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Original file line number Diff line number Diff line change
Expand Up @@ -209,6 +209,9 @@ public override void OnActionReceived(float[] vectorAction)

public override void Heuristic(float[] actionsOut)
{
actionsOut[0] = 0f;
actionsOut[1] = 0f;
actionsOut[2] = 0f;
if (Input.GetKey(KeyCode.D))
{
actionsOut[2] = 2f;
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Original file line number Diff line number Diff line change
Expand Up @@ -166,6 +166,7 @@ public override void OnActionReceived(float[] vectorAction)

public override void Heuristic(float[] actionsOut)
{
Array.Clear(actionsOut, 0, actionsOut.Length);
//forward
if (Input.GetKey(KeyCode.W))
{
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Original file line number Diff line number Diff line change
Expand Up @@ -242,6 +242,7 @@ public override void OnActionReceived(float[] vectorAction)

public override void Heuristic(float[] actionsOut)
{
System.Array.Clear(actionsOut, 0, actionsOut.Length);
if (Input.GetKey(KeyCode.D))
{
actionsOut[1] = 2f;
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2 changes: 2 additions & 0 deletions com.unity.ml-agents/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,8 @@ and this project adheres to
- Fixed an issue where RayPerceptionSensor would raise an exception when the
list of tags was empty, or a tag in the list was invalid (unknown, null, or
empty string). (#4155)
#### ml-agents / ml-agents-envs / gym-unity (Python)
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Going to update this on master too.

- Fixed issue with FoodCollector, Soccer, and WallJump when playing with keyboard. (#4147, #4174)

## [1.0.2] - 2020-06-04
### Minor Changes
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2 changes: 2 additions & 0 deletions com.unity.ml-agents/Runtime/Agent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -761,6 +761,8 @@ public virtual void Initialize() {}
///
/// Your heuristic implementation can use any decision making logic you specify. Assign decision
/// values to the float[] array, <paramref name="actionsOut"/>, passed to your function as a parameter.
/// The same array will be reused between steps. It is up to the user to initialize
/// the values on each call, for example by calling `Array.Clear(actionsOut, 0, actionsOut.Length);`.
/// Add values to the array at the same indexes as they are used in your
/// <seealso cref="OnActionReceived(float[])"/> function, which receives this array and
/// implements the corresponding agent behavior. See [Actions] for more information
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