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If `continuous=True` is passed, continuous actions (corresponding to the throttle of the engines) will be used and the
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action space will be `Box(-1, +1, (2,), dtype=np.float32)`.
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The first coordinate of an action determines the throttle of the main engine, while the second
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coordinate specifies the throttle of the lateral boosters.
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Given an action `np.array([main, lateral])`, the main engine will be turned off completely if
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`main < 0` and the throttle scales affinely from 50% to 100% for `0 <= main <= 1` (in particular, the
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main engine doesn't work with less than 50% power).
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Similarly, if `-0.5 < lateral < 0.5`, the lateral boosters will not fire at all. If `lateral < -0.5`, the left
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booster will fire, and if `lateral > 0.5`, the right booster will fire. Again, the throttle scales affinely
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from 50% to 100% between -1 and -0.5 (and 0.5 and 1, respectively).
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`gravity` dictates the gravitational constant, this is bounded to be within 0 and -12.
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If `enable_wind=True` is passed, there will be wind effects applied to the lander.
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The wind is generated using the function `tanh(sin(2 k (t+C)) + sin(pi k (t+C)))`.
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`k` is set to 0.01.
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`C` is sampled randomly between -9999 and 9999.
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`wind_power` dictates the maximum magnitude of linear wind applied to the craft. The recommended value for `wind_power` is between 0.0 and 20.0.
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`turbulence_power` dictates the maximum magnitude of rotational wind applied to the craft. The recommended value for `turbulence_power` is between 0.0 and 2.0.
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* `continuous` determines if discrete or continuous actions (corresponding to the throttle of the engines) will be used with the
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action space being `Discrete(4)` or `Box(-1, +1, (2,), dtype=np.float32)` respectively.
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For continuous actions, the first coordinate of an action determines the throttle of the main engine, while the second
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coordinate specifies the throttle of the lateral boosters. Given an action `np.array([main, lateral])`, the main
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engine will be turned off completely if `main < 0` and the throttle scales affinely from 50% to 100% for
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`0 <= main <= 1` (in particular, the main engine doesn't work with less than 50% power).
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Similarly, if `-0.5 < lateral < 0.5`, the lateral boosters will not fire at all. If `lateral < -0.5`, the left
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booster will fire, and if `lateral > 0.5`, the right booster will fire. Again, the throttle scales affinely
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from 50% to 100% between -1 and -0.5 (and 0.5 and 1, respectively).
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* `gravity` dictates the gravitational constant, this is bounded to be within 0 and -12. Default is -10.0
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* `enable_wind` determines if there will be wind effects applied to the lander. The wind is generated using
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the function `tanh(sin(2 k (t+C)) + sin(pi k (t+C)))` where `k` is set to 0.01 and `C` is sampled randomly between -9999 and 9999.
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* `wind_power` dictates the maximum magnitude of linear wind applied to the craft. The recommended value for
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`wind_power` is between 0.0 and 20.0.
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* `turbulence_power` dictates the maximum magnitude of rotational wind applied to the craft.
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The recommended value for `turbulence_power` is between 0.0 and 2.0.
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## Version History
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- v2: Count energy spent and in v0.24, added turbulence with wind power and turbulence_power parameters
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- v1: Legs contact with ground added in state vector; contact with ground
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give +10 reward points, and -10 if then lose contact; reward
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renormalized to 200; harder initial random push.
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- v1: Legs contact with ground added in state vector; contact with ground give +10 reward points,
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and -10 if then lose contact; reward renormalized to 200; harder initial random push.
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- v0: Initial version
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## Notes
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There are several unexpected bugs with the implementation of the environment.
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1. The position of the side thursters on the body of the lander changes, depending on the orientation of the lander.
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This in turn results in an orientation depentant torque being applied to the lander.
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1. The position of the side thrusters on the body of the lander changes, depending on the orientation of the lander.
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This in turn results in an orientation dependent torque being applied to the lander.
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2. The units of the state are not consistent. I.e.
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* The angular velocity is in units of 0.4 radians per second. In order to convert to radians per second, the value needs to be multiplied by a factor of 2.5.
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For the default values of VIEWPORT_W, VIEWPORT_H, SCALE, and FPS, the scale factors equal:
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