def _assemble_reward(self): self._rewards = [ sr.HomeReward(negative=True), sr.EnemyBaseReward(negative=True), sr.ViewEnemyReward(weight=10), sr.EnemyBaseArrivedReward(weight=30) ]
def _assemble_reward(self): self._rewards = [ sr.HomeReward(), sr.EnemyBaseReward(), sr.ViewEnemyReward(), sr.MinDistReward() ]
def _assemble_reward(self): self._forward_rewards = [ sr.HomeReward(negative=True), sr.EnemyBaseReward(negative=True), sr.ViewEnemyReward(weight=10), sr.EnemyBaseArrivedReward(weight=30), sr.MinDistReward(negative=True) ] self._backward_rewards = [ sr.HomeReward(back=True, negative=True), sr.EnemyBaseReward(back=True, negative=True), sr.HomeArrivedReward(weight=30), sr.MinDistReward(negative=True) ] self._final_rewards = [sr.RoundTripFinalReward(weight=50)]
def _assemble_reward(self): self._forward_rewards = [ sr.HomeReward(negative=True), sr.EnemyBaseReward(negative=True), sr.MinDistReward(negative=True) ] self._backward_rewards = [ sr.HomeReward(negative=True, back=True), sr.EnemyBaseReward(negative=True, back=True), ir.EvadeUnderAttackRwd() ] self._explore_rewards = [ ir.EvadeUnderAttackRwd(), ir.EvadeInTargetRangeRwd(self._compress_width, self._range_width), sr.ViewEnemyReward(weight=20) #ir.EvadeTargetScanRwd(self._compress_width, self._range_width), ] self._final_rewards = [ir.EvadeFinalRwd()]
def _assemble_reward(self): self._forward_rewards = [ sr.HomeReward(negative=True, weight=0.1), sr.EnemyBaseReward(negative=True, weight=0.1), sr.ViewEnemyReward(weight=0.5), # sr.EnemyBaseArrivedReward(weight=50), sr.MinDistReward(negative=True, weight=0.1), # er.EvadeDistanceReward(weight=1), er.EvadeUnderAttackRwd(weight=0.5), # er.EnemyInRangeRwd(weight=1), # sr.AreaOfOverlapReward(weight=2) ] self._explore_rewards = [ # sr.HomeReward(negative=True,weight=1), # sr.ViewEnemyResourcesAndBase(weight=10), sr.ExploreStateRwd(weight=1), # er.EvadeDistanceReward(weight=1), er.EvadeUnderAttackRwd(weight=0.5), sr.ViewEnemyResourcesAndBase(weight=1), # er.EnemyInRangeRwd(weight=1), sr.ExploreAcclerateRwd(weight=0.05) ] self._backward_rewards = [ sr.HomeReward(back=True, negative=True, weight=0.1), #sr.EnemyBaseReward(back=True, negative=False,weight=1), sr.HomeArrivedReward(weight=1), #sr.MinDistReward(negative=True), sr.BackwardStateRwd(weight=1), # er.EvadeDistanceReward(weight=1), er.EvadeUnderAttackRwd(weight=0.5) # er.EnemyInRangeRwd(weight=1), # sr.AreaOfOverlapReward(weight=2), # sr.HitEnemyBaseReward(weight=50), ] self._final_rewards = [ sr.RoundTripFinalReward(weight=1), er.EvadeFinalRwd(weight=1) ]