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// velSum += item.rb.velocity;
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// velSum += Mathf.Clamp(item.rb.velocity.magnitude, 0, m_maxWalkingSpeed);
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velSum += Vector3.ClampMagnitude(item.rb.velocity, m_maxWalkingSpeed); |
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avgVelValue = velSum/counter; |
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avgVelValue = velSum/counter; |
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//This reward will approach 1 if it matches and approach zero as it deviates
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matchSpeedReward = |
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Mathf.Exp(-0.1f * (cubeForward * walkingSpeed - |
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