def __init__(self, game, actionset=BASEDIRS, **kwargs):
     StateObsHandler.__init__(self, game, **kwargs)
     self._actionset = actionset
     self._initstate = self.getState()
     ns = self._stateNeighbors(self._initstate)
     self.outdim = (len(ns) + 1) * len(self._obstypes)
     self.reset()                
Exemple #2
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 def __init__(self, game, actionset=BASEDIRS, **kwargs):
     StateObsHandler.__init__(self, game, **kwargs)
     self._actionset = actionset
     self._initstate = self.getState()
     ns = self._stateNeighbors(self._initstate)
     self.outdim = (len(ns) + 1) * len(self._obstypes)
     self.reset()
 def setState(self, state):
     if self.visualize and self._avatar is not None:
         self._avatar._clear(self._game.screen, self._game.background)        
     StateObsHandler.setState(self, state)        
     self._game._clearAll(self.visualize)  
     assert len(self._game.kill_list) ==0          
Exemple #4
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 def setState(self, state):
     if self.visualize and self._avatar is not None:
         self._avatar._clear(self._game.screen, self._game.background)
     StateObsHandler.setState(self, state)
     self._game._clearAll(self.visualize)
     assert len(self._game.kill_list) == 0