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Marwan Mattar
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Merge pull request #477 from Unity-Technologies/docs/fix-links
Fixed links and clarified a reference to reset parameters.
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docs/Learning-Environment-Design-Brains.md

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@@ -4,10 +4,10 @@ The Brain encapsulates the decision making process. Brain objects must be childr
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Use the Brain class directly, rather than a subclass. Brain behavior is determined by the **Brain Type**. ML-Agents defines four Brain Types:
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* [External](Learning-Environment-External-Internal-Brains.md) — The **External** and **Internal** types typically work together; set **External** when training your agents. You can also use the **External** brain to communicate with a Python script via the Python `UnityEnvironment` class included in the Python portion of the ML-Agents SDK.
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* [Internal](Learning-Environment-External-Internal-Brains.md) – Set **Internal** to make use of a trained model.
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* [Heuristic](Learning-Environment-Heuristic-Brains.md) – Set **Heuristic** to hand-code the agent's logic by extending the Decision class.
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* [Player](Learning-Environment-Player-Brains.md) – Set **Player** to map keyboard keys to agent actions, which can be useful to test your agent code.
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* [External](Learning-Environment-Design-External-Internal-Brains.md) — The **External** and **Internal** types typically work together; set **External** when training your agents. You can also use the **External** brain to communicate with a Python script via the Python `UnityEnvironment` class included in the Python portion of the ML-Agents SDK.
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* [Internal](Learning-Environment-Design-External-Internal-Brains.md) – Set **Internal** to make use of a trained model.
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* [Heuristic](Learning-Environment-Design-Heuristic-Brains.md) – Set **Heuristic** to hand-code the agent's logic by extending the Decision class.
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* [Player](Learning-Environment-Design-Player-Brains.md) – Set **Player** to map keyboard keys to agent actions, which can be useful to test your agent code.
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During training, set your agent's brain type to **External**. To use the trained model, import the model file into the Unity project and change the brain type to **Internal**.
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docs/Python-API.md

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- **Reset : `env.reset(train_model=True, config=None)`**
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Send a reset signal to the environment, and provides a dictionary mapping brain names to BrainInfo objects.
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- `train_model` indicates whether to run the environment in train (`True`) or test (`False`) mode.
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- `config` is an optional dictionary of configuration flags specific to the environment. For more information on adding optional config flags to an environment, see [here](Making-a-new-Unity-Environment.md#implementing-yournameacademy). For generic environments, `config` can be ignored. `config` is a dictionary of strings to floats where the keys are the names of the `resetParameters` and the values are their corresponding float values.
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- `config` is an optional dictionary of configuration flags specific to the environment. For generic environments, `config` can be ignored. `config` is a dictionary of strings to floats where the keys are the names of the `resetParameters` and the values are their corresponding float values. Define the reset parameters on the [Academy Inspector](Learning-Environment-Design-Academy.md#academy-properties) window in the Unity Editor.
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- **Step : `env.step(action, memory=None, text_action=None)`**
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Sends a step signal to the environment using the actions. For each brain :
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- `action` can be one dimensional arrays or two dimensional arrays if you have multiple agents per brains.

docs/Using-TensorFlow-Sharp-in-Unity.md

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![Internal Brain Inspector](images/internal_brain.png)
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See [Internal Brain](Learning-Environments-Internal-Brains.md) for more information about using the InternalBrain object.
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See [Internal Brain](Learning-Environments-Design-External-Internal-Brains.md#internal-brain) for more information about using Internal Brains.
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If you followed these instructions well, the agents in your environment that use this brain will use your fully trained network to make decisions.
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