Base class of a unit in the SimulatedGame framework. A unit represents part of the game-state and peforms actions that affect the game-state. You should not create instances of this class. Use specializations @SimulatedGameThinkingUnit or @SimulatedGameStochasticUnit instead.
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#include <ISimulatedGameUnit.hh>
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virtual void | Reset ()=0 |
| Resets state of the unit to the beginning of the SimulatedGame.
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virtual int | GetTeamIndex () const =0 |
| Returns the index of a team. Units with the same team index share the same game score.
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virtual std::vector< std::unique_ptr< const ISimulatedGameAction > > | GetAvailableActions () const =0 |
| Returns the actions the unit may perform. It is strongly advised to create a new vector here, return it and no longer use it. It will be stored in the SimulatedGame structures. This method must always return the same set of actions in the same state.
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virtual std::unique_ptr< const ISimulatedGameAction > | GetRandomAvailableAction (RandomGenerator &rand_gen) const |
| Returns a random action to be chosen in simulation. The default implementation samples from GetAvailableActions(). Override the method if you are able to return a uniform random action without the need of computing all available actions. More...
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virtual void | AfterAction (SimulatedGameRuntime &) |
| This method is called after action.Apply(). You may insert custom logic here - for example - code that always needs to be executed after any action.
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virtual std::string | ToString () const |
| Returns the text representation of the unit for debugging purposes. Default implementation returns an empty string.
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virtual void | FillDebugRepresentation (std::map< std::string, std::string > &nameValueDictionary) const |
| Method used to gather data for GUI-based debugging. Insert properties of the state (key, value) you wish to view in the debugging tool. More...
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std::vector< std::unique_ptr< SimulatedGameHeuristic > > | heuristicReasoners |
| Add or remove heuristic. See @SimulatedGameHeuristic. Heuristic is used to provide the action to play in certain moments without considering all the options.
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class | SimulatedGame |
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class | SimulatedGameNode |
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Base class of a unit in the SimulatedGame framework. A unit represents part of the game-state and peforms actions that affect the game-state. You should not create instances of this class. Use specializations @SimulatedGameThinkingUnit or @SimulatedGameStochasticUnit instead.
◆ FillDebugRepresentation()
void grail::simgames::ISimulatedGameUnit::FillDebugRepresentation |
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std::map< std::string, std::string > & |
nameValueDictionary | ) |
const |
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virtual |
Method used to gather data for GUI-based debugging. Insert properties of the state (key, value) you wish to view in the debugging tool.
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◆ GetRandomAvailableAction()
std::unique_ptr< const ISimulatedGameAction > grail::simgames::ISimulatedGameUnit::GetRandomAvailableAction |
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RandomGenerator & |
rand_gen | ) |
const |
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virtual |
Returns a random action to be chosen in simulation. The default implementation samples from GetAvailableActions(). Override the method if you are able to return a uniform random action without the need of computing all available actions.
- Parameters
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rand_gen | - Random generator (typedef std::mt19937_64 RandomGenerator) |
- Returns
- chosen action
The documentation for this class was generated from the following files: