Files
Experiment_ReinforcementLea…/GameCli.Tests/RewardTests.cs

57 lines
2.2 KiB
C#

using GameCli;
using Xunit;
namespace GameCli.Tests;
public class RewardTests
{
[Fact]
public void AtTarget_ZeroVel_ZeroAngle_Noop_HasZeroReward()
{
var ship = new ShipState(0.5f, 0.5f, 0f, 0f, 0f, 0f);
float r = Reward.Compute(ship, target: (0.5f, 0.5f), action: 0);
Assert.Equal(0f, r, precision: 5);
}
[Fact]
public void FarFromTarget_HasLargerNegativeThanNear()
{
var near = new ShipState(0.5f, 0.5f, 0f, 0f, 0f, 0f);
var far = new ShipState(0.9f, 0.9f, 0f, 0f, 0f, 0f);
float rNear = Reward.Compute(near, target: (0.5f, 0.5f), action: 0);
float rFar = Reward.Compute(far, target: (0.5f, 0.5f), action: 0);
Assert.True(rFar < rNear, $"far reward {rFar} should be < near reward {rNear}");
}
[Fact]
public void HighVelocity_PenalizesReward()
{
var stopped = new ShipState(0.5f, 0.5f, 0f, 0f, 0f, 0f);
var moving = new ShipState(0.5f, 0.5f, 1f, 1f, 0f, 0f);
float rStop = Reward.Compute(stopped, target: (0.5f, 0.5f), action: 0);
float rMove = Reward.Compute(moving, target: (0.5f, 0.5f), action: 0);
Assert.True(rMove < rStop, $"moving reward {rMove} should be < stopped reward {rStop}");
}
[Fact]
public void Tilted_PenalizesReward()
{
var upright = new ShipState(0.5f, 0.5f, 0f, 0f, 0f, 0f);
var tilted = new ShipState(0.5f, 0.5f, 0f, 0f, 0.8f, 0f);
float rUp = Reward.Compute(upright, target: (0.5f, 0.5f), action: 0);
float rTi = Reward.Compute(tilted, target: (0.5f, 0.5f), action: 0);
Assert.True(rTi < rUp, $"tilted reward {rTi} should be < upright reward {rUp}");
}
[Fact]
public void FiringEngine_PenalizesReward()
{
var ship = new ShipState(0.5f, 0.5f, 0f, 0f, 0f, 0f);
float rNoop = Reward.Compute(ship, target: (0.5f, 0.5f), action: 0);
float rMain = Reward.Compute(ship, target: (0.5f, 0.5f), action: 2);
float rLeft = Reward.Compute(ship, target: (0.5f, 0.5f), action: 1);
Assert.True(rMain < rNoop, "firing main should be worse than noop");
Assert.True(rLeft < rNoop, "firing left should be worse than noop");
}
}