godot_rl_3DCarParking / scenes /car /CarAIController.gd
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extends AIController3D
class_name CarAIController
func get_obs() -> Dictionary:
# Positions and velocities are converted to the player's frame of reference
var player_velocity = _player.get_normalized_velocity_in_player_reference()
var observations : Array = [
n_steps / float(reset_after),
player_velocity.x,
player_velocity.z,
_player.angular_velocity.y * 1.5,
_player.steering / deg_to_rad(_player.max_steer_angle)
]
# After the first reset, the goal parking position will be assigned,
# so we provide zero values for those positions before then
# (used for detecting the size of the observation space)
if _player.times_restarted == 0:
observations.append_array([0.0, 0.0, 0.0, 0.0])
else:
var goal_transform: Transform3D = _player.goal_parking_spot
var goal_position = (
_player.to_local(goal_transform.origin) /
Vector2(
_player.playing_area_x_size,
_player.playing_area_z_size
).length()
)
observations.append_array(
[
goal_position.x,
goal_position.z,
(goal_transform.basis.z - _player.global_transform.basis.z).x,
(goal_transform.basis.z - _player.global_transform.basis.z).z,
]
)
observations.append_array(_player.raycast_sensor.get_observation())
return {"obs": observations}
func get_reward() -> float:
return reward
func get_action_space() -> Dictionary:
return {
"acceleration" : {
"size": 1,
"action_type": "continuous"
},
"steering" : {
"size": 1,
"action_type": "continuous"
},
}
func _physics_process(delta):
n_steps += 1
if n_steps > reset_after:
needs_reset = true
done = true
func set_action(action) -> void:
_player.requested_acceleration = clampf(action.acceleration[0], -1.0, 1.0)
_player.requested_steering = clampf(action.steering[0], -1.0, 1.0)