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Aurimas Petrovas
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# Changelog | ||
This changelog isn't used; please add to the `com.unity.ml-agents` changelog instead. | ||
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## [Unreleased] | ||
## [0.6.1-preview] - 2022-11-21 | ||
* Initial version |
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@@ -135,15 +135,15 @@ public override BuiltInActuatorType GetBuiltInActuatorType() | |
/// component attached to the agent's [GameObject]. The <see cref="BehaviorType"/> setting | ||
/// determines how decisions are made: | ||
/// | ||
/// * <see cref="BehaviorType.Default"/>: decisions are made by the external process, | ||
/// when connected. Otherwise, decisions are made using inference. If no inference model | ||
/// is specified in the BehaviorParameters component, then heuristic decision | ||
/// making is used. | ||
/// * <see cref="BehaviorType.InferenceOnly"/>: decisions are always made using the trained | ||
/// model specified in the <see cref="BehaviorParameters"/> component. | ||
/// * <see cref="BehaviorType.HeuristicOnly"/>: when a decision is needed, the agent's | ||
/// <see cref="Heuristic(in ActionBuffers)"/> function is called. Your implementation is responsible for | ||
/// providing the appropriate action. | ||
/// <see cref="BehaviorType.Default"/>: decisions are made by the external process, | ||
/// when connected. Otherwise, decisions are made using inference. If no inference model | ||
/// is specified in the BehaviorParameters component, then heuristic decision | ||
/// making is used. | ||
/// <see cref="BehaviorType.InferenceOnly"/>: decisions are always made using the trained | ||
/// model specified in the <see cref="BehaviorParameters"/> component. | ||
/// <see cref="BehaviorType.HeuristicOnly"/>: when a decision is needed, the agent's | ||
/// <see cref="Heuristic(in ActionBuffers)"/> function is called. Your implementation is responsible for | ||
/// providing the appropriate action. | ||
/// | ||
/// To trigger an agent decision automatically, you can attach a <see cref="DecisionRequester"/> | ||
/// component to the Agent game object. You can also call the agent's <see cref="RequestDecision"/> | ||
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@@ -956,6 +956,8 @@ public virtual void Initialize() { } | |
/// [Input Manager] for more information about the built-in Unity input functions. | ||
/// You can also use the [Input System package], which provides a more flexible and | ||
/// configurable input system. | ||
/// [Input Manager]: https://docs.unity3d.com/Manual/class-InputManager.html | ||
/// [Input System package]: https://docs.unity3d.com/Packages/[email protected]/manual/index.html | ||
/// </para> | ||
/// <code> | ||
/// public override void Heuristic(in ActionBuffers actionsOut) | ||
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@@ -966,8 +968,6 @@ public virtual void Initialize() { } | |
/// continuousActionsOut[2] = Input.GetAxis("Vertical"); | ||
/// } | ||
/// </code> | ||
/// [Input Manager]: https://docs.unity3d.com/Manual/class-InputManager.html | ||
/// [Input System package]: https://docs.unity3d.com/Packages/[email protected]/manual/index.html | ||
/// </example> | ||
/// <param name="actionsOut">The <see cref="ActionBuffers"/> which contain the continuous and | ||
/// discrete action buffers to write to.</param> | ||
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@@ -1289,7 +1289,7 @@ public virtual void WriteDiscreteActionMask(IDiscreteActionMask actionMask) { } | |
/// 3 = Move one space up | ||
/// 4 = Move one space down | ||
/// </code> | ||
/// | ||
/// <para> | ||
/// When making a decision, the agent picks one of the five actions and puts the | ||
/// corresponding integer value in the ActionBuffers.DiscreteActions array. For example, if the agent | ||
/// decided to move left, the ActionBuffers.DiscreteActions parameter would be an array with | ||
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@@ -1313,6 +1313,7 @@ public virtual void WriteDiscreteActionMask(IDiscreteActionMask actionMask) { } | |
/// For more information about implementing agent actions see [Agents - Actions]. | ||
/// | ||
/// [Agents - Actions]: https://github.com/Unity-Technologies/ml-agents/blob/release_21_docs/docs/Learning-Environment-Design-Agents.md#actions | ||
/// </para> | ||
/// </remarks> | ||
/// <param name="actions"> | ||
/// Struct containing the buffers of actions to be executed at this step. | ||
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