Reward

class luafun.reward.Reward[source]

Bases: object

Base reward function, takes a state and return its resulting reward level

Methods

player_message(pmsg, umsg, courier)

Computes the ‘solo’ reward

building_messages

clear

dire_reward

partial_dire_reward

partial_radiant_reward

radiant_reward

building_messages(umsg: luafun.game.dota2.state_types.Unit)[source]
clear()[source]
dire_reward()float[source]
partial_dire_reward()float[source]
partial_radiant_reward()float[source]
player_message(pmsg: luafun.game.dota2.state_types.Player, umsg: luafun.game.dota2.state_types.Unit, courier: luafun.game.dota2.state_types.Unit)[source]

Computes the ‘solo’ reward

radiant_reward()float[source]
class luafun.reward.RewardConst[source]

Bases: object

AncientHPChange = 5
Barracks = 6
CourierDeath = -2
Deny = 0.15
GainedAegis = 5
GoldGained = 0.006
GoldSpent = 0.0006
HealthChanged = 2
HeroDeath = -1
KilledHero = -0.6
LaneAssign = -0.15
LastHit = -0.16
ManaChanged = 0.75
MegasUnlocked = 4
Outpost = 2.25
T1Tower = 2.25
T2Tower = 3
T3Tower = 4.5
T4Tower = 2.25
Win = 5
XPGained = 0.002