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BanditMachine Class Reference

#include <BanditMachine.h>

Inheritance diagram for BanditMachine:

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List of all members.

Detailed Description

Plays K-armed bandit.

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

StareAtBallBehaviorstare
 active as long as we're in this state so it keeps an eye on the ball

StateNodestart
 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


Constructor & Destructor Documentation

BanditMachine::BanditMachine  )  [inline]
 

constructor

Definition at line 22 of file BanditMachine.h.

References ReferenceCounter::AddReference(), bandit, liedown, stare, and start.

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BanditMachine::BanditMachine const char *  n,
StateNode p = NULL
[inline]
 

constructor

Definition at line 29 of file BanditMachine.h.

References ReferenceCounter::AddReference(), bandit, liedown, stare, and start.

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virtual BanditMachine::~BanditMachine  )  [inline, virtual]
 

destructor

Definition at line 36 of file BanditMachine.h.

References ReferenceCounter::RemoveReference(), and stare.

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BanditMachine::BanditMachine const BanditMachine node  )  [private]
 

don't call this


Member Function Documentation

virtual void BanditMachine::DoStart  )  [inline, virtual]
 

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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virtual void BanditMachine::DoStop  )  [inline, virtual]
 

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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std::string BanditMachine::getClassDescription  )  [inline, static]
 

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.

BanditMachine BanditMachine::operator= const BanditMachine node  )  [private]
 

don't call this

virtual void BanditMachine::setup  )  [inline, virtual]
 

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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Member Data Documentation

karmedbanditExp3_1 BanditMachine::bandit [protected]
 

algorithm to use in the k-armed bandit problem

Definition at line 204 of file BanditMachine.h.

MotionManager::MC_ID BanditMachine::liedown [protected]
 

a MotionSequence which will move the dog into a lying down posture

Definition at line 203 of file BanditMachine.h.

StareAtBallBehavior* BanditMachine::stare [protected]
 

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.

StateNode* BanditMachine::start [protected]
 

used to start off by lying down before we start pressing buttons

Definition at line 202 of file BanditMachine.h.


The documentation for this class was generated from the following file:
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