} // end of update void resetAgents() { // restart prey timePrey.Add(timer); Destroy(prey); prey = Instantiate(preyprefab) as GameObject; Controller preyController = prey.GetComponent <Controller>(); preyQlearning.setController(preyController); preyQlearning.resetMemory(); preyQlearning.saveReward(); preyController.stateArray = preyStateArray; preyController.qAlgorithm = preyQlearning; preyController.keyboard = false; if (predatorsolo) { preyController.dummy = true; } // restart predator timePredator.Add(timer); Destroy(predator); predator = Instantiate(predatorprefab) as GameObject; Controller predatorController = predator.GetComponent <Controller>(); predatorQlearning.setController(predatorController); predatorQlearning.resetMemory(); predatorQlearning.saveReward(); predatorController.stateArray = predatorStateArray; predatorController.qAlgorithm = predatorQlearning; if (preysolo) { predatorController.dummy = true; } counter += 1; timer = 0; // reset timer Debug.Log("Run: " + (counter)); savedRound = true; } // end of resetAgents
} // end of update void resetAgents() { timePrey.Add(timer); Destroy(prey); prey = Instantiate(preyprefab) as GameObject; Controller preyController = prey.GetComponent <Controller>(); preyQlearning.setController(preyController); preyQlearning.resetMemory(); preyQlearning.saveReward(); preyController.stateArray = preyStateArray; preyController.qAlgorithm = preyQlearning; if (eadible == null) { eadible = Instantiate(eadibleprefab) as GameObject; } timer = 0; counter += 1; } // end of resetAgents