コード例 #1
1
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
コード例 #2
0
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