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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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var steps_without_ball_hit_while_serving: int |
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var is_serving: bool |
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func reset(): |
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super.reset() |
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func _physics_process(_delta): |
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n_steps += 1 |
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if is_serving: |
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steps_without_ball_hit_while_serving += 1 |
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if steps_without_ball_hit_while_serving > 400: |
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reward -= 1 |
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robot.other_player.score += 1 |
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robot.game_manager.reset_ball(robot.other_player) |
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func get_obs() -> Dictionary: |
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var ball_position = robot.to_local(robot.ball.global_position) / 8.0 |
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var ball_goal_position = robot.goal.to_local(robot.ball.global_position) / 5.0 |
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var robot_velocity = ( |
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(robot.global_transform.basis.inverse() * robot.linear_velocity.limit_length(10.0)) / 10.0 |
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) |
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var ball_velocity = ( |
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(robot.global_transform.basis.inverse() * robot.ball.linear_velocity.limit_length(8.0)) |
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/ 8.0 |
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) |
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var observations: Array[float] = [ |
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ball_position.y, |
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ball_position.z, |
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ball_goal_position.x, |
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ball_goal_position.z, |
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robot_velocity.y, |
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robot_velocity.z, |
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ball_velocity.y, |
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ball_velocity.z, |
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float(robot.jump_sensor.is_colliding()), |
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float(float(is_serving)), |
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float(robot.ball.ball_served), |
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robot.game_manager.get_hit_ball_count(robot), |
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steps_without_ball_hit_while_serving / 400.0 |
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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 get_reward() -> float: |
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return reward |
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func get_action_space() -> Dictionary: |
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return { |
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"jump": {"size": 1, "action_type": "continuous"}, |
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"movement": {"size": 1, "action_type": "continuous"} |
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} |
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func set_action(action) -> void: |
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robot.requested_movement = clamp(action.movement[0], -1.0, 1.0) |
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robot.jump_requested = action.jump[0] > 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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