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Merge pull request #42 from Heredone/patch-4
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Added initial description for pillar button outlined.
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alhasacademy96 authored Dec 6, 2023
2 parents eab9658 + 54c10ab commit 87618a4
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16 changes: 16 additions & 0 deletions docs/definitionsOfObjects.md
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Expand Up @@ -17,6 +17,7 @@ There are 9 types of object split amongst four categories:
* Other/Unique
* Spawners
* Signs
* Spawner Buttons

For each object we describe the object name to be used in a configuration file or in Python directly, as well as their default characteristics and the range of values you can assign to them. **All objects can be rotated `360` degrees.**

Expand Down Expand Up @@ -262,3 +263,18 @@ Posterboard communicating visual information to the agent. Features a 'symbol' t
* color change overrides the color of the *symbol*, not the posterboard itself - leave empty for the symbol's default color to be used
* symbol is specified using the `symbolNames` parameter
 

#### Spawner Button

Pillar that spawns new goals into the enviroment. The probability with which different goals are spawned into the environment by the pillar can be defined by the user.

* name: `Pillar-Button`
* fixed size: dimensions `insert here`
* spawned goal size range: `insert here`
* #spawns range: `0-inf` (leave blank or set to `-1` to spawn infinitely)
* moveDurations: A value which defines the delay period between the pillar button being activated and the reward object being spawned.
* resetDurations: A value which defines the delay between period betweeen the pillar button spawning a reward and when it is next able to spawn another.
* rewardNames: A list object which specifices the reward(s) that a pliiar button will spawn. For example, ["GoodGoal"] would only spawn green reward objects, whilst ["GoodGoal", "BadGoal", "GoodGoalMulti"] would spawn each of these three rewards with varuing probabilities.
* rewardWeights: A list of values which specifices the likelihood with which each reward object is likely to be spawned by the pillar button. For example, [1, 0, 0] would always spawn a "GoodGoal" from the rewardNames example, whilst [0.5,0.5,0] whould spawn a "GoodGoal" or a "BadGoal" with equal probability.
* spawnProbability: A value between `0.0-1.0` which defines the likelihood that the pillar button will spawn a reward on a given occassion
* rewardSpawnPos: The location that the reward objects will be spawned.

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