10template<
typename ValueType,
typename StateType>
15template<
typename ValueType,
typename StateType>
17 choices.push_back(std::move(choice));
20template<
typename ValueType,
typename StateType>
22 stateRewards.push_back(stateReward);
25template<
typename ValueType,
typename StateType>
27 this->stateRewards = std::move(stateRewards);
30template<
typename ValueType,
typename StateType>
32 this->expanded = newValue;
35template<
typename ValueType,
typename StateType>
40template<
typename ValueType,
typename StateType>
42 return choices.empty();
45template<
typename ValueType,
typename StateType>
47 return choices.begin();
50template<
typename ValueType,
typename StateType>
55template<
typename ValueType,
typename StateType>
60template<
typename ValueType,
typename StateType>
65template<
typename ValueType,
typename StateType>
70template<
typename ValueType,
typename StateType>
72 return choices.size();
void addChoice(Choice< ValueType, StateType > &&choice)
Adds the given choice to the behavior of the state.
std::vector< Choice< ValueType, StateType > > const & getChoices() const
Retrieves the vector of choices.
void addStateReward(ValueType const &stateReward)
Adds the given state reward to the behavior of the state.
bool empty() const
Retrieves whether the behavior is empty in the sense that there are no available choices.
std::vector< Choice< ValueType, StateType > >::const_iterator end() const
Retrieves an iterator past the choices available in the behavior.
StateBehavior()
Creates an empty behavior, i.e.
std::vector< Choice< ValueType, StateType > >::const_iterator begin() const
Retrieves an iterator to the choices available in the behavior.
bool wasExpanded() const
Retrieves whether the state was expanded.
void addStateRewards(std::vector< ValueType > &&stateRewards)
Adds the given state rewards to the behavior of the state.
std::vector< ValueType > const & getStateRewards() const
Retrieves the list of state rewards under selected reward models.
std::size_t getNumberOfChoices() const
Retrieves the number of choices in the behavior.
void setExpanded(bool newValue=true)
Sets whether the state was expanded.