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DeltaButtons.cpp
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DeltaButtons.cpp
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#include "ViZDoom.h"
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
using namespace vizdoom;
int main(){
std::cout << "\n\nDELTA BUTTONS EXAMPLE\n\n";
DoomGame *game = new DoomGame();
game->setViZDoomPath("../../bin/vizdoom");
game->setDoomGamePath("../../scenarios/freedoom2.wad");
//game->setDoomGamePath("../../scenarios/doom2.wad"); // Not provided with environment due to licences.
game->setDoomMap("map01");
game->setScreenResolution(RES_640X480);
// Adds delta buttons that will be allowed and set the maximum allowed value (optional).
game->addAvailableButton(MOVE_FORWARD_BACKWARD_DELTA, 5);
game->addAvailableButton(MOVE_LEFT_RIGHT_DELTA, 2);
game->addAvailableButton(TURN_LEFT_RIGHT_DELTA);
game->addAvailableButton(LOOK_UP_DOWN_DELTA);
// For normal buttons (binary) all values other than 0 are interpreted as pushed.
// For delta buttons values determine a precision/speed.
//
// For TURN_LEFT_RIGHT_DELTA and LOOK_UP_DOWN_DELTA value is the angle (in degrees)
// of which the viewing angle will change.
//
// For MOVE_FORWARD_BACKWARD_DELTA, MOVE_LEFT_RIGHT_DELTA, MOVE_UP_DOWN_DELTA (rarely used)
// value is the speed of movement in a given direction (100 is close to the maximum speed).
std::vector<int> actions[2];
int action0[] = {10, 1, 1, 1};
actions[0] = std::vector<int>(action0, action0 + sizeof(action0) / sizeof(int));
int action1[] = {2, -3, -2, 0};
actions[1] = std::vector<int>(action1, action1 + sizeof(action1) / sizeof(int));
// If button's absolute value > max button's value then value = max value with original value sign.
// Delta buttons in spectator modes correspond to mouse movements.
// Maximum allowed values also apply to spectator modes.
//game->addGameArgs("+freelook 1"); //Use this to enable looking around with the mouse.
//game->setMode(SPECTATOR);
game->setWindowVisible(true);
game->init();
std::srand(time(0));
// Run this many episodes.
int episodes = 10;
// Use this to remember last shaping reward value.
double lastTotalShapingReward = 0;
for (int i = 0; i < episodes; ++i) {
std::cout << "Episode #" << i + 1 << "\n";
game->newEpisode();
game->getEpisodeTime();
while (!game->isEpisodeFinished()) {
// Get the state
GameState s = game->getState();
// Make random action and get reward
game->makeAction(actions[std::rand() % 2]);
}
}
// It will be done automatically in destructor but after close You can init it again with different settings.
game->close();
delete game;
}