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73 行
2.2 KiB
73 行
2.2 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/** \brief AcademyParameters is a structure containing basic information about the
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* training environment. */
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/** The AcademyParameters will be sent via socket at the start of the Environment.
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* This structure does not need to be modified.
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*/
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public struct AcademyParameters
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{
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/**< \brief The name of the Academy. If the communicator is External,
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* it will be the name of the Academy GameObject */
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public string AcademyName;
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/**< \brief The API number for the communicator. */
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public string apiNumber;
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/**< \brief The location of the logfile*/
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public string logPath;
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/**< \brief The default reset parameters are sent via socket*/
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public Dictionary<string, float> resetParameters;
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/**< \brief A list of the all the brains names sent via socket*/
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public List<string> brainNames;
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/**< \brief A list of the External brains parameters sent via socket*/
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public List<BrainParameters> brainParameters;
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/**< \brief A list of the External brains names sent via socket*/
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public List<string> externalBrainNames;
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}
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public enum ExternalCommand
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{
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STEP,
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RESET,
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QUIT
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}
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/**
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* This is the interface used to generate coordinators.
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* This does not need to be modified nor implemented to create a
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* Unity environment.
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*/
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public interface Communicator
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{
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/// Implement this method to allow brains to subscribe to the
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/// decisions made outside of Unity
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void SubscribeBrain(Brain brain);
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/// First contact between Communicator and external process
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bool CommunicatorHandShake();
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/// Implement this method to initialize the communicator
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void InitializeCommunicator();
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/// Implement this method to receive actions from outside of Unity and
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/// update the actions of the brains that subscribe
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void UpdateActions();
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/// Implement this method to return the ExternalCommand that
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/// was given outside of Unity
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ExternalCommand GetCommand();
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/// Implement this method to return the new dictionary of resetParameters
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/// that was given outside of Unity
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Dictionary<string, float> GetResetParameters();
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}
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