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extends Node |
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class_name AIController |
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# ------------------ Godot RL Agents Logic ------------------------------------# |
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@export var reset_after := 1000 |
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var heuristic := "human" |
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var done := false |
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var reward := 0.0 |
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var n_steps := 0 |
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var needs_reset := false |
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func _ready(): |
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add_to_group("AGENT") |
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#-- Methods that need implementing using the "extend script" option in Godot --# |
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func get_obs() -> Dictionary: |
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assert(false, "the get_obs method is not implemented when extending from ai_controller") |
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return {"obs":[]} |
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func get_reward() -> float: |
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assert(false, "the get_reward method is not implemented when extending from ai_controller") |
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return 0.0 |
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func get_action_space() -> Dictionary: |
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assert(false, "the get get_action_space method is not implemented when extending from ai_controller") |
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return { |
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"example_actions_continous" : { |
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"size": 2, |
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"action_type": "continuous" |
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}, |
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"example_actions_discrete" : { |
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"size": 2, |
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"action_type": "discrete" |
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}, |
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} |
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func set_action(action) -> void: |
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assert(false, "the get set_action method is not implemented when extending from ai_controller") |
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# -----------------------------------------------------------------------------# |
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func _physics_process(delta): |
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n_steps += 1 |
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if n_steps > reset_after: |
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needs_reset = true |
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func get_obs_space(): |
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# may need overriding if the obs space is complex |
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var obs = get_obs() |
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return { |
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"obs": { |
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"size": [len(obs["obs"])], |
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"space": "box" |
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}, |
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} |
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func reset(): |
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n_steps = 0 |
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needs_reset = false |
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func reset_if_done(): |
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if done: |
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reset() |
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func set_heuristic(h): |
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# sets the heuristic from "human" or "model" nothing to change here |
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heuristic = h |
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func get_done(): |
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return done |
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func set_done_false(): |
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done = false |
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func zero_reward(): |
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reward = 0.0 |
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