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mwydmuch committed Jan 11, 2024
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2 changes: 1 addition & 1 deletion main/.buildinfo
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@@ -1,4 +1,4 @@
# Sphinx build info version 1
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done.
config: 200c10e94bc1ecce586470a572dd4da7
config: 344fccbc8220a22990d5e14f94db4deb
tags: d77d1c0d9ca2f4c8421862c7c5a0d620
23 changes: 13 additions & 10 deletions main/api/cpp/doomGame/index.html
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Expand Up @@ -451,8 +451,8 @@ <h3><code class="docutils literal notranslate"><span class="pre">isMultiplayerGa
<p>See also:</p>
<ul class="simple">
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/multiple_instances.py">examples/python/multiple_instances.py</a></p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer.py">examples/python/cig_multiplayer.py</a>)</p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer_host.py">examples/python/cig_multiplayer_host.py</a>)</p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer.py">examples/python/cig_multiplayer.py</a></p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer_host.py">examples/python/cig_multiplayer_host.py</a></p></li>
</ul>
<p>Note: added in 1.1.2.</p>
</section>
Expand Down Expand Up @@ -503,17 +503,17 @@ <h3><code class="docutils literal notranslate"><span class="pre">setAction</span
<table class="docutils align-default">
<thead>
<tr class="row-odd"><th class="head text-left"><p>C++</p></th>
<th class="head text-left"><p><code class="docutils literal notranslate"><span class="pre">void</span> <span class="pre">setAction(std::vector&lt;double&gt;</span> <span class="pre">const</span> <span class="pre">&amp;actions)</span></code></p></th>
<th class="head text-left"><p><code class="docutils literal notranslate"><span class="pre">void</span> <span class="pre">setAction(std::vector&lt;double&gt;</span> <span class="pre">const</span> <span class="pre">&amp;action)</span></code></p></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td class="text-left"><p>Python</p></td>
<td class="text-left"><p>`set_action(actions: list</p></td>
<td class="text-left"><p>`set_action(action: list</p></td>
</tr>
</tbody>
</table>
</div>
<p>Sets the player’s action for the next tics.
<p>Sets the player’s action for the following tics until the method is called again with new action.
Each value corresponds to a button previously specified
with <a class="reference internal" href="#addavailablebutton"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">addAvailableButton</span></code></span></a>, or <a class="reference internal" href="#setavailablebuttons"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">setAvailableButtons</span></code></span></a> methods,
or in the configuration file (in order of appearance).</p>
Expand All @@ -535,8 +535,10 @@ <h3><code class="docutils literal notranslate"><span class="pre">advanceAction</
</tbody>
</table>
</div>
<p>Processes the specified number of tics. If <code class="docutils literal notranslate"><span class="pre">updateState</span></code> argument is set,
the state will be updated after the last processed tic and a new reward will be calculated.
<p>Processes the specified number of tics, the last action set with <a class="reference internal" href="#setaction"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">setAction</span></code></span></a>
method will be repeated for each tic. If <code class="docutils literal notranslate"><span class="pre">updateState</span></code> argument is set,
the state will be updated after the last processed tic
and a new reward will be calculated based on all processed tics since last the last state update.
To get the new state, use <a class="reference internal" href="#getstate"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">getState</span></code></span></a> and to get the new reward use <a class="reference internal" href="#getlastreward"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">getLastReward</span></code></span></a>.</p>
</section>
<hr class="docutils" />
Expand All @@ -556,9 +558,10 @@ <h3><code class="docutils literal notranslate"><span class="pre">makeAction</spa
</tbody>
</table>
</div>
<p>This method combines functionality of <a class="reference internal" href="#setaction"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">setAction</span></code></span></a>, <a class="reference internal" href="#advanceaction"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">advanceAction</span></code></span></a> and <a class="reference internal" href="#getlastreward"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">getLastReward</span></code></span></a>.
Sets the player’s action for the next tics, processes the specified number of tics,
updates the state and calculates a new reward, which is returned.</p>
<p>This method combines functionality of <a class="reference internal" href="#setaction"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">setAction</span></code></span></a>, <a class="reference internal" href="#advanceaction"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">advanceAction</span></code></span></a>,
and <a class="reference internal" href="#getlastreward"><span class="xref myst"><code class="docutils literal notranslate"><span class="pre">getLastReward</span></code></span></a> called in this sequance.
Sets the player’s action for all the next tics (the same action will be repeated for each tic),
processes the specified number of tics, updates the state and calculates a new reward from all processed tics, which is returned.</p>
</section>
<hr class="docutils" />
<section id="isnewepisode">
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19 changes: 11 additions & 8 deletions main/api/python/doomGame/index.html
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Expand Up @@ -377,8 +377,8 @@ <h2>Flow control methods<a class="headerlink" href="#flow-control-methods" title
<p>See also:</p>
<ul class="simple">
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/multiple_instances.py">examples/python/multiple_instances.py</a></p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer.py)">examples/python/cig_multiplayer.py</a></p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer_host.py)">examples/python/cig_multiplayer_host.py</a></p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer.py">examples/python/cig_multiplayer.py</a></p></li>
<li><p><a class="reference external" href="https://github.com/Farama-Foundation/ViZDoom/tree/master/examples/python/cig_multiplayer_host.py">examples/python/cig_multiplayer_host.py</a></p></li>
</ul>
<p>Note: added in 1.1.2.</p>
</dd></dl>
Expand All @@ -400,7 +400,7 @@ <h2>Flow control methods<a class="headerlink" href="#flow-control-methods" title
<dl class="py function">
<dt class="sig sig-object py" id="vizdoom.DoomGame.set_action">
<span class="sig-name descname"><span class="pre">set_action</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">self</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><a class="reference internal" href="#vizdoom.DoomGame" title="vizdoom.DoomGame"><span class="pre">vizdoom.DoomGame</span></a></span></em>, <em class="sig-param"><span class="n"><span class="pre">action</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><span class="pre">object</span></span></em><span class="sig-paren">)</span> <span class="sig-return"><span class="sig-return-icon">&#x2192;</span> <span class="sig-return-typehint"><span class="pre">None</span></span></span><a class="headerlink" href="#vizdoom.DoomGame.set_action" title="Link to this definition">#</a></dt>
<dd><p>Sets the player’s action for the next tics.
<dd><p>Sets the player’s action for the following tics until the method is called again with new action.
Each value corresponds to a button previously specified
with <a class="reference internal" href="#vizdoom.DoomGame.add_available_button" title="vizdoom.DoomGame.add_available_button"><code class="xref py py-meth docutils literal notranslate"><span class="pre">add_available_button()</span></code></a>, or <a class="reference internal" href="#vizdoom.DoomGame.set_available_buttons" title="vizdoom.DoomGame.set_available_buttons"><code class="xref py py-meth docutils literal notranslate"><span class="pre">set_available_buttons()</span></code></a> methods,
or in the configuration file (in order of appearance).</p>
Expand All @@ -409,17 +409,20 @@ <h2>Flow control methods<a class="headerlink" href="#flow-control-methods" title
<dl class="py function">
<dt class="sig sig-object py" id="vizdoom.DoomGame.advance_action">
<span class="sig-name descname"><span class="pre">advance_action</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">self</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><a class="reference internal" href="#vizdoom.DoomGame" title="vizdoom.DoomGame"><span class="pre">vizdoom.DoomGame</span></a></span></em>, <em class="sig-param"><span class="n"><span class="pre">tics</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><span class="pre">int</span></span><span class="w"> </span><span class="o"><span class="pre">=</span></span><span class="w"> </span><span class="default_value"><span class="pre">1</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">update_state</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><span class="pre">bool</span></span><span class="w"> </span><span class="o"><span class="pre">=</span></span><span class="w"> </span><span class="default_value"><span class="pre">True</span></span></em><span class="sig-paren">)</span> <span class="sig-return"><span class="sig-return-icon">&#x2192;</span> <span class="sig-return-typehint"><span class="pre">None</span></span></span><a class="headerlink" href="#vizdoom.DoomGame.advance_action" title="Link to this definition">#</a></dt>
<dd><p>Processes the specified number of tics. If <code class="docutils literal notranslate"><span class="pre">update_state</span></code> argument is set,
the state will be updated after the last processed tic and a new reward will be calculated.
<dd><p>Processes the specified number of tics, the last action set with <a class="reference internal" href="#vizdoom.DoomGame.set_action" title="vizdoom.DoomGame.set_action"><code class="xref py py-meth docutils literal notranslate"><span class="pre">set_action()</span></code></a>
method will be repeated for each tic. If <code class="docutils literal notranslate"><span class="pre">update_state</span></code> argument is set,
the state will be updated after the last processed tic
and a new reward will be calculated based on all processed tics since last the last state update.
To get the new state, use <a class="reference internal" href="#vizdoom.DoomGame.get_state" title="vizdoom.DoomGame.get_state"><code class="xref py py-meth docutils literal notranslate"><span class="pre">get_state()</span></code></a> and to get the new reward use <a class="reference internal" href="#vizdoom.DoomGame.get_last_reward" title="vizdoom.DoomGame.get_last_reward"><code class="xref py py-meth docutils literal notranslate"><span class="pre">get_last_reward()</span></code></a>.</p>
</dd></dl>

<dl class="py function">
<dt class="sig sig-object py" id="vizdoom.DoomGame.make_action">
<span class="sig-name descname"><span class="pre">make_action</span></span><span class="sig-paren">(</span><em class="sig-param"><span class="n"><span class="pre">self</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><a class="reference internal" href="#vizdoom.DoomGame" title="vizdoom.DoomGame"><span class="pre">vizdoom.DoomGame</span></a></span></em>, <em class="sig-param"><span class="n"><span class="pre">action</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><span class="pre">object</span></span></em>, <em class="sig-param"><span class="n"><span class="pre">tics</span></span><span class="p"><span class="pre">:</span></span><span class="w"> </span><span class="n"><span class="pre">int</span></span><span class="w"> </span><span class="o"><span class="pre">=</span></span><span class="w"> </span><span class="default_value"><span class="pre">1</span></span></em><span class="sig-paren">)</span> <span class="sig-return"><span class="sig-return-icon">&#x2192;</span> <span class="sig-return-typehint"><span class="pre">float</span></span></span><a class="headerlink" href="#vizdoom.DoomGame.make_action" title="Link to this definition">#</a></dt>
<dd><p>This method combines functionality of <a class="reference internal" href="#vizdoom.DoomGame.set_action" title="vizdoom.DoomGame.set_action"><code class="xref py py-meth docutils literal notranslate"><span class="pre">set_action()</span></code></a>, <a class="reference internal" href="#vizdoom.DoomGame.advance_action" title="vizdoom.DoomGame.advance_action"><code class="xref py py-meth docutils literal notranslate"><span class="pre">advance_action()</span></code></a> and <a class="reference internal" href="#vizdoom.DoomGame.get_last_reward" title="vizdoom.DoomGame.get_last_reward"><code class="xref py py-meth docutils literal notranslate"><span class="pre">get_last_reward()</span></code></a>.
Sets the player’s action for the next tics, processes the specified number of tics,
updates the state and calculates a new reward, which is returned.</p>
<dd><p>This method combines functionality of <a class="reference internal" href="#vizdoom.DoomGame.set_action" title="vizdoom.DoomGame.set_action"><code class="xref py py-meth docutils literal notranslate"><span class="pre">set_action()</span></code></a>, <a class="reference internal" href="#vizdoom.DoomGame.advance_action" title="vizdoom.DoomGame.advance_action"><code class="xref py py-meth docutils literal notranslate"><span class="pre">advance_action()</span></code></a>,
and <a class="reference internal" href="#vizdoom.DoomGame.get_last_reward" title="vizdoom.DoomGame.get_last_reward"><code class="xref py py-meth docutils literal notranslate"><span class="pre">get_last_reward()</span></code></a> called in this sequance.
Sets the player’s action for all the next tics (the same action will be repeated for each tic),
processes the specified number of tics, updates the state and calculates a new reward from all processed tics, which is returned.</p>
</dd></dl>

<dl class="py function">
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2 changes: 1 addition & 1 deletion main/searchindex.js

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