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basic.py
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basic.py
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#!/usr/bin/env python3
#####################################################################
# This script presents how to use the most basic features of the environment.
# It configures the engine, and makes the agent perform random actions.
# It also gets current state and reward earned with the action.
# <episodes> number of episodes are played.
# Random combination of buttons is chosen for every action.
# Game variables from state and last reward are printed.
#
# To see the scenario description go to "../../scenarios/README.md"
#####################################################################
import os
from random import choice
from time import sleep
import vizdoom as vzd
if __name__ == "__main__":
# Create DoomGame instance. It will run the game and communicate with you.
game = vzd.DoomGame()
# Now it's time for configuration!
# load_config could be used to load configuration instead of doing it here with code.
# If load_config is used in-code configuration will also work - most recent changes will add to previous ones.
# game.load_config("../../scenarios/basic.cfg")
# Sets path to additional resources wad file which is basically your scenario wad.
# If not specified default maps will be used and it's pretty much useless... unless you want to play good old Doom.
game.set_doom_scenario_path(os.path.join(vzd.scenarios_path, "basic.wad"))
# Sets map to start (scenario .wad files can contain many maps).
game.set_doom_map("map01")
# Sets resolution. Default is 320X240
game.set_screen_resolution(vzd.ScreenResolution.RES_640X480)
# Sets the screen buffer format. Not used here but now you can change it. Default is CRCGCB.
game.set_screen_format(vzd.ScreenFormat.RGB24)
# Enables depth buffer (turned off by default).
game.set_depth_buffer_enabled(True)
# Enables labeling of in-game objects labeling (turned off by default).
game.set_labels_buffer_enabled(True)
# Enables buffer with a top-down map of the current episode/level (turned off by default).
game.set_automap_buffer_enabled(True)
# Enables information about all objects present in the current episode/level (turned off by default).
game.set_objects_info_enabled(True)
# Enables information about all sectors (map layout/geometry, turned off by default).
game.set_sectors_info_enabled(True)
# Sets other rendering options (all of these options except crosshair are enabled (set to True) by default)
game.set_render_hud(False)
game.set_render_minimal_hud(False) # If hud is enabled
game.set_render_crosshair(False)
game.set_render_weapon(True)
game.set_render_decals(False) # Bullet holes and blood on the walls
game.set_render_particles(False)
game.set_render_effects_sprites(False) # Like smoke and blood
game.set_render_messages(False) # In-game text messages
game.set_render_corpses(False)
game.set_render_screen_flashes(
True
) # Effect upon taking damage or picking up items
# Adds buttons that will be allowed to use.
# This can be done by adding buttons one by one:
# game.clear_available_buttons()
# game.add_available_button(vzd.Button.MOVE_LEFT)
# game.add_available_button(vzd.Button.MOVE_RIGHT)
# game.add_available_button(vzd.Button.ATTACK)
# Or by setting them all at once:
game.set_available_buttons(
[vzd.Button.MOVE_LEFT, vzd.Button.MOVE_RIGHT, vzd.Button.ATTACK]
)
# Buttons that will be used can be also checked by:
print("Available buttons:", [b.name for b in game.get_available_buttons()])
# Adds game variables that will be included in state.
# Similarly to buttons, they can be added one by one:
# game.clear_available_game_variables()
# game.add_available_game_variable(vzd.GameVariable.AMMO2)
# Or:
game.set_available_game_variables([vzd.GameVariable.AMMO2])
print(
"Available game variables:",
[v.name for v in game.get_available_game_variables()],
)
# Causes episodes to finish after 200 tics (actions)
game.set_episode_timeout(200)
# Makes episodes start after 10 tics (~after raising the weapon)
game.set_episode_start_time(10)
# Makes the window appear (turned on by default)
game.set_window_visible(True)
# Turns on the sound. (turned off by default)
# game.set_sound_enabled(True)
# Because of some problems with OpenAL on Ubuntu 20.04, we keep this line commented,
# the sound is only useful for humans watching the game.
# Turns on the audio buffer. (turned off by default)
# If this is switched on, the audio will stop playing on device, even with game.set_sound_enabled(True)
# Setting game.set_sound_enabled(True) is not required for audio buffer to work.
# game.set_audio_buffer_enabled(True)
# Because of some problems with OpenAL on Ubuntu 20.04, we keep this line commented.
# Sets the living reward (for each move) to -1
game.set_living_reward(-1)
# Sets ViZDoom mode (PLAYER, ASYNC_PLAYER, SPECTATOR, ASYNC_SPECTATOR, PLAYER mode is default)
game.set_mode(vzd.Mode.PLAYER)
# Enables engine output to console, in case of a problem this might provide additional information.
# game.set_console_enabled(True)
# Initialize the game. Further configuration won't take any effect from now on.
game.init()
# Define some actions. Each list entry corresponds to declared buttons:
# MOVE_LEFT, MOVE_RIGHT, ATTACK
# game.get_available_buttons_size() can be used to check the number of available buttons.
# 5 more combinations are naturally possible but only 3 are included for transparency when watching.
actions = [[True, False, False], [False, True, False], [False, False, True]]
# Run this many episodes
episodes = 10
# Sets time that will pause the engine after each action (in seconds)
# Without this everything would go too fast for you to keep track of what's happening.
sleep_time = 1.0 / vzd.DEFAULT_TICRATE # = 0.028
for i in range(episodes):
print(f"Episode #{i + 1}")
# Starts a new episode. It is not needed right after init() but it doesn't cost much. At least the loop is nicer.
game.new_episode()
while not game.is_episode_finished():
# Gets the state
state = game.get_state()
# Which consists of:
n = state.number
vars = state.game_variables
# Different buffers (screens, depth, labels, automap, audio)
# Expect of screen buffer some may be None if not first enabled.
screen_buf = state.screen_buffer
depth_buf = state.depth_buffer
labels_buf = state.labels_buffer
automap_buf = state.automap_buffer
audio_buf = state.audio_buffer
# List of labeled objects visible in the frame, may be None if not first enabled.
labels = state.labels
# List of all objects (enemies, pickups, etc.) present in the current episode, may be None if not first enabled
objects = state.objects
# List of all sectors (map geometry), may be None if not first enabled.
sectors = state.sectors
# Games variables can be also accessed via
# (including the ones that were not added as available to a game state):
# game.get_game_variable(GameVariable.AMMO2)
# Makes an action (here random one) and returns a reward.
r = game.make_action(choice(actions))
# Makes a "prolonged" action and skip frames:
# skiprate = 4
# r = game.make_action(choice(actions), skiprate)
# The same could be achieved with:
# game.set_action(choice(actions))
# game.advance_action(skiprate)
# r = game.get_last_reward()
# Prints state's game variables and reward.
print(f"State #{n}")
print("Game variables:", vars)
print("Reward:", r)
print("=====================")
if sleep_time > 0:
sleep(sleep_time)
# Check how the episode went.
print("Episode finished.")
print("Total reward:", game.get_total_reward())
print("************************")
# It will be done automatically anyway but sometimes you need to do it in the middle of the program...
game.close()