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SceneRoots: m_ObjectHideFlags: 0 m_Roots: - {fileID: 1051678512} - - {fileID: 1574695326} - {fileID: 1651506146} - {fileID: 98617657} - {fileID: 7921848799276681536} @@ -1108,3 +1172,5 @@ SceneRoots: - {fileID: 1032240017} - {fileID: 1303067121} - {fileID: 437868554} + - {fileID: 467812079} + - {fileID: 1239887511} diff --git a/Assets/Scripts/AgentController.cs b/Assets/Scripts/AgentController.cs index 76c509e..53e8ecd 100644 --- a/Assets/Scripts/AgentController.cs +++ b/Assets/Scripts/AgentController.cs @@ -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().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().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); } } } \ No newline at end of file