Struct FTrainerState

struct FTrainerState

A Struct representing the state of the agent given by a Reward, a vector observation and a status.

Public Functions

inline void ToProto(Schola::AgentState &OutState) const

Fill a protobuf message (Schola::AgentState) with the agent’s state.

Parameters:

OutState[out] The protobuf message reference to fill

inline void ToProto(Schola::AgentState *OutState) const

Fill a protobuf message (Schola::AgentState) with the agent’s state.

Parameters:

OutState[out] The protobuf message ptr to fill

inline Schola::AgentState *ToProto() const

Convert this object to a protobuf message (Schola::AgentState)

Returns:

A new protobuf message containing the contents of this object

inline bool IsDone() const

Is this agent done the current episode of training.

Returns:

true iff the agent is done it’s current episode.

inline void ToResetProto(Schola::InitialAgentState &OutState) const

Create a protobuf message (Schola::InitialAgentState) corresponding to the initial state of the agent after a reset.

Parameters:

OutState[out] The protobuf message reference to fill

Public Members

float Reward = 0.0

The reward received by the agent in the last step.

ETrainingMsgStatus TrainingMsgStatus = ETrainingMsgStatus::NoStatus

Whether we have sent out our last message after completing an episode.

FDictPoint *Observations

The vector observation of the agent in the last step.

Not a UProperty because FDictPoint is not blueprintable

TMap<FString, FString> Info

A map of key-value pairs containing additional information about the agent from the last step.

EAgentTrainingStatus TrainingStatus = EAgentTrainingStatus::Running

The status of the agent in the last step.

Related pages

  • Visit the Schola product page for download links and more information.

Looking for more documentation on GPUOpen?

AMD GPUOpen software blogs

Our handy software release blogs will help you make good use of our tools, SDKs, and effects, as well as sharing the latest features with new releases.

GPUOpen Manuals

Don’t miss our manual documentation! And if slide decks are what you’re after, you’ll find 100+ of our finest presentations here.

AMD GPUOpen Performance Guides

The home of great performance and optimization advice for AMD RDNA™ 2 GPUs, AMD Ryzen™ CPUs, and so much more.

Getting started: AMD GPUOpen software

New or fairly new to AMD’s tools, libraries, and effects? This is the best place to get started on GPUOpen!

AMD GPUOpen Getting Started Development and Performance

Looking for tips on getting started with developing and/or optimizing your game, whether on AMD hardware or generally? We’ve got you covered!

AMD GPUOpen Technical blogs

Browse our technical blogs, and find valuable advice on developing with AMD hardware, ray tracing, Vulkan®, DirectX®, Unreal Engine, and lots more.

Find out more about our software!

AMD GPUOpen Effects - AMD FidelityFX technologies

Create wonder. No black boxes. Meet the AMD FidelityFX SDK!

AMD GPUOpen Samples

Browse all our useful samples. Perfect for when you’re needing to get started, want to integrate one of our libraries, and much more.

AMD GPUOpen developer SDKs

Discover what our SDK technologies can offer you. Query hardware or software, manage memory, create rendering applications or machine learning, and much more!

AMD GPUOpen Developer Tools

Analyze, Optimize, Profile, Benchmark. We provide you with the developer tools you need to make sure your game is the best it can be!