| | using System; |
| | using Godot; |
| | using Dictionary = Godot.Collections.Dictionary; |
| | using Array = Godot.Collections.Array; |
| |
|
| | [GlobalClass] |
| | public abstract partial class AIControllerSharp3D : Node3D { |
| | public enum ControlModes { INHERIT_FROM_SYNC, HUMAN, TRAINING, ONNX_INFERENCE, RECORD_EXPERT_DEMOS } |
| | [Export] public ControlModes control_mode = ControlModes.INHERIT_FROM_SYNC; |
| | [Export] public string onnx_model_path = ""; |
| | [Export] public int reset_after = 1000; |
| |
|
| | [ExportGroup("Record expert demos mode options")] |
| | |
| | [Export] public String expert_demo_save_path; |
| | |
| | [Export] public InputEvent remove_last_episode_key; |
| | |
| | |
| | |
| | [Export] public int action_repeat = 1; |
| |
|
| | [ExportGroup("Debug")] |
| | [Export] protected bool DebugOn; |
| |
|
| | |
| | public Resource onnx_model; |
| | public string heuristic = "human"; |
| | public bool done; |
| | public float reward; |
| | public int n_steps; |
| | public bool needs_reset; |
| |
|
| | public Node2D _player; |
| |
|
| | public override void _Ready() { |
| | base._Ready(); |
| | AddToGroup("AGENT"); |
| | } |
| |
|
| | public virtual void init(Node2D player) { |
| | if (DebugOn) GD.Print("Initializing AIController..."); |
| | _player = player; |
| | } |
| | |
| | public virtual float get_reward() { |
| | return reward; |
| | } |
| | |
| | |
| |
|
| | public abstract Dictionary get_obs(); |
| | |
| |
|
| | public abstract Dictionary get_action_space(); |
| |
|
| | public abstract void set_action(Dictionary action); |
| |
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| | |
| |
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| |
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| | |
| | |
| | public virtual Array get_action() { |
| | throw new NotImplementedException(); |
| | } |
| | |
| | |
| |
|
| | public override void _PhysicsProcess(double delta) { |
| | base._PhysicsProcess(delta); |
| | n_steps += 1; |
| | if(n_steps > reset_after) { |
| | if (DebugOn) GD.Print("Timeout reached. Setting 'needs_reset' to true."); |
| | needs_reset = true; |
| | } |
| | } |
| | |
| | public virtual Dictionary get_obs_space() { |
| | |
| | Dictionary obs = get_obs(); |
| | Array size = new Array |
| | { |
| | ((Array)obs["obs"]).Count |
| | }; |
| | return new Dictionary() |
| | { |
| | { |
| | "obs", new Dictionary() |
| | { |
| | { "size", size }, |
| | { "space", "box" } |
| | } |
| | } |
| | }; |
| | } |
| | |
| | public void reset() { |
| | if (DebugOn) GD.Print("Resetting AIController..."); |
| | n_steps = 0; |
| | needs_reset = false; |
| | } |
| | |
| | public void reset_if_done() { |
| | if (DebugOn) GD.Print("Resetting if done..."); |
| | if(done) { |
| | reset(); |
| | } |
| | } |
| | |
| | public void set_heuristic(String h) { |
| | if (DebugOn) GD.Print("Setting heuristic..."); |
| | |
| | heuristic = h; |
| | } |
| | |
| | public bool get_done() { |
| | return done; |
| | } |
| | |
| | public void set_done_false() { |
| | done = false; |
| | } |
| | |
| | public void zero_reward() { |
| | reward = 0.0f; |
| | } |
| | } |
| |
|