Uses of Class
eu.iv4xr.framework.mainConcepts.WorldEntity
Package
Description
Contains examples of suggested goals and tactics that developers can
implement.
This package contains the implementation of iv4xr Env, State,
TacticLib, GoalLib etc, which are necessary to allow an aplib/iv4xr
test agent to control the game in the smart way.
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Uses of WorldEntity in eu.iv4xr.framework.goalsAndTactics
Modifier and TypeFieldDescriptionSa1Solver.distanceBetweenEntities
Sa1Solver.distanceBetweenEntities
Sa1Solver.distanceToAgent
A function that returns the "distance" between an entity and the agent.Sa1Solver.reachabilityChecker
A function to check if an entity is reachable from the agent's position.Modifier and TypeMethodDescription(package private) WorldEntity
Sa1Solver.nextCandidate(Iv4xrAgentState<NavgraphNode> belief, List<String> visited, Predicate<WorldEntity> selector, String tId, Sa1Solver.Policy policy)
Modifier and TypeMethodDescription(package private) WorldEntity
Sa1Solver.nextCandidate(Iv4xrAgentState<NavgraphNode> belief, List<String> visited, Predicate<WorldEntity> selector, String tId, Sa1Solver.Policy policy)
Sa1Solver.solver(BasicAgent agent, String tId, Predicate<WorldEntity> selector, Predicate<Iv4xrAgentState> phi, Sa1Solver.Policy policy, int incrementalExplorationBudget)
This tries to make the environment to move to a state where the entity tId satisfies the predicate phi as a goal.ModifierConstructorDescriptionSa1Solver(BiFunction<Iv4xrAgentState<NavgraphNode>,WorldEntity,Boolean> reachabilityChecker, BiFunction<Iv4xrAgentState<NavgraphNode>,WorldEntity,Float> distanceToAgent, Function<Iv4xrAgentState<NavgraphNode>,BiFunction<WorldEntity,WorldEntity,Float>> distanceFunction, Function<String,GoalStructure> gCandidateIsInteracted, Function<String,GoalStructure> gTargetIsRefreshed, Predicate<Iv4xrAgentState<NavgraphNode>> explorationExhausted, Function<Integer,GoalStructure> exploring)
Sa1Solver(BiFunction<Iv4xrAgentState<NavgraphNode>,WorldEntity,Boolean> reachabilityChecker, BiFunction<Iv4xrAgentState<NavgraphNode>,WorldEntity,Float> distanceToAgent, Function<Iv4xrAgentState<NavgraphNode>,BiFunction<WorldEntity,WorldEntity,Float>> distanceFunction, Function<String,GoalStructure> gCandidateIsInteracted, Function<String,GoalStructure> gTargetIsRefreshed, Predicate<Iv4xrAgentState<NavgraphNode>> explorationExhausted, Function<Integer,GoalStructure> exploring)
Sa1Solver(BiFunction<Iv4xrAgentState<NavgraphNode>,WorldEntity,Boolean> reachabilityChecker, BiFunction<Iv4xrAgentState<NavgraphNode>,WorldEntity,Float> distanceToAgent, Function<Iv4xrAgentState<NavgraphNode>,BiFunction<WorldEntity,WorldEntity,Float>> distanceFunction, Function<String,GoalStructure> gCandidateIsInteracted, Function<String,GoalStructure> gTargetIsRefreshed, Predicate<Iv4xrAgentState<NavgraphNode>> explorationExhausted, Function<Integer,GoalStructure> exploring)
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Uses of WorldEntity in eu.iv4xr.framework.mainConcepts
Modifier and TypeFieldDescriptionWorldEntity.elements
WorldModel.elements
In-world entities that populate this World Model.Modifier and TypeMethodDescriptionWorldEntity.deepclone()
WorldModel.getElement(String id)
Search a top-level entity with the given id.WorldEntity.getPreviousState()
Return a WorldEntity representing this entity's previous state, if that is tracked.WorldModel.updateEntity(WorldEntity e)
This will add or update an entity e in this WorldModel.Modifier and TypeMethodDescriptionWorldModel.mergeNewObservation(WorldModel observation)
This will merge a sampled (and more recent) observation (represented as another WorldModel) made by the agent into WorldModel.Modifier and TypeMethodDescriptionboolean
WorldEntity.hasSameState(WorldEntity old)
Let e be non-null and represent the same entity as this entity (they have the same ID), but its state is possibly different than this entity.boolean
WorldModel.isBlocking(WorldEntity e)
A query method that checks whether the given entity can block movement.void
WorldEntity.linkPreviousState(WorldEntity e)
This will link e as the previous state of this Entity.WorldModel.updateEntity(WorldEntity e)
This will add or update an entity e in this WorldModel. -
Uses of WorldEntity in nl.uu.cs.aplib.exampleUsages.miniDungeon.testAgent
Modifier and TypeMethodDescriptionMyAgentState.auxState()
(package private) WorldEntity
MyAgentEnv.mkGameAuxState()
(package private) WorldEntity
MyAgentEnv.toWorldEntity(Entity e)
Modifier and TypeMethodDescriptionMyAgentState.adajcentMonsters()
Return a list of monsters which are currently adjacent to the agent that owns this state.static List<WorldEntity>
TacticLib.nearItems(MyAgentState S, Entity.EntityType itemType, int withinDistance)
Return the list of items near to the agent that owns the state S.Modifier and TypeMethodDescriptionstatic float
Utils.distanceBetweenEntities(MyAgentState S, WorldEntity e1, WorldEntity e2)
Give the straight-line distance-square between two entities, if they are in the same maze; else the distance is the difference between mazeIds times some large multiplier (1000000).static float
Utils.distanceToAgent(MyAgentState S, WorldEntity e)
Give the straight-line distance-square between the agent that owns the given state and the given entity e, if they are in the same maze; else the distance is the difference between their mazeIds times some large multiplier (1000000).(package private) static int
TacticLib.distTo(MyAgentState S, WorldEntity e)
Distance in terms of path-length from the agent that owns S to the entity e.static boolean
Utils.isReachable(MyAgentState S, WorldEntity e)
check if the location of the entity e is reachable from the agent current position.static int
Utils.mazeId(WorldEntity e)