private void Awake() { agentRef = FindObjectOfType <BilliardAgent>(); gameSystemRef = FindObjectOfType <BilliardGameSystem>(); heatmapRef = FindObjectOfType <HeatMap>(); trainerRef = FindObjectOfType <TrainerMimic>(); agentDecisionRef = agentRef.GetComponent <DecisionMAES>(); }
public override void InitializeAgent() { if (gameSystem == null) { gameSystem = GetComponentInChildren <BilliardGameSystem>() as BilliardGameSystem; } //gameSystem.Reset(randomizeRedballs); }
// Use this for initialization void Start() { //cache game objects whiteBall = GameObject.Find("WhiteBall"); stick = GameObject.Find("Stick"); stick.SetActive(false); gameSystem = GameObject.FindObjectOfType <BilliardGameSystem>(); }
private void Awake() { agentRef = FindObjectOfType <BilliardAgent>(); gameSystemRef = FindObjectOfType <BilliardGameSystem>(); heatmapRef = FindObjectOfType <HeatMap>(); trainerRef = FindObjectOfType <TrainerMimic>(); agentDecisionRef = agentRef.GetComponent <DecisionMAES>(); if (agentDecisionRef && agentDecisionRef.GetComponent <ESOptimizer>()) { defaultMAESInitStep = agentDecisionRef.GetComponent <ESOptimizer>().initialStepSize; } }
private void Start() { gameSystem = FindObjectOfType(typeof(BilliardGameSystem)) as BilliardGameSystem; Debug.Assert(gameSystem != null, "Did not find BilliardGameSystem in the scene"); }
private void Awake() { gameSystemRef = FindObjectOfType <BilliardGameSystem>(); agentRef = FindObjectOfType <BilliardAgent>(); agentSimplRef = FindObjectOfType <BilliardSimple>(); }