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50 行
2.1 KiB
50 行
2.1 KiB
using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Interface for implementing the behavior of an Agent that uses a Heuristic
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/// Brain. The behavior of an Agent in this case is fully decided using the
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/// implementation of these methods and no training or inference takes place.
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/// Currently, the Heuristic Brain does not support text observations and actions.
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/// </summary>
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public interface Decision
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{
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/// <summary>
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/// Defines the decision-making logic of the agent. Given the information
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/// about the agent, returns a vector of actions.
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/// </summary>
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/// <returns>Vector action vector.</returns>
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/// <param name="vectorObs">The vector observations of the agent.</param>
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/// <param name="visualObs">The cameras the agent uses for visual observations.</param>
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/// <param name="reward">The reward the agent received at the previous step.</param>
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/// <param name="done">Whether or not the agent is done.</param>
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/// <param name="memory">
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/// The memories stored from the previous step with
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/// <see cref="MakeMemory(List{float}, List{Texture2D}, float, bool, List{float})"/>
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/// </param>
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float[] Decide(
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List<float>
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vectorObs,
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List<Texture2D> visualObs,
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float reward,
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bool done,
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List<float> memory);
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/// <summary>
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/// Defines the logic for creating the memory vector for the Agent.
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/// </summary>
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/// <returns>The vector of memories the agent will use at the next step.</returns>
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/// <param name="vectorObs">The vector observations of the agent.</param>
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/// <param name="visualObs">The cameras the agent uses for visual observations.</param>
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/// <param name="reward">The reward the agent received at the previous step.</param>
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/// <param name="done">Whether or not the agent is done.</param>
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/// <param name="memory">
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/// The memories stored from the previous call to this method.
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/// </param>
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List<float> MakeMemory(
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List<float> vectorObs,
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List<Texture2D> visualObs,
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float reward,
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bool done,
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List<float> memory);
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}
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