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Add illustrations
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@@ -23,6 +23,8 @@ If you want to know more about curiosity, the next section (optional) will expla
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In terms of observation, we **use 148 raycasts that can each detect objects** (switch, bricks, golden brick, and walls.)
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<img src="https://huggingface.co/datasets/huggingface-deep-rl-course/course-images/resolve/main/en/unit7/pyramids_raycasts.png"/>
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We also use a **boolean variable indicating the switch state** (did we turn on or not the switch to spawn the Pyramid) and a vector that **contains the agent’s speed**.
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ADD SCREENSHOT CODE
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@@ -13,7 +13,7 @@ In addition, to avoid "snowball spamming" (aka shooting a snowball every timeste
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<figure>
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<img src="https://huggingface.co/datasets/huggingface-deep-rl-course/course-images/resolve/main/en/unit7/cooloffsystem.gif" alt="Cool Off System"/>
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<figcaption>The agent needs to wait 0.5s before being able to shoot a snowball again</figcaption>
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</figure>
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## The reward function and the reward engineering problem
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@@ -39,10 +39,7 @@ Think of raycasts as lasers that will detect if it passes through an object.
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In this environment our agent have multiple set of raycasts:
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-
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TOOD ADD raycasts that can each detect objects (target, walls) and how much we have
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<img src="https://huggingface.co/datasets/huggingface-deep-rl-course/course-images/resolve/main/en/unit7/snowball_target_raycasts.png" alt="Raycasts"/>
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## The action space
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