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GPUupper_bound.h
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64 lines (47 loc) · 1.58 KB
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#ifndef GPUUPPER_BOUND_H
#define GPUUPPER_BOUND_H
#include <vector>
#include <cassert>
#include <despot/GPUrandom_streams.h>
#include <despot/GPUcore/GPUhistory.h>
#include <despot/GPUcore/CudaInclude.h>
namespace despot {
class Dvc_State;
//class Dvc_History;
class Dvc_DSPOMDP;
struct Dvc_ValuedAction;
/* =============================================================================
* Dvc_ScenarioUpperBound class
* =============================================================================*/
/**
* [Optional]
* Interface for an algorithm computing a upper bound for the optimal total
* discounted reward on a set of weighted scenarios.
* The horizon is infinite.
*/
class Dvc_ScenarioUpperBound {
public:
/*
* Returns an upper bound to the maximum total discounted reward over an
* infinite horizon for the (unweighted) particle.
*
* The function in your custom upper bound class should be:
* DEVICE static float Value(const Dvc_State* state, int scenarioID,
* Dvc_History& history);
*/
};
DEVICE extern float (*DvcUpperBoundValue_)(const Dvc_State*, int, Dvc_History&);
/* =============================================================================
* Dvc_ParticleUpperBound class
* =============================================================================*/
/**
* [Optional]
* Interface for an algorithm computing a upper bound for optimal total
* discounted reward on a set of weighted scenarios with
* only the particles given. The horizon is inifnite.
*/
class Dvc_ParticleUpperBound : public Dvc_ScenarioUpperBound {
public:
};
} // namespace despot
#endif