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extends AIController3D |
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class_name CarAIController |
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func get_obs() -> Dictionary: |
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var player_velocity = _player.get_normalized_velocity_in_player_reference() |
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var observations : Array = [ |
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n_steps / float(reset_after), |
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player_velocity.x, |
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player_velocity.z, |
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_player.angular_velocity.y * 1.5, |
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_player.steering / deg_to_rad(_player.max_steer_angle) |
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] |
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if _player.times_restarted == 0: |
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observations.append_array([0.0, 0.0, 0.0, 0.0]) |
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else: |
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var goal_transform: Transform3D = _player.goal_parking_spot |
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var goal_position = ( |
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_player.to_local(goal_transform.origin) / |
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Vector2( |
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_player.playing_area_x_size, |
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_player.playing_area_z_size |
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).length() |
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) |
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observations.append_array( |
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[ |
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goal_position.x, |
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goal_position.z, |
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(goal_transform.basis.z - _player.global_transform.basis.z).x, |
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(goal_transform.basis.z - _player.global_transform.basis.z).z, |
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] |
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) |
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observations.append_array(_player.raycast_sensor.get_observation()) |
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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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"acceleration" : { |
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"size": 1, |
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"action_type": "continuous" |
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}, |
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"steering" : { |
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"size": 1, |
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"action_type": "continuous" |
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}, |
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} |
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func _physics_process(delta): |
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n_steps += 1 |
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if n_steps > reset_after: |
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needs_reset = true |
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done = true |
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func set_action(action) -> void: |
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_player.requested_acceleration = clampf(action.acceleration[0], -1.0, 1.0) |
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_player.requested_steering = clampf(action.steering[0], -1.0, 1.0) |
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