Threejs AI

by black strings

CSS

/* fix mouse click offset errors when doing drags */
body {
  margin: 0;
}

JavaScript

import * as THREE from "https://unpkg.com/[email protected]/build/three.module.js";
import { OrbitControls } from "https://unpkg.com/[email protected]/examples/jsm/controls/OrbitControls.js";

var scene, renderer, camera;
var cube;
var controls;

var box;
var q_table;
var rewards;
var actions;
var positions = [];

var time = 0;

init();
lightSetup();
animate();

function init() {
  renderer = new THREE.WebGLRenderer({
    antialias: true
  });
  var width = window.innerWidth;
  var height = window.innerHeight;
  renderer.setSize(width, height);
  document.body.appendChild(renderer.domElement);

  scene = new THREE.Scene();

  var center = new THREE.Vector3(72, 0.625, -72);

  var gridXZ = new THREE.GridHelper(1000, 100);
  scene.add(gridXZ);

  var axes = new THREE.AxesHelper(1000);
  scene.add(axes);

  camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
  camera.position.x = 76;
  camera.position.y = 76;
  camera.position.z = 76;
  camera.lookAt(center);
  camera.updateProjectionMatrix();

  controls = new OrbitControls(camera, renderer.domElement);

  var geometry = new THREE.BoxGeometry(10, 10, 10);

  var material = new THREE.MeshBasicMaterial({
    color: 0x00ff00
  });

  box = new THREE.Mesh(geometry, material);

  box.position.x = 5;
  box.position.z = 5;
  box.position.y = 5;

  scene.add(box);

  q_table = [
    [
      [0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0]
    ],
    [
      [0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0]
    ],
    [
      [0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0]
    ],
    [
    	[0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0],
      [0, 0, 0, 0]
    ]
  ];

  rewards = [
    [-1, -1, -100, -100],
    [-1, -1, -1, -1],
    [-1, -1, -100, -1],
    [-1, -1, -1, 100]
  ];

  actions = ['up', 'right', 'down', 'left'];


  // make the maze
  for (var i = 0; i < rewards.length; i++) {
    for (var j = 0; j < rewards[i].length; j++) {
     ...