|
|
|
|
|
|
/// Increments the group rewards for all agents in this MultiAgentGroup.
|
|
|
|
/// </summary>
|
|
|
|
/// <remarks>
|
|
|
|
/// This function increase or decrease the group rewards by given amount for all agents
|
|
|
|
/// This function increases or decreases the group rewards by a given amount for all agents
|
|
|
|
/// in the group. Use <see cref="SetGroupReward(float)"/> to set the group reward assigned
|
|
|
|
/// to the current step with a specific value rather than increasing or decreasing it.
|
|
|
|
///
|
|
|
|
|
|
|
/// to act in the group's best interest instead of indivisual ones.
|
|
|
|
/// to act in the group's best interest instead of individual ones.
|
|
|
|
/// Group rewards are treated differently than individual agent rewards during training, so
|
|
|
|
/// calling AddGroupReward() is not equivalent to calling agent.AddReward() on each agent in the group.
|
|
|
|
/// </remarks>
|
|
|
|
|
|
|
/// </summary>
|
|
|
|
/// <remarks>
|
|
|
|
/// This should be used when the episode could continue, but has gone on for
|
|
|
|
/// a sufficient number of steps.
|
|
|
|
/// a sufficient number of steps, such as if the environment hits some maximum number of steps.
|
|
|
|
/// </remarks>
|
|
|
|
public void GroupEpisodeInterrupted() |
|
|
|
{ |
|
|
|