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  1. Completed/.gitattributes +2 -0
  2. Completed/.gitignore +3 -0
  3. Completed/GridRobot.csproj +11 -0
  4. Completed/GridRobot.sln +19 -0
  5. Completed/addons/godot_rl_agents/controller/ai_controller_2d.gd +127 -0
  6. Completed/addons/godot_rl_agents/controller/ai_controller_3d.gd +128 -0
  7. Completed/addons/godot_rl_agents/godot_rl_agents.gd +16 -0
  8. Completed/addons/godot_rl_agents/icon.png +3 -0
  9. Completed/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs +109 -0
  10. Completed/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs +131 -0
  11. Completed/addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml +31 -0
  12. Completed/addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml +29 -0
  13. Completed/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd +51 -0
  14. Completed/addons/godot_rl_agents/plugin.cfg +7 -0
  15. Completed/addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn +48 -0
  16. Completed/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd +235 -0
  17. Completed/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd +25 -0
  18. Completed/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd +118 -0
  19. Completed/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn +7 -0
  20. Completed/addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn +6 -0
  21. Completed/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd +258 -0
  22. Completed/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd +25 -0
  23. Completed/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd +63 -0
  24. Completed/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn +35 -0
  25. Completed/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd +185 -0
  26. Completed/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn +27 -0
  27. Completed/addons/godot_rl_agents/sync.gd +587 -0
  28. Completed/assets/car.glb +0 -0
  29. Completed/assets/goal_tile.glb +0 -0
  30. Completed/assets/orange_tile.glb +0 -0
  31. Completed/assets/road_tile.glb +0 -0
  32. Completed/assets/robot.glb +0 -0
  33. Completed/assets/tree_tile.glb +0 -0
  34. Completed/icon.svg +1 -0
  35. Completed/license.md +5 -0
  36. Completed/model.onnx +3 -0
  37. Completed/project.godot +55 -0
  38. Completed/scenes/car.tscn +10 -0
  39. Completed/scenes/game_scene.tscn +28 -0
  40. Completed/scenes/onnx_inference_scene.tscn +35 -0
  41. Completed/scenes/robot.tscn +207 -0
  42. Completed/scenes/tile.tscn +18 -0
  43. Completed/scenes/training_scene.tscn +42 -0
  44. Completed/scripts/car.gd +18 -0
  45. Completed/scripts/car_manager.gd +48 -0
  46. Completed/scripts/grid_map.gd +122 -0
  47. Completed/scripts/robot.gd +111 -0
  48. Completed/scripts/robot_ai_controller.gd +121 -0
  49. Completed/scripts/tile.gd +30 -0
  50. README.md +25 -0
Completed/.gitattributes ADDED
@@ -0,0 +1,2 @@
 
 
 
1
+ # Normalize EOL for all files that Git considers text files.
2
+ * text=auto eol=lf
Completed/.gitignore ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ # Godot 4+ specific ignores
2
+ .godot/
3
+ android/
Completed/GridRobot.csproj ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <Project Sdk="Godot.NET.Sdk/4.3.0-beta.3">
2
+ <PropertyGroup>
3
+ <TargetFramework>net6.0</TargetFramework>
4
+ <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net7.0</TargetFramework>
5
+ <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
6
+ <EnableDynamicLoading>true</EnableDynamicLoading>
7
+ </PropertyGroup>
8
+ <ItemGroup>
9
+ <PackageReference Include="Microsoft.ML.OnnxRuntime" Version="1.15.1" />
10
+ </ItemGroup>
11
+ </Project>
Completed/GridRobot.sln ADDED
@@ -0,0 +1,19 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ Microsoft Visual Studio Solution File, Format Version 12.00
2
+ # Visual Studio 2012
3
+ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GridRobot", "GridRobot.csproj", "{A5E8FC07-E73E-476D-93D5-2EA7814E2E23}"
4
+ EndProject
5
+ Global
6
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
7
+ Debug|Any CPU = Debug|Any CPU
8
+ ExportDebug|Any CPU = ExportDebug|Any CPU
9
+ ExportRelease|Any CPU = ExportRelease|Any CPU
10
+ EndGlobalSection
11
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
12
+ {A5E8FC07-E73E-476D-93D5-2EA7814E2E23}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
13
+ {A5E8FC07-E73E-476D-93D5-2EA7814E2E23}.Debug|Any CPU.Build.0 = Debug|Any CPU
14
+ {A5E8FC07-E73E-476D-93D5-2EA7814E2E23}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
15
+ {A5E8FC07-E73E-476D-93D5-2EA7814E2E23}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
16
+ {A5E8FC07-E73E-476D-93D5-2EA7814E2E23}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
17
+ {A5E8FC07-E73E-476D-93D5-2EA7814E2E23}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
18
+ EndGlobalSection
19
+ EndGlobal
Completed/addons/godot_rl_agents/controller/ai_controller_2d.gd ADDED
@@ -0,0 +1,127 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ class_name AIController2D
3
+
4
+ enum ControlModes {
5
+ INHERIT_FROM_SYNC, ## Inherit setting from sync node
6
+ HUMAN, ## Test the environment manually
7
+ TRAINING, ## Train a model
8
+ ONNX_INFERENCE, ## Load a pretrained model using an .onnx file
9
+ RECORD_EXPERT_DEMOS ## Record observations and actions for expert demonstrations
10
+ }
11
+ @export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
12
+ ## The path to a trained .onnx model file to use for inference (overrides the path set in sync node).
13
+ @export var onnx_model_path := ""
14
+ ## Once the number of steps has passed, the flag 'needs_reset' will be set to 'true' for this instance.
15
+ @export var reset_after := 1000
16
+
17
+ @export_group("Record expert demos mode options")
18
+ ## Path where the demos will be saved. The file can later be used for imitation learning.
19
+ @export var expert_demo_save_path: String
20
+ ## The action that erases the last recorded episode from the currently recorded data.
21
+ @export var remove_last_episode_key: InputEvent
22
+ ## Action will be repeated for n frames. Will introduce control lag if larger than 1.
23
+ ## Can be used to ensure that action_repeat on inference and training matches
24
+ ## the recorded demonstrations.
25
+ @export var action_repeat: int = 1
26
+
27
+ @export_group("Multi-policy mode options")
28
+ ## Allows you to set certain agents to use different policies.
29
+ ## Changing has no effect with default SB3 training. Works with Rllib example.
30
+ ## Tutorial: https://github.com/edbeeching/godot_rl_agents/blob/main/docs/TRAINING_MULTIPLE_POLICIES.md
31
+ @export var policy_name: String = "shared_policy"
32
+
33
+ var onnx_model: ONNXModel
34
+
35
+ var heuristic := "human"
36
+ var done := false
37
+ var reward := 0.0
38
+ var n_steps := 0
39
+ var needs_reset := false
40
+
41
+ var _player: Node2D
42
+
43
+
44
+ func _ready():
45
+ add_to_group("AGENT")
46
+
47
+
48
+ func init(player: Node2D):
49
+ _player = player
50
+
51
+
52
+ #-- Methods that need implementing using the "extend script" option in Godot --#
53
+ func get_obs() -> Dictionary:
54
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
55
+ return {"obs": []}
56
+
57
+
58
+ func get_reward() -> float:
59
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
60
+ return 0.0
61
+
62
+
63
+ func get_action_space() -> Dictionary:
64
+ assert(
65
+ false,
66
+ "the get get_action_space method is not implemented when extending from ai_controller"
67
+ )
68
+ return {
69
+ "example_actions_continous": {"size": 2, "action_type": "continuous"},
70
+ "example_actions_discrete": {"size": 2, "action_type": "discrete"},
71
+ }
72
+
73
+
74
+ func set_action(action) -> void:
75
+ assert(false, "the set_action method is not implemented when extending from ai_controller")
76
+
77
+
78
+ #-----------------------------------------------------------------------------#
79
+
80
+
81
+ #-- Methods that sometimes need implementing using the "extend script" option in Godot --#
82
+ # Only needed if you are recording expert demos with this AIController
83
+ func get_action() -> Array:
84
+ assert(false, "the get_action method is not implemented in extended AIController but demo_recorder is used")
85
+ return []
86
+
87
+ # -----------------------------------------------------------------------------#
88
+
89
+ func _physics_process(delta):
90
+ n_steps += 1
91
+ if n_steps > reset_after:
92
+ needs_reset = true
93
+
94
+
95
+ func get_obs_space():
96
+ # may need overriding if the obs space is complex
97
+ var obs = get_obs()
98
+ return {
99
+ "obs": {"size": [len(obs["obs"])], "space": "box"},
100
+ }
101
+
102
+
103
+ func reset():
104
+ n_steps = 0
105
+ needs_reset = false
106
+
107
+
108
+ func reset_if_done():
109
+ if done:
110
+ reset()
111
+
112
+
113
+ func set_heuristic(h):
114
+ # sets the heuristic from "human" or "model" nothing to change here
115
+ heuristic = h
116
+
117
+
118
+ func get_done():
119
+ return done
120
+
121
+
122
+ func set_done_false():
123
+ done = false
124
+
125
+
126
+ func zero_reward():
127
+ reward = 0.0
Completed/addons/godot_rl_agents/controller/ai_controller_3d.gd ADDED
@@ -0,0 +1,128 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name AIController3D
3
+
4
+ enum ControlModes {
5
+ INHERIT_FROM_SYNC, ## Inherit setting from sync node
6
+ HUMAN, ## Test the environment manually
7
+ TRAINING, ## Train a model
8
+ ONNX_INFERENCE, ## Load a pretrained model using an .onnx file
9
+ RECORD_EXPERT_DEMOS ## Record observations and actions for expert demonstrations
10
+ }
11
+ @export var control_mode: ControlModes = ControlModes.INHERIT_FROM_SYNC
12
+ ## The path to a trained .onnx model file to use for inference (overrides the path set in sync node).
13
+ @export var onnx_model_path := ""
14
+ ## Once the number of steps has passed, the flag 'needs_reset' will be set to 'true' for this instance.
15
+ @export var reset_after := 1000
16
+
17
+ @export_group("Record expert demos mode options")
18
+ ## Path where the demos will be saved. The file can later be used for imitation learning.
19
+ @export var expert_demo_save_path: String
20
+ ## The action that erases the last recorded episode from the currently recorded data.
21
+ @export var remove_last_episode_key: InputEvent
22
+ ## Action will be repeated for n frames. Will introduce control lag if larger than 1.
23
+ ## Can be used to ensure that action_repeat on inference and training matches
24
+ ## the recorded demonstrations.
25
+ @export var action_repeat: int = 1
26
+
27
+ @export_group("Multi-policy mode options")
28
+ ## Allows you to set certain agents to use different policies.
29
+ ## Changing has no effect with default SB3 training. Works with Rllib example.
30
+ ## Tutorial: https://github.com/edbeeching/godot_rl_agents/blob/main/docs/TRAINING_MULTIPLE_POLICIES.md
31
+ @export var policy_name: String = "shared_policy"
32
+
33
+ var onnx_model: ONNXModel
34
+
35
+ var heuristic := "human"
36
+ var done := false
37
+ var reward := 0.0
38
+ var n_steps := 0
39
+ var needs_reset := false
40
+
41
+ var _player: Node3D
42
+
43
+
44
+ func _ready():
45
+ add_to_group("AGENT")
46
+
47
+
48
+ func init(player: Node3D):
49
+ _player = player
50
+
51
+
52
+ #-- Methods that need implementing using the "extend script" option in Godot --#
53
+ func get_obs() -> Dictionary:
54
+ assert(false, "the get_obs method is not implemented when extending from ai_controller")
55
+ return {"obs": []}
56
+
57
+
58
+ func get_reward() -> float:
59
+ assert(false, "the get_reward method is not implemented when extending from ai_controller")
60
+ return 0.0
61
+
62
+
63
+ func get_action_space() -> Dictionary:
64
+ assert(
65
+ false,
66
+ "the get_action_space method is not implemented when extending from ai_controller"
67
+ )
68
+ return {
69
+ "example_actions_continous": {"size": 2, "action_type": "continuous"},
70
+ "example_actions_discrete": {"size": 2, "action_type": "discrete"},
71
+ }
72
+
73
+
74
+ func set_action(action) -> void:
75
+ assert(false, "the set_action method is not implemented when extending from ai_controller")
76
+
77
+
78
+ #-----------------------------------------------------------------------------#
79
+
80
+
81
+ #-- Methods that sometimes need implementing using the "extend script" option in Godot --#
82
+ # Only needed if you are recording expert demos with this AIController
83
+ func get_action() -> Array:
84
+ assert(false, "the get_action method is not implemented in extended AIController but demo_recorder is used")
85
+ return []
86
+
87
+ # -----------------------------------------------------------------------------#
88
+
89
+
90
+ func _physics_process(delta):
91
+ n_steps += 1
92
+ if n_steps > reset_after:
93
+ needs_reset = true
94
+
95
+
96
+ func get_obs_space():
97
+ # may need overriding if the obs space is complex
98
+ var obs = get_obs()
99
+ return {
100
+ "obs": {"size": [len(obs["obs"])], "space": "box"},
101
+ }
102
+
103
+
104
+ func reset():
105
+ n_steps = 0
106
+ needs_reset = false
107
+
108
+
109
+ func reset_if_done():
110
+ if done:
111
+ reset()
112
+
113
+
114
+ func set_heuristic(h):
115
+ # sets the heuristic from "human" or "model" nothing to change here
116
+ heuristic = h
117
+
118
+
119
+ func get_done():
120
+ return done
121
+
122
+
123
+ func set_done_false():
124
+ done = false
125
+
126
+
127
+ func zero_reward():
128
+ reward = 0.0
Completed/addons/godot_rl_agents/godot_rl_agents.gd ADDED
@@ -0,0 +1,16 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends EditorPlugin
3
+
4
+
5
+ func _enter_tree():
6
+ # Initialization of the plugin goes here.
7
+ # Add the new type with a name, a parent type, a script and an icon.
8
+ add_custom_type("Sync", "Node", preload("sync.gd"), preload("icon.png"))
9
+ #add_custom_type("RaycastSensor2D2", "Node", preload("raycast_sensor_2d.gd"), preload("icon.png"))
10
+
11
+
12
+ func _exit_tree():
13
+ # Clean-up of the plugin goes here.
14
+ # Always remember to remove it from the engine when deactivated.
15
+ remove_custom_type("Sync")
16
+ #remove_custom_type("RaycastSensor2D2")
Completed/addons/godot_rl_agents/icon.png ADDED

Git LFS Details

  • SHA256: e3a8bc372d3313ce1ede4e7554472e37b322178b9488bfb709e296585abd3c44
  • Pointer size: 128 Bytes
  • Size of remote file: 198 Bytes
Completed/addons/godot_rl_agents/onnx/csharp/ONNXInference.cs ADDED
@@ -0,0 +1,109 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using Godot;
2
+ using Microsoft.ML.OnnxRuntime;
3
+ using Microsoft.ML.OnnxRuntime.Tensors;
4
+ using System.Collections.Generic;
5
+ using System.Linq;
6
+
7
+ namespace GodotONNX
8
+ {
9
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/ONNXInference/*'/>
10
+ public partial class ONNXInference : GodotObject
11
+ {
12
+
13
+ private InferenceSession session;
14
+ /// <summary>
15
+ /// Path to the ONNX model. Use Initialize to change it.
16
+ /// </summary>
17
+ private string modelPath;
18
+ private int batchSize;
19
+
20
+ private SessionOptions SessionOpt;
21
+
22
+ /// <summary>
23
+ /// init function
24
+ /// </summary>
25
+ /// <param name="Path"></param>
26
+ /// <param name="BatchSize"></param>
27
+ /// <returns>Returns the output size of the model</returns>
28
+ public int Initialize(string Path, int BatchSize)
29
+ {
30
+ modelPath = Path;
31
+ batchSize = BatchSize;
32
+ SessionOpt = SessionConfigurator.MakeConfiguredSessionOptions();
33
+ session = LoadModel(modelPath);
34
+ return session.OutputMetadata["output"].Dimensions[1];
35
+ }
36
+
37
+
38
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Run/*'/>
39
+ public Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> RunInference(Godot.Collections.Array<float> obs, int state_ins)
40
+ {
41
+ //Current model: Any (Godot Rl Agents)
42
+ //Expects a tensor of shape [batch_size, input_size] type float named obs and a tensor of shape [batch_size] type float named state_ins
43
+
44
+ //Fill the input tensors
45
+ // create span from inputSize
46
+ var span = new float[obs.Count]; //There's probably a better way to do this
47
+ for (int i = 0; i < obs.Count; i++)
48
+ {
49
+ span[i] = obs[i];
50
+ }
51
+
52
+ IReadOnlyCollection<NamedOnnxValue> inputs = new List<NamedOnnxValue>
53
+ {
54
+ NamedOnnxValue.CreateFromTensor("obs", new DenseTensor<float>(span, new int[] { batchSize, obs.Count })),
55
+ NamedOnnxValue.CreateFromTensor("state_ins", new DenseTensor<float>(new float[] { state_ins }, new int[] { batchSize }))
56
+ };
57
+ IReadOnlyCollection<string> outputNames = new List<string> { "output", "state_outs" }; //ONNX is sensible to these names, as well as the input names
58
+
59
+ IDisposableReadOnlyCollection<DisposableNamedOnnxValue> results;
60
+ //We do not use "using" here so we get a better exception explaination later
61
+ try
62
+ {
63
+ results = session.Run(inputs, outputNames);
64
+ }
65
+ catch (OnnxRuntimeException e)
66
+ {
67
+ //This error usually means that the model is not compatible with the input, beacause of the input shape (size)
68
+ GD.Print("Error at inference: ", e);
69
+ return null;
70
+ }
71
+ //Can't convert IEnumerable<float> to Variant, so we have to convert it to an array or something
72
+ Godot.Collections.Dictionary<string, Godot.Collections.Array<float>> output = new Godot.Collections.Dictionary<string, Godot.Collections.Array<float>>();
73
+ DisposableNamedOnnxValue output1 = results.First();
74
+ DisposableNamedOnnxValue output2 = results.Last();
75
+ Godot.Collections.Array<float> output1Array = new Godot.Collections.Array<float>();
76
+ Godot.Collections.Array<float> output2Array = new Godot.Collections.Array<float>();
77
+
78
+ foreach (float f in output1.AsEnumerable<float>())
79
+ {
80
+ output1Array.Add(f);
81
+ }
82
+
83
+ foreach (float f in output2.AsEnumerable<float>())
84
+ {
85
+ output2Array.Add(f);
86
+ }
87
+
88
+ output.Add(output1.Name, output1Array);
89
+ output.Add(output2.Name, output2Array);
90
+
91
+ //Output is a dictionary of arrays, ex: { "output" : [0.1, 0.2, 0.3, 0.4, ...], "state_outs" : [0.5, ...]}
92
+ results.Dispose();
93
+ return output;
94
+ }
95
+ /// <include file='docs/ONNXInference.xml' path='docs/members[@name="ONNXInference"]/Load/*'/>
96
+ public InferenceSession LoadModel(string Path)
97
+ {
98
+ using Godot.FileAccess file = FileAccess.Open(Path, Godot.FileAccess.ModeFlags.Read);
99
+ byte[] model = file.GetBuffer((int)file.GetLength());
100
+ //file.Close(); file.Dispose(); //Close the file, then dispose the reference.
101
+ return new InferenceSession(model, SessionOpt); //Load the model
102
+ }
103
+ public void FreeDisposables()
104
+ {
105
+ session.Dispose();
106
+ SessionOpt.Dispose();
107
+ }
108
+ }
109
+ }
Completed/addons/godot_rl_agents/onnx/csharp/SessionConfigurator.cs ADDED
@@ -0,0 +1,131 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ using Godot;
2
+ using Microsoft.ML.OnnxRuntime;
3
+
4
+ namespace GodotONNX
5
+ {
6
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SessionConfigurator/*'/>
7
+
8
+ public static class SessionConfigurator
9
+ {
10
+ public enum ComputeName
11
+ {
12
+ CUDA,
13
+ ROCm,
14
+ DirectML,
15
+ CoreML,
16
+ CPU
17
+ }
18
+
19
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/GetSessionOptions/*'/>
20
+ public static SessionOptions MakeConfiguredSessionOptions()
21
+ {
22
+ SessionOptions sessionOptions = new();
23
+ SetOptions(sessionOptions);
24
+ return sessionOptions;
25
+ }
26
+
27
+ private static void SetOptions(SessionOptions sessionOptions)
28
+ {
29
+ sessionOptions.LogSeverityLevel = OrtLoggingLevel.ORT_LOGGING_LEVEL_WARNING;
30
+ ApplySystemSpecificOptions(sessionOptions);
31
+ }
32
+
33
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/SystemCheck/*'/>
34
+ static public void ApplySystemSpecificOptions(SessionOptions sessionOptions)
35
+ {
36
+ //Most code for this function is verbose only, the only reason it exists is to track
37
+ //implementation progress of the different compute APIs.
38
+
39
+ //December 2022: CUDA is not working.
40
+
41
+ string OSName = OS.GetName(); //Get OS Name
42
+
43
+ //ComputeName ComputeAPI = ComputeCheck(); //Get Compute API
44
+ // //TODO: Get CPU architecture
45
+
46
+ //Linux can use OpenVINO (C#) on x64 and ROCm on x86 (GDNative/C++)
47
+ //Windows can use OpenVINO (C#) on x64
48
+ //TODO: try TensorRT instead of CUDA
49
+ //TODO: Use OpenVINO for Intel Graphics
50
+
51
+ // Temporarily using CPU on all platforms to avoid errors detected with DML
52
+ ComputeName ComputeAPI = ComputeName.CPU;
53
+
54
+ //match OS and Compute API
55
+ GD.Print($"OS: {OSName} Compute API: {ComputeAPI}");
56
+
57
+ // CPU is set by default without appending necessary
58
+ // sessionOptions.AppendExecutionProvider_CPU(0);
59
+
60
+ /*
61
+ switch (OSName)
62
+ {
63
+ case "Windows": //Can use CUDA, DirectML
64
+ if (ComputeAPI is ComputeName.CUDA)
65
+ {
66
+ //CUDA
67
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
68
+ //sessionOptions.AppendExecutionProvider_DML(0);
69
+ }
70
+ else if (ComputeAPI is ComputeName.DirectML)
71
+ {
72
+ //DirectML
73
+ //sessionOptions.AppendExecutionProvider_DML(0);
74
+ }
75
+ break;
76
+ case "X11": //Can use CUDA, ROCm
77
+ if (ComputeAPI is ComputeName.CUDA)
78
+ {
79
+ //CUDA
80
+ //sessionOptions.AppendExecutionProvider_CUDA(0);
81
+ }
82
+ if (ComputeAPI is ComputeName.ROCm)
83
+ {
84
+ //ROCm, only works on x86
85
+ //Research indicates that this has to be compiled as a GDNative plugin
86
+ //GD.Print("ROCm not supported yet, using CPU.");
87
+ //sessionOptions.AppendExecutionProvider_CPU(0);
88
+ }
89
+ break;
90
+ case "macOS": //Can use CoreML
91
+ if (ComputeAPI is ComputeName.CoreML)
92
+ { //CoreML
93
+ //TODO: Needs testing
94
+ //sessionOptions.AppendExecutionProvider_CoreML(0);
95
+ //CoreML on ARM64, out of the box, on x64 needs .tar file from GitHub
96
+ }
97
+ break;
98
+ default:
99
+ GD.Print("OS not Supported.");
100
+ break;
101
+ }
102
+ */
103
+ }
104
+
105
+
106
+ /// <include file='docs/SessionConfigurator.xml' path='docs/members[@name="SessionConfigurator"]/ComputeCheck/*'/>
107
+ public static ComputeName ComputeCheck()
108
+ {
109
+ string adapterName = Godot.RenderingServer.GetVideoAdapterName();
110
+ //string adapterVendor = Godot.RenderingServer.GetVideoAdapterVendor();
111
+ adapterName = adapterName.ToUpper(new System.Globalization.CultureInfo(""));
112
+ //TODO: GPU vendors for MacOS, what do they even use these days?
113
+
114
+ if (adapterName.Contains("INTEL"))
115
+ {
116
+ return ComputeName.DirectML;
117
+ }
118
+ if (adapterName.Contains("AMD") || adapterName.Contains("RADEON"))
119
+ {
120
+ return ComputeName.DirectML;
121
+ }
122
+ if (adapterName.Contains("NVIDIA"))
123
+ {
124
+ return ComputeName.CUDA;
125
+ }
126
+
127
+ GD.Print("Graphics Card not recognized."); //Should use CPU
128
+ return ComputeName.CPU;
129
+ }
130
+ }
131
+ }
Completed/addons/godot_rl_agents/onnx/csharp/docs/ONNXInference.xml ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <docs>
2
+ <members name="ONNXInference">
3
+ <ONNXInference>
4
+ <summary>
5
+ The main <c>ONNXInference</c> Class that handles the inference process.
6
+ </summary>
7
+ </ONNXInference>
8
+ <Initialize>
9
+ <summary>
10
+ Starts the inference process.
11
+ </summary>
12
+ <param name="Path">Path to the ONNX model, expects a path inside resources.</param>
13
+ <param name="BatchSize">How many observations will the model recieve.</param>
14
+ </Initialize>
15
+ <Run>
16
+ <summary>
17
+ Runs the given input through the model and returns the output.
18
+ </summary>
19
+ <param name="obs">Dictionary containing all observations.</param>
20
+ <param name="state_ins">How many different agents are creating these observations.</param>
21
+ <returns>A Dictionary of arrays, containing instructions based on the observations.</returns>
22
+ </Run>
23
+ <Load>
24
+ <summary>
25
+ Loads the given model into the inference process, using the best Execution provider available.
26
+ </summary>
27
+ <param name="Path">Path to the ONNX model, expects a path inside resources.</param>
28
+ <returns>InferenceSession ready to run.</returns>
29
+ </Load>
30
+ </members>
31
+ </docs>
Completed/addons/godot_rl_agents/onnx/csharp/docs/SessionConfigurator.xml ADDED
@@ -0,0 +1,29 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ <docs>
2
+ <members name="SessionConfigurator">
3
+ <SessionConfigurator>
4
+ <summary>
5
+ The main <c>SessionConfigurator</c> Class that handles the execution options and providers for the inference process.
6
+ </summary>
7
+ </SessionConfigurator>
8
+ <GetSessionOptions>
9
+ <summary>
10
+ Creates a SessionOptions with all available execution providers.
11
+ </summary>
12
+ <returns>SessionOptions with all available execution providers.</returns>
13
+ </GetSessionOptions>
14
+ <SystemCheck>
15
+ <summary>
16
+ Appends any execution provider available in the current system.
17
+ </summary>
18
+ <remarks>
19
+ This function is mainly verbose for tracking implementation progress of different compute APIs.
20
+ </remarks>
21
+ </SystemCheck>
22
+ <ComputeCheck>
23
+ <summary>
24
+ Checks for available GPUs.
25
+ </summary>
26
+ <returns>An integer identifier for each compute platform.</returns>
27
+ </ComputeCheck>
28
+ </members>
29
+ </docs>
Completed/addons/godot_rl_agents/onnx/wrapper/ONNX_wrapper.gd ADDED
@@ -0,0 +1,51 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Resource
2
+ class_name ONNXModel
3
+ var inferencer_script = load("res://addons/godot_rl_agents/onnx/csharp/ONNXInference.cs")
4
+
5
+ var inferencer = null
6
+
7
+ ## How many action values the model outputs
8
+ var action_output_size: int
9
+
10
+ ## Used to differentiate models
11
+ ## that only output continuous action mean (e.g. sb3, cleanrl export)
12
+ ## versus models that output mean and logstd (e.g. rllib export)
13
+ var action_means_only: bool
14
+
15
+ ## Whether action_means_value has been set already for this model
16
+ var action_means_only_set: bool
17
+
18
+ # Must provide the path to the model and the batch size
19
+ func _init(model_path, batch_size):
20
+ inferencer = inferencer_script.new()
21
+ action_output_size = inferencer.Initialize(model_path, batch_size)
22
+
23
+ # This function is the one that will be called from the game,
24
+ # requires the observation as an array and the state_ins as an int
25
+ # returns an Array containing the action the model takes.
26
+ func run_inference(obs: Array, state_ins: int) -> Dictionary:
27
+ if inferencer == null:
28
+ printerr("Inferencer not initialized")
29
+ return {}
30
+ return inferencer.RunInference(obs, state_ins)
31
+
32
+
33
+ func _notification(what):
34
+ if what == NOTIFICATION_PREDELETE:
35
+ inferencer.FreeDisposables()
36
+ inferencer.free()
37
+
38
+ # Check whether agent uses a continuous actions model with only action means or not
39
+ func set_action_means_only(agent_action_space):
40
+ action_means_only_set = true
41
+ var continuous_only: bool = true
42
+ var continuous_actions: int
43
+ for action in agent_action_space:
44
+ if not agent_action_space[action]["action_type"] == "continuous":
45
+ continuous_only = false
46
+ break
47
+ else:
48
+ continuous_actions += agent_action_space[action]["size"]
49
+ if continuous_only:
50
+ if continuous_actions == action_output_size:
51
+ action_means_only = true
Completed/addons/godot_rl_agents/plugin.cfg ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ [plugin]
2
+
3
+ name="GodotRLAgents"
4
+ description="Custom nodes for the godot rl agents toolkit "
5
+ author="Edward Beeching"
6
+ version="0.1"
7
+ script="godot_rl_agents.gd"
Completed/addons/godot_rl_agents/sensors/sensors_2d/ExampleRaycastSensor2D.tscn ADDED
@@ -0,0 +1,48 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=5 format=3 uid="uid://ddeq7mn1ealyc"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
+
5
+ [sub_resource type="GDScript" id="2"]
6
+ script/source = "extends Node2D
7
+
8
+
9
+
10
+ func _physics_process(delta: float) -> void:
11
+ print(\"step start\")
12
+
13
+ "
14
+
15
+ [sub_resource type="GDScript" id="1"]
16
+ script/source = "extends RayCast2D
17
+
18
+ var steps = 1
19
+
20
+ func _physics_process(delta: float) -> void:
21
+ print(\"processing raycast\")
22
+ steps += 1
23
+ if steps % 2:
24
+ force_raycast_update()
25
+
26
+ print(is_colliding())
27
+ "
28
+
29
+ [sub_resource type="CircleShape2D" id="3"]
30
+
31
+ [node name="ExampleRaycastSensor2D" type="Node2D"]
32
+ script = SubResource("2")
33
+
34
+ [node name="ExampleAgent" type="Node2D" parent="."]
35
+ position = Vector2(573, 314)
36
+ rotation = 0.286234
37
+
38
+ [node name="RaycastSensor2D" type="Node2D" parent="ExampleAgent"]
39
+ script = ExtResource("1")
40
+
41
+ [node name="TestRayCast2D" type="RayCast2D" parent="."]
42
+ script = SubResource("1")
43
+
44
+ [node name="StaticBody2D" type="StaticBody2D" parent="."]
45
+ position = Vector2(1, 52)
46
+
47
+ [node name="CollisionShape2D" type="CollisionShape2D" parent="StaticBody2D"]
48
+ shape = SubResource("3")
Completed/addons/godot_rl_agents/sensors/sensors_2d/GridSensor2D.gd ADDED
@@ -0,0 +1,235 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor2D
3
+ class_name GridSensor2D
4
+
5
+ @export var debug_view := false:
6
+ get:
7
+ return debug_view
8
+ set(value):
9
+ debug_view = value
10
+ _update()
11
+
12
+ @export_flags_2d_physics var detection_mask := 0:
13
+ get:
14
+ return detection_mask
15
+ set(value):
16
+ detection_mask = value
17
+ _update()
18
+
19
+ @export var collide_with_areas := false:
20
+ get:
21
+ return collide_with_areas
22
+ set(value):
23
+ collide_with_areas = value
24
+ _update()
25
+
26
+ @export var collide_with_bodies := true:
27
+ get:
28
+ return collide_with_bodies
29
+ set(value):
30
+ collide_with_bodies = value
31
+ _update()
32
+
33
+ @export_range(1, 200, 0.1) var cell_width := 20.0:
34
+ get:
35
+ return cell_width
36
+ set(value):
37
+ cell_width = value
38
+ _update()
39
+
40
+ @export_range(1, 200, 0.1) var cell_height := 20.0:
41
+ get:
42
+ return cell_height
43
+ set(value):
44
+ cell_height = value
45
+ _update()
46
+
47
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
48
+ get:
49
+ return grid_size_x
50
+ set(value):
51
+ grid_size_x = value
52
+ _update()
53
+
54
+ @export_range(1, 21, 2, "or_greater") var grid_size_y := 3:
55
+ get:
56
+ return grid_size_y
57
+ set(value):
58
+ grid_size_y = value
59
+ _update()
60
+
61
+ var _obs_buffer: PackedFloat64Array
62
+ var _rectangle_shape: RectangleShape2D
63
+ var _collision_mapping: Dictionary
64
+ var _n_layers_per_cell: int
65
+
66
+ var _highlighted_cell_color: Color
67
+ var _standard_cell_color: Color
68
+
69
+
70
+ func get_observation():
71
+ return _obs_buffer
72
+
73
+
74
+ func _update():
75
+ if Engine.is_editor_hint():
76
+ if is_node_ready():
77
+ _spawn_nodes()
78
+
79
+
80
+ func _ready() -> void:
81
+ _set_colors()
82
+
83
+ if Engine.is_editor_hint():
84
+ if get_child_count() == 0:
85
+ _spawn_nodes()
86
+ else:
87
+ _spawn_nodes()
88
+
89
+
90
+ func _set_colors() -> void:
91
+ _standard_cell_color = Color(100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
92
+ _highlighted_cell_color = Color(255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0)
93
+
94
+
95
+ func _get_collision_mapping() -> Dictionary:
96
+ # defines which layer is mapped to which cell obs index
97
+ var total_bits = 0
98
+ var collision_mapping = {}
99
+ for i in 32:
100
+ var bit_mask = 2 ** i
101
+ if (detection_mask & bit_mask) > 0:
102
+ collision_mapping[i] = total_bits
103
+ total_bits += 1
104
+
105
+ return collision_mapping
106
+
107
+
108
+ func _spawn_nodes():
109
+ for cell in get_children():
110
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
111
+ cell.queue_free()
112
+
113
+ _collision_mapping = _get_collision_mapping()
114
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
115
+ # allocate memory for the observations
116
+ _n_layers_per_cell = len(_collision_mapping)
117
+ _obs_buffer = PackedFloat64Array()
118
+ _obs_buffer.resize(grid_size_x * grid_size_y * _n_layers_per_cell)
119
+ _obs_buffer.fill(0)
120
+ #prints(len(_obs_buffer), _obs_buffer )
121
+
122
+ _rectangle_shape = RectangleShape2D.new()
123
+ _rectangle_shape.set_size(Vector2(cell_width, cell_height))
124
+
125
+ var shift := Vector2(
126
+ -(grid_size_x / 2) * cell_width,
127
+ -(grid_size_y / 2) * cell_height,
128
+ )
129
+
130
+ for i in grid_size_x:
131
+ for j in grid_size_y:
132
+ var cell_position = Vector2(i * cell_width, j * cell_height) + shift
133
+ _create_cell(i, j, cell_position)
134
+
135
+
136
+ func _create_cell(i: int, j: int, position: Vector2):
137
+ var cell := Area2D.new()
138
+ cell.position = position
139
+ cell.name = "GridCell %s %s" % [i, j]
140
+ cell.modulate = _standard_cell_color
141
+
142
+ if collide_with_areas:
143
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
144
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
145
+
146
+ if collide_with_bodies:
147
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
148
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
149
+
150
+ cell.collision_layer = 0
151
+ cell.collision_mask = detection_mask
152
+ cell.monitorable = true
153
+ add_child(cell)
154
+ cell.set_owner(get_tree().edited_scene_root)
155
+
156
+ var col_shape := CollisionShape2D.new()
157
+ col_shape.shape = _rectangle_shape
158
+ col_shape.name = "CollisionShape2D"
159
+ cell.add_child(col_shape)
160
+ col_shape.set_owner(get_tree().edited_scene_root)
161
+
162
+ if debug_view:
163
+ var quad = MeshInstance2D.new()
164
+ quad.name = "MeshInstance2D"
165
+ var quad_mesh = QuadMesh.new()
166
+
167
+ quad_mesh.set_size(Vector2(cell_width, cell_height))
168
+
169
+ quad.mesh = quad_mesh
170
+ cell.add_child(quad)
171
+ quad.set_owner(get_tree().edited_scene_root)
172
+
173
+
174
+ func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
175
+ for key in _collision_mapping:
176
+ var bit_mask = 2 ** key
177
+ if (collision_layer & bit_mask) > 0:
178
+ var collison_map_index = _collision_mapping[key]
179
+
180
+ var obs_index = (
181
+ (cell_i * grid_size_x * _n_layers_per_cell)
182
+ + (cell_j * _n_layers_per_cell)
183
+ + collison_map_index
184
+ )
185
+ #prints(obs_index, cell_i, cell_j)
186
+ if entered:
187
+ _obs_buffer[obs_index] += 1
188
+ else:
189
+ _obs_buffer[obs_index] -= 1
190
+
191
+
192
+ func _toggle_cell(cell_i: int, cell_j: int):
193
+ var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
194
+
195
+ if cell == null:
196
+ print("cell not found, returning")
197
+
198
+ var n_hits = 0
199
+ var start_index = (cell_i * grid_size_x * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
200
+ for i in _n_layers_per_cell:
201
+ n_hits += _obs_buffer[start_index + i]
202
+
203
+ if n_hits > 0:
204
+ cell.modulate = _highlighted_cell_color
205
+ else:
206
+ cell.modulate = _standard_cell_color
207
+
208
+
209
+ func _on_cell_area_entered(area: Area2D, cell_i: int, cell_j: int):
210
+ #prints("_on_cell_area_entered", cell_i, cell_j)
211
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
212
+ if debug_view:
213
+ _toggle_cell(cell_i, cell_j)
214
+ #print(_obs_buffer)
215
+
216
+
217
+ func _on_cell_area_exited(area: Area2D, cell_i: int, cell_j: int):
218
+ #prints("_on_cell_area_exited", cell_i, cell_j)
219
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
220
+ if debug_view:
221
+ _toggle_cell(cell_i, cell_j)
222
+
223
+
224
+ func _on_cell_body_entered(body: Node2D, cell_i: int, cell_j: int):
225
+ #prints("_on_cell_body_entered", cell_i, cell_j)
226
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
227
+ if debug_view:
228
+ _toggle_cell(cell_i, cell_j)
229
+
230
+
231
+ func _on_cell_body_exited(body: Node2D, cell_i: int, cell_j: int):
232
+ #prints("_on_cell_body_exited", cell_i, cell_j)
233
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
234
+ if debug_view:
235
+ _toggle_cell(cell_i, cell_j)
Completed/addons/godot_rl_agents/sensors/sensors_2d/ISensor2D.gd ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ class_name ISensor2D
3
+
4
+ var _obs: Array = []
5
+ var _active := false
6
+
7
+
8
+ func get_observation():
9
+ pass
10
+
11
+
12
+ func activate():
13
+ _active = true
14
+
15
+
16
+ func deactivate():
17
+ _active = false
18
+
19
+
20
+ func _update_observation():
21
+ pass
22
+
23
+
24
+ func reset():
25
+ pass
Completed/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd ADDED
@@ -0,0 +1,118 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor2D
3
+ class_name RaycastSensor2D
4
+
5
+ @export_flags_2d_physics var collision_mask := 1:
6
+ get:
7
+ return collision_mask
8
+ set(value):
9
+ collision_mask = value
10
+ _update()
11
+
12
+ @export var collide_with_areas := false:
13
+ get:
14
+ return collide_with_areas
15
+ set(value):
16
+ collide_with_areas = value
17
+ _update()
18
+
19
+ @export var collide_with_bodies := true:
20
+ get:
21
+ return collide_with_bodies
22
+ set(value):
23
+ collide_with_bodies = value
24
+ _update()
25
+
26
+ @export var n_rays := 16.0:
27
+ get:
28
+ return n_rays
29
+ set(value):
30
+ n_rays = value
31
+ _update()
32
+
33
+ @export_range(5, 3000, 5.0) var ray_length := 200:
34
+ get:
35
+ return ray_length
36
+ set(value):
37
+ ray_length = value
38
+ _update()
39
+ @export_range(5, 360, 5.0) var cone_width := 360.0:
40
+ get:
41
+ return cone_width
42
+ set(value):
43
+ cone_width = value
44
+ _update()
45
+
46
+ @export var debug_draw := true:
47
+ get:
48
+ return debug_draw
49
+ set(value):
50
+ debug_draw = value
51
+ _update()
52
+
53
+ var _angles = []
54
+ var rays := []
55
+
56
+
57
+ func _update():
58
+ if Engine.is_editor_hint():
59
+ if debug_draw:
60
+ _spawn_nodes()
61
+ else:
62
+ for ray in get_children():
63
+ if ray is RayCast2D:
64
+ remove_child(ray)
65
+
66
+
67
+ func _ready() -> void:
68
+ _spawn_nodes()
69
+
70
+
71
+ func _spawn_nodes():
72
+ for ray in rays:
73
+ ray.queue_free()
74
+ rays = []
75
+
76
+ _angles = []
77
+ var step = cone_width / (n_rays)
78
+ var start = step / 2 - cone_width / 2
79
+
80
+ for i in n_rays:
81
+ var angle = start + i * step
82
+ var ray = RayCast2D.new()
83
+ ray.set_target_position(
84
+ Vector2(ray_length * cos(deg_to_rad(angle)), ray_length * sin(deg_to_rad(angle)))
85
+ )
86
+ ray.set_name("node_" + str(i))
87
+ ray.enabled = false
88
+ ray.collide_with_areas = collide_with_areas
89
+ ray.collide_with_bodies = collide_with_bodies
90
+ ray.collision_mask = collision_mask
91
+ add_child(ray)
92
+ rays.append(ray)
93
+
94
+ _angles.append(start + i * step)
95
+
96
+
97
+ func get_observation() -> Array:
98
+ return self.calculate_raycasts()
99
+
100
+
101
+ func calculate_raycasts() -> Array:
102
+ var result = []
103
+ for ray in rays:
104
+ ray.enabled = true
105
+ ray.force_raycast_update()
106
+ var distance = _get_raycast_distance(ray)
107
+ result.append(distance)
108
+ ray.enabled = false
109
+ return result
110
+
111
+
112
+ func _get_raycast_distance(ray: RayCast2D) -> float:
113
+ if !ray.is_colliding():
114
+ return 0.0
115
+
116
+ var distance = (global_position - ray.get_collision_point()).length()
117
+ distance = clamp(distance, 0.0, ray_length)
118
+ return (ray_length - distance) / ray_length
Completed/addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.tscn ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=3 uid="uid://drvfihk5esgmv"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_2d/RaycastSensor2D.gd" id="1"]
4
+
5
+ [node name="RaycastSensor2D" type="Node2D"]
6
+ script = ExtResource("1")
7
+ n_rays = 17.0
Completed/addons/godot_rl_agents/sensors/sensors_3d/ExampleRaycastSensor3D.tscn ADDED
@@ -0,0 +1,6 @@
 
 
 
 
 
 
 
1
+ [gd_scene format=3 uid="uid://biu787qh4woik"]
2
+
3
+ [node name="ExampleRaycastSensor3D" type="Node3D"]
4
+
5
+ [node name="Camera3D" type="Camera3D" parent="."]
6
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.804183, 0, 2.70146)
Completed/addons/godot_rl_agents/sensors/sensors_3d/GridSensor3D.gd ADDED
@@ -0,0 +1,258 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor3D
3
+ class_name GridSensor3D
4
+
5
+ @export var debug_view := false:
6
+ get:
7
+ return debug_view
8
+ set(value):
9
+ debug_view = value
10
+ _update()
11
+
12
+ @export_flags_3d_physics var detection_mask := 0:
13
+ get:
14
+ return detection_mask
15
+ set(value):
16
+ detection_mask = value
17
+ _update()
18
+
19
+ @export var collide_with_areas := false:
20
+ get:
21
+ return collide_with_areas
22
+ set(value):
23
+ collide_with_areas = value
24
+ _update()
25
+
26
+ @export var collide_with_bodies := false:
27
+ # NOTE! The sensor will not detect StaticBody3D, add an area to static bodies to detect them
28
+ get:
29
+ return collide_with_bodies
30
+ set(value):
31
+ collide_with_bodies = value
32
+ _update()
33
+
34
+ @export_range(0.1, 2, 0.1) var cell_width := 1.0:
35
+ get:
36
+ return cell_width
37
+ set(value):
38
+ cell_width = value
39
+ _update()
40
+
41
+ @export_range(0.1, 2, 0.1) var cell_height := 1.0:
42
+ get:
43
+ return cell_height
44
+ set(value):
45
+ cell_height = value
46
+ _update()
47
+
48
+ @export_range(1, 21, 2, "or_greater") var grid_size_x := 3:
49
+ get:
50
+ return grid_size_x
51
+ set(value):
52
+ grid_size_x = value
53
+ _update()
54
+
55
+ @export_range(1, 21, 2, "or_greater") var grid_size_z := 3:
56
+ get:
57
+ return grid_size_z
58
+ set(value):
59
+ grid_size_z = value
60
+ _update()
61
+
62
+ var _obs_buffer: PackedFloat64Array
63
+ var _box_shape: BoxShape3D
64
+ var _collision_mapping: Dictionary
65
+ var _n_layers_per_cell: int
66
+
67
+ var _highlighted_box_material: StandardMaterial3D
68
+ var _standard_box_material: StandardMaterial3D
69
+
70
+
71
+ func get_observation():
72
+ return _obs_buffer
73
+
74
+
75
+ func reset():
76
+ _obs_buffer.fill(0)
77
+
78
+
79
+ func _update():
80
+ if Engine.is_editor_hint():
81
+ if is_node_ready():
82
+ _spawn_nodes()
83
+
84
+
85
+ func _ready() -> void:
86
+ _make_materials()
87
+
88
+ if Engine.is_editor_hint():
89
+ if get_child_count() == 0:
90
+ _spawn_nodes()
91
+ else:
92
+ _spawn_nodes()
93
+
94
+
95
+ func _make_materials() -> void:
96
+ if _highlighted_box_material != null and _standard_box_material != null:
97
+ return
98
+
99
+ _standard_box_material = StandardMaterial3D.new()
100
+ _standard_box_material.set_transparency(1) # ALPHA
101
+ _standard_box_material.albedo_color = Color(
102
+ 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
103
+ )
104
+
105
+ _highlighted_box_material = StandardMaterial3D.new()
106
+ _highlighted_box_material.set_transparency(1) # ALPHA
107
+ _highlighted_box_material.albedo_color = Color(
108
+ 255.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0, 100.0 / 255.0
109
+ )
110
+
111
+
112
+ func _get_collision_mapping() -> Dictionary:
113
+ # defines which layer is mapped to which cell obs index
114
+ var total_bits = 0
115
+ var collision_mapping = {}
116
+ for i in 32:
117
+ var bit_mask = 2 ** i
118
+ if (detection_mask & bit_mask) > 0:
119
+ collision_mapping[i] = total_bits
120
+ total_bits += 1
121
+
122
+ return collision_mapping
123
+
124
+
125
+ func _spawn_nodes():
126
+ for cell in get_children():
127
+ cell.name = "_%s" % cell.name # Otherwise naming below will fail
128
+ cell.queue_free()
129
+
130
+ _collision_mapping = _get_collision_mapping()
131
+ #prints("collision_mapping", _collision_mapping, len(_collision_mapping))
132
+ # allocate memory for the observations
133
+ _n_layers_per_cell = len(_collision_mapping)
134
+ _obs_buffer = PackedFloat64Array()
135
+ _obs_buffer.resize(grid_size_x * grid_size_z * _n_layers_per_cell)
136
+ _obs_buffer.fill(0)
137
+ #prints(len(_obs_buffer), _obs_buffer )
138
+
139
+ _box_shape = BoxShape3D.new()
140
+ _box_shape.set_size(Vector3(cell_width, cell_height, cell_width))
141
+
142
+ var shift := Vector3(
143
+ -(grid_size_x / 2) * cell_width,
144
+ 0,
145
+ -(grid_size_z / 2) * cell_width,
146
+ )
147
+
148
+ for i in grid_size_x:
149
+ for j in grid_size_z:
150
+ var cell_position = Vector3(i * cell_width, 0.0, j * cell_width) + shift
151
+ _create_cell(i, j, cell_position)
152
+
153
+
154
+ func _create_cell(i: int, j: int, position: Vector3):
155
+ var cell := Area3D.new()
156
+ cell.position = position
157
+ cell.name = "GridCell %s %s" % [i, j]
158
+
159
+ if collide_with_areas:
160
+ cell.area_entered.connect(_on_cell_area_entered.bind(i, j))
161
+ cell.area_exited.connect(_on_cell_area_exited.bind(i, j))
162
+
163
+ if collide_with_bodies:
164
+ cell.body_entered.connect(_on_cell_body_entered.bind(i, j))
165
+ cell.body_exited.connect(_on_cell_body_exited.bind(i, j))
166
+
167
+ # cell.body_shape_entered.connect(_on_cell_body_shape_entered.bind(i, j))
168
+ # cell.body_shape_exited.connect(_on_cell_body_shape_exited.bind(i, j))
169
+
170
+ cell.collision_layer = 0
171
+ cell.collision_mask = detection_mask
172
+ cell.monitorable = true
173
+ cell.input_ray_pickable = false
174
+ add_child(cell)
175
+ cell.set_owner(get_tree().edited_scene_root)
176
+
177
+ var col_shape := CollisionShape3D.new()
178
+ col_shape.shape = _box_shape
179
+ col_shape.name = "CollisionShape3D"
180
+ cell.add_child(col_shape)
181
+ col_shape.set_owner(get_tree().edited_scene_root)
182
+
183
+ if debug_view:
184
+ var box = MeshInstance3D.new()
185
+ box.name = "MeshInstance3D"
186
+ var box_mesh = BoxMesh.new()
187
+
188
+ box_mesh.set_size(Vector3(cell_width, cell_height, cell_width))
189
+ box_mesh.material = _standard_box_material
190
+
191
+ box.mesh = box_mesh
192
+ cell.add_child(box)
193
+ box.set_owner(get_tree().edited_scene_root)
194
+
195
+
196
+ func _update_obs(cell_i: int, cell_j: int, collision_layer: int, entered: bool):
197
+ for key in _collision_mapping:
198
+ var bit_mask = 2 ** key
199
+ if (collision_layer & bit_mask) > 0:
200
+ var collison_map_index = _collision_mapping[key]
201
+
202
+ var obs_index = (
203
+ (cell_i * grid_size_z * _n_layers_per_cell)
204
+ + (cell_j * _n_layers_per_cell)
205
+ + collison_map_index
206
+ )
207
+ #prints(obs_index, cell_i, cell_j)
208
+ if entered:
209
+ _obs_buffer[obs_index] += 1
210
+ else:
211
+ _obs_buffer[obs_index] -= 1
212
+
213
+
214
+ func _toggle_cell(cell_i: int, cell_j: int):
215
+ var cell = get_node_or_null("GridCell %s %s" % [cell_i, cell_j])
216
+
217
+ if cell == null:
218
+ print("cell not found, returning")
219
+
220
+ var n_hits = 0
221
+ var start_index = (cell_i * grid_size_z * _n_layers_per_cell) + (cell_j * _n_layers_per_cell)
222
+ for i in _n_layers_per_cell:
223
+ n_hits += _obs_buffer[start_index + i]
224
+
225
+ var cell_mesh = cell.get_node_or_null("MeshInstance3D")
226
+ if n_hits > 0:
227
+ cell_mesh.mesh.material = _highlighted_box_material
228
+ else:
229
+ cell_mesh.mesh.material = _standard_box_material
230
+
231
+
232
+ func _on_cell_area_entered(area: Area3D, cell_i: int, cell_j: int):
233
+ #prints("_on_cell_area_entered", cell_i, cell_j)
234
+ _update_obs(cell_i, cell_j, area.collision_layer, true)
235
+ if debug_view:
236
+ _toggle_cell(cell_i, cell_j)
237
+ #print(_obs_buffer)
238
+
239
+
240
+ func _on_cell_area_exited(area: Area3D, cell_i: int, cell_j: int):
241
+ #prints("_on_cell_area_exited", cell_i, cell_j)
242
+ _update_obs(cell_i, cell_j, area.collision_layer, false)
243
+ if debug_view:
244
+ _toggle_cell(cell_i, cell_j)
245
+
246
+
247
+ func _on_cell_body_entered(body: Node3D, cell_i: int, cell_j: int):
248
+ #prints("_on_cell_body_entered", cell_i, cell_j)
249
+ _update_obs(cell_i, cell_j, body.collision_layer, true)
250
+ if debug_view:
251
+ _toggle_cell(cell_i, cell_j)
252
+
253
+
254
+ func _on_cell_body_exited(body: Node3D, cell_i: int, cell_j: int):
255
+ #prints("_on_cell_body_exited", cell_i, cell_j)
256
+ _update_obs(cell_i, cell_j, body.collision_layer, false)
257
+ if debug_view:
258
+ _toggle_cell(cell_i, cell_j)
Completed/addons/godot_rl_agents/sensors/sensors_3d/ISensor3D.gd ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name ISensor3D
3
+
4
+ var _obs: Array = []
5
+ var _active := false
6
+
7
+
8
+ func get_observation():
9
+ pass
10
+
11
+
12
+ func activate():
13
+ _active = true
14
+
15
+
16
+ func deactivate():
17
+ _active = false
18
+
19
+
20
+ func _update_observation():
21
+ pass
22
+
23
+
24
+ func reset():
25
+ pass
Completed/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd ADDED
@@ -0,0 +1,63 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name RGBCameraSensor3D
3
+ var camera_pixels = null
4
+
5
+ @onready var camera_texture := $Control/CameraTexture as Sprite2D
6
+ @onready var processed_texture := $Control/ProcessedTexture as Sprite2D
7
+ @onready var sub_viewport := $SubViewport as SubViewport
8
+ @onready var displayed_image: ImageTexture
9
+
10
+ @export var render_image_resolution := Vector2(36, 36)
11
+ ## Display size does not affect rendered or sent image resolution.
12
+ ## Scale is relative to either render image or downscale image resolution
13
+ ## depending on which mode is set.
14
+ @export var displayed_image_scale_factor := Vector2(8, 8)
15
+
16
+ @export_group("Downscale image options")
17
+ ## Enable to downscale the rendered image before sending the obs.
18
+ @export var downscale_image: bool = false
19
+ ## If downscale_image is true, will display the downscaled image instead of rendered image.
20
+ @export var display_downscaled_image: bool = true
21
+ ## This is the resolution of the image that will be sent after downscaling
22
+ @export var resized_image_resolution := Vector2(36, 36)
23
+
24
+
25
+ func _ready():
26
+ sub_viewport.size = render_image_resolution
27
+ camera_texture.scale = displayed_image_scale_factor
28
+
29
+ if downscale_image and display_downscaled_image:
30
+ camera_texture.visible = false
31
+ processed_texture.scale = displayed_image_scale_factor
32
+ else:
33
+ processed_texture.visible = false
34
+
35
+
36
+ func get_camera_pixel_encoding():
37
+ var image := camera_texture.get_texture().get_image() as Image
38
+
39
+ if downscale_image:
40
+ image.resize(
41
+ resized_image_resolution.x, resized_image_resolution.y, Image.INTERPOLATE_NEAREST
42
+ )
43
+ if display_downscaled_image:
44
+ if not processed_texture.texture:
45
+ displayed_image = ImageTexture.create_from_image(image)
46
+ processed_texture.texture = displayed_image
47
+ else:
48
+ displayed_image.update(image)
49
+
50
+ return image.get_data().hex_encode()
51
+
52
+
53
+ func get_camera_shape() -> Array:
54
+ var size = resized_image_resolution if downscale_image else render_image_resolution
55
+
56
+ assert(
57
+ size.x >= 36 and size.y >= 36,
58
+ "Camera sensor sent image resolution must be 36x36 or larger."
59
+ )
60
+ if sub_viewport.transparent_bg:
61
+ return [4, size.y, size.x]
62
+ else:
63
+ return [3, size.y, size.x]
Completed/addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.tscn ADDED
@@ -0,0 +1,35 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=3 format=3 uid="uid://baaywi3arsl2m"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RGBCameraSensor3D.gd" id="1"]
4
+
5
+ [sub_resource type="ViewportTexture" id="ViewportTexture_y72s3"]
6
+ viewport_path = NodePath("SubViewport")
7
+
8
+ [node name="RGBCameraSensor3D" type="Node3D"]
9
+ script = ExtResource("1")
10
+
11
+ [node name="RemoteTransform" type="RemoteTransform3D" parent="."]
12
+ remote_path = NodePath("../SubViewport/Camera")
13
+
14
+ [node name="SubViewport" type="SubViewport" parent="."]
15
+ size = Vector2i(36, 36)
16
+ render_target_update_mode = 3
17
+
18
+ [node name="Camera" type="Camera3D" parent="SubViewport"]
19
+ near = 0.5
20
+
21
+ [node name="Control" type="Control" parent="."]
22
+ layout_mode = 3
23
+ anchors_preset = 15
24
+ anchor_right = 1.0
25
+ anchor_bottom = 1.0
26
+ grow_horizontal = 2
27
+ grow_vertical = 2
28
+ metadata/_edit_use_anchors_ = true
29
+
30
+ [node name="CameraTexture" type="Sprite2D" parent="Control"]
31
+ texture = SubResource("ViewportTexture_y72s3")
32
+ centered = false
33
+
34
+ [node name="ProcessedTexture" type="Sprite2D" parent="Control"]
35
+ centered = false
Completed/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd ADDED
@@ -0,0 +1,185 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ @tool
2
+ extends ISensor3D
3
+ class_name RayCastSensor3D
4
+ @export_flags_3d_physics var collision_mask = 1:
5
+ get:
6
+ return collision_mask
7
+ set(value):
8
+ collision_mask = value
9
+ _update()
10
+ @export_flags_3d_physics var boolean_class_mask = 1:
11
+ get:
12
+ return boolean_class_mask
13
+ set(value):
14
+ boolean_class_mask = value
15
+ _update()
16
+
17
+ @export var n_rays_width := 6.0:
18
+ get:
19
+ return n_rays_width
20
+ set(value):
21
+ n_rays_width = value
22
+ _update()
23
+
24
+ @export var n_rays_height := 6.0:
25
+ get:
26
+ return n_rays_height
27
+ set(value):
28
+ n_rays_height = value
29
+ _update()
30
+
31
+ @export var ray_length := 10.0:
32
+ get:
33
+ return ray_length
34
+ set(value):
35
+ ray_length = value
36
+ _update()
37
+
38
+ @export var cone_width := 60.0:
39
+ get:
40
+ return cone_width
41
+ set(value):
42
+ cone_width = value
43
+ _update()
44
+
45
+ @export var cone_height := 60.0:
46
+ get:
47
+ return cone_height
48
+ set(value):
49
+ cone_height = value
50
+ _update()
51
+
52
+ @export var collide_with_areas := false:
53
+ get:
54
+ return collide_with_areas
55
+ set(value):
56
+ collide_with_areas = value
57
+ _update()
58
+
59
+ @export var collide_with_bodies := true:
60
+ get:
61
+ return collide_with_bodies
62
+ set(value):
63
+ collide_with_bodies = value
64
+ _update()
65
+
66
+ @export var class_sensor := false
67
+
68
+ var rays := []
69
+ var geo = null
70
+
71
+
72
+ func _update():
73
+ if Engine.is_editor_hint():
74
+ if is_node_ready():
75
+ _spawn_nodes()
76
+
77
+
78
+ func _ready() -> void:
79
+ if Engine.is_editor_hint():
80
+ if get_child_count() == 0:
81
+ _spawn_nodes()
82
+ else:
83
+ _spawn_nodes()
84
+
85
+
86
+ func _spawn_nodes():
87
+ print("spawning nodes")
88
+ for ray in get_children():
89
+ ray.queue_free()
90
+ if geo:
91
+ geo.clear()
92
+ #$Lines.remove_points()
93
+ rays = []
94
+
95
+ var horizontal_step = cone_width / (n_rays_width)
96
+ var vertical_step = cone_height / (n_rays_height)
97
+
98
+ var horizontal_start = horizontal_step / 2 - cone_width / 2
99
+ var vertical_start = vertical_step / 2 - cone_height / 2
100
+
101
+ var points = []
102
+
103
+ for i in n_rays_width:
104
+ for j in n_rays_height:
105
+ var angle_w = horizontal_start + i * horizontal_step
106
+ var angle_h = vertical_start + j * vertical_step
107
+ #angle_h = 0.0
108
+ var ray = RayCast3D.new()
109
+ var cast_to = to_spherical_coords(ray_length, angle_w, angle_h)
110
+ ray.set_target_position(cast_to)
111
+
112
+ points.append(cast_to)
113
+
114
+ ray.set_name("node_" + str(i) + " " + str(j))
115
+ ray.enabled = false
116
+ ray.collide_with_bodies = collide_with_bodies
117
+ ray.collide_with_areas = collide_with_areas
118
+ ray.collision_mask = collision_mask
119
+ add_child(ray)
120
+ ray.set_owner(get_tree().edited_scene_root)
121
+ rays.append(ray)
122
+ ray.force_raycast_update()
123
+
124
+
125
+ # if Engine.editor_hint:
126
+ # _create_debug_lines(points)
127
+
128
+
129
+ func _create_debug_lines(points):
130
+ if not geo:
131
+ geo = ImmediateMesh.new()
132
+ add_child(geo)
133
+
134
+ geo.clear()
135
+ geo.begin(Mesh.PRIMITIVE_LINES)
136
+ for point in points:
137
+ geo.set_color(Color.AQUA)
138
+ geo.add_vertex(Vector3.ZERO)
139
+ geo.add_vertex(point)
140
+ geo.end()
141
+
142
+
143
+ func display():
144
+ if geo:
145
+ geo.display()
146
+
147
+
148
+ func to_spherical_coords(r, inc, azimuth) -> Vector3:
149
+ return Vector3(
150
+ r * sin(deg_to_rad(inc)) * cos(deg_to_rad(azimuth)),
151
+ r * sin(deg_to_rad(azimuth)),
152
+ r * cos(deg_to_rad(inc)) * cos(deg_to_rad(azimuth))
153
+ )
154
+
155
+
156
+ func get_observation() -> Array:
157
+ return self.calculate_raycasts()
158
+
159
+
160
+ func calculate_raycasts() -> Array:
161
+ var result = []
162
+ for ray in rays:
163
+ ray.set_enabled(true)
164
+ ray.force_raycast_update()
165
+ var distance = _get_raycast_distance(ray)
166
+
167
+ result.append(distance)
168
+ if class_sensor:
169
+ var hit_class: float = 0
170
+ if ray.get_collider():
171
+ var hit_collision_layer = ray.get_collider().collision_layer
172
+ hit_collision_layer = hit_collision_layer & collision_mask
173
+ hit_class = (hit_collision_layer & boolean_class_mask) > 0
174
+ result.append(float(hit_class))
175
+ ray.set_enabled(false)
176
+ return result
177
+
178
+
179
+ func _get_raycast_distance(ray: RayCast3D) -> float:
180
+ if !ray.is_colliding():
181
+ return 0.0
182
+
183
+ var distance = (global_transform.origin - ray.get_collision_point()).length()
184
+ distance = clamp(distance, 0.0, ray_length)
185
+ return (ray_length - distance) / ray_length
Completed/addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.tscn ADDED
@@ -0,0 +1,27 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=3 uid="uid://b803cbh1fmy66"]
2
+
3
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sensors/sensors_3d/RaycastSensor3D.gd" id="1"]
4
+
5
+ [node name="RaycastSensor3D" type="Node3D"]
6
+ script = ExtResource("1")
7
+ n_rays_width = 4.0
8
+ n_rays_height = 2.0
9
+ ray_length = 11.0
10
+
11
+ [node name="node_1 0" type="RayCast3D" parent="."]
12
+ target_position = Vector3(-1.38686, -2.84701, 10.5343)
13
+
14
+ [node name="node_1 1" type="RayCast3D" parent="."]
15
+ target_position = Vector3(-1.38686, 2.84701, 10.5343)
16
+
17
+ [node name="node_2 0" type="RayCast3D" parent="."]
18
+ target_position = Vector3(1.38686, -2.84701, 10.5343)
19
+
20
+ [node name="node_2 1" type="RayCast3D" parent="."]
21
+ target_position = Vector3(1.38686, 2.84701, 10.5343)
22
+
23
+ [node name="node_3 0" type="RayCast3D" parent="."]
24
+ target_position = Vector3(4.06608, -2.84701, 9.81639)
25
+
26
+ [node name="node_3 1" type="RayCast3D" parent="."]
27
+ target_position = Vector3(4.06608, 2.84701, 9.81639)
Completed/addons/godot_rl_agents/sync.gd ADDED
@@ -0,0 +1,587 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node
2
+ class_name Sync
3
+
4
+ # --fixed-fps 2000 --disable-render-loop
5
+
6
+ enum ControlModes {
7
+ HUMAN, ## Test the environment manually
8
+ TRAINING, ## Train a model
9
+ ONNX_INFERENCE ## Load a pretrained model using an .onnx file
10
+ }
11
+ @export var control_mode: ControlModes = ControlModes.TRAINING
12
+ ## Action will be repeated for n frames (Godot physics steps).
13
+ @export_range(1, 10, 1, "or_greater") var action_repeat := 8
14
+ ## Speeds up the physics in the environment to enable faster training.
15
+ @export_range(0, 10, 0.01, "or_greater") var speed_up := 1.0
16
+ ## The path to a trained .onnx model file to use for inference (only needed for the 'Onnx Inference' control mode).
17
+ @export var onnx_model_path := ""
18
+
19
+ # Onnx model stored for each requested path
20
+ var onnx_models: Dictionary
21
+
22
+ @onready var start_time = Time.get_ticks_msec()
23
+
24
+ const MAJOR_VERSION := "0"
25
+ const MINOR_VERSION := "7"
26
+ const DEFAULT_PORT := "11008"
27
+ const DEFAULT_SEED := "1"
28
+ var stream: StreamPeerTCP = null
29
+ var connected = false
30
+ var message_center
31
+ var should_connect = true
32
+
33
+ var all_agents: Array
34
+ var agents_training: Array
35
+ ## Policy name of each agent, for use with multi-policy multi-agent RL cases
36
+ var agents_training_policy_names: Array[String] = ["shared_policy"]
37
+ var agents_inference: Array
38
+ var agents_heuristic: Array
39
+
40
+ ## For recording expert demos
41
+ var agent_demo_record: Node
42
+ ## File path for writing recorded trajectories
43
+ var expert_demo_save_path: String
44
+ ## Stores recorded trajectories
45
+ var demo_trajectories: Array
46
+ ## A trajectory includes obs: Array, acts: Array, terminal (set in Python env instead)
47
+ var current_demo_trajectory: Array
48
+
49
+ var need_to_send_obs = false
50
+ var args = null
51
+ var initialized = false
52
+ var just_reset = false
53
+ var onnx_model = null
54
+ var n_action_steps = 0
55
+
56
+ var _action_space_training: Array[Dictionary] = []
57
+ var _action_space_inference: Array[Dictionary] = []
58
+ var _obs_space_training: Array[Dictionary] = []
59
+
60
+ # Called when the node enters the scene tree for the first time.
61
+ func _ready():
62
+ await get_parent().ready
63
+ get_tree().set_pause(true)
64
+ _initialize()
65
+ #await get_tree().create_timer(1.0).timeout
66
+ get_tree().set_pause(false)
67
+
68
+
69
+ func _initialize():
70
+ _get_agents()
71
+ args = _get_args()
72
+ Engine.physics_ticks_per_second = _get_speedup() * 60 # Replace with function body.
73
+ Engine.time_scale = _get_speedup() * 1.0
74
+ prints(
75
+ "physics ticks",
76
+ Engine.physics_ticks_per_second,
77
+ Engine.time_scale,
78
+ _get_speedup(),
79
+ speed_up
80
+ )
81
+
82
+ _set_heuristic("human", all_agents)
83
+
84
+ _initialize_training_agents()
85
+ _initialize_inference_agents()
86
+ _initialize_demo_recording()
87
+
88
+ _set_seed()
89
+ _set_action_repeat()
90
+ initialized = true
91
+
92
+
93
+ func _initialize_training_agents():
94
+ if agents_training.size() > 0:
95
+ _obs_space_training.resize(agents_training.size())
96
+ _action_space_training.resize(agents_training.size())
97
+ for agent_idx in range(0, agents_training.size()):
98
+ _obs_space_training[agent_idx] = agents_training[agent_idx].get_obs_space()
99
+ _action_space_training[agent_idx] = agents_training[agent_idx].get_action_space()
100
+ connected = connect_to_server()
101
+ if connected:
102
+ _set_heuristic("model", agents_training)
103
+ _handshake()
104
+ _send_env_info()
105
+ else:
106
+ push_warning(
107
+ "Couldn't connect to Python server, using human controls instead. ",
108
+ "Did you start the training server using e.g. `gdrl` from the console?"
109
+ )
110
+
111
+
112
+ func _initialize_inference_agents():
113
+ if agents_inference.size() > 0:
114
+ if control_mode == ControlModes.ONNX_INFERENCE:
115
+ assert(
116
+ FileAccess.file_exists(onnx_model_path),
117
+ "Onnx Model Path set on Sync node does not exist: %s" % onnx_model_path
118
+ )
119
+ onnx_models[onnx_model_path] = ONNXModel.new(onnx_model_path, 1)
120
+
121
+ for agent in agents_inference:
122
+ var action_space = agent.get_action_space()
123
+ _action_space_inference.append(action_space)
124
+
125
+ var agent_onnx_model: ONNXModel
126
+ if agent.onnx_model_path.is_empty():
127
+ assert(
128
+ onnx_models.has(onnx_model_path),
129
+ (
130
+ "Node %s has no onnx model path set " % agent.get_path()
131
+ + "and sync node's control mode is not set to OnnxInference. "
132
+ + "Either add the path to the AIController, "
133
+ + "or if you want to use the path set on sync node instead, "
134
+ + "set control mode to OnnxInference."
135
+ )
136
+ )
137
+ prints(
138
+ "Info: AIController %s" % agent.get_path(),
139
+ "has no onnx model path set.",
140
+ "Using path set on the sync node instead."
141
+ )
142
+ agent_onnx_model = onnx_models[onnx_model_path]
143
+ else:
144
+ if not onnx_models.has(agent.onnx_model_path):
145
+ assert(
146
+ FileAccess.file_exists(agent.onnx_model_path),
147
+ (
148
+ "Onnx Model Path set on %s node does not exist: %s"
149
+ % [agent.get_path(), agent.onnx_model_path]
150
+ )
151
+ )
152
+ onnx_models[agent.onnx_model_path] = ONNXModel.new(agent.onnx_model_path, 1)
153
+ agent_onnx_model = onnx_models[agent.onnx_model_path]
154
+
155
+ agent.onnx_model = agent_onnx_model
156
+ if not agent_onnx_model.action_means_only_set:
157
+ agent_onnx_model.set_action_means_only(action_space)
158
+
159
+ _set_heuristic("model", agents_inference)
160
+
161
+
162
+ func _initialize_demo_recording():
163
+ if agent_demo_record:
164
+ expert_demo_save_path = agent_demo_record.expert_demo_save_path
165
+ assert(
166
+ not expert_demo_save_path.is_empty(),
167
+ "Expert demo save path set in %s is empty." % agent_demo_record.get_path()
168
+ )
169
+
170
+ InputMap.add_action("RemoveLastDemoEpisode")
171
+ InputMap.action_add_event(
172
+ "RemoveLastDemoEpisode", agent_demo_record.remove_last_episode_key
173
+ )
174
+ current_demo_trajectory.resize(2)
175
+ current_demo_trajectory[0] = []
176
+ current_demo_trajectory[1] = []
177
+ agent_demo_record.heuristic = "demo_record"
178
+
179
+
180
+ func _physics_process(_delta):
181
+ # two modes, human control, agent control
182
+ # pause tree, send obs, get actions, set actions, unpause tree
183
+
184
+ _demo_record_process()
185
+
186
+ if n_action_steps % action_repeat != 0:
187
+ n_action_steps += 1
188
+ return
189
+
190
+ n_action_steps += 1
191
+
192
+ _training_process()
193
+ _inference_process()
194
+ _heuristic_process()
195
+
196
+
197
+ func _training_process():
198
+ if connected:
199
+ get_tree().set_pause(true)
200
+
201
+ if just_reset:
202
+ just_reset = false
203
+ var obs = _get_obs_from_agents(agents_training)
204
+
205
+ var reply = {"type": "reset", "obs": obs}
206
+ _send_dict_as_json_message(reply)
207
+ # this should go straight to getting the action and setting it checked the agent, no need to perform one phyics tick
208
+ get_tree().set_pause(false)
209
+ return
210
+
211
+ if need_to_send_obs:
212
+ need_to_send_obs = false
213
+ var reward = _get_reward_from_agents()
214
+ var done = _get_done_from_agents()
215
+ #_reset_agents_if_done() # this ensures the new observation is from the next env instance : NEEDS REFACTOR
216
+
217
+ var obs = _get_obs_from_agents(agents_training)
218
+
219
+ var reply = {"type": "step", "obs": obs, "reward": reward, "done": done}
220
+ _send_dict_as_json_message(reply)
221
+
222
+ var handled = handle_message()
223
+
224
+
225
+ func _inference_process():
226
+ if agents_inference.size() > 0:
227
+ var obs: Array = _get_obs_from_agents(agents_inference)
228
+ var actions = []
229
+
230
+ for agent_id in range(0, agents_inference.size()):
231
+ var model: ONNXModel = agents_inference[agent_id].onnx_model
232
+ var action = model.run_inference(
233
+ obs[agent_id]["obs"], 1.0
234
+ )
235
+ var action_dict = _extract_action_dict(
236
+ action["output"], _action_space_inference[agent_id], model.action_means_only
237
+ )
238
+ actions.append(action_dict)
239
+
240
+ _set_agent_actions(actions, agents_inference)
241
+ _reset_agents_if_done(agents_inference)
242
+ get_tree().set_pause(false)
243
+
244
+
245
+ func _demo_record_process():
246
+ if not agent_demo_record:
247
+ return
248
+
249
+ if Input.is_action_just_pressed("RemoveLastDemoEpisode"):
250
+ print("[Sync script][Demo recorder] Removing last recorded episode.")
251
+ demo_trajectories.remove_at(demo_trajectories.size() - 1)
252
+ print("Remaining episode count: %d" % demo_trajectories.size())
253
+
254
+ if n_action_steps % agent_demo_record.action_repeat != 0:
255
+ return
256
+
257
+ var obs_dict: Dictionary = agent_demo_record.get_obs()
258
+
259
+ # Get the current obs from the agent
260
+ assert(
261
+ obs_dict.has("obs"),
262
+ "Demo recorder needs an 'obs' key in get_obs() returned dictionary to record obs from."
263
+ )
264
+ current_demo_trajectory[0].append(obs_dict.obs)
265
+
266
+ # Get the action applied for the current obs from the agent
267
+ agent_demo_record.set_action()
268
+ var acts = agent_demo_record.get_action()
269
+
270
+ var terminal = agent_demo_record.get_done()
271
+ # Record actions only for non-terminal states
272
+ if terminal:
273
+ agent_demo_record.set_done_false()
274
+ else:
275
+ current_demo_trajectory[1].append(acts)
276
+
277
+ if terminal:
278
+ #current_demo_trajectory[2].append(true)
279
+ demo_trajectories.append(current_demo_trajectory.duplicate(true))
280
+ print("[Sync script][Demo recorder] Recorded episode count: %d" % demo_trajectories.size())
281
+ current_demo_trajectory[0].clear()
282
+ current_demo_trajectory[1].clear()
283
+
284
+
285
+ func _heuristic_process():
286
+ for agent in agents_heuristic:
287
+ _reset_agents_if_done(agents_heuristic)
288
+
289
+
290
+ func _extract_action_dict(action_array: Array, action_space: Dictionary, action_means_only: bool):
291
+ var index = 0
292
+ var result = {}
293
+ for key in action_space.keys():
294
+ var size = action_space[key]["size"]
295
+ var action_type = action_space[key]["action_type"]
296
+ if action_type == "discrete":
297
+ var largest_logit: float # Value of the largest logit for this action in the actions array
298
+ var largest_logit_idx: int # Index of the largest logit for this action in the actions array
299
+ for logit_idx in range(0, size):
300
+ var logit_value = action_array[index + logit_idx]
301
+ if logit_value > largest_logit:
302
+ largest_logit = logit_value
303
+ largest_logit_idx = logit_idx
304
+ result[key] = largest_logit_idx # Index of the largest logit is the discrete action value
305
+ index += size
306
+ elif action_type == "continuous":
307
+ # For continous actions, we only take the action mean values
308
+ result[key] = clamp_array(action_array.slice(index, index + size), -1.0, 1.0)
309
+ if action_means_only:
310
+ index += size # model only outputs action means, so we move index by size
311
+ else:
312
+ index += size * 2 # model outputs logstd after action mean, we skip the logstd part
313
+
314
+ else:
315
+ assert(false, 'Only "discrete" and "continuous" action types supported. Found: %s action type set.' % action_type)
316
+
317
+
318
+ return result
319
+
320
+
321
+ ## For AIControllers that inherit mode from sync, sets the correct mode.
322
+ func _set_agent_mode(agent: Node):
323
+ var agent_inherits_mode: bool = agent.control_mode == agent.ControlModes.INHERIT_FROM_SYNC
324
+
325
+ if agent_inherits_mode:
326
+ match control_mode:
327
+ ControlModes.HUMAN:
328
+ agent.control_mode = agent.ControlModes.HUMAN
329
+ ControlModes.TRAINING:
330
+ agent.control_mode = agent.ControlModes.TRAINING
331
+ ControlModes.ONNX_INFERENCE:
332
+ agent.control_mode = agent.ControlModes.ONNX_INFERENCE
333
+
334
+
335
+ func _get_agents():
336
+ all_agents = get_tree().get_nodes_in_group("AGENT")
337
+ for agent in all_agents:
338
+ _set_agent_mode(agent)
339
+
340
+ if agent.control_mode == agent.ControlModes.TRAINING:
341
+ agents_training.append(agent)
342
+ elif agent.control_mode == agent.ControlModes.ONNX_INFERENCE:
343
+ agents_inference.append(agent)
344
+ elif agent.control_mode == agent.ControlModes.HUMAN:
345
+ agents_heuristic.append(agent)
346
+ elif agent.control_mode == agent.ControlModes.RECORD_EXPERT_DEMOS:
347
+ assert(
348
+ not agent_demo_record,
349
+ "Currently only a single AIController can be used for recording expert demos."
350
+ )
351
+ agent_demo_record = agent
352
+
353
+ var training_agent_count = agents_training.size()
354
+ agents_training_policy_names.resize(training_agent_count)
355
+ for i in range(0, training_agent_count):
356
+ agents_training_policy_names[i] = agents_training[i].policy_name
357
+
358
+
359
+ func _set_heuristic(heuristic, agents: Array):
360
+ for agent in agents:
361
+ agent.set_heuristic(heuristic)
362
+
363
+
364
+ func _handshake():
365
+ print("performing handshake")
366
+
367
+ var json_dict = _get_dict_json_message()
368
+ assert(json_dict["type"] == "handshake")
369
+ var major_version = json_dict["major_version"]
370
+ var minor_version = json_dict["minor_version"]
371
+ if major_version != MAJOR_VERSION:
372
+ print("WARNING: major verison mismatch ", major_version, " ", MAJOR_VERSION)
373
+ if minor_version != MINOR_VERSION:
374
+ print("WARNING: minor verison mismatch ", minor_version, " ", MINOR_VERSION)
375
+
376
+ print("handshake complete")
377
+
378
+
379
+ func _get_dict_json_message():
380
+ # returns a dictionary from of the most recent message
381
+ # this is not waiting
382
+ while stream.get_available_bytes() == 0:
383
+ stream.poll()
384
+ if stream.get_status() != 2:
385
+ print("server disconnected status, closing")
386
+ get_tree().quit()
387
+ return null
388
+
389
+ OS.delay_usec(10)
390
+
391
+ var message = stream.get_string()
392
+ var json_data = JSON.parse_string(message)
393
+
394
+ return json_data
395
+
396
+
397
+ func _send_dict_as_json_message(dict):
398
+ stream.put_string(JSON.stringify(dict, "", false))
399
+
400
+
401
+ func _send_env_info():
402
+ var json_dict = _get_dict_json_message()
403
+ assert(json_dict["type"] == "env_info")
404
+
405
+ var message = {
406
+ "type": "env_info",
407
+ "observation_space": _obs_space_training,
408
+ "action_space": _action_space_training,
409
+ "n_agents": len(agents_training),
410
+ "agent_policy_names": agents_training_policy_names
411
+ }
412
+ _send_dict_as_json_message(message)
413
+
414
+
415
+ func connect_to_server():
416
+ print("Waiting for one second to allow server to start")
417
+ OS.delay_msec(1000)
418
+ print("trying to connect to server")
419
+ stream = StreamPeerTCP.new()
420
+
421
+ # "localhost" was not working on windows VM, had to use the IP
422
+ var ip = "127.0.0.1"
423
+ var port = _get_port()
424
+ var connect = stream.connect_to_host(ip, port)
425
+ stream.set_no_delay(true) # TODO check if this improves performance or not
426
+ stream.poll()
427
+ # Fetch the status until it is either connected (2) or failed to connect (3)
428
+ while stream.get_status() < 2:
429
+ stream.poll()
430
+ return stream.get_status() == 2
431
+
432
+
433
+ func _get_args():
434
+ print("getting command line arguments")
435
+ var arguments = {}
436
+ for argument in OS.get_cmdline_args():
437
+ print(argument)
438
+ if argument.find("=") > -1:
439
+ var key_value = argument.split("=")
440
+ arguments[key_value[0].lstrip("--")] = key_value[1]
441
+ else:
442
+ # Options without an argument will be present in the dictionary,
443
+ # with the value set to an empty string.
444
+ arguments[argument.lstrip("--")] = ""
445
+
446
+ return arguments
447
+
448
+
449
+ func _get_speedup():
450
+ print(args)
451
+ return args.get("speedup", str(speed_up)).to_float()
452
+
453
+
454
+ func _get_port():
455
+ return args.get("port", DEFAULT_PORT).to_int()
456
+
457
+
458
+ func _set_seed():
459
+ var _seed = args.get("env_seed", DEFAULT_SEED).to_int()
460
+ seed(_seed)
461
+
462
+
463
+ func _set_action_repeat():
464
+ action_repeat = args.get("action_repeat", str(action_repeat)).to_int()
465
+
466
+
467
+ func disconnect_from_server():
468
+ stream.disconnect_from_host()
469
+
470
+
471
+ func handle_message() -> bool:
472
+ # get json message: reset, step, close
473
+ var message = _get_dict_json_message()
474
+ if message["type"] == "close":
475
+ print("received close message, closing game")
476
+ get_tree().quit()
477
+ get_tree().set_pause(false)
478
+ return true
479
+
480
+ if message["type"] == "reset":
481
+ print("resetting all agents")
482
+ _reset_agents()
483
+ just_reset = true
484
+ get_tree().set_pause(false)
485
+ #print("resetting forcing draw")
486
+ # RenderingServer.force_draw()
487
+ # var obs = _get_obs_from_agents()
488
+ # print("obs ", obs)
489
+ # var reply = {
490
+ # "type": "reset",
491
+ # "obs": obs
492
+ # }
493
+ # _send_dict_as_json_message(reply)
494
+ return true
495
+
496
+ if message["type"] == "call":
497
+ var method = message["method"]
498
+ var returns = _call_method_on_agents(method)
499
+ var reply = {"type": "call", "returns": returns}
500
+ print("calling method from Python")
501
+ _send_dict_as_json_message(reply)
502
+ return handle_message()
503
+
504
+ if message["type"] == "action":
505
+ var action = message["action"]
506
+ _set_agent_actions(action, agents_training)
507
+ need_to_send_obs = true
508
+ get_tree().set_pause(false)
509
+ return true
510
+
511
+ print("message was not handled")
512
+ return false
513
+
514
+
515
+ func _call_method_on_agents(method):
516
+ var returns = []
517
+ for agent in all_agents:
518
+ returns.append(agent.call(method))
519
+
520
+ return returns
521
+
522
+
523
+ func _reset_agents_if_done(agents = all_agents):
524
+ for agent in agents:
525
+ if agent.get_done():
526
+ agent.set_done_false()
527
+
528
+
529
+ func _reset_agents(agents = all_agents):
530
+ for agent in agents:
531
+ agent.needs_reset = true
532
+ #agent.reset()
533
+
534
+
535
+ func _get_obs_from_agents(agents: Array = all_agents):
536
+ var obs = []
537
+ for agent in agents:
538
+ obs.append(agent.get_obs())
539
+ return obs
540
+
541
+
542
+ func _get_reward_from_agents(agents: Array = agents_training):
543
+ var rewards = []
544
+ for agent in agents:
545
+ rewards.append(agent.get_reward())
546
+ agent.zero_reward()
547
+ return rewards
548
+
549
+
550
+ func _get_done_from_agents(agents: Array = agents_training):
551
+ var dones = []
552
+ for agent in agents:
553
+ var done = agent.get_done()
554
+ if done:
555
+ agent.set_done_false()
556
+ dones.append(done)
557
+ return dones
558
+
559
+
560
+ func _set_agent_actions(actions, agents: Array = all_agents):
561
+ for i in range(len(actions)):
562
+ agents[i].set_action(actions[i])
563
+
564
+
565
+ func clamp_array(arr: Array, min: float, max: float):
566
+ var output: Array = []
567
+ for a in arr:
568
+ output.append(clamp(a, min, max))
569
+ return output
570
+
571
+
572
+ ## Save recorded export demos on window exit (Close game window instead of "Stop" button in Godot Editor)
573
+ func _notification(what):
574
+ if demo_trajectories.size() == 0 or expert_demo_save_path.is_empty():
575
+ return
576
+
577
+ if what == NOTIFICATION_PREDELETE:
578
+ var json_string = JSON.stringify(demo_trajectories, "", false)
579
+ var file = FileAccess.open(expert_demo_save_path, FileAccess.WRITE)
580
+
581
+ if not file:
582
+ var error: Error = FileAccess.get_open_error()
583
+ assert(not error, "There was an error opening the file: %d" % error)
584
+
585
+ file.store_line(json_string)
586
+ var error = file.get_error()
587
+ assert(not error, "There was an error after trying to write to the file: %d" % error)
Completed/assets/car.glb ADDED
Binary file (87.4 kB). View file
 
Completed/assets/goal_tile.glb ADDED
Binary file (49.3 kB). View file
 
Completed/assets/orange_tile.glb ADDED
Binary file (3.39 kB). View file
 
Completed/assets/road_tile.glb ADDED
Binary file (3.48 kB). View file
 
Completed/assets/robot.glb ADDED
Binary file (135 kB). View file
 
Completed/assets/tree_tile.glb ADDED
Binary file (14.9 kB). View file
 
Completed/icon.svg ADDED
Completed/license.md ADDED
@@ -0,0 +1,5 @@
 
 
 
 
 
 
1
+ CrossTheRoad Environment made by Ivan Dodic (https://github.com/Ivan-267)
2
+
3
+ The following license is only for the graphical assets in the folder "assets", specifically .glb files:
4
+ Author: Ivan Dodic (https://github.com/Ivan-267),
5
+ License: https://creativecommons.org/licenses/by/4.0/
Completed/model.onnx ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:d6d2345651e25fb09773faa5fc1ee47f74e27de57b52b8dbc3a818bb9b6b76c3
3
+ size 39900
Completed/project.godot ADDED
@@ -0,0 +1,55 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ; Engine configuration file.
2
+ ; It's best edited using the editor UI and not directly,
3
+ ; since the parameters that go here are not all obvious.
4
+ ;
5
+ ; Format:
6
+ ; [section] ; section goes between []
7
+ ; param=value ; assign values to parameters
8
+
9
+ config_version=5
10
+
11
+ [application]
12
+
13
+ config/name="CrossTheRoadEnv"
14
+ run/main_scene="res://scenes/training_scene.tscn"
15
+ config/features=PackedStringArray("4.3", "C#", "Forward Plus")
16
+ config/icon="res://icon.svg"
17
+
18
+ [dotnet]
19
+
20
+ project/assembly_name="GridRobot"
21
+
22
+ [editor_plugins]
23
+
24
+ enabled=PackedStringArray("res://addons/godot_rl_agents/plugin.cfg")
25
+
26
+ [input]
27
+
28
+ move_left={
29
+ "deadzone": 0.5,
30
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
31
+ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194319,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
32
+ ]
33
+ }
34
+ move_right={
35
+ "deadzone": 0.5,
36
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
37
+ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
38
+ ]
39
+ }
40
+ move_up={
41
+ "deadzone": 0.5,
42
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
43
+ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194320,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
44
+ ]
45
+ }
46
+ move_down={
47
+ "deadzone": 0.5,
48
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
49
+ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194322,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
50
+ ]
51
+ }
52
+
53
+ [rendering]
54
+
55
+ anti_aliasing/name="CrossTheRoad"
Completed/scenes/car.tscn ADDED
@@ -0,0 +1,10 @@
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=3 format=3 uid="uid://bhk60xl5s8pmm"]
2
+
3
+ [ext_resource type="Script" path="res://scripts/car.gd" id="1_psb6d"]
4
+ [ext_resource type="PackedScene" uid="uid://b2n1vy10th4qo" path="res://assets/car.glb" id="2_fqh82"]
5
+
6
+ [node name="Car" type="Node3D"]
7
+ transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0, 0.75, 0)
8
+ script = ExtResource("1_psb6d")
9
+
10
+ [node name="car" parent="." instance=ExtResource("2_fqh82")]
Completed/scenes/game_scene.tscn ADDED
@@ -0,0 +1,28 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=6 format=3 uid="uid://dn2auvcty4aoe"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://bsuw6dqwq2e3v" path="res://scenes/robot.tscn" id="1_2k47m"]
4
+ [ext_resource type="PackedScene" uid="uid://crui8soua8lj2" path="res://scenes/tile.tscn" id="2_ltmsi"]
5
+ [ext_resource type="Script" path="res://scripts/car_manager.gd" id="4_jfcfq"]
6
+ [ext_resource type="Script" path="res://scripts/grid_map.gd" id="4_lrlqi"]
7
+ [ext_resource type="PackedScene" uid="uid://bhk60xl5s8pmm" path="res://scenes/car.tscn" id="4_nsbp8"]
8
+
9
+ [node name="GameScene" type="Node3D"]
10
+
11
+ [node name="Camera3D" type="Camera3D" parent="."]
12
+ transform = Transform3D(1, 0, 0, 0, 0.615661, 0.788011, 0, -0.788011, 0.615661, 5, 10, 15.95)
13
+ size = 12.748
14
+
15
+ [node name="Map" type="Node3D" parent="."]
16
+ script = ExtResource("4_lrlqi")
17
+ tile = ExtResource("2_ltmsi")
18
+
19
+ [node name="Tiles" type="Node3D" parent="Map"]
20
+
21
+ [node name="Cars" type="Node3D" parent="." node_paths=PackedStringArray("map")]
22
+ script = ExtResource("4_jfcfq")
23
+ map = NodePath("../Map")
24
+ car_scene = ExtResource("4_nsbp8")
25
+
26
+ [node name="Robot" parent="." node_paths=PackedStringArray("map", "car_manager") instance=ExtResource("1_2k47m")]
27
+ map = NodePath("../Map")
28
+ car_manager = NodePath("../Cars")
Completed/scenes/onnx_inference_scene.tscn ADDED
@@ -0,0 +1,35 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=6 format=3 uid="uid://qnxlq4cwno4t"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://dn2auvcty4aoe" path="res://scenes/game_scene.tscn" id="1_0y8h2"]
4
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sync.gd" id="2_5kbv3"]
5
+
6
+ [sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_bdk3k"]
7
+ sky_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
8
+ ground_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
9
+
10
+ [sub_resource type="Sky" id="Sky_uw47m"]
11
+ sky_material = SubResource("ProceduralSkyMaterial_bdk3k")
12
+
13
+ [sub_resource type="Environment" id="Environment_iamhl"]
14
+ background_mode = 2
15
+ sky = SubResource("Sky_uw47m")
16
+ tonemap_mode = 2
17
+ glow_enabled = true
18
+
19
+ [node name="OnnxInferenceScene" type="Node3D"]
20
+
21
+ [node name="GameScene" parent="." instance=ExtResource("1_0y8h2")]
22
+
23
+ [node name="Sync" type="Node" parent="."]
24
+ script = ExtResource("2_5kbv3")
25
+ control_mode = 2
26
+ action_repeat = 1
27
+ speed_up = 0.1
28
+ onnx_model_path = "model.onnx"
29
+
30
+ [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
31
+ environment = SubResource("Environment_iamhl")
32
+
33
+ [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
34
+ transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 0, 0)
35
+ shadow_enabled = true
Completed/scenes/robot.tscn ADDED
@@ -0,0 +1,207 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=8 format=3 uid="uid://bsuw6dqwq2e3v"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://bb2je1c8jc1qr" path="res://assets/robot.glb" id="1_n7jto"]
4
+ [ext_resource type="Script" path="res://scripts/robot.gd" id="1_vywkg"]
5
+ [ext_resource type="Script" path="res://scripts/robot_ai_controller.gd" id="5_sx7mj"]
6
+
7
+ [sub_resource type="Animation" id="Animation_2kfmf"]
8
+ length = 0.001
9
+ tracks/0/type = "value"
10
+ tracks/0/imported = false
11
+ tracks/0/enabled = true
12
+ tracks/0/path = NodePath("Robot/Arm:rotation")
13
+ tracks/0/interp = 1
14
+ tracks/0/loop_wrap = true
15
+ tracks/0/keys = {
16
+ "times": PackedFloat32Array(0),
17
+ "transitions": PackedFloat32Array(1),
18
+ "update": 0,
19
+ "values": [Vector3(0, 0, 0)]
20
+ }
21
+ tracks/1/type = "value"
22
+ tracks/1/imported = false
23
+ tracks/1/enabled = true
24
+ tracks/1/path = NodePath("Robot/Arm_001:rotation")
25
+ tracks/1/interp = 1
26
+ tracks/1/loop_wrap = true
27
+ tracks/1/keys = {
28
+ "times": PackedFloat32Array(0),
29
+ "transitions": PackedFloat32Array(1),
30
+ "update": 0,
31
+ "values": [Vector3(0, 0, 0)]
32
+ }
33
+ tracks/2/type = "value"
34
+ tracks/2/imported = false
35
+ tracks/2/enabled = true
36
+ tracks/2/path = NodePath("Robot/Torso:position")
37
+ tracks/2/interp = 1
38
+ tracks/2/loop_wrap = true
39
+ tracks/2/keys = {
40
+ "times": PackedFloat32Array(0),
41
+ "transitions": PackedFloat32Array(1),
42
+ "update": 0,
43
+ "values": [Vector3(0, 0, 0)]
44
+ }
45
+ tracks/3/type = "value"
46
+ tracks/3/imported = false
47
+ tracks/3/enabled = true
48
+ tracks/3/path = NodePath("Robot/Head:position")
49
+ tracks/3/interp = 1
50
+ tracks/3/loop_wrap = true
51
+ tracks/3/keys = {
52
+ "times": PackedFloat32Array(0),
53
+ "transitions": PackedFloat32Array(1),
54
+ "update": 0,
55
+ "values": [Vector3(0, 0, 0)]
56
+ }
57
+ tracks/4/type = "value"
58
+ tracks/4/imported = false
59
+ tracks/4/enabled = true
60
+ tracks/4/path = NodePath("Robot/Head:rotation")
61
+ tracks/4/interp = 1
62
+ tracks/4/loop_wrap = true
63
+ tracks/4/keys = {
64
+ "times": PackedFloat32Array(0),
65
+ "transitions": PackedFloat32Array(1),
66
+ "update": 0,
67
+ "values": [Vector3(0, 0, 0)]
68
+ }
69
+
70
+ [sub_resource type="Animation" id="Animation_ly00x"]
71
+ resource_name = "idle"
72
+ length = 4.0
73
+ loop_mode = 1
74
+ tracks/0/type = "value"
75
+ tracks/0/imported = false
76
+ tracks/0/enabled = true
77
+ tracks/0/path = NodePath("Robot/Arm:rotation")
78
+ tracks/0/interp = 2
79
+ tracks/0/loop_wrap = true
80
+ tracks/0/keys = {
81
+ "times": PackedFloat32Array(0, 2),
82
+ "transitions": PackedFloat32Array(1, 1),
83
+ "update": 0,
84
+ "values": [Vector3(0, 0, 0), Vector3(0.349066, 0, 0.0610865)]
85
+ }
86
+ tracks/1/type = "value"
87
+ tracks/1/imported = false
88
+ tracks/1/enabled = true
89
+ tracks/1/path = NodePath("Robot/Arm_001:rotation")
90
+ tracks/1/interp = 2
91
+ tracks/1/loop_wrap = true
92
+ tracks/1/keys = {
93
+ "times": PackedFloat32Array(0, 2),
94
+ "transitions": PackedFloat32Array(1, 1),
95
+ "update": 0,
96
+ "values": [Vector3(0, 0, 0), Vector3(-0.349066, 0, -0.148353)]
97
+ }
98
+ tracks/2/type = "value"
99
+ tracks/2/imported = false
100
+ tracks/2/enabled = true
101
+ tracks/2/path = NodePath("Robot/Head:rotation")
102
+ tracks/2/interp = 2
103
+ tracks/2/loop_wrap = true
104
+ tracks/2/keys = {
105
+ "times": PackedFloat32Array(0, 1, 2, 3),
106
+ "transitions": PackedFloat32Array(1, 1, 1, 1),
107
+ "update": 0,
108
+ "values": [Vector3(0, 0, 0), Vector3(0, 0.162316, 0.0488692), Vector3(0, 0, 0), Vector3(0.139626, -0.178024, 0.0226893)]
109
+ }
110
+
111
+ [sub_resource type="Animation" id="Animation_6jb0l"]
112
+ resource_name = "idle"
113
+ loop_mode = 1
114
+ tracks/0/type = "value"
115
+ tracks/0/imported = false
116
+ tracks/0/enabled = true
117
+ tracks/0/path = NodePath("Robot/Arm:rotation")
118
+ tracks/0/interp = 2
119
+ tracks/0/loop_wrap = true
120
+ tracks/0/keys = {
121
+ "times": PackedFloat32Array(0, 0.5),
122
+ "transitions": PackedFloat32Array(1, 1),
123
+ "update": 0,
124
+ "values": [Vector3(0, 0, 0), Vector3(0, -0.174533, 0)]
125
+ }
126
+ tracks/1/type = "value"
127
+ tracks/1/imported = false
128
+ tracks/1/enabled = true
129
+ tracks/1/path = NodePath("Robot/Arm_001:rotation")
130
+ tracks/1/interp = 2
131
+ tracks/1/loop_wrap = true
132
+ tracks/1/keys = {
133
+ "times": PackedFloat32Array(0, 0.5),
134
+ "transitions": PackedFloat32Array(1, 1),
135
+ "update": 0,
136
+ "values": [Vector3(0, 0, 0), Vector3(0, 0.174533, 0)]
137
+ }
138
+ tracks/2/type = "value"
139
+ tracks/2/imported = false
140
+ tracks/2/enabled = true
141
+ tracks/2/path = NodePath("Robot/Torso:position")
142
+ tracks/2/interp = 2
143
+ tracks/2/loop_wrap = true
144
+ tracks/2/keys = {
145
+ "times": PackedFloat32Array(0, 0.25, 0.5),
146
+ "transitions": PackedFloat32Array(1, 1, 1),
147
+ "update": 0,
148
+ "values": [Vector3(0, 0, 0), Vector3(0, -0.01, 0), Vector3(0, 0, 0)]
149
+ }
150
+ tracks/3/type = "value"
151
+ tracks/3/imported = false
152
+ tracks/3/enabled = true
153
+ tracks/3/path = NodePath("Robot/Head:position")
154
+ tracks/3/interp = 1
155
+ tracks/3/loop_wrap = true
156
+ tracks/3/keys = {
157
+ "times": PackedFloat32Array(0, 0.5),
158
+ "transitions": PackedFloat32Array(1, 1),
159
+ "update": 0,
160
+ "values": [Vector3(0, 0, 0), Vector3(0, -0.02, 0)]
161
+ }
162
+ tracks/4/type = "value"
163
+ tracks/4/imported = false
164
+ tracks/4/enabled = true
165
+ tracks/4/path = NodePath("Robot/Head:rotation")
166
+ tracks/4/interp = 1
167
+ tracks/4/loop_wrap = true
168
+ tracks/4/keys = {
169
+ "times": PackedFloat32Array(0, 0.25, 0.5),
170
+ "transitions": PackedFloat32Array(1, 1, 1),
171
+ "update": 0,
172
+ "values": [Vector3(0, 0, 0), Vector3(-0.0349066, 0, 0), Vector3(0, 0, 0)]
173
+ }
174
+
175
+ [sub_resource type="AnimationLibrary" id="AnimationLibrary_g7kmm"]
176
+ _data = {
177
+ "RESET": SubResource("Animation_2kfmf"),
178
+ "idle": SubResource("Animation_ly00x"),
179
+ "walking": SubResource("Animation_6jb0l")
180
+ }
181
+
182
+ [node name="Robot" type="Node3D" groups=["resetable"]]
183
+ script = ExtResource("1_vywkg")
184
+ print_game_status_enabled = true
185
+ metadata/_edit_lock_ = true
186
+
187
+ [node name="AIController3D" type="Node3D" parent="."]
188
+ script = ExtResource("5_sx7mj")
189
+ reset_after = 40
190
+
191
+ [node name="robot" parent="." instance=ExtResource("1_n7jto")]
192
+ transform = Transform3D(2, 0, 0, 0, 2, 0, 0, 0, 2, 0, -0.1, 0)
193
+
194
+ [node name="Robot" parent="robot" index="0"]
195
+ transform = Transform3D(-4.37114e-08, 0, 1, 0, 1, 0, -1, 0, -4.37114e-08, 0, 0, 0)
196
+
197
+ [node name="Arm_001" parent="robot/Robot" index="1"]
198
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00394951, 0, -0.18)
199
+
200
+ [node name="AnimationPlayer" type="AnimationPlayer" parent="robot"]
201
+ libraries = {
202
+ "": SubResource("AnimationLibrary_g7kmm")
203
+ }
204
+ autoplay = "idle"
205
+ speed_scale = 16.0
206
+
207
+ [editable path="robot"]
Completed/scenes/tile.tscn ADDED
@@ -0,0 +1,18 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=6 format=3 uid="uid://crui8soua8lj2"]
2
+
3
+ [ext_resource type="Script" path="res://scripts/tile.gd" id="1_xode2"]
4
+ [ext_resource type="PackedScene" uid="uid://bfb0o41scdp70" path="res://assets/road_tile.glb" id="2_c5l1q"]
5
+ [ext_resource type="PackedScene" uid="uid://bn7tu2v2dgfuc" path="res://assets/orange_tile.glb" id="3_rlmbm"]
6
+ [ext_resource type="PackedScene" uid="uid://dtq61doicjsbq" path="res://assets/tree_tile.glb" id="4_p4mpm"]
7
+ [ext_resource type="PackedScene" uid="uid://6wdk5i0xsijn" path="res://assets/goal_tile.glb" id="5_p4gbw"]
8
+
9
+ [node name="Tile" type="Node3D"]
10
+ script = ExtResource("1_xode2")
11
+
12
+ [node name="orange_tile" parent="." instance=ExtResource("3_rlmbm")]
13
+
14
+ [node name="road_tile" parent="." instance=ExtResource("2_c5l1q")]
15
+
16
+ [node name="tree_tile" parent="." instance=ExtResource("4_p4mpm")]
17
+
18
+ [node name="goal_tile" parent="." instance=ExtResource("5_p4gbw")]
Completed/scenes/training_scene.tscn ADDED
@@ -0,0 +1,42 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=6 format=3 uid="uid://cl152s178wgm5"]
2
+
3
+ [ext_resource type="PackedScene" uid="uid://dn2auvcty4aoe" path="res://scenes/game_scene.tscn" id="1_ft0b8"]
4
+ [ext_resource type="Script" path="res://addons/godot_rl_agents/sync.gd" id="2_sk0r2"]
5
+
6
+ [sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_bdk3k"]
7
+ sky_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
8
+ ground_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
9
+
10
+ [sub_resource type="Sky" id="Sky_uw47m"]
11
+ sky_material = SubResource("ProceduralSkyMaterial_bdk3k")
12
+
13
+ [sub_resource type="Environment" id="Environment_iamhl"]
14
+ background_mode = 2
15
+ sky = SubResource("Sky_uw47m")
16
+ tonemap_mode = 2
17
+ glow_enabled = true
18
+
19
+ [node name="TrainingScene" type="Node3D"]
20
+
21
+ [node name="GameScene" parent="." instance=ExtResource("1_ft0b8")]
22
+
23
+ [node name="GameScene2" parent="." instance=ExtResource("1_ft0b8")]
24
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -30, 0, 0)
25
+
26
+ [node name="GameScene3" parent="." instance=ExtResource("1_ft0b8")]
27
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 30, 0, 0)
28
+
29
+ [node name="GameScene4" parent="." instance=ExtResource("1_ft0b8")]
30
+ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -400)
31
+
32
+ [node name="Sync" type="Node" parent="."]
33
+ script = ExtResource("2_sk0r2")
34
+ action_repeat = 1
35
+ speed_up = 8.0
36
+
37
+ [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
38
+ environment = SubResource("Environment_iamhl")
39
+
40
+ [node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
41
+ transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 0, 0)
42
+ shadow_enabled = true
Completed/scripts/car.gd ADDED
@@ -0,0 +1,18 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name Car
3
+
4
+ ## Car, moves along x axis,
5
+ ## and changes direction once left or right edge is reached
6
+
7
+ #region Initialized by car manager
8
+ var step_size: int
9
+ var left_edge_x: int
10
+ var right_edge_x: int
11
+ var current_direction: int = 1
12
+ #endregion
13
+
14
+ func _physics_process(_delta: float) -> void:
15
+ if not (position.x > left_edge_x and position.x < right_edge_x):
16
+ current_direction = -current_direction
17
+ rotation.y = current_direction / 2.0 * PI
18
+ position.x += step_size * current_direction
Completed/scripts/car_manager.gd ADDED
@@ -0,0 +1,48 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name CarManager
3
+
4
+ @export var map: Map
5
+ @export var car_scene: PackedScene
6
+
7
+ var car_left_edge_x: int
8
+ var car_right_edge_x: int
9
+
10
+ @onready var cars: Array[Node] = get_children()
11
+
12
+ # Called when the node enters the scene tree for the first time.
13
+ func _ready() -> void:
14
+ for road_row_idx in map.road_rows.size():
15
+ create_car()
16
+ reset()
17
+
18
+
19
+ func create_car():
20
+ var new_car = car_scene.instantiate()
21
+ add_child(new_car)
22
+ cars.append(new_car)
23
+
24
+
25
+ func reset():
26
+ # If there are more cars than the current map layout road rows, remove
27
+ # the extra cars
28
+ while cars.size() > map.road_rows.size():
29
+ cars[cars.size() - 1].queue_free()
30
+ cars.remove_at(cars.size() - 1)
31
+
32
+ # If there are less cars than the current map layout road rows,
33
+ # add more cars
34
+ while cars.size() < map.road_rows.size():
35
+ create_car()
36
+
37
+ # Set car edge positions (at which they turn), position and other properties
38
+ for car_id in cars.size():
39
+ var car = cars[car_id]
40
+ car.left_edge_x = 0
41
+ car.right_edge_x = (map.grid_size_x - 1) * map.tile_size
42
+ car.step_size = map.tile_size
43
+
44
+ car.position.x = range(car.left_edge_x + 2, car.right_edge_x - 2, 2).pick_random()
45
+ car.position.y = map.tile_size / 2 + 0.75 # 0.75 is to make the bottom of the car be at road height
46
+ car.position.z = map.road_rows[car_id] * 2
47
+
48
+ car.current_direction = 1 if randi_range(0, 1) == 0 else -1
Completed/scripts/grid_map.gd ADDED
@@ -0,0 +1,122 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name Map
3
+
4
+ @export var tile: PackedScene
5
+
6
+ # Grid positions
7
+ var instantiated_tiles: Dictionary
8
+ var tile_positions: Array[Vector3i]
9
+
10
+ var player_start_position: Vector3i
11
+ var goal_position: Vector3i
12
+
13
+ ## Size of each tile, adjust manually if using larger or smaller tiles
14
+ var tile_size: int = 2
15
+
16
+ ## Determines the width of the grid, tested with 6
17
+ ## may need adjustments for the AIController obs as it captures
18
+ ## 6 cells from the left and right of the player
19
+ var grid_size_x = 6
20
+
21
+ ## Number of rows in the grid
22
+ var grid_size_z = 0
23
+
24
+ var road_rows: Array[int]
25
+
26
+ var tiles_instantiated: bool = false
27
+
28
+ ## Removes all tile nodes on first launch (if any are added in the editor)
29
+ ## and on subsequent calls, it hides all tiles
30
+ func remove_all_tiles():
31
+ for tile in $Tiles.get_children():
32
+ if not tiles_instantiated:
33
+ tile.queue_free()
34
+ else:
35
+ tile.hide_all()
36
+
37
+ tile_positions.clear()
38
+ road_rows.clear()
39
+ grid_size_z = 0
40
+
41
+ ## Adds a tile to the grid, takes a scene containing the tile and grid position
42
+ func create_tile(tile_name: Tile.TileNames, grid_position: Vector3i):
43
+ if instantiated_tiles.has(grid_position):
44
+ instantiated_tiles[grid_position].set_tile(tile_name)
45
+ tile_positions.append(grid_position)
46
+ return
47
+
48
+ var new_tile = tile.instantiate() as Tile
49
+ new_tile.position = grid_position * tile_size
50
+ $Tiles.add_child(new_tile)
51
+ instantiated_tiles[grid_position] = new_tile
52
+ new_tile.set_tile(tile_name)
53
+ tile_positions.append(grid_position)
54
+
55
+ func _ready():
56
+ set_cells()
57
+
58
+ ## You can set the layout by adjusting each row with set_row_cells()
59
+ ## Note: Changing size after initial start is not supported
60
+ ## you can change the order or rows or how many of the second tiles to add
61
+ ## as long as the total size (number of rows, width) remains the same
62
+
63
+ func set_cells():
64
+ remove_all_tiles()
65
+
66
+ add_row(Tile.TileNames.orange, Tile.TileNames.goal, 1)
67
+ add_row(Tile.TileNames.orange)
68
+ add_row(Tile.TileNames.orange, Tile.TileNames.tree, 2)
69
+ add_row(Tile.TileNames.road)
70
+ add_row(Tile.TileNames.orange, Tile.TileNames.tree, 2)
71
+ add_row(Tile.TileNames.orange)
72
+ add_row(Tile.TileNames.orange)
73
+
74
+ set_player_position_to_last_row()
75
+
76
+ tiles_instantiated = true
77
+
78
+ func reset():
79
+ if not is_node_ready():
80
+ await ready
81
+ set_cells()
82
+
83
+ func get_tile(grid_pos: Vector3i):
84
+ if not grid_pos in tile_positions:
85
+ return null
86
+ return instantiated_tiles[grid_pos]
87
+
88
+
89
+ func get_grid_position(global_pos: Vector3i):
90
+ var grid_pos = Vector3i(to_local(global_pos) / 2.0)
91
+ return grid_pos
92
+
93
+ func set_row_tiles(row: int, tile: Tile.TileNames, second_tile: Tile.TileNames = Tile.TileNames.orange, second_tile_count: int = 0):
94
+ var first_tile_columns: Array = range(grid_size_x)
95
+
96
+ if second_tile_count:
97
+ for i in second_tile_count:
98
+ first_tile_columns.remove_at(randi_range(0, first_tile_columns.size() - 1))
99
+
100
+ for column in range(grid_size_x):
101
+ var tile_to_create: Tile.TileNames
102
+ if column in first_tile_columns:
103
+ tile_to_create = tile
104
+ else:
105
+ tile_to_create = second_tile
106
+ var tile_grid_coords := Vector3i(column, 0, row)
107
+ create_tile(tile_to_create, tile_grid_coords)
108
+ if tile_to_create == Tile.TileNames.goal:
109
+ goal_position = tile_grid_coords
110
+
111
+ if tile == Tile.TileNames.road:
112
+ road_rows.append(row)
113
+
114
+ func add_row(tile: Tile.TileNames, second_tile: Tile.TileNames = Tile.TileNames.orange, second_tile_count: int = 0):
115
+ set_row_tiles(grid_size_z, tile, second_tile, second_tile_count)
116
+ grid_size_z += 1
117
+
118
+ func set_player_position_to_grid_row(row: int):
119
+ player_start_position = to_global(Vector3i(range(0, grid_size_x - 1, 2).pick_random(), 0, row * tile_size))
120
+
121
+ func set_player_position_to_last_row():
122
+ set_player_position_to_grid_row(grid_size_z - 1)
Completed/scripts/robot.gd ADDED
@@ -0,0 +1,111 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name Player
3
+
4
+ ## Whether to print the game success/failed messsages to console
5
+ @export var print_game_status_enabled: bool
6
+
7
+ ## How far the robot can move per step
8
+ @export var movement_step := 2.0
9
+
10
+ @export var map: Map
11
+ @export var car_manager: CarManager
12
+
13
+ @onready var _ai_controller := $AIController3D
14
+ @onready var visual_robot: Node3D = $robot
15
+
16
+ var last_dist_to_goal
17
+
18
+ #region Set by AIController
19
+ var requested_movement: Vector3
20
+ #endregion
21
+
22
+
23
+ func _ready():
24
+ reset()
25
+
26
+
27
+ func _physics_process(delta):
28
+ # Set to true by the sync node when reset is requested from Python (starting training, evaluation, etc.)
29
+ if _ai_controller.needs_reset:
30
+ game_over()
31
+ _process_movement(delta)
32
+
33
+
34
+ func _process_movement(_delta):
35
+ for car in car_manager.cars:
36
+ if get_grid_position() == map.get_grid_position(car.global_position):
37
+ # If a car has moved to the current player position, end episode
38
+ game_over(0)
39
+ print_game_status("Failed, hit car while standing")
40
+
41
+ if requested_movement:
42
+ # Move the robot to the requested position
43
+ global_position += (requested_movement * movement_step)
44
+ # Update the visual rotation of the robot to look toward the direction of last requested movement
45
+ visual_robot.global_rotation_degrees.y = rad_to_deg(atan2(-requested_movement.x, -requested_movement.z))
46
+
47
+ var grid_position: Vector3i = get_grid_position()
48
+ var tile: Tile = map.get_tile(grid_position)
49
+
50
+ if not tile:
51
+ # Push the robot back if there's no tile to move to (out of map boundary)
52
+ global_position -= (requested_movement * movement_step)
53
+ elif tile.id == tile.TileNames.tree:
54
+ # Push the robot back if it has moved to a tree tile
55
+ global_position -= (requested_movement * movement_step)
56
+ elif tile.id == tile.TileNames.goal:
57
+ # If a goal tile is reached, end episode with reward +1
58
+ game_over(1)
59
+ print_game_status("Success, reached goal")
60
+ else:
61
+ for car in car_manager.cars:
62
+ if get_grid_position() == map.get_grid_position(car.global_position):
63
+ # If the robot moved to a car's current position, end episode
64
+ game_over(0)
65
+ print_game_status("Failed, hit car while walking")
66
+
67
+ # After processing the move, zero the movement for the next step
68
+ # (only in case of human control)
69
+ if _ai_controller.control_mode == AIController3D.ControlModes.HUMAN:
70
+ requested_movement = Vector3.ZERO
71
+
72
+ reward_approaching_goal()
73
+
74
+
75
+ ## Adds a positive reward if the robot approaches the goal
76
+ func reward_approaching_goal():
77
+ var grid_pos: Vector3i = get_grid_position()
78
+ var dist_to_goal = grid_pos.distance_to(map.goal_position)
79
+ if last_dist_to_goal == null: last_dist_to_goal = dist_to_goal
80
+
81
+ if dist_to_goal < last_dist_to_goal:
82
+ _ai_controller.reward += (last_dist_to_goal - dist_to_goal) / 10.0
83
+ last_dist_to_goal = dist_to_goal
84
+
85
+
86
+ func get_grid_position() -> Vector3i:
87
+ return map.get_grid_position(global_position)
88
+
89
+
90
+ func game_over(reward = 0.0):
91
+ _ai_controller.done = true
92
+ _ai_controller.reward += reward
93
+ _ai_controller.reset()
94
+ reset()
95
+
96
+
97
+ func reset():
98
+ last_dist_to_goal = null
99
+ # Order of resetting is important:
100
+ # We reset the map first, which sets a new player start position
101
+ # and the road segments (needed to know where to spawn the cars)
102
+ map.reset()
103
+ # after that, we can set the player position
104
+ global_position = Vector3(map.player_start_position) + Vector3.UP * 1.5
105
+ # and also reset or create (on first start) the cars
106
+ car_manager.reset()
107
+
108
+
109
+ func print_game_status(message: String):
110
+ if print_game_status_enabled:
111
+ print(message)
Completed/scripts/robot_ai_controller.gd ADDED
@@ -0,0 +1,121 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends AIController3D
2
+ class_name RobotAIController
3
+
4
+ @onready var player := get_parent() as Player
5
+
6
+
7
+ func get_obs() -> Dictionary:
8
+ var observations := Array()
9
+ var player_pos = player.get_grid_position()
10
+
11
+ # Determines how many grid cells the AI can observe
12
+ # e.g. front refers to "up" looking from above,
13
+ # and does not rotate with the robot, same with others.
14
+ # Set to observe all cells from two rows in front of player,
15
+ # 0 behind
16
+ var visible_rows_in_front_of_player: int = 2
17
+ var visible_rows_behind_the_player: int = 0
18
+
19
+ # Set to observe the entire width of the grid on both sides
20
+ # so it will always see all cells up to 2 rows in front.
21
+ var visible_columns_left_of_player: int = player.map.grid_size_x
22
+ var visible_columns_right_of_player: int = player.map.grid_size_x
23
+
24
+ # For tiles near player we provide [direction, id] (e.g: [-1, 0])
25
+ # direction is -1 or 1 for cars, 0 for static tiles
26
+ # if a car is in a tile, we override the id of tile underneath
27
+
28
+ # Car ID is the ID of the last tile + 1
29
+ var car_id = Tile.TileNames.size()
30
+
31
+ # If there is no tile placed at the grid coord, we use -1 as id
32
+ var no_tile_id: int = -1
33
+
34
+ # Note: We don't need to include the player position directly in obs
35
+ # as we are always including data for cells "around" the player,
36
+ # so the player location relative to those cells is implicitly included
37
+
38
+ for z in range(
39
+ player_pos.z - visible_rows_in_front_of_player,
40
+ player_pos.z + visible_rows_behind_the_player + 1
41
+ ):
42
+ for x in range(
43
+ player_pos.x - visible_columns_left_of_player,
44
+ player_pos.x + visible_columns_right_of_player + 1
45
+ ):
46
+ var grid_pos := Vector3i(x, 0, z)
47
+ var tile: Tile = player.map.get_tile(grid_pos)
48
+
49
+ if not tile:
50
+ observations.append_array([0, no_tile_id])
51
+ else:
52
+ var is_car: bool
53
+ for car in player.car_manager.cars:
54
+ if grid_pos == player.map.get_grid_position(car.global_position):
55
+ is_car = true
56
+ observations.append(car.current_direction)
57
+ if is_car:
58
+ observations.append(car_id)
59
+ else:
60
+ observations.append_array([0, tile.id])
61
+
62
+ return {"obs": observations}
63
+
64
+
65
+ func get_reward() -> float:
66
+ return reward
67
+
68
+
69
+ func _process(_delta: float) -> void:
70
+ # In case of human control, we get the user input
71
+ if control_mode == ControlModes.HUMAN:
72
+ get_user_input()
73
+
74
+
75
+ func _physics_process(_delta: float) -> void:
76
+ # Reset on timeout, this is implemented in parent class to set needs_reset to true,
77
+ # we are re-implementing here to call player.game_over() that handles the game reset.
78
+ n_steps += 1
79
+ if n_steps > reset_after:
80
+ player.game_over(0)
81
+ player.print_game_status("Episode timed out.")
82
+
83
+
84
+ ## Defines the actions for the AI agent
85
+ func get_action_space() -> Dictionary:
86
+ return {
87
+ "movement": {"size": 5, "action_type": "discrete"},
88
+ }
89
+
90
+
91
+ ## Applies AI control actions to the robot
92
+ func set_action(action = null) -> void:
93
+ # We have specified discrete action type with size 5,
94
+ # which means there are 5 possible values that the agent can output
95
+ # for each step, i.e. one of: 0, 1, 2, 3, 4,
96
+ # we use those to allow the agent to move in 4 directions,
97
+ # + there is a 'no movement' action.
98
+ # First convert to int to use match as action value is of float type.
99
+ match int(action.movement):
100
+ 0:
101
+ player.requested_movement = Vector3.LEFT
102
+ 1:
103
+ player.requested_movement = Vector3.RIGHT
104
+ 2:
105
+ player.requested_movement = Vector3.FORWARD
106
+ 3:
107
+ player.requested_movement = Vector3.BACK
108
+ 4:
109
+ player.requested_movement = Vector3.ZERO
110
+
111
+
112
+ ## Applies user input actions to the robot
113
+ func get_user_input() -> void:
114
+ if Input.is_action_just_pressed("move_up"):
115
+ player.requested_movement = Vector3.FORWARD
116
+ elif Input.is_action_just_pressed("move_right"):
117
+ player.requested_movement = Vector3.RIGHT
118
+ elif Input.is_action_just_pressed("move_down"):
119
+ player.requested_movement = Vector3.BACK
120
+ elif Input.is_action_just_pressed("move_left"):
121
+ player.requested_movement = Vector3.LEFT
Completed/scripts/tile.gd ADDED
@@ -0,0 +1,30 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node3D
2
+ class_name Tile
3
+
4
+ ## Tile class it allows setting the visible tile design by
5
+ ## hiding the nodes with not currently used tile designs.
6
+ ## (Intended to be used with tile.tscn)
7
+
8
+ ## Tile names, must be in the same order as child nodes
9
+ enum TileNames {
10
+ orange,
11
+ road,
12
+ tree,
13
+ goal
14
+ }
15
+
16
+ ## ID of the current set tile
17
+ var id: int
18
+
19
+ @onready var tiles: Array = get_children()
20
+
21
+ ## Sets the specified tile mesh to be visible, and hides others
22
+ func set_tile(tile_name: TileNames):
23
+ hide_all()
24
+ id = int(tile_name)
25
+ tiles[id].visible = true
26
+
27
+ ## Hides all tiles
28
+ func hide_all():
29
+ for tile in tiles:
30
+ tile.visible = false
README.md ADDED
@@ -0,0 +1,25 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ---
2
+ library_name: godot-rl
3
+ tags:
4
+ - deep-reinforcement-learning
5
+ - reinforcement-learning
6
+ - godot-rl
7
+ - environments
8
+ - video-games
9
+ ---
10
+
11
+ A RL environment called CrossTheRoad for the Godot Game Engine.
12
+
13
+ This environment was created with: https://github.com/edbeeching/godot_rl_agents
14
+
15
+
16
+ ## Downloading the environment
17
+
18
+ After installing Godot RL Agents, download the environment with:
19
+
20
+ ```
21
+ gdrl.env_from_hub -r jtatman/godot_rl_CrossTheRoad
22
+ ```
23
+
24
+
25
+