Merge branch 'master' of git@ooftooft.net:Racesm.git

# Conflicts:
#	Assets/Scenes/Racetrack mini.unity
This commit is contained in:
PokingPines
2024-04-12 14:34:30 +02:00
23 changed files with 3104 additions and 218 deletions

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View File

@@ -79,10 +79,9 @@ public class AgentController : Agent
break;
}
}
float checkpointAngle = angleToCheckpoint(currentCheckpoint);
float checkpointDistance = distanceToCheckpoint(currentCheckpoint);
sensor.AddObservation(checkpointDistance);
sensor.AddObservation(checkpointAngle);
// Agent velocity
var FullVelocityMagnitude = rigidBody.velocity.magnitude; // Velocity including angular velocity
@@ -126,11 +125,16 @@ public class AgentController : Agent
if (actions.DiscreteActions[1] == 1)
hInput = 1f;
// reward for going forward
if (vInput == 1f)
{
AddReward(0.001f);
}
// give benson mental pain for existing (punishment for maximizing first checkpoint by standing still)
AddReward(-0.002f);
float forwardSpeed = Vector3.Dot(transform.forward, rigidBody.velocity);
@@ -219,17 +223,13 @@ public class AgentController : Agent
if (checkpintDistance < 0.1f)
{
Debug.Log(currentCheckpoint.name);
currentCheckpoint.GetComponent<Checkpoint>().isCollected = true;
stepsSinceCheckpoint = 0;
if (currentCheckpoint == checkpoints[checkpoints.Count - 1].transform)
{
AddReward(10f);
EndEpisode();
Debug.Log("END");
EndEpisode();
}
AddReward(1.0f);
}
@@ -262,6 +262,7 @@ public class AgentController : Agent
discreteActionsOut[1] = 1;
}
// finds distance from agent to closest point on the checkpoint line
float distanceToCheckpoint(Transform checkpoint)
{
var closestPoint = checkpoint.GetComponent<Collider>().ClosestPointOnBounds(transform.position);
@@ -269,10 +270,28 @@ public class AgentController : Agent
return distanceToCheckpoint;
}
// find angle from agent to middle of checkpoint line.
float angleToCheckpoint(Transform checkpoint)
{
Vector3 checkpointDirection = checkpoint.localPosition - transform.localPosition;
float angle = Vector3.SignedAngle(transform.forward, checkpointDirection, Vector3.up);
return angle;
}
// punishment for hitting a wall
private void OnCollisionEnter(Collision other) {
if (other.gameObject.tag == "Wall")
{
AddReward(-0.05f);
}
}
// punishment for staying at a wall
private void OnCollisionStay(Collision other) {
if (other.gameObject.tag == "Wall")
{
AddReward(-0.01f);
AddReward(-0.005f);
}
}
}