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#include <BanditMachine.h>
Inheritance diagram for BanditMachine:

Definition at line 19 of file BanditMachine.h.
Public Member Functions | |
| BanditMachine () | |
| constructor | |
| BanditMachine (const char *n, StateNode *p=NULL) | |
| constructor | |
| virtual | ~BanditMachine () |
| destructor | |
| virtual void | setup () |
| This is called by DoStart() when you should setup the network of subnodes. | |
| virtual void | DoStart () |
| Transitions should call this when you are entering the state, so it can enable its transitions. | |
| virtual void | DoStop () |
| Transitions should call this when you are leaving the state, so it can disable its transitions. | |
Static Public Member Functions | |
| std::string | getClassDescription () |
| Gives a short description of what this class of behaviors does... you should override this (but don't have to). | |
Protected Attributes | |
| StareAtBallBehavior * | stare |
| active as long as we're in this state so it keeps an eye on the ball | |
| StateNode * | start |
| used to start off by lying down before we start pressing buttons | |
| MotionManager::MC_ID | liedown |
| a MotionSequence which will move the dog into a lying down posture | |
| karmedbanditExp3_1 | bandit |
| algorithm to use in the k-armed bandit problem | |
Private Member Functions | |
| BanditMachine (const BanditMachine &node) | |
| don't call this | |
| BanditMachine | operator= (const BanditMachine &node) |
| don't call this | |
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constructor
Definition at line 22 of file BanditMachine.h. References ReferenceCounter::AddReference(), bandit, liedown, stare, and start. |
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constructor
Definition at line 29 of file BanditMachine.h. References ReferenceCounter::AddReference(), bandit, liedown, stare, and start. |
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destructor
Definition at line 36 of file BanditMachine.h. References ReferenceCounter::RemoveReference(), and stare. |
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don't call this
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Transitions should call this when you are entering the state, so it can enable its transitions.
Reimplemented from StateNode. Definition at line 58 of file BanditMachine.h. References MotionManager::addMotion(), StareAtBallBehavior::DoStart(), StateNode::DoStart(), ERS210Info::KneeOffset, ERS210Info::LFrLegOffset, liedown, motman, ERS210Info::RFrLegOffset, ERS210Info::RotatorOffset, stare, and start. |
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Transitions should call this when you are leaving the state, so it can disable its transitions. for(int i=0; i<1000; i++) Reimplemented from StateNode. Definition at line 70 of file BanditMachine.h. References StateNode::DoStop(), StareAtBallBehavior::DoStop(), liedown, motman, MotionManager::removeMotion(), and stare. |
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Gives a short description of what this class of behaviors does... you should override this (but don't have to).
Reimplemented from BehaviorBase. Definition at line 40 of file BanditMachine.h. |
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don't call this
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This is called by DoStart() when you should setup the network of subnodes.
Reimplemented from StateNode. Definition at line 42 of file BanditMachine.h. References StateNode::addNode(), StateNode::addTransition(), bandit, ERS210Info::KneeOffset, ERS210Info::LFrLegOffset, WorldState::pidduties, ERS210Info::RFrLegOffset, ERS210Info::RotatorOffset, EventBase::sensorEGID, StateNode::setup(), start, state, and EventBase::statusETID. |
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algorithm to use in the k-armed bandit problem
Definition at line 204 of file BanditMachine.h. |
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a MotionSequence which will move the dog into a lying down posture
Definition at line 203 of file BanditMachine.h. |
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active as long as we're in this state so it keeps an eye on the ball
Definition at line 201 of file BanditMachine.h. |
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used to start off by lying down before we start pressing buttons
Definition at line 202 of file BanditMachine.h. |
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