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@@ -218,23 +218,27 @@ public class AgentController : Agent
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float checkpintDistance = distanceToCheckpoint(currentCheckpoint);
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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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// float reward = (1 - Mathf.InverseLerp(0, 20, checkpintDistance)) / 1000;
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// AddReward(reward);
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// AddReward(reward);
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if (checkpintDistance < 0.1f)
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if (checkpintDistance < 0.1f)
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{
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{
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Debug.Log(currentCheckpoint.name);
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currentCheckpoint.GetComponent<Checkpoint>().isCollected = true;
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currentCheckpoint.GetComponent<Checkpoint>().isCollected = true;
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stepsSinceCheckpoint = 0;
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stepsSinceCheckpoint = 0;
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if (currentCheckpoint == checkpoints[checkpoints.Count - 1].transform)
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if (currentCheckpoint == checkpoints[checkpoints.Count - 1].transform)
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{
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{
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AddReward(10f);
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AddReward(10f);
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EndEpisode();
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EndEpisode();
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Debug.Log("END");
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}
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}
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AddReward(1.0f);
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AddReward(1.0f);
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}
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}
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@@ -267,6 +271,7 @@ public class AgentController : Agent
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discreteActionsOut[1] = 1;
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discreteActionsOut[1] = 1;
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}
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}
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// finds distance from agent to closest point on the checkpoint line
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float distanceToCheckpoint(Transform checkpoint)
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float distanceToCheckpoint(Transform checkpoint)
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{
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{
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var closestPoint = checkpoint.GetComponent<Collider>().ClosestPointOnBounds(transform.position);
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var closestPoint = checkpoint.GetComponent<Collider>().ClosestPointOnBounds(transform.position);
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@@ -274,6 +279,15 @@ public class AgentController : Agent
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return distanceToCheckpoint;
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return distanceToCheckpoint;
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}
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}
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// find angle from agent to middle of checkpoint line.
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float angleToCheckpoint(Transform checkpoint)
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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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return angle;
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}
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// punishment for hitting a wall
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// punishment for hitting a wall
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private void OnCollisionEnter(Collision other) {
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private void OnCollisionEnter(Collision other) {
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if (other.gameObject.tag == "Wall")
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if (other.gameObject.tag == "Wall")
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