bensonV3 preperation
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@@ -79,10 +79,9 @@ public class AgentController : Agent
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break;
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}
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}
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float checkpointAngle = angleToCheckpoint(currentCheckpoint);
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float checkpointDistance = distanceToCheckpoint(currentCheckpoint);
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sensor.AddObservation(checkpointDistance);
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sensor.AddObservation(checkpointAngle);
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// Agent velocity
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var FullVelocityMagnitude = rigidBody.velocity.magnitude; // Velocity including angular velocity
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@@ -218,14 +217,6 @@ public class AgentController : Agent
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float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
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print("forward " + transform.forward);
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Vector3 checkpointDirection = currentCheckpoint.localPosition - transform.localPosition;
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print("checkpoint direction " + checkpointDirection);
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//print(angleToCheckpoint(currentCheckpoint));
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// float reward = (1 - Mathf.InverseLerp(0, 20, checkpintDistance)) / 1000;
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// AddReward(reward);
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@@ -284,7 +275,7 @@ public class AgentController : Agent
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{
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Vector3 checkpointDirection = checkpoint.localPosition - transform.localPosition;
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float angle = Vector3.Angle(transform.forward, checkpointDirection);
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float angle = Vector3.SignedAngle(transform.forward, checkpointDirection, Vector3.up);
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return angle;
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}
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