Implementing adaptive and evolving behavior based on learned experience is a complex task that often involves machine learning techniques, such as reinforcement learning or neural networks. However, I can provide a simplified example of how you can simulate adaptive behavior in Godot using basic principles of state-based learning.
In this example, I'll create a simple system where the character learns from its past experiences and adjusts its behavior accordingly. We'll use a basic Q-learning approach to demonstrate this concept.
```gdscript
extends KinematicBody
var speed = 5
var gravity = -20
var velocity = Vector3()
# List of possible behaviors
var behaviors = ["Idle", "Walk", "Jump", "Run", "Attack", "Defend"]
# Q-values for each state-action pair
var q_values = {}
# Parameters for Q-learning
var learning_rate = 0.1
var discount_factor = 0.9
var exploration_rate = 0.3
func _ready():
# Initialize Q-values
initialize_q_values()
# Start with a random behavior
change_behavior()
func _physics_process(delta):
# Apply gravity
velocity.y += gravity * delta
# Execute current behavior
match current_behavior:
"Idle":
# Do nothing
pass
"Walk":
# Move in a random direction
move_random_direction()
"Jump":
# Jump
jump()
"Run":
# Move faster in a random direction
move_random_direction(speed * 2)
"Attack":
# Perform an attack action
attack()
"Defend":
# Perform a defensive action
defend()
# Move the character
velocity = move_and_slide(velocity, Vector3.UP)
# Initialize Q-values
func initialize_q_values():
for behavior in behaviors:
q_values[behavior] = {}
for action in behaviors:
q_values[behavior][action] = 0.0
# Change the character's behavior based on Q-values
func change_behavior():
# Select the action with the highest Q-value (exploitation)
var max_q_value = -INFINITY
var best_action = ""
for action in q_values[current_behavior].keys():
if q_values[current_behavior][action] > max_q_value:
max_q_value = q_values[current_behavior][action]
best_action = action
# Explore with probability exploration_rate
if randf() < exploration_rate:
best_action = behaviors[randi() % behaviors.size()]
current_behavior = best_action
# Move in a random direction
func move_random_direction(custom_speed = speed):
var direction = Vector3(rand_range(-1, 1), 0, rand_range(-1, 1)).normalized()
velocity.x = direction.x * custom_speed
velocity.z = direction.z * custom_speed
# Jump
func jump():
if is_on_floor():
velocity.y = sqrt(-2 * gravity * 3) # Jump height
# Perform an attack action
func attack():
# Execute attack logic
pass
# Perform a defensive action
func defend():
# Execute defense logic
pass
# Update Q-values based on the reward received
func update_q_values(previous_behavior, reward):
# Select the action with the highest Q-value for the current state
var max_q_value = -INFINITY
for action in q_values[current_behavior].keys():
if q_values[current_behavior][action] > max_q_value:
max_q_value = q_values[current_behavior][action]
# Update Q-value for the previous state-action pair
q_values[previous_behavior][current_behavior] += learning_rate * (reward + discount_factor * max_q_value - q_values[previous_behavior][current_behavior])
```
In this script:
- We define a set of possible behaviors for the character.
- We initialize Q-values for each state-action pair, where the state is the current behavior and the action is the next behavior to take.
- In the `_ready` function, the character starts with a random behavior.
- During each `_physics_process`, the character executes its current behavior and moves accordingly.
- After executing an action, the character receives a reward based on the success or failure of the action.
- After receiving a reward, the Q-values are updated using the Q-learning formula.
- The character selects its next behavior based on the highest Q-value for the current state (exploitation), with a probability of exploration_rate for exploration.
This is a basic example to demonstrate the concept of adaptive behavior using Q-learning. In a real-world scenario, you would need to refine this approach and consider factors such as state representation, reward structure, exploration vs. exploitation trade-off, and convergence criteria. Additionally, you may explore more advanced machine learning techniques for more complex adaptive behaviors.
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