public override float GenerateRandomXPoint() { float Y_point = UnityEngine.Random.Range(0.0f, cumulativeSatYPoints [cumulativeSatYPoints.Count - 1]); // computes the value x such that cumulative_sat(x) = Y_point. return(TargetUtils.LinearSpline(Y_point, cumulativeSatYPoints, cumulativeSatXPoints)); }
/// <summary> /// Computes the satisfaction in [0,1], given a value /// </summary> /// <returns>The satisfaction.</returns> /// <param name="value">Value.</param> public override float ComputeSatisfaction(float value) { return(TargetUtils.LinearSpline(value, satXPoints, satYPoints)); }