-
177
- func get_action_space():
178
- return {
179
- "move" : {
180
- "size": 2,
181
- "action_type": "continuous"
182
- }
183
- }
184
-
185
- func get_done():
186
- return done
187
-
188
- func set_done_false():
189
- done = false
190
 
191
  func spawn_fruit():
192
  fruit.position = _calculate_new_position(position)
193
  best_fruit_distance = position.distance_to(fruit.position)
194
 
 
195
  func fruit_collected():
196
  fruit_just_entered = true
197
- reward += 10.0
198
  fruit_count += 1
199
  spawn_fruit()
200
- # if fruit_count > MAX_FRUIT:
201
- # done = true
202
 
203
-
204
  func wall_hit():
205
- done = true
206
- reward -= 10.0
207
  just_hit_wall = true
208
- reset()
209
 
210
- func _on_Fruit_body_entered(body):
 
211
  fruit_collected()
212
 
213
 
214
- func _on_LeftWall_body_entered(body):
215
  wall_hit()
216
- func _on_RightWall_body_entered(body):
 
 
217
  wall_hit()
218
- func _on_TopWall_body_entered(body):
 
 
219
  wall_hit()
220
- func _on_BottomWall_body_entered(body):
 
 
221
  wall_hit()
 
1
  extends CharacterBody2D
2
 
 
 
 
 
3
  const pad = 100
4
  const WIDTH = 1280
5
  const HEIGHT = 720
6
  const MAX_FRUIT = 10
7
+ var _bounds := Rect2(pad, pad, WIDTH - 2 * pad, HEIGHT - 2 * pad)
8
 
9
  @export var speed := 500
10
  @export var friction = 0.18
11
  var _velocity := Vector2.ZERO
12
  var _action = Vector2.ZERO
 
13
  @onready var fruit = $"../Fruit"
14
  @onready var raycast_sensor = $"RaycastSensor2D"
15
  @onready var walls := $"../Walls"
16
  @onready var colision_shape := $"CollisionShape2D"
17
+ @onready var ai_controller := $AIController2D
18
  var fruit_just_entered = false
19
  var just_hit_wall = false
 
20
  var best_fruit_distance = 10000.0
21
  var fruit_count = 0
22
+
 
 
 
23
 
24
  func _ready():
25
+ ai_controller.init(self)
26
  raycast_sensor.activate()
27
+
28
+
29
+ func _physics_process(_delta):
 
 
 
 
 
 
 
 
 
 
30
  var direction = get_direction()
31
  if direction.length() > 1.0:
32
  direction = direction.normalized()
 
36
  set_velocity(_velocity)
37
  move_and_slide()
38
  _velocity = velocity
39
+
40
  update_reward()
41
+
42
  if Input.is_action_just_pressed("r_key"):
43
+ game_over()
44
 
45
+
46
+ func game_over():
47
  fruit_just_entered = false
48
  just_hit_wall = false
 
49
  fruit_count = 0
50
  _velocity = Vector2.ZERO
51
  _action = Vector2.ZERO
52
  position = _calculate_new_position()
53
  spawn_fruit()
 
 
 
 
 
54
  best_fruit_distance = position.distance_to(fruit.position)
55
+ ai_controller.reset()
56
+
57
 
58
+ func _calculate_new_position(current_position: Vector2 = Vector2.ZERO) -> Vector2:
59
  var new_position := Vector2.ZERO
60
  new_position.x = randf_range(_bounds.position.x, _bounds.end.x)
61
+ new_position.y = randf_range(_bounds.position.y, _bounds.end.y)
62
+
63
+ if (current_position - new_position).length() < 4.0 * colision_shape.shape.get_radius():
64
+ return _calculate_new_position(current_position)
65
 
66
  var radius = colision_shape.shape.get_radius()
67
+ var rect = Rect2(new_position - Vector2(radius, radius), Vector2(radius * 2, radius * 2))
 
 
68
  for wall in walls.get_children():
69
  #wall = wall as Area2D
70
  var cr = wall.get_node("ColorRect")
71
+ var rect2 = Rect2(cr.get_position() + wall.position, cr.get_size())
72
  if rect.intersects(rect2):
73
  return _calculate_new_position()
74
+
75
  return new_position
76
+
77
+
78
  func get_direction():
79
+ if ai_controller.done:
80
  _velocity = Vector2.ZERO
81
  return Vector2.ZERO
82
+
83
+ if ai_controller.heuristic == "model":
84
  return _action
85
+
86
  var direction := Vector2(
87
  Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
88
  Input.get_action_strength("move_down") - Input.get_action_strength("move_up")
89
  )
90
+
91
  return direction
92
+
93
+
94
+ func get_fruit_position():
95
+ return $"../Fruit".global_position
96
+
97
+
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
98
  func update_reward():
99
+ ai_controller.reward -= 0.01 # step penalty
100
+ ai_controller.reward += shaping_reward()
 
 
 
101
 
 
 
102
 
 
103
  func shaping_reward():
104
  var s_reward = 0.0
105
  var fruit_distance = position.distance_to(fruit.position)
106
+
107
  if fruit_distance < best_fruit_distance:
108
  s_reward += best_fruit_distance - fruit_distance
109
  best_fruit_distance = fruit_distance
110
+
111
  s_reward /= 100.0
112
  return s_reward
113
+
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
114
 
115
  func spawn_fruit():
116
  fruit.position = _calculate_new_position(position)
117
  best_fruit_distance = position.distance_to(fruit.position)
118
 
119
+
120
  func fruit_collected():
121
  fruit_just_entered = true
122
+ ai_controller.reward += 10.0
123
  fruit_count += 1
124
  spawn_fruit()
 
 
125
 
126
+
127
  func wall_hit():
128
+ ai_controller.done = true
129
+ ai_controller.reward -= 10.0
130
  just_hit_wall = true
131
+ game_over()
132
 
133
+
134
+ func _on_Fruit_body_entered(_body):
135
  fruit_collected()
136
 
137
 
138
+ func _on_LeftWall_body_entered(_body):
139
  wall_hit()
140
+
141
+
142
+ func _on_RightWall_body_entered(_body):
143
  wall_hit()
144
+
145
+
146
+ func _on_TopWall_body_entered(_body):
147
  wall_hit()
148
+
149
+
150
+ func _on_BottomWall_body_entered(_body):
151
  wall_hit()
addons/godot_rl_agents/controller/ai_controller_2d.gd CHANGED
@@ -1,8 +1,82 @@
1
- extends AIController
2
  class_name AIController2D
3
 
4
- # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
 
 
 
 
 
5
  var _player: Node2D
6
 
 
 
 
7
  func init(player: Node2D):
8
  _player = player
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
  class_name AIController2D
3
 
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
  var _player: Node2D
13
 
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
  func init(player: Node2D):
18
  _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
81
+
82
+
addons/godot_rl_agents/controller/ai_controller_3d.gd CHANGED
@@ -1,8 +1,80 @@
1
- extends AIController
2
  class_name AIController3D
3
 
4
- # ------------------ Godot RL Agents Logic ------------------------------------#
 
 
 
 
 
 
 
5
  var _player: Node3D
6
 
 
 
 
7
  func init(player: Node3D):
8
  _player = player
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
  class_name AIController3D
3
 
4
+ @export var reset_after := 1000
5
+
6
+ var heuristic := "human"
7
+ var done := false
8
+ var reward := 0.0
9
+ var n_steps := 0
10
+ var needs_reset := false
11
+
12
  var _player: Node3D
13
 
14
+ func _ready():
15
+ add_to_group("AGENT")
16
+
17
  func init(player: Node3D):
18
  _player = player
19
+
20
+ #-- Methods that need implementing using the "extend script" option in Godot --#
21
+ func get_obs() -> Dictionary:
22
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
23
+ return {"obs":[]}
24
+
25
+ func get_reward() -> float:
26
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
27
+ return 0.0
28
+
29
+ func get_action_space() -> Dictionary:
30
+ assert(false, "the get get_action_space method is not implemented when extending from ai_controller")
31
+ return {
32
+ "example_actions_continous" : {
33
+ "size": 2,
34
+ "action_type": "continuous"
35
+ },
36
+ "example_actions_discrete" : {
37
+ "size": 2,
38
+ "action_type": "discrete"
39
+ },
40
+ }
41
+
42
+ func set_action(action) -> void:
43
+ assert(false, "the get set_action method is not implemented when extending from ai_controller")
44
+ # -----------------------------------------------------------------------------#
45
+
46
+ func _physics_process(delta):
47
+ n_steps += 1
48
+ if n_steps > reset_after:
49
+ needs_reset = true
50
+
51
+ func get_obs_space():
52
+ # may need overriding if the obs space is complex
53
+ var obs = get_obs()
54
+ return {
55
+ "obs": {
56
+ "size": [len(obs["obs"])],
57
+ "space": "box"
58
+ },
59
+ }
60
+
61
+ func reset():
62
+ n_steps = 0
63
+ needs_reset = false
64
+
65
+ func reset_if_done():
66
+ if done:
67
+ reset()
68
+
69
+ func set_heuristic(h):
70
+ # sets the heuristic from "human" or "model" nothing to change here
71
+ heuristic = h
72
+
73
+ func get_done():
74
+ return done
75
+
76
+ func set_done_false():
77
+ done = false
78
+
79
+ func zero_reward():
80
+ reward = 0.0
addons/godot_rl_agents/onnx/csharp/ONNXInference.cs CHANGED
@@ -1,93 +1,103 @@
1
  using Godot;
2
- using System.Collections.Generic;
3
- using System.Linq;
4
  using Microsoft.ML.OnnxRuntime;
5
  using Microsoft.ML.OnnxRuntime.Tensors;
 
 
6
 
7
- namespace GodotONNX{
8
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
9
- public partial class ONNXInference : Node
10
  {
11
-
12
- private InferenceSession session;
13
- /// <summary>
14
- /// Path to the ONNX model. Use Initialize to change it.
15
- /// </summary>
16
- private string modelPath;
17
- private int batchSize;
18
 
19
- private SessionOptions SessionOpt;
 
 
 
 
 
20
 
21
- //init function
22
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
23
- public void Initialize(string Path, int BatchSize)
24
- {
25
- modelPath = Path;
26
- batchSize = BatchSize;
27
- SessionConfigurator.SystemCheck();
28
- SessionOpt = SessionConfigurator.GetSessionOptions();
29
- session = LoadModel(modelPath);
30
 
31
- }
32
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
33
- public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
34
- {
35
- //Current model: Any (Godot Rl Agents)
36
- //Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
37
-
38
- //Fill the input tensors
39
- // create span from inputSize
40
- var span = new float[obs.Count]; //There's probably a better way to do this
41
- for (int i = 0; i < obs.Count; i++)
42
  {
43
- span[i] = obs[i];
 
 
 
 
44
  }
45
-
46
- IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
 
 
 
 
 
 
 
 
 
 
 
 
 
47
  {
48
  NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
49
  NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
50
- };
51
- IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
52
 
53
- IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
54
-
55
- try{
56
- results = session.Run(inputs, outputNames);
57
- }
58
- catch (OnnxRuntimeException e) {
59
- //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
60
- GD.Print("Error at inference: ", e);
61
- return null;
62
- }
63
- //Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
64
- Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
65
- DisposableNamedOnnxValue output1 = results.First();
66
- DisposableNamedOnnxValue output2 = results.Last();
67
- Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
68
- Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
 
 
69
 
70
- foreach (float f in output1.AsEnumerable<float>()) {
71
- output1Array.Add(f);
72
- }
 
73
 
74
- foreach (float f in output2.AsEnumerable<float>()) {
75
- output2Array.Add(f);
76
- }
 
77
 
78
- output.Add(output1.Name, output1Array);
79
- output.Add(output2.Name, output2Array);
80
-
81
- //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
82
- return output;
83
- }
84
- /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
85
- public InferenceSession LoadModel(string Path)
86
- {
87
- Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
88
- byte[] model = file.GetBuffer((int)file.GetLength());
89
- file.Close();
90
- return new InferenceSession(model, SessionOpt); //Load the model
91
- }
 
 
 
 
 
 
92
  }
93
- }
 
1
  using Godot;
 
 
2
  using Microsoft.ML.OnnxRuntime;
3
  using Microsoft.ML.OnnxRuntime.Tensors;
4
+ using System.Collections.Generic;
5
+ using System.Linq;
6
 
7
+ namespace GodotONNX
 
 
8
  {
9
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
10
+ public partial class ONNXInference : GodotObject
11
+ {
 
 
 
 
12
 
13
+ private InferenceSession session;
14
+ /// <summary>
15
+ /// Path to the ONNX model. Use Initialize to change it.
16
+ /// </summary>
17
+ private string modelPath;
18
+ private int batchSize;
19
 
20
+ private SessionOptions SessionOpt;
 
 
 
 
 
 
 
 
21
 
22
+ //init function
23
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Initialize/*'/>
24
+ public void Initialize(string Path, int BatchSize)
 
 
 
 
 
 
 
 
25
  {
26
+ modelPath = Path;
27
+ batchSize = BatchSize;
28
+ SessionOpt = SessionConfigurator.MakeConfiguredSessionOptions();
29
+ session = LoadModel(modelPath);
30
+
31
  }
32
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
33
+ public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
34
+ {
35
+ //Current model: Any (Godot Rl Agents)
36
+ //Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
37
+
38
+ //Fill the input tensors
39
+ // create span from inputSize
40
+ var span = new float[obs.Count]; //There's probably a better way to do this
41
+ for (int i = 0; i < obs.Count; i++)
42
+ {
43
+ span[i] = obs[i];
44
+ }
45
+
46
+ IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
47
  {
48
  NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
49
  NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
50
+ };
51
+ IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
52
 
53
+ IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
54
+ //We do not use "using" here so we get a better exception explaination later
55
+ try
56
+ {
57
+ results = session.Run(inputs, outputNames);
58
+ }
59
+ catch (OnnxRuntimeException e)
60
+ {
61
+ //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
62
+ GD.Print("Error at inference: ", e);
63
+ return null;
64
+ }
65
+ //Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
66
+ Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
67
+ DisposableNamedOnnxValue output1 = results.First();
68
+ DisposableNamedOnnxValue output2 = results.Last();
69
+ Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
70
+ Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
71
 
72
+ foreach (float f in output1.AsEnumerable<float>())
73
+ {
74
+ output1Array.Add(f);
75
+ }
76
 
77
+ foreach (float f in output2.AsEnumerable<float>())
78
+ {
79
+ output2Array.Add(f);
80
+ }
81
 
82
+ output.Add(output1.Name, output1Array);
83
+ output.Add(output2.Name, output2Array);
84
+
85
+ //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
86
+ results.Dispose();
87
+ return output;
88
+ }
89
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
90
+ public InferenceSession LoadModel(string Path)
91
+ {
92
+ using Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
93
+ byte[] model = file.GetBuffer((int)file.GetLength());
94
+ //file.Close(); file.Dispose(); //Close the file, then dispose the reference.
95
+ return new InferenceSession(model, SessionOpt); //Load the model
96
+ }
97
+ public void FreeDisposables()
98
+ {
99
+ session.Dispose();
100
+ SessionOpt.Dispose();
101
+ }
102
  }
103
+ }
addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs CHANGED
@@ -3,34 +3,35 @@ using Microsoft.ML.OnnxRuntime;
3
 
4
  namespace GodotONNX
5
  {
6
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
7
 
8
- public static class SessionConfigurator
9
- {
10
-
11
- private static SessionOptions options = new SessionOptions();
 
 
 
 
 
 
12
 
13
  /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
14
- public static SessionOptions GetSessionOptions()
15
  {
16
- options = new SessionOptions();
17
- options.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
18
- // see warnings
19
- SystemCheck();
20
- return options;
21
  }
22
 
23
- public enum ComputeName
24
  {
25
- CUDA,
26
- ROCm,
27
- DirectML,
28
- CoreML,
29
- CPU
30
  }
31
 
32
  /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
33
- static public void SystemCheck()
34
  {
35
  //Most code for this function is verbose only, the only reason it exists is to track
36
  //implementation progress of the different compute APIs.
@@ -38,52 +39,59 @@ namespace GodotONNX
38
  //December 2022: CUDA is not working.
39
 
40
  string OSName = OS.GetName(); //Get OS Name
41
- ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
42
- //TODO: Get CPU architecture
 
43
 
44
  //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
45
  //Windows can use OpenVINO (C#) on x64
46
  //TODO: try TensorRT instead of CUDA
47
  //TODO: Use OpenVINO for Intel Graphics
48
 
 
 
 
49
  //match OS and Compute API
50
- options.AppendExecutionProvider_CPU(0); // Always use CPU
51
- GD.Print("OS: " + OSName, " | Compute API: " + ComputeAPI);
52
 
 
 
 
 
53
  switch (OSName)
54
  {
55
  case "Windows": //Can use CUDA, DirectML
56
  if (ComputeAPI is ComputeName.CUDA)
57
  {
58
  //CUDA
59
- //options.AppendExecutionProvider_CUDA(0);
60
- options.AppendExecutionProvider_DML(0);
61
  }
62
  else if (ComputeAPI is ComputeName.DirectML)
63
  {
64
  //DirectML
65
- options.AppendExecutionProvider_DML(0);
66
  }
67
  break;
68
  case "X11": //Can use CUDA, ROCm
69
  if (ComputeAPI is ComputeName.CUDA)
70
  {
71
  //CUDA
72
- //options.AppendExecutionProvider_CUDA(0);
73
  }
74
  if (ComputeAPI is ComputeName.ROCm)
75
  {
76
  //ROCm, only works on x86
77
  //Research indicates that this has to be compiled as a GDNative plugin
78
- GD.Print("ROCm not supported yet, using CPU.");
79
- options.AppendExecutionProvider_CPU(0);
80
  }
81
  break;
82
- case "OSX": //Can use CoreML
83
  if (ComputeAPI is ComputeName.CoreML)
84
  { //CoreML
85
  //TODO: Needs testing
86
- options.AppendExecutionProvider_CoreML(0);
87
  //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
88
  }
89
  break;
@@ -91,35 +99,33 @@ namespace GodotONNX
91
  GD.Print("OS not Supported.");
92
  break;
93
  }
 
94
  }
95
- /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
96
 
 
 
97
  public static ComputeName ComputeCheck()
98
- {
99
- string adapterName = Godot.RenderingServer.GetVideoAdapterName();
100
- //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
101
- adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
102
- //TODO: GPU vendors for MacOS, what do they even use these days?
103
-
104
- // Due to issues on RX 570 and RTX 3060 in Windows
105
- // temporarily disabling the DirectML option so it will use CPU
106
- /*
107
- if (adapterName.Contains("INTEL"))
108
- {
109
- return ComputeName.DirectML;
110
- }
111
- if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
112
- {
113
- return ComputeName.DirectML;
114
- }
115
- if (adapterName.Contains("NVIDIA"))
116
- {
117
- return ComputeName.CUDA;
118
- }
119
 
120
- //GD.Print("Graphics Card not recognized."); //Should use CPU
121
- */
122
- return ComputeName.CPU;
123
- }
124
- }
125
  }
 
3
 
4
  namespace GodotONNX
5
  {
6
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
7
 
8
+ public static class SessionConfigurator
9
+ {
10
+ public enum ComputeName
11
+ {
12
+ CUDA,
13
+ ROCm,
14
+ DirectML,
15
+ CoreML,
16
+ CPU
17
+ }
18
 
19
  /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
20
+ public static SessionOptions MakeConfiguredSessionOptions()
21
  {
22
+ SessionOptions sessionOptions = new();
23
+ SetOptions(sessionOptions);
24
+ return sessionOptions;
 
 
25
  }
26
 
27
+ private static void SetOptions(SessionOptions sessionOptions)
28
  {
29
+ sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
30
+ ApplySystemSpecificOptions(sessionOptions);
 
 
 
31
  }
32
 
33
  /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
34
+ static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
35
  {
36
  //Most code for this function is verbose only, the only reason it exists is to track
37
  //implementation progress of the different compute APIs.
 
39
  //December 2022: CUDA is not working.
40
 
41
  string OSName = OS.GetName(); //Get OS Name
42
+
43
+ //ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
44
+ // //TODO: Get CPU architecture
45
 
46
  //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
47
  //Windows can use OpenVINO (C#) on x64
48
  //TODO: try TensorRT instead of CUDA
49
  //TODO: Use OpenVINO for Intel Graphics
50
 
51
+ // Temporarily using CPU on all platforms to avoid errors detected with DML
52
+ ComputeName ComputeAPI = ComputeName.CPU;
53
+
54
  //match OS and Compute API
55
+ GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
 
56
 
57
+ // CPU is set by default without appending necessary
58
+ // sessionOptions.AppendExecutionProvider_CPU(0);
59
+
60
+ /*
61
  switch (OSName)
62
  {
63
  case "Windows": //Can use CUDA, DirectML
64
  if (ComputeAPI is ComputeName.CUDA)
65
  {
66
  //CUDA
67
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
68
+ //sessionOptions.AppendExecutionProvider_DML(0);
69
  }
70
  else if (ComputeAPI is ComputeName.DirectML)
71
  {
72
  //DirectML
73
+ //sessionOptions.AppendExecutionProvider_DML(0);
74
  }
75
  break;
76
  case "X11": //Can use CUDA, ROCm
77
  if (ComputeAPI is ComputeName.CUDA)
78
  {
79
  //CUDA
80
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
81
  }
82
  if (ComputeAPI is ComputeName.ROCm)
83
  {
84
  //ROCm, only works on x86
85
  //Research indicates that this has to be compiled as a GDNative plugin
86
+ //GD.Print("ROCm not supported yet, using CPU.");
87
+ //sessionOptions.AppendExecutionProvider_CPU(0);
88
  }
89
  break;
90
+ case "macOS": //Can use CoreML
91
  if (ComputeAPI is ComputeName.CoreML)
92
  { //CoreML
93
  //TODO: Needs testing
94
+ //sessionOptions.AppendExecutionProvider_CoreML(0);
95
  //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
96
  }
97
  break;
 
99
  GD.Print("OS not Supported.");
100
  break;
101
  }
102
+ */
103
  }
 
104
 
105
+
106
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
107
  public static ComputeName ComputeCheck()
108
+ {
109
+ string adapterName = Godot.RenderingServer.GetVideoAdapterName();
110
+ //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
111
+ adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
112
+ //TODO: GPU vendors for MacOS, what do they even use these days?
113
+
114
+ if (adapterName.Contains("INTEL"))
115
+ {
116
+ return ComputeName.DirectML;
117
+ }
118
+ if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
119
+ {
120
+ return ComputeName.DirectML;
121
+ }
122
+ if (adapterName.Contains("NVIDIA"))
123
+ {
124
+ return ComputeName.CUDA;
125
+ }
 
 
 
126
 
127
+ GD.Print("Graphics Card not recognized."); //Should use CPU
128
+ return ComputeName.CPU;
129
+ }
130
+ }
 
131
  }
addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd CHANGED
@@ -1,4 +1,4 @@
1
- extends Node
2
  class_name ONNXModel
3
  var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
 
@@ -17,3 +17,8 @@ func run_inference(obs : Array, state_ins : int) -> Dictionary:
17
  printerr("Inferencer not initialized")
18
  return {}
19
  return inferencer.RunInference(obs, state_ins)
 
 
 
 
 
 
1
+ extends Resource
2
  class_name ONNXModel
3
  var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
 
 
17
  printerr("Inferencer not initialized")
18
  return {}
19
  return inferencer.RunInference(obs, state_ins)
20
+
21
+ func _notification(what):
22
+ if what == NOTIFICATION_PREDELETE:
23
+ inferencer.FreeDisposables()
24
+ inferencer.free()
addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn CHANGED
@@ -1,6 +1,6 @@
1
  [gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
2
 
3
- [ext_resource type="Script" path="res://sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
 
5
  [sub_resource type="GDScript" id="2"]
6
  script/source = "extends Node2D
 
1
  [gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
2
 
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
 
5
  [sub_resource type="GDScript" id="2"]
6
  script/source = "extends Node2D
addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd CHANGED
@@ -61,11 +61,15 @@ var geo = null
61
 
62
  func _update():
63
  if Engine.is_editor_hint():
64
- _spawn_nodes()
65
-
66
 
67
  func _ready() -> void:
68
- _spawn_nodes()
 
 
 
 
69
 
70
  func _spawn_nodes():
71
  print("spawning nodes")
 
61
 
62
  func _update():
63
  if Engine.is_editor_hint():
64
+ if is_node_ready():
65
+ _spawn_nodes()
66
 
67
  func _ready() -> void:
68
+ if Engine.is_editor_hint():
69
+ if get_child_count() == 0:
70
+ _spawn_nodes()
71
+ else:
72
+ _spawn_nodes()
73
 
74
  func _spawn_nodes():
75
  print("spawning nodes")
addons/godot_rl_agents/sync.gd CHANGED
@@ -1,7 +1,7 @@
1
  extends Node
2
  # --fixed-fps 2000 --disable-render-loop
3
- @export var action_repeat := 8
4
- @export var speed_up = 1
5
  @export var onnx_model_path := ""
6
 
7
  @onready var start_time = Time.get_ticks_msec()
@@ -10,7 +10,6 @@ const MAJOR_VERSION := "0"
10
  const MINOR_VERSION := "3"
11
  const DEFAULT_PORT := "11008"
12
  const DEFAULT_SEED := "1"
13
- const DEFAULT_ACTION_REPEAT := "8"
14
  var stream : StreamPeerTCP = null
15
  var connected = false
16
  var message_center
@@ -44,17 +43,20 @@ func _initialize():
44
  Engine.time_scale = _get_speedup() * 1.0
45
  prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
46
 
47
-
48
- connected = connect_to_server()
49
- if connected:
50
- _set_heuristic("model")
51
- _handshake()
52
- _send_env_info()
53
- elif onnx_model_path != "":
54
  onnx_model = ONNXModel.new(onnx_model_path, 1)
55
  _set_heuristic("model")
56
- else:
57
- _set_heuristic("human")
 
 
 
 
 
 
58
 
59
  _set_seed()
60
  _set_action_repeat()
@@ -232,7 +234,7 @@ func _set_seed():
232
  seed(_seed)
233
 
234
  func _set_action_repeat():
235
- action_repeat = args.get("action_repeat", DEFAULT_ACTION_REPEAT).to_int()
236
 
237
  func disconnect_from_server():
238
  stream.disconnect_from_host()
 
1
  extends Node
2
  # --fixed-fps 2000 --disable-render-loop
3
+ @export_range(1, 10, 1, "or_greater") var action_repeat := 8
4
+ @export_range(1, 10, 1, "or_greater") var speed_up = 1
5
  @export var onnx_model_path := ""
6
 
7
  @onready var start_time = Time.get_ticks_msec()
 
10
  const MINOR_VERSION := "3"
11
  const DEFAULT_PORT := "11008"
12
  const DEFAULT_SEED := "1"
 
13
  var stream : StreamPeerTCP = null
14
  var connected = false
15
  var message_center
 
43
  Engine.time_scale = _get_speedup() * 1.0
44
  prints("physics ticks", Engine.physics_ticks_per_second, Engine.time_scale, _get_speedup(), speed_up)
45
 
46
+ # Run inference if onnx model path is set, otherwise wait for server connection
47
+ var run_onnx_model_inference : bool = onnx_model_path != ""
48
+ if run_onnx_model_inference:
49
+ assert(FileAccess.file_exists(onnx_model_path), "Onnx Model Path set on Sync node does not exist: " + onnx_model_path)
 
 
 
50
  onnx_model = ONNXModel.new(onnx_model_path, 1)
51
  _set_heuristic("model")
52
+ else:
53
+ connected = connect_to_server()
54
+ if connected:
55
+ _set_heuristic("model")
56
+ _handshake()
57
+ _send_env_info()
58
+ else:
59
+ _set_heuristic("human")
60
 
61
  _set_seed()
62
  _set_action_repeat()
 
234
  seed(_seed)
235
 
236
  func _set_action_repeat():
237
+ action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
238
 
239
  func disconnect_from_server():
240
  stream.disconnect_from_host()
project.godot CHANGED
@@ -12,7 +12,7 @@ config_version=5
12
 
13
  config/name="BallChase"
14
  run/main_scene="res://BatchEnvs.tscn"
15
- config/features=PackedStringArray("4.0", "C#")
16
  config/icon="res://icon.png"
17
 
18
  [display]
@@ -27,7 +27,7 @@ project/assembly_name="BallChase"
27
 
28
  [editor_plugins]
29
 
30
- enabled=PackedStringArray()
31
 
32
  [input]
33
 
@@ -78,17 +78,17 @@ r_key={
78
  }
79
  zoom_out={
80
  "deadzone": 0.5,
81
- "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"pressed":false,"double_click":false,"script":null)
82
  ]
83
  }
84
  zoom_in={
85
  "deadzone": 0.5,
86
- "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"pressed":false,"double_click":false,"script":null)
87
  ]
88
  }
89
  reset_camera={
90
  "deadzone": 0.5,
91
- "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":3,"pressed":false,"double_click":false,"script":null)
92
  ]
93
  }
94
 
 
12
 
13
  config/name="BallChase"
14
  run/main_scene="res://BatchEnvs.tscn"
15
+ config/features=PackedStringArray("4.1", "C#")
16
  config/icon="res://icon.png"
17
 
18
  [display]
 
27
 
28
  [editor_plugins]
29
 
30
+ enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
31
 
32
  [input]
33
 
 
78
  }
79
  zoom_out={
80
  "deadzone": 0.5,
81
+ "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
82
  ]
83
  }
84
  zoom_in={
85
  "deadzone": 0.5,
86
+ "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
87
  ]
88
  }
89
  reset_camera={
90
  "deadzone": 0.5,
91
+ "events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":3,"canceled":false,"pressed":false,"double_click":false,"script":null)
92
  ]
93
  }
94