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The rule of collision penalty

See original GitHub issue

@yun-long

Hi, yunlong, thank you for developing this amazing repository. There is one thing that need your double check, which is the rule of collision penalty: https://github.com/uzh-rpg/flightmare/blob/092ff357139b2e98fc92bcdee50f38f85b55246d/flightlib/src/envs/vision_env/vision_env.cpp#L296-L300

I have confirmed the result of relative_dist would be either 1 or max_detection_range_ according to this coding.

I am not sure whether you code like this intentionally, or maybe following coding would be better?

Scalar relative_dist = (relative_pos_norm_[sort_idx] > 0) && (relative_pos_norm_[sort_idx] < max_detection_range_) ?\
      relative_pos_norm_[sort_idx]: max_detection_range_;

Issue Analytics

  • State:open
  • Created a year ago
  • Reactions:1
  • Comments:7 (7 by maintainers)

github_iconTop GitHub Comments

2reactions
yun-longcommented, May 2, 2022

I didn’t tune the reward. I am not surprised that the result is not good.

Some general suggestions are

  • tune the reward, check the learning curve not only for the total reward but also for each individual reward. Each individual reward component is logged. you can visualize the learning curve by cd ./saved and tensorboard --logdir=./
  • use different policy representations. Currently, the policy is represented via a multilayer perception, this is not a good representation for dynamic environments. Consider using a memory-based network, such as RNN/LSTM/GRU/TCN.
1reaction
yun-longcommented, May 2, 2022

thanks a lot @tongtybj

Read more comments on GitHub >

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