class DoomEnv(gym.Env, EzPickle): metadata = { 'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 35 } def __init__(self, level='deathmatch', obs_type='ram'): # super(DoomEnv, self).__init__() EzPickle.__init__(self, level.split('.')[0], obs_type) assert obs_type in ('ram', 'image') level = level.split('.')[0] Config.init(level) self.curr_seed = 0 self.game = DoomGame() self.lock = (DoomLock()).get_lock() self.level = level self.obs_type = obs_type self.tick = 4 self._mode = 'algo' self.is_render_in_human_mode = True self.is_game_initialized = False self.is_level_loaded = False self.viewer = None self.set_game(self.level, resolution=None, render=True) print() # todo: add frame skip option by using tick def step(self, action): reward = 0.0 # self.tick = 4 if self._mode == 'algo': if self.tick: reward = self.game.make_action(action, self.tick) else: reward = self.game.make_action(action) # self.game.set_action(action) # self.game.advance_action(4) # reward = self.game.get_last_reward() return self.get_obs(), reward, self.isDone(), self.get_info() def reset(self): if not self.is_game_initialized: self.__load_level() self.__init_game() self.__start_episode() return self.get_obs() def render(self, mode='human', **kwargs): if 'close' in kwargs and kwargs['close']: if self.viewer is not None: self.viewer.close() self.viewer = None return if mode == 'human' and not self.is_render_in_human_mode: return img = self.get_image() if mode == 'rgb_array': return img elif mode is 'human': if self.viewer is None: self.viewer = rendering.SimpleImageViewer() self.viewer.imshow(img) def close(self): with self.lock: self.game.close() def seed(self, seed=None): self.curr_seed = seeding.hash_seed(seed) % 2**32 return [self.curr_seed] # ================================== GETTERS SETTERS =============================================================== def set_game(self, level, resolution, render): self.__configure() self.__load_level(level) self.__set_resolution(resolution) self.__set_obs_and_ac_space() self.__set_player(render) def __configure(self, lock=None, **kwargs): self.seed() if lock is not None: self.lock = lock def __load_level(self, level=None): if level is not None: self.level = level.split('.')[0] self.is_level_loaded = False if self.is_level_loaded: return if self.is_game_initialized: self.is_game_initialized = False self.game.close() self.game = DoomGame() if not self.is_game_initialized: self.game.set_vizdoom_path(Config.VIZDOOM_PATH) self.game.set_doom_game_path(Config.FREEDOOM_PATH) # Common settings self.record_file_path = Config.RECORD_FILE_PATH self.game.load_config(Config.VIZDOOM_SCENARIO_PATH + Config.DOOM_SETTINGS[self.level][Config.CONFIG]) self.game.set_doom_scenario_path( Config.VIZDOOM_SCENARIO_PATH + Config.DOOM_SETTINGS[self.level][Config.SCENARIO]) if Config.DOOM_SETTINGS[self.level][Config.MAP] != '': self.game.set_doom_map( Config.DOOM_SETTINGS[self.level][Config.MAP]) self.game.set_doom_skill( Config.DOOM_SETTINGS[self.level][Config.DIFFICULTY]) self.allowed_actions = Config.DOOM_SETTINGS[self.level][Config.ACTIONS] self.available_game_variables = Config.DOOM_SETTINGS[self.level][ Config.GAME_VARIABLES] self.is_level_loaded = True def __set_resolution(self, resolution=None): if resolution is None: resolution = Config.DEFAULT_SCREEN_RESOLUTION resolution_l = resolution.lower() if resolution_l not in resolutions: raise gym.error.Error( 'Error - The specified resolution "{}" is not supported by Vizdoom.\n The list of valid' 'resolutions: {}'.format(resolution, resolutions)) if '_' in resolution_l: resolution_l = resolution_l.split('_')[1] self.scr_width = int(resolution_l.split("x")[0]) self.scr_height = int(resolution_l.split("x")[1]) self.game.set_screen_resolution( getattr(ScreenResolution, 'RES_{}X{}'.format(self.scr_width, self.scr_height))) self.screen_format = self.game.get_screen_format() self.screen_height = self.game.get_screen_height() self.screen_width = self.game.get_screen_width() def __set_obs_and_ac_space(self): if self.obs_type == 'ram': self.observation_space = spaces.Box( low=0, high=255, dtype=np.uint8, shape=(len(self.available_game_variables), )) elif self.obs_type == 'image': # self.observation_space = self.screen_resized self.observation_space = spaces.Box(low=0, high=255, shape=(self.scr_height, self.scr_width, 3), dtype=np.uint8) else: raise error.Error('Unrecognized observation type: {}'.format( self.obs_type)) if self.screen_format in inverted_screen_formats: self.dummy_screen = np.zeros(shape=(3, self.scr_height, self.scr_width), dtype=np.uint8) else: self.dummy_screen = np.zeros(shape=(self.scr_height, self.scr_width, 3), dtype=np.uint8) self.dummy_ram = [0] * len(self.available_game_variables) self.available_action_codes = [ list(a) for a in it.product([0, 1], repeat=self.game.get_available_buttons_size()) ] # self.__delete_conflict_actions() self.action_space = spaces.MultiDiscrete( [len(self.available_action_codes)]) def __set_player(self, render=True): self.game.set_window_visible(render) self.game.set_mode(Mode.PLAYER) def __init_game(self): try: with self.lock: self.game.init() self.is_game_initialized = True except (ViZDoomUnexpectedExitException, ViZDoomErrorException): raise error.Error('Could not start the game.') def __start_episode(self): if self.curr_seed > 0: self.game.set_seed(self.curr_seed) self.curr_seed = 0 if self.record_file_path: self.game.new_episode(self.record_file_path) else: self.game.new_episode() return def getState(self): return self.game.get_state() def getLastAction(self): return self.game.get_last_action() def getButtonsNames(self, action): return action_to_buttons(self.allowed_actions, action) def get_info(self): info = { "LEVEL": self.level, "TOTAL_REWARD": round(self.game.get_total_reward(), 4) } state_variables = self.get_ram() for i in range(len(self.available_game_variables)): info[self.available_game_variables[i]] = state_variables[i] return info def get_ram(self): if not self.is_game_initialized: raise NotImplementedError( "The game was not initialized. Run env.reset() first!") try: ram = self.getState().game_variables except AttributeError: ram = self.dummy_ram return ram def get_image(self): try: screen = self.getState().screen_buffer.copy() except AttributeError: screen = self.dummy_screen return self.invert_screen(screen) def get_obs(self): if self.obs_type == 'ram': return self.get_ram() elif self.obs_type == 'image': return self.get_image() def isDone(self): return self.game.is_episode_finished() or self.game.is_player_dead( ) or self.getState() is None # =========================================== ============================================================== def invert_screen(self, img): if self.screen_format in inverted_screen_formats: return np.rollaxis(img, 0, 3) else: return img def __delete_conflict_actions(self): if self._mode == 'human': return action_codes_copy = self.available_action_codes.copy() print("Initial actions size: " + str(len(action_codes_copy))) for i in tqdm.trange(len(self.available_action_codes)): action = self.available_action_codes[i] ac_names = action_to_buttons(self.allowed_actions, action) if all(elem in ac_names for elem in ['MOVE_LEFT', 'MOVE_RIGHT']) or all( elem in ac_names for elem in ['MOVE_BACKWARD', 'MOVE_FORWARD']) or all( elem in ac_names for elem in ['TURN_RIGHT', 'TURN_LEFT']) or all( elem in ac_names for elem in ['SELECT_NEXT_WEAPON', 'SELECT_PREV_WEAPON']): action_codes_copy.remove(action) print("Final actions size: " + str(len(action_codes_copy))) self.available_action_codes = action_codes_copy def __initHumanPlayer(self): self._mode = 'human' self.__load_level() self.game.add_game_args('+freelook 1') self.game.set_window_visible(True) self.game.set_mode(Mode.SPECTATOR) self.is_render_in_human_mode = False self.__init_game() def advanceAction(self, tick=0): try: if tick: self.game.advance_action(tick) else: self.game.advance_action() return True except ViZDoomUnexpectedExitException: return False def playHuman(self): self.__initHumanPlayer() while not self.game.is_episode_finished( ) and not self.game.is_player_dead(): self.advanceAction() state = self.getState() if state is None: if self.record_file_path is None: self.game.new_episode() else: self.game.new_episode(self.record_file_path) state = self.getState() total_reward = self.game.get_total_reward() info = self.get_info() info["TOTAL_REWARD"] = round(total_reward, 4) print('===============================') print('State: #' + str(state.number)) print('Action: \t' + str(self.game.get_last_action()) + '\t (=> only allowed actions)') print('Reward: \t' + str(self.game.get_last_reward())) print('Total Reward: \t' + str(total_reward)) print('Variables: \n' + str(info)) sleep(0.02857) # 35 fps = 0.02857 sleep between frames print('===============================') print('Done') return
class VizDoomGym(gym.Env): """ Wraps a VizDoom environment """ def __init__(self): raise NotImplementedError def _init(self, mission_file: str, scaled_resolution: list): """ :param mission_file: name of the mission (.cfg) to run, :param scaled_resolution: resolution (height, width) of the video frames to run training on """ super(VizDoomGym, self).__init__() self.mission_file = mission_file self._logger = logging.getLogger(__name__) self._logger.info("Creating environment: VizDoom (%s)", self.mission_file) self.deathmatch = True # distance we need the agent to travel per time-step, otherwise we penalise self.distance_threshold = 15 self.prev_properties = None self.properties = None self.cum_kills = np.array([0]) # Create an instace on VizDoom game, initalise it from a scenario config file self.env = DoomGame() self.env.load_config(self.mission_file) self.env.set_window_visible(False) self.env.set_screen_format(ScreenFormat.RGB24) if self.deathmatch: self.env.add_game_args("-deathmatch") self.env.set_doom_skill(4) self._action_frame_repeat = 4 self.env.init() # Perform config validation: # Only RGB format with a seperate channel per colour is supported assert self.env.get_screen_format() == ScreenFormat.RGB24 # Only discrete actions are supported (no delta actions) self.available_actions = self.env.get_available_buttons() not_supported_actions = [ Button.LOOK_UP_DOWN_DELTA, Button.TURN_LEFT_RIGHT_DELTA, Button.MOVE_LEFT_RIGHT_DELTA, Button.MOVE_UP_DOWN_DELTA, Button.MOVE_FORWARD_BACKWARD_DELTA ] # print(available_actions) assert len((set(self.available_actions) - set(not_supported_actions))) \ == len(self.available_actions) self.metadata['render_modes'] = ['rgb_array'] # Allow only one button to be pressed at a given step self.action_space = gym.spaces.Discrete( self.env.get_available_buttons_size() - 1) self.rows = scaled_resolution[0] self.columns = scaled_resolution[1] self.observation_space = gym.spaces.Box(low=0.0, high=1.0, shape=(self.rows, self.columns, 3), dtype=np.float32) self._rgb_array = None self.steps = 0 self.global_steps = 0 self.reset() def _process_image(self, img): # PIL resize has indexing opposite to numpy array img = np.array(Image.fromarray(img).resize((self.columns, self.rows))) img = img.astype(np.float32) img = img / 255.0 return img def update_game_variables(self): """ Check and update game variables. """ # read game variables new_v = { k: self.env.get_game_variable(v) for k, v in game_variables.items() } assert all(v.is_integer() or k[-2:] in ['_x', '_y', '_z'] for k, v in new_v.items()) new_v = { k: (int(v) if v.is_integer() else float(v)) for k, v in new_v.items() } health = new_v['health'] armor = new_v['armor'] # check game variables assert 0 <= health <= 200 or health < 0 and self.env.is_player_dead() assert 0 <= armor <= 200, (health, armor) # update actor properties self.prev_properties = self.properties self.properties = new_v def update_reward(self): """ Update reward. """ # we need to know the current and previous properties assert self.prev_properties is not None and self.properties is not None reward = 0 # kill d = self.properties['score'] - self.prev_properties['score'] if d > 0: self.cum_kills += d reward += d * default_reward_values['KILL'] # death if self.env.is_player_dead(): reward += default_reward_values['DEATH'] # suicide if self.properties['frag_count'] < self.prev_properties['frag_count']: reward += default_reward_values['SUICIDE'] # found / lost health d = self.properties['health'] - self.prev_properties['health'] if d != 0: if d > 0: reward += default_reward_values['MEDIKIT'] else: reward += default_reward_values['INJURED'] # found / lost armor d = self.properties['armor'] - self.prev_properties['armor'] if d != 0: if d > 0: reward += default_reward_values['ARMOR'] # found / lost ammo d = self.properties['sel_ammo'] - self.prev_properties['sel_ammo'] if d != 0: if d > 0: reward += default_reward_values['AMMO'] else: reward += default_reward_values['USE_AMMO'] # distance # turn_left = (Button.TURN_LEFT == self.available_actions[action]) # turn_right = (Button.TURN_RIGHT == self.available_actions[action]) # if not (turn_left or turn_right): diff_x = self.properties['position_x'] - self.prev_properties[ 'position_x'] diff_y = self.properties['position_y'] - self.prev_properties[ 'position_y'] distance = np.sqrt(diff_x**2 + diff_y**2) if distance > self.distance_threshold: reward += default_reward_values['DISTANCE'] * distance else: reward += default_reward_values['STANDSTILL'] # living reward += default_reward_values['LIVING'] return reward # def increase_difficulty(self): # self.curr_skill += 1 # self.env.close() # self.env.set_doom_skill(self.curr_skill) # self.env.init() # print('changing skill to', self.curr_skill) # def update_map(self): # self.map_level += 1 # map_str = 'map0' + str(self.map_level) # # go with initial wad file if there's still maps on it # self.env.close() # self.env.set_doom_map(map_str) # self.env.init() def sub_reset(self): """Reset environment""" self.steps = 0 self.cum_kills = np.array([0]) self.prev_properties = None self.properties = None self.env.new_episode() self._rgb_array = self.env.get_state().screen_buffer observation = self._process_image(self._rgb_array) return observation def reset(self): observation = self.sub_reset() return observation def sub_step(self, action): """Take step""" one_hot_action = np.zeros(self.action_space.n, dtype=int) one_hot_action[action] = 1 # ALWAYS SPRINTING one_hot_action = np.append(one_hot_action, [1]) assert len(one_hot_action) == len(self.env.get_available_buttons()) _ = self.env.make_action(list(one_hot_action), self._action_frame_repeat) self.update_game_variables() if self.steps > 1: reward = self.update_reward() else: reward = 0 self.steps += 1 self.global_steps += 1 done = self.env.is_episode_finished() # state is available only if the episode is still running if not done: self._rgb_array = self.env.get_state().screen_buffer observation = self._process_image(self._rgb_array) return observation, reward, done def step(self, action): observation, reward, done = self.sub_step(action) return observation, reward, done, {} def close(self): """Close environment""" self.env.close() def seed(self, seed=None): """Seed""" if seed: self.env.set_seed(seed) def render(self, mode='human'): """Render frame""" if mode == 'rgb_array': return self._rgb_array raise NotImplementedError