using System.Collections;
using Unity.MLAgents;
using Unity.MLAgents.Extensions.Teams;
using Unity.MLAgents.Actuators;
using Unity.MLAgents.Sensors;
base.Initialize();
if (isSpotter)
{
var teamManager = new HallwayTeamManager();
var teamManager = new BaseTeamManager();
SetTeamManager(teamManager);
teammate.SetTeamManager(teamManager);
}
List<Agent> m_AgentList = new List<Agent> { };
public override void OnAgentDone(Agent agent, Agent.DoneReason doneReason, List<ISensor> sensors)
agent.SendDoneToTrainer();
// public override void OnAgentDone(Agent agent, Agent.DoneReason doneReason, List<ISensor> sensors)
// {
// }
public override void AddTeamReward(float reward)
// public override void AddTeamReward(float reward)
public class BaseTeamManager : ITeamManager
readonly string m_Id = System.Guid.NewGuid().ToString();
private readonly string m_Id = System.Guid.NewGuid().ToString();
throw new System.NotImplementedException();
public virtual void OnAgentDone(Agent agent, Agent.DoneReason doneReason, List<ISensor> sensors)
// If so, we'll need dummy sensor impls with the same shape as the originals.
public virtual void AddTeamReward(float reward)