Commit b8bf22c5 authored by cshNtu's avatar cshNtu Committed by GitHub

Update manual.tex

parent d31f2295
...@@ -433,8 +433,8 @@ the common 'atan2' function as $atan2(\alpha_1, \alpha_2)$. ...@@ -433,8 +433,8 @@ the common 'atan2' function as $atan2(\alpha_1, \alpha_2)$.
\subsubsection{Proximity Features} \subsubsection{Proximity Features}
\textit{Proximity features} encode the proximity of the agent to an \textit{Proximity features} encode the proximity of the agent to an
object of interest. Unless otherwise indicated, they are normalized object of interest. Unless otherwise indicated, they are normalized
against the maximum possible distance in the HFO playfield (defined as against the maximum possible distance in the in-bounds HFO playfield (defined as
$\sqrt{l^2 + w^2}$ where $l,w$ are the length and width of the HFO $\sqrt{l^2 + w^2}$ where $l,w$ are the length and width of the in-bounds HFO
playfield). A maximum proximity of 1 indicates the agent is co-located playfield). A maximum proximity of 1 indicates the agent is co-located
with the object of interest, while a minimum proximity of -1 indicates with the object of interest, while a minimum proximity of -1 indicates
that the agent is across the field from the object of interest. that the agent is across the field from the object of interest.
...@@ -536,7 +536,7 @@ low-level features: ...@@ -536,7 +536,7 @@ low-level features:
The HFO domain provides support for both low-level primitive actions, The HFO domain provides support for both low-level primitive actions,
mid-level, and high-level strategic actions. Low-level, parameterized mid-level, and high-level strategic actions. Low-level, parameterized
actions are provided for locomotion and kicking. Mid-level actions are actions are provided for locomotion and kicking. Mid-level actions are
still mostly parameterized but capture high-level activities such as still mostly parameterized but capture higher-level activities such as
dribbling. Finally, high-level discrete, strategic actions are dribbling. Finally, high-level discrete, strategic actions are
available for moving, shooting, passing and dribbling. Control of the available for moving, shooting, passing and dribbling. Control of the
agent's head and gaze is not provided and follows Agent2D's default agent's head and gaze is not provided and follows Agent2D's default
...@@ -552,7 +552,7 @@ faithfully report which action spaces were used. ...@@ -552,7 +552,7 @@ faithfully report which action spaces were used.
100] where negative values move backwards. The relative direction 100] where negative values move backwards. The relative direction
of movement is given in degrees and varies between [-180,180] with 0 of movement is given in degrees and varies between [-180,180] with 0
degrees being a forward dash and 90 degrees dashing to the agent's degrees being a forward dash and 90 degrees dashing to the agent's
right side. Note, dashing does not turn the agent.} right side. Note that dashing does not turn the agent.}
\item{\textbf{Turn}(degrees): Turns the agent in the \item{\textbf{Turn}(degrees): Turns the agent in the
specified direction. Valid values range between [-180, 180] degrees specified direction. Valid values range between [-180, 180] degrees
where 90 degrees turns the agent to directly to its right side.} where 90 degrees turns the agent to directly to its right side.}
......
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