feat(gamecli): implement pure Reward.Compute with unit tests
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29
GameCli/Reward.cs
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29
GameCli/Reward.cs
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namespace GameCli;
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/// <summary>
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/// Reward = -distance_to_target
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/// - λ_v · speed
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/// - λ_θ · |angle|
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/// - λ_fuel · engine_on
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/// Coefficients are public so training scripts can log/inspect them.
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/// </summary>
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public static class Reward
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{
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public const float LambdaVelocity = 0.10f;
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public const float LambdaAngle = 0.10f;
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public const float LambdaFuel = 0.03f;
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public static float Compute(ShipState s, (float X, float Y) target, int action)
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{
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float dx = target.X - s.X;
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float dy = target.Y - s.Y;
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float distance = MathF.Sqrt(dx * dx + dy * dy);
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float speed = MathF.Sqrt(s.VX * s.VX + s.VY * s.VY);
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float engineOn = action == Physics.ActionNoop ? 0f : 1f;
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return -distance
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- LambdaVelocity * speed
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- LambdaAngle * MathF.Abs(s.Angle)
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- LambdaFuel * engineOn;
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}
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}
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