NavigationStrategy

Defines what a node should do when it enters a new room (an area of the environment).

This interface is intended to be used together with a NavigationAction: the action provides movement primitives (how to move), while the strategy decides where to move.

Type Parameters

T

the concentration type.

P

the Position and Vector type used by the environment.

A

the transformation type supported by shapes in the environment.

L

the type of landmarks in the node's cognitive map.

R

the type of edges in the node's cognitive map, representing relations between landmarks.

N

the type of navigation-area shapes provided by the environment.

E

the type of edges of the navigation graph provided by the environment.

Inheritors

Properties

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abstract val action: NavigationAction<T, P, A, L, R, N, E>

The NavigationAction used to navigate the environment.

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The node's orienting capability.

Functions

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abstract fun inNewRoom(newRoom: N)

Called whenever the node enters a new room.

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open fun inUnexpectedNewRoom(previousRoom: N, expectedNewRoom: N, actualNewRoom: N)

Called when the node ends up in an unexpected room while moving. By default, unexpected rooms are treated the same as expected ones.