ISingleAgentScholaEnvironment
Interface for single-agent reinforcement learning environments.
Implement this interface in your environment class to create a single-agent RL environment. All methods are Blueprint Native Events, allowing implementation in either C++ or Blueprint.
class ISingleAgentScholaEnvironment : public IBaseScholaEnvironmentMethods
InitializeEnvironment
void InitializeEnvironment(FInteractionDefinition &OutAgentDefinition)Initialize the environment and define the agent’s observation and action spaces.
Parameters
OutAgentDefinition(FInteractionDefinition)
Reset
void Reset(FInitialAgentState &OutAgentState)Reset the environment to its initial state.
Parameters
OutAgentState(FInitialAgentState)
Step
void Step(const FInstancedStruct &InAction, FAgentState &OutAgentState)Execute one environment step with the given action.
Parameters
-
InAction(const FInstancedStruct) -
OutAgentState(FAgentState)
SeedEnvironment
void SeedEnvironment(int Seed)Set the random seed for reproducible environment behavior.
Parameters
Seed(int)
SetEnvironmentOptions
void SetEnvironmentOptions(const TMap<FString, FString> &Options)Configure the environment with custom options.
Parameters
Options(const TMap<FString, FString>)
Execute_InitializeEnvironment
static inline void Execute_InitializeEnvironment( UObject *Obj, TMap<FString, FInteractionDefinition> &OutAgentDefinitions)Adapter method to convert single-agent initialization to multi-agent format.
Parameters
-
Obj(UObject) -
OutAgentDefinitions(TMap<FString, FInteractionDefinition>)
Execute_Reset
static inline voidExecute_Reset(UObject *Obj, TMap<FString, FInitialAgentState> &OutAgentState)Adapter method to convert single-agent reset to multi-agent format.
Parameters
-
Obj(UObject) -
OutAgentState(TMap<FString, FInitialAgentState>)
Execute_Step
static inline voidExecute_Step(UObject *Obj, const TMap<FString, TInstancedStruct<FPoint>> &InActions, TMap<FString, FAgentState> &OutAgentStates)Adapter method to convert single-agent step to multi-agent format.
Parameters
-
Obj(UObject) -
InActions(const TMap<FString, TInstancedStruct<FPoint>>) -
OutAgentStates(TMap<FString, FAgentState>)
Source: Source/ScholaTraining/Public/Environment/SingleAgentEnvironmentInterface.h