Class IInferenceAgent

class IInferenceAgent

Subclassed by AInferenceController, AInferencePawn, UInferenceComponent

Public Functions

inline virtual APawn *GetControlledPawn()

Get the controlled pawn of the agent.

Returns:

A ptr to a controlled pawn object.

inline virtual UInteractionManager *GetInteractionManager()

Get the interaction manager for collecting actuators and observations.

Returns:

A ptr to an interaction manager object.

inline virtual UAbstractBrain *GetBrain()

Get the brain of the agent.

Returns:

A ptr to a brain object.

inline virtual UAbstractPolicy *GetPolicy()

Get the policy of the agent.

Returns:

a ptr to a policy object.

inline virtual TArray<UAbstractObserver*> GetAllObservers()

Get both the observers attached to controlled pawn and the observers attached to the agent.

Returns:

An array of observer objects.

inline virtual TArray<UActuator*> GetAllActuators()

Get both the actuators attached to controlled pawn and the actuators attached to the agent.

Returns:

An array of actuator objects.

inline virtual EAgentStatus GetStatus()

Get the status of the agent.

Returns:

The status of the agent.

inline virtual void SetStatus(EAgentStatus NewStatus)

Set the status of the agent.

Parameters:

NewStatus – The new status to set.

TArray<UAbstractObserver*> GetObserversFromPawn()

Get All observers attached to a pawn.

Returns:

An array of observer objects.

TArray<UActuator*> GetActuatorsFromPawn()

Get All actuators attached to a pawn.

Returns:

An array of actuator objects.

FString GetAgentName()

Get the name of the agent.

Returns:

The name of the agent.

bool Initialize()

Initialize this agent after play has begun.

Returns:

True if initialization was successful, false otherwise.

void Act()

The Agent retrieves an action from the brain before taking an action.

void Think()

Update the state of the agent.

This checks if the agent is done, what it’s reward should be and does any observation collection before requesting a decision

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