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Actuators
class simulate.Actuator
< source >( mapping: typing.List[simulate.assets.action_mapping.ActionMapping] actuator_tag: typing.Optional[str] = None n: typing.Union[int, typing.List[int], NoneType] = None low: typing.Union[float, typing.List[float], numpy.ndarray, NoneType] = None high: typing.Union[float, typing.List[float], numpy.ndarray, NoneType] = None shape: typing.Optional[typing.List[int]] = None dtype: str = 'float32' seed: typing.Optional[int] = None )
Parameters
-
mapping (
List[ActionMapping]
) — A list of ActionMapping (to physics engine behaviors) -
actuator_tag (
str
, optional, defaults to “actuator”) —: A string tag for the actuator that is used to group actuators together when sending actions (we always have a scene-level gym dict space). -
n (
int
orList[int]
, optional, defaults toNone
) — For discrete actions, the number of possible actions. For multi-binary actions, the number of possible binary actions or a list of the number of possible actions for each dimension. -
low (
float
orList[float]
ornp.ndarray
, optional, defaults toNone
) — Low bound of continuous action space dimensions, either a float or list of floats. -
high (
float
orList[float]
ornp.ndarray
, optional, defaults toNone
) — High bound of continuous action space dimensions, either a float or list of floats. -
shape (
List[int]
, optional, defaults toNone
) — Shape of continuous action space, should match low/high. -
dtype (
str
, optional, defaults to"float32"
) — Sampling type for continuous action spaces only.
An Asset Actuator can be used to move an asset in the scene. The actuator is designed to be a part of an Actor that manipulates a scene.
We define:
- the space were the actions operate (discrete, continuous), it’s similar to gym spaces in RL, self.action_space is a gym.space (define the space action happens in and allow to sample)
- a mapping to the physics engine behavior
self.mapping is a list of
ActionMapping
(to physics engine behaviors)
Under construction 🚧.