/// <summary> /// Constructs a social learning teacher controlled by the brain and using the give acceptability function. /// </summary> public SocialAgent(int id, int speciesId, IBlackBox brain, bool agentsNavigate, bool agentsHide, IAcceptabilityFunction accept) : base(id, speciesId, brain, agentsNavigate, agentsHide) { MemorySize = DEFAULT_MEMORY_SIZE; Memory = new LinkedList <StateActionReward>(); LearningRate = DEFAULT_LEARNING_RATE; Momentum = DEFAULT_MOMENTUM_RATE; AcceptabilityFn = accept; }
/// <summary> /// Constructs a social learning teacher controlled by the brain and using the give acceptability function. /// </summary> public SocialAgent(int id, int speciesId, IBlackBox brain, bool agentsNavigate, bool agentsHide, IAcceptabilityFunction accept) : base(id, speciesId, brain, agentsNavigate, agentsHide) { MemorySize = DEFAULT_MEMORY_SIZE; Memory = new LinkedList<StateActionReward>(); LearningRate = DEFAULT_LEARNING_RATE; Momentum = DEFAULT_MOMENTUM_RATE; AcceptabilityFn = accept; }