def _setup_game(scenario: str, visible: bool): game = DoomGame() game.load_config('data/vizdoom/%s.cfg' % scenario) game.set_doom_scenario_path('data/vizdoom/%s.wad' % scenario) game.set_window_visible(visible) game.set_sound_enabled(False) game.init() return game
def create_environment(): game = DoomGame() game.load_config("basic.cfg") game.set_doom_scenario_path("basic.wad") game.init() left = [1, 0, 0] right = [0, 1, 0] shoot = [0, 0, 1] possible_actions = [left, right, shoot] return game, possible_actions
def test_environment(): game = DoomGame() # https://github.com/simoninithomas/Deep_reinforcement_learning_Course/blob/master/Deep%20Q%20Learning/Doom/basic.cfg game.load_config('basic.cfg') game.set_doom_scenario_path('basic.wad') game.init() shoot = [0, 0, 1] left = [1, 0, 0] right = [0, 1, 0] actions = [shoot, left, right] episodes = 10 for i in range(episodes): game.new_episode() while not game.is_episode_finished(): state = game.get_state() img = state.screen_buffer misc = state.game_variables action = random.choice(actions) print('Action', action) reward = game.make_action(action) print('Reward', reward) time.sleep(0.02) print('Result', game.get_total_reward()) time.sleep(2) game.close()
def create_environment(): game = DoomGame() game.load_config('defend_the_center.cfg') game.set_doom_scenario_path('defend_the_center.wad') game.init() possible_actions = np.identity(3, dtype=int).tolist() return game, possible_actions
def __init__(self, vizdoom_dir=os.path.expanduser('~/ViZDoom'), window_visible=True, scenario='basic', skipcount=10, resolution_width=640, sleep=0.0, seed=None): self.skipcount = skipcount self.sleep = sleep sys.path.append(os.path.join(vizdoom_dir, "examples/python")) from vizdoom import DoomGame from vizdoom import ScreenFormat from vizdoom import ScreenResolution game = DoomGame() if seed is not None: assert seed >= 0 and seed < 2 ** 16, \ "ViZDoom's random seed must be represented by unsigned int" else: # Use numpy's random state seed = np.random.randint(0, 2**16) game.set_seed(seed) # Load a config file game.load_config( os.path.join(vizdoom_dir, "examples", 'config', scenario + '.cfg')) # Replace default relative paths with actual paths game.set_vizdoom_path(os.path.join(vizdoom_dir, "bin/vizdoom")) game.set_doom_game_path( os.path.join(vizdoom_dir, 'scenarios/freedoom2.wad')) game.set_doom_scenario_path( os.path.join(vizdoom_dir, 'scenarios', scenario + '.wad')) # Set screen settings resolutions = { 640: ScreenResolution.RES_640X480, 320: ScreenResolution.RES_320X240, 160: ScreenResolution.RES_160X120 } game.set_screen_resolution(resolutions[resolution_width]) game.set_screen_format(ScreenFormat.RGB24) game.set_window_visible(window_visible) game.set_sound_enabled(window_visible) game.init() self.game = game # Use one-hot actions self.n_actions = game.get_available_buttons_size() self.actions = [] for i in range(self.n_actions): self.actions.append([i == j for j in range(self.n_actions)])
def create_environment(episode_render=True): game = DoomGame() game.load_config('basic.cfg') game.set_doom_scenario_path('basic.wad') game.set_window_visible(episode_render) game.init() left = [1, 0, 0] right = [0, 1, 0] shoot = [0, 0, 1] possible_actions = [left, right, shoot] return game, possible_actions
def __init__(self, vizdoom_dir=os.path.expanduser('~/ViZDoom'), window_visible=True, scenario='basic', skipcount=10, resolution_width=640, sleep=0.0, seed=None): self.skipcount = skipcount self.sleep = sleep sys.path.append(os.path.join(vizdoom_dir, "examples/python")) from vizdoom import DoomGame from vizdoom import ScreenFormat from vizdoom import ScreenResolution game = DoomGame() if seed is not None: assert seed >= 0 and seed < 2 ** 16, \ "ViZDoom's random seed must be represented by unsigned int" else: # Use numpy's random state seed = np.random.randint(0, 2 ** 16) game.set_seed(seed) # Load a config file game.load_config(os.path.join( vizdoom_dir, "examples", 'config', scenario + '.cfg')) # Replace default relative paths with actual paths game.set_vizdoom_path(os.path.join(vizdoom_dir, "bin/vizdoom")) game.set_doom_game_path( os.path.join(vizdoom_dir, 'scenarios/freedoom2.wad')) game.set_doom_scenario_path( os.path.join(vizdoom_dir, 'scenarios', scenario + '.wad')) # Set screen settings resolutions = {640: ScreenResolution.RES_640X480, 320: ScreenResolution.RES_320X240, 160: ScreenResolution.RES_160X120} game.set_screen_resolution(resolutions[resolution_width]) game.set_screen_format(ScreenFormat.RGB24) game.set_window_visible(window_visible) game.set_sound_enabled(window_visible) game.init() self.game = game # Use one-hot actions self.n_actions = game.get_available_buttons_size() self.actions = [] for i in range(self.n_actions): self.actions.append([i == j for j in range(self.n_actions)])
class Scenario: """ Extend this abstract scenario class to define new VizDoom scenarios """ class PerformanceIndicator(Enum): FRAMES_ALIVE = auto() KILL_COUNT = auto() class Task(Enum): DEFAULT = auto() def __init__(self, name: str, root_dir: str, task: str, trained_task: str, window_visible: bool, n_tasks: int, render_hud: bool, name_addition: str, sound_enabled = False, variable_history_size = 5, screen_resolution = ScreenResolution.RES_640X480 ): self.variable_history_size = variable_history_size # Naming self.name = name self.root_dir = root_dir self.name_addition = name_addition # Tasks self.n_tasks = n_tasks self.task = task.lower() self.trained_task = trained_task # VizDoom self.game = DoomGame() self.game.load_config(self.config_path) self.game.set_doom_scenario_path(self.scenario_path) self.game.set_sound_enabled(sound_enabled) self.game.set_window_visible(window_visible) self.game.set_screen_resolution(screen_resolution) self.game.set_render_hud(render_hud) # Include the available tasks to the enum for task in self.task_list: extend_enum(Scenario.Task, task, auto()) def get_stats_path(self, model_name) -> str: if self.trained_task: sub_folder = f'test/{self.task}/{model_name}' elif self.n_tasks > 1: sub_folder = f'multi/{self.name_addition}/{self.task}' if self.name_addition else f'multi/{self.task}' else: sub_folder = f'train/{self.task}{self.name_addition}' return f'{self.root_dir}/statistics/{self.name}/{sub_folder}.json' @property def config_path(self) -> str: """ Path to the configuration file of this scenario """ return f'{self.root_dir}/scenarios/{self.name}/{self.name}.cfg' @property def scenario_path(self) -> str: """ Path to the IWAD file of the designated task for this scenario """ return f'{self.root_dir}/scenarios/{self.name}/{self.task}.wad' @property def statistics_fields(self) -> List[str]: """ Default metrics that will be included in the rolling statistics """ return ['frames_alive', 'duration', 'reward'] @property def task_list(self) -> List[str]: """ List of the available tasks for the given scenario """ raise NotImplementedError @property def n_spawn_points(self) -> int: """ Number of points the agents can spawn at for the given scenario """ raise NotImplementedError def shape_reward(self, reward: float, game_vars: deque) -> float: """ Override this method to include scenario specific reward shaping :param reward: The reward from the previous iteration of the game :param game_vars: Game variables of the last [variable_history_size] episodes """ return reward def additional_stats(self, game_vars: deque) -> Dict: """ Implement this method to provide extra scenario specific statistics :param game_vars: Game variables of the last [variable_history_size] episodes :return: Dictionary of additional statistics """ return {} def get_measurements(self, game_variables: deque, terminated: bool) -> np.ndarray: """ Retrieve the measurement after transition for the direct future prediction algorithm :param game_variables: Game variables of the last [variable_history_size] iterations :param terminated: Indicator of whether the episode has terminated this iteration :return: The relevant measurements of the corresponding scenario """ raise NotImplementedError def get_performance_indicator(self) -> PerformanceIndicator: """ Every scenario has a key performance indicator (KPI) to determine the running performance of the agent. This is used for dynamic task prioritization, where the loss is scaled proportional to the task difficulty. This indicator determines the complexity of the task. :return: The type of the performance indicator of the implementing scenario """ raise NotImplementedError
def _vizdoom_setup(self, wad): game = DoomGame() game.load_config(DEFAULT_CONFIG) game.set_doom_scenario_path(wad) game.init() self.game = game
def doom_game(): game = DoomGame() #game.load_config("../scenarios/basic.cfg") game.load_config("../scenarios/defend_the_center.cfg") #game.set_doom_map("map01") game.set_screen_resolution(ScreenResolution.RES_320X240) #game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_render_hud(False) game.set_render_crosshair(False) game.set_render_weapon(True) game.set_render_decals(False) game.set_render_particles(False) #game.add_available_button(Button.MOVE_LEFT) #game.add_available_button(Button.MOVE_RIGHT) game.add_available_button(Button.TURN_LEFT) game.add_available_button(Button.TURN_RIGHT) game.add_available_button(Button.ATTACK) game.set_episode_timeout(2100) game.set_episode_start_time(10) game.set_window_visible(True) #False) game.set_sound_enabled(False) game.set_living_reward(0.2) # -1 for basic game.set_mode(Mode.PLAYER) game.init() return game
def __init__(self, state_size=(64, 64, 4), scenario='defend_the_center.cfg', record_episode=False): game = DoomGame() path_to_scenario = os.path.join(current_dir, scenario) game.load_config(path_to_scenario) game.set_sound_enabled(True) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(False) game.set_available_game_variables( [GameVariable.KILLCOUNT, GameVariable.AMMO2, GameVariable.HEALTH]) game.init() self.game = game self.skiprate = 4 self.state = None self.state_size = state_size self.action_size = self.game.get_available_buttons_size() self.steps = 0 self.life = deque(maxlen=30) self.kills = deque(maxlen=30) self.record_episode = record_episode self.game_rec = []
def configure_doom(config_name, episode_timeout): game = DoomGame() game.load_config(config_name) game.set_window_visible(False) game.set_labels_buffer_enabled(True) game.set_episode_timeout(episode_timeout) game.init() return game
class DoomEnvironment: def __init__(self, config, visible, skiprate): self._game = DoomGame() self._game.load_config(config) self._game.set_window_visible(visible) self._game.set_mode(Mode.PLAYER) self._game.init() n_actions = self._game.get_available_buttons_size() self._actions = [list(a) for a in it.product([0, 1], repeat=n_actions)] self._skiprate = skiprate def make_visible(self): self._game.close() self._game.set_window_visible(True) self._game.set_mode(Mode.ASYNC_PLAYER) self._game.init() def get_n_buttons(self): return self._game.get_available_buttons_size() def observe(self): observation = self._game.get_state() screen = observation.screen_buffer game_variables = observation.game_variables return screen, game_variables def step(self, action_id): """Takes id of single action and performs it for self.skiprate frames :param action_id: index of action to perform :return: reward, is_done """ reward = self._game.make_action(self._actions[action_id], self._skiprate) return reward, self._game.is_episode_finished() def advance_action_step(self, action_id): """Takes id of single action and performs it for self.skiprate frames and renders every frame :param action_id: index of action to perform :return: is_done """ reward = 0.0 for _ in range(self._skiprate): reward += self._game.make_action(self._actions[action_id]) # it is vital to break if done for correct reward shaping if self._game.is_episode_finished(): break return reward, self._game.is_episode_finished() def reset(self): self._game.new_episode() def get_episode_reward(self): """Careful! Returns ___non-shaped___ episode reward""" return self._game.get_total_reward()
def initialize_vizdoom(config): game = DoomGame() game.load_config(config) game.set_window_visible(False) game.set_mode(Mode.PLAYER) game.set_screen_format(ScreenFormat.GRAY8) game.set_screen_resolution(ScreenResolution.RES_640X480) game.init() return game
def initGameWithParams(configFilePath): game = DoomGame() game.load_config(configFilePath) game.set_window_visible(False) game.set_mode(Mode.PLAYER) game.set_screen_format(ScreenFormat.CRCGCB) game.set_screen_resolution(ScreenResolution.RES_400X225) game.init() return game
def __init__(self, cfg, name='Player1', color='0', map='map01'): game = DoomGame() game_args = "" game_args += " -name %s" % name game_args += " -colorset %s" % color game.add_game_args(game_args) game.load_config(cfg) game.set_death_penalty(1) game.set_doom_map(map) self.env = game self.observation_space = spaces.Box(0, 255, game.get_screen_size()) self.action_space = spaces.Discrete(game.get_available_buttons_size()) self.reward_range = None
def initialize_vizdoom(CONFIG_FILE_PATH, seed): print("Initializing doom...") game = DoomGame() game.load_config(CONFIG_FILE_PATH) game.set_window_visible(True) game.set_mode(Mode.PLAYER) game.set_screen_format(ScreenFormat.GRAY8) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_labels_buffer_enabled(True) game.set_seed(seed) game.init() print("Doom initialized.") return game
def __init__(self, cfg, name='Player1', color='0', host=True, map='map01', dm=True, port=None, num_players=7): game = DoomGame() game.load_config(cfg) game_args = "" if host: # This machine will function as a host for a multiplayer game with this many # players (including this machine). It will wait for other machines to connect using # the -join parameter and then start the game when everyone is connected. game_args += "-host %s " % num_players # The game (episode) will end after this many minutes have elapsed. game_args += "+timelimit 10.0 " # Players will respawn automatically after they die. game_args += "+sv_forcerespawn 1 " # Autoaim is disabled for all players. game_args += "+sv_noautoaim 1 " # Players will be invulnerable for two second after spawning. game_args += "+sv_respawnprotect 1 " # Players will be spawned as far as possible from any other players. game_args += "+sv_spawnfarthest 1 " # Disables crouching. game_args += "+sv_nocrouch 1 " # Sets delay between respanws (in seconds). game_args += "+viz_respawn_delay 10 " game_args += "+viz_nocheat 1" if dm: # Deathmatch rules are used for the game. game_args += " -deathmatch" if port is not None: game_args += " -port %s" % port else: game_args += " -join 127.0.0.1" if port is not None: game_args += ":%s" % port game_args += " -name %s" % name game_args += " -colorset %s" % color game.add_game_args(game_args) game.set_death_penalty(1) game.set_doom_map(map) self.env = game self.observation_space = spaces.Box(0, 255, game.get_screen_size()) self.action_space = spaces.Discrete(game.get_available_buttons_size()) self.reward_range = None
def __init__(self, configuration): configuration = CONFIGURATIONS[configuration] game = DoomGame() game.load_config( os.path.join(CONFIGURATIONS_DIR, configuration + ".cfg")) game.set_screen_resolution(ScreenResolution.RES_160X120) game.set_window_visible(False) game.init() action_dim = game.get_available_buttons_size() action_space = AttrDict() action_space.low = [0 for i in range(action_dim)] action_space.high = [1 for i in range(action_dim)] self.action_space = action_space self.game = game
def __init__(self, emulator_id, game, resource_folder, gray=False, reward_coef=1 / 100, action_repeat=6, history_window=1, screen_size=(60, 90), verbose=0, visualize=False, **unknown): if verbose >= 2: logging.debug('Initializing Vizdoom.{}. emulator_id={}'.format( game, emulator_id)) logging.debug('Emulator#{} received unknown args: {}'.format( emulator_id, unknown)) doom_game = DoomGame() config_file_path = join_path(resource_folder, game + '.cfg') doom_game.load_config(config_file_path) doom_game.set_window_visible(visualize) doom_game.set_screen_resolution(self.SCREEN_RESOLUTION) doom_game.set_screen_format( ScreenFormat.GRAY8 if gray else ScreenFormat.BGR24) doom_game.set_mode(self.MODE) if self.MODE == Mode.SPECTATOR: doom_game.add_game_args("+freelook 1") # with a fixed seed all episodes in this environment will be identical #doom_game.set_seed(args.random_seed) # doom_game.add_available_game_variable(vizdoom.GameVariable.AMMO2) doom_game.init() self.game = doom_game self.legal_actions, self.noop = self._define_actions(self.game) self._preprocess = cv2_resize self.screen_size = screen_size self.reward_coef = reward_coef self.action_repeat = action_repeat self.history_window = history_window num_channels = doom_game.get_screen_channels() self.observation_shape = (self.history_window * num_channels, ) + self.screen_size self.history = create_history_observation(self.history_window) # If episode is done WorkerProcess drops last returned state and # returns the initial state of a new episode. # Therefore it doesn't really matter that terminal_screen is None self.terminal_obs = None
class VizDoomEnv(gym.Env): def __init__(self, config='my_way_home.cfg', repeat_action=1, render=False): self._game = DoomGame() self._game.load_config(config) self._game.set_mode(Mode.PLAYER) self._game.set_screen_format(ScreenFormat.GRAY8) self._game.set_screen_resolution(ScreenResolution.RES_640X480) self._game.set_window_visible(render) self._game.init() self._actions = self._get_actions() self._repeat_action = repeat_action self._is_rendered = False def _get_actions(self): num_actions = self._game.get_available_buttons_size() actions = [] for perm in itertools.product([False, True], repeat=num_actions): actions.append(list(perm)) return actions def _get_observation(self): state = self._game.get_state() if state is not None: return state.screen_buffer return None def _get_terminal(self): return self._game.is_episode_finished() def reset(self): self._game.new_episode() return self._get_observation() def step(self, action): action_ = self._actions[action] reward = self._game.make_action(action_, self._repeat_action) return self._get_observation(), reward, self._get_terminal(), [] def render(self, mode='human'): self._game.set_window_visible(True) def close(self): self._game.close()
# save the model which is under training def save_model(self, name): self.model.save_weights(name) if __name__ == "__main__": # Avoid Tensorflow eats up GPU memory config = tf.ConfigProto() config.gpu_options.allow_growth = True sess = tf.Session(config=config) K.set_session(sess) game = DoomGame() game.load_config("../../scenarios/health_gathering.cfg") game.set_sound_enabled(True) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(False) game.init() game.new_episode() game_state = game.get_state() misc = game_state.game_variables # [Health] prev_misc = misc action_size = game.get_available_buttons_size() # [Turn Left, Turn Right, Move Forward] measurement_size = 3 # [Health, Medkit, Poison] timesteps = [1,2,4,8,16,32] goal_size = measurement_size * len(timesteps)
def load_model(self, name): self.actor.load_weights(name + "_actor.h5", overwrite=True) self.critic.load_weights(name + "_critic.h5", overwrite=True) if __name__ == "__main__": # Avoid Tensorflow eats up GPU memory config = tf.compat.v1.ConfigProto() config.gpu_options.allow_growth = True sess = tf.compat.v1.Session(config=config) K.set_session(sess) game = DoomGame() game.load_config("../../scenarios/defend_the_center.cfg") game.set_sound_enabled(True) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(False) game.init() # Maximum number of episodes max_episodes = 1000000 game.new_episode() game_state = game.get_state() misc = game_state.game_variables # [KILLCOUNT, AMMO, HEALTH] prev_misc = misc action_size = game.get_available_buttons_size()
from __future__ import print_function import itertools as it from random import choice from time import sleep from vizdoom import DoomGame, ScreenResolution game = DoomGame() # Choose scenario config file you wish to watch. # Don't load two configs cause the second will overrite the first one. # Multiple config files are ok but combining these ones doesn't make much sense. # game.load_config("../../scenarios/basic.cfg") # game.load_config("../../scenarios/simpler_basic.cfg") game.load_config("../../scenarios/rocket_basic.cfg") # game.load_config("../../scenarios/deadly_corridor.cfg") # game.load_config("../../scenarios/deathmatch.cfg") # game.load_config("../../scenarios/defend_the_center.cfg") # game.load_config("../../scenarios/defend_the_line.cfg") # game.load_config("../../scenarios/health_gathering.cfg") # game.load_config("../../scenarios/my_way_home.cfg") # game.load_config("../../scenarios/predict_position.cfg") # game.load_config("../../scenarios/take_cover.cfg") # Makes the screen bigger to see more details. game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(True) game.init() # Creates all possible actions depending on how many buttons there are.
#parser = argparse.ArgumentParser() #parser.add_argument('title', type=str, help="title statistics file") if __name__ == '__main__': title = sys.argv[1] #args = parser.parse_args(sys.argv[1:]) # Avoid Tensorflow eats up GPU memory config = tf.ConfigProto() config.gpu_options.allow_growth = True sess = tf.Session(config=config) K.set_session(sess) game = DoomGame() game.load_config("vizdoom/scenarios/health_gathering.cfg") game.set_sound_enabled(True) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(False) game.init() game.new_episode() game_state = game.get_state() misc = game_state.game_variables # [Health] prev_misc = misc action_size = game.get_available_buttons_size() # [Turn Left, Turn Right, Move Forward] measurement_size = 3 # [Health, Medkit, Poison] timesteps = [1,2,4,8,16,32] goal_size = measurement_size * len(timesteps)
class VizDoom(gym.Env): """ Wraps a VizDoom environment """ def __init__(self, cfg_path, number_maps, scaled_resolution=(42, 42), action_frame_repeat=4, clip=(-1, 1), seed=None, data_augmentation=False): """ Gym environment for training reinforcement learning agents. :param cfg_path: name of the mission (.cfg) to run :param number_maps: number of maps which are contained within the cfg file :param scaled_resolution: resolution (height, width) of the observation to be returned with each step :param action_frame_repeat: how many game tics should an action be active :param clip: how much the reward returned on each step should be clipped to :param seed: seed for random, used to determine the other that the doom maps should be shown. :param data_augmentation: bool to determine whether or not to use data augmentation (adding randomly colored, randomly sized boxes to observation) """ self.cfg_path = str(cfg_path) if not os.path.exists(self.cfg_path): raise ValueError("Cfg file not found", cfg_path) if not self.cfg_path.endswith('.cfg'): raise ValueError("cfg_path must end with .cfg") self.number_maps = number_maps self.scaled_resolution = scaled_resolution self.action_frame_repeat = action_frame_repeat self.clip = clip self.data_augmentation = data_augmentation if seed: random.seed(seed) super(VizDoom, self).__init__() self._logger = logging.getLogger(__name__) self._logger.info("Creating environment: VizDoom (%s)", self.cfg_path) # Create an instace on VizDoom game, initalise it from a scenario config file self.env = DoomGame() self.env.load_config(self.cfg_path) 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 discreete actions are supported (no delta actions) 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 ] assert len((set(available_actions) - set(not_supported_actions))) == len(available_actions) # Allow only one button to be pressed at a given step self.action_space = gym.spaces.Discrete( self.env.get_available_buttons_size()) rows = scaled_resolution[1] columns = scaled_resolution[0] self.observation_space = gym.spaces.Box(0.0, 255.0, shape=(columns, rows, 3), dtype=np.float32) self._rgb_array = None self.reset() def _process_image(self, shape=None): """ Convert the vizdoom environment observation numpy are into the desired resolution and shape :param shape: desired shape in the format (rows, columns) :return: resized and rescaled image in the format (rows, columns, channels) """ if shape is None: rows, columns, _ = self.observation_space.shape else: rows, columns = shape # PIL resize has indexing opposite to numpy array img = VizDoom._resize(self._rgb_array.transpose(1, 2, 0), (columns, rows)) return img @staticmethod def _augment_data(img): """ Augment input image with N randomly colored boxes of dimension x by y where N is randomly sampled between 0 and 6 and x and y are randomly sampled from between 0.1 and 0.35 :param img: input image to be augmented - format (rows, columns, channels) :return img: augmented image - format (rows, columns, channels) """ dimx = img.shape[0] dimy = img.shape[1] max_rand_dim = .25 min_rand_dim = .1 num_blotches = np.random.randint(0, 6) for _ in range(num_blotches): # locations in [0,1] rand = np.random.rand rx = rand() ry = rand() rdx = rand() * max_rand_dim + min_rand_dim rdy = rand() * max_rand_dim + min_rand_dim rx, rdx = [round(r * dimx) for r in (rx, rdx)] ry, rdy = [round(r * dimy) for r in (ry, rdy)] for c in range(3): img[rx:rx + rdx, ry:ry + rdy, c] = np.random.randint(0, 255) return img @staticmethod def _resize(img, shape): """Resize the specified image. :param img: image to resize :param shape: desired shape in the format (rows, columns) :return: resized image """ if not (OPENCV_AVAILABLE or PILLOW_AVAILABLE): raise ValueError('No image library backend found.' ' Install either ' 'OpenCV or Pillow to support image processing.') if OPENCV_AVAILABLE: return cv2.resize(img, shape, interpolation=cv2.INTER_AREA) if PILLOW_AVAILABLE: return np.array(PIL.Image.fromarray(img).resize(shape)) raise NotImplementedError def reset(self): """ Resets environment to start a new mission. If there is more than one maze it will randomly select a new maze. :return: initial observation of the environment as an rgb array in the format (rows, columns, channels) """ if self.number_maps is not 0: self.doom_map = random.choice( ["map" + str(i).zfill(2) for i in range(self.number_maps)]) self.env.set_doom_map(self.doom_map) self.env.new_episode() self._rgb_array = self.env.get_state().screen_buffer observation = self._process_image() return observation def step(self, action): """Perform the specified action for the self.action_frame_repeat ticks within the environment. :param action: the index of the action to perform. The actions are specified when the cfg is created. The defaults are "MOVE_FORWARD TURN_LEFT TURN_RIGHT" :return: tuple following the gym interface, containing: - observation as a numpy array of shape (rows, height, channels) - scalar clipped reward - boolean which is true when the environment is done - {} """ one_hot_action = np.zeros(self.action_space.n, dtype=int) one_hot_action[action] = 1 reward = self.env.make_action(list(one_hot_action), self.action_frame_repeat) 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() if self.data_augmentation: observation = VizDoom._augment_data(observation) if self.clip: reward = np.clip(reward, self.clip[0], self.clip[1]) return observation, reward, done, {} def step_record(self, action, record_path, record_shape=(120, 140)): """Perform the specified action for the self.action_frame_repeat ticks within the environment. :param action: the index of the action to perform. The actions are specified when the cfg is created. The defaults are "MOVE_FORWARD TURN_LEFT TURN_RIGHT" :param record_path: the path to save the image of the environment to :param record_shape: the shape of the image to save :return: tuple following the gym interface, containing: - observation as a numpy array of shape (rows, height, channels) - scalar clipped reward - boolean which is true when the environment is done - {} """ one_hot_action = np.zeros(self.action_space.n, dtype=int) one_hot_action[action] = 1 reward = 0 for _ in range(self.action_frame_repeat // 2): reward += self.env.make_action(list(one_hot_action), 2) env_state = self.env.get_state() if env_state: self._rgb_array = self.env.get_state().screen_buffer imageio.imwrite( os.path.join(record_path, str(datetime.datetime.now()) + ".png"), self._process_image(record_shape)) 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() if self.clip: reward = np.clip(reward, self.clip[0], self.clip[1]) return observation, reward, done, {} def close(self): """Close environment""" self.env.close() def render(self, mode='rgb_array'): """Render frame""" if mode == 'rgb_array': return self._rgb_array raise NotImplementedError def create_env(self): """ Returns a function to create an environment with the generated mazes. Used for vectorising the environment. For example as used by Stable Baselines :return: a function to create an environment with the generated mazes """ return lambda: VizDoom(self.cfg_path, number_maps=self.number_maps, scaled_resolution=self.scaled_resolution, action_frame_repeat=self.action_frame_repeat)
class DoomScenario: """ DoomScenario class runs instances of Vizdoom according to scenario configuration (.cfg) files. Scenario Configuration files for this project are located in the /src/configs/ folder. """ def __init__(self, config_filename): ''' Method initiates Vizdoom with desired configuration file. ''' self.config_filename = config_filename self.game = DoomGame() self.game.load_config("configs/" + config_filename) self.game.set_window_visible(False) self.game.init() self.res = (self.game.get_screen_height(), self.game.get_screen_width()) self.actions = [ list(a) for a in it.product([0, 1], repeat=self.game.get_available_buttons_size()) ] self.pbar = None self.game.new_episode() def play(self, action, tics): ''' Method advances state with desired action for a number of tics. ''' self.game.set_action(action) self.game.advance_action(tics, True) if self.pbar: self.pbar.update(int(tics)) def get_processed_state(self, depth_radius, depth_contrast): ''' Method processes the Vizdoom RGB and depth buffer into a composite one channel image that can be used by the Models. depth_radius defines how far the depth buffer sees with 1.0 being as far as ViZDoom allows. depth_contrast defines how much of the depth buffer is in the final processed image as compared to the greyscaled RGB buffer. **processed = (1-depth_contrast)* grey_buffer + depth_contrast*depth_buffer ''' state = self.game.get_state() if not self.game.is_episode_finished(): img = state.screen_buffer # screen pixels # print(img) screen_buffer = np.array(img).astype('float32') / 255 # print(screen_buffer.shape) # (3, 120, 160) try: # Grey Scaling grey_buffer = np.dot(np.transpose(screen_buffer, (1, 2, 0)), [0.21, 0.72, 0.07]) # print(grey_buffer.shape) # (120, 160) # Depth Radius depth_buffer = np.array(state.depth_buffer).astype('float32') / 255 depth_buffer[(depth_buffer > depth_radius)] = depth_radius #Effects depth radius depth_buffer_filtered = (depth_buffer - np.amin(depth_buffer)) / ( np.amax(depth_buffer) - np.amin(depth_buffer)) # Depth Contrast processed_buffer = ( (1 - depth_contrast) * grey_buffer) + (depth_contrast * (1 - depth_buffer)) processed_buffer = (processed_buffer - np.amin(processed_buffer) ) / (np.amax(processed_buffer) - np.amin(processed_buffer)) processed_buffer = np.round(processed_buffer, 6) processed_buffer = processed_buffer.reshape(self.res[-2:]) except: processed_buffer = np.zeros(self.res[-2:]) return processed_buffer # balance the depth & RGB data def run(self, agent, save_replay='', verbose=False, return_data=False): ''' Method runs a instance of DoomScenario. ''' if return_data: data_S = [] data_a = [] if verbose: print("\nRunning Simulation:", self.config_filename) self.pbar = tqdm(total=self.game.get_episode_timeout()) # Initiate New Instance self.game.close() self.game.set_window_visible(False) self.game.add_game_args("+vid_forcesurface 1 ") self.game.init() if save_replay != '': self.game.new_episode("../data/replay_data/" + save_replay) else: self.game.new_episode() # Run Simulation while not self.game.is_episode_finished(): S = agent.get_state_data(self) q = agent.model.online_network.predict(S) if np.random.random() < 0.1: q = np.random.choice(len(q[0]), 1, p=softmax(q[0], 1))[0] else: q = int(np.argmax(q[0])) a = agent.model.predict(self, q) if return_data: delta = np.zeros((len(self.actions))) a_ = np.cast['int'](a) delta[a_] = 1 data_S.append(S.reshape(S.shape[1], S.shape[2], S.shape[3])) data_a.append(delta) if not self.game.is_episode_finished(): self.play(a, agent.frame_skips + 1) if agent.model.__class__.__name__ == 'HDQNModel' and not self.game.is_episode_finished( ): if q >= len(agent.model.actions): for i in range(agent.model.skill_frame_skip): if not self.game.is_episode_finished(): a = agent.model.predict(self, q) self.play(a, agent.frame_skips + 1) else: break # Reset Agent and Return Score agent.frames = None if agent.model.__class__.__name__ == 'HDQNModel': agent.model.sub_model_frames = None score = self.game.get_total_reward() if verbose: self.pbar.close() print("Total Score:", score) if return_data: data_S = np.array(data_S) data_a = np.array(data_a) return [data_S, data_a] return score def replay(self, filename, verbose=False, doom_like=False): ''' Method runs a replay of the simulations at 800 x 600 resolution. ''' print("\nRunning Replay:", filename) # Initiate Replay self.game.close() self.game.set_screen_resolution(ScreenResolution.RES_800X600) self.game.set_window_visible(True) self.game.add_game_args("+vid_forcesurface 1") if doom_like: self.game.set_render_hud(True) self.game.set_render_minimal_hud(False) self.game.set_render_crosshair(False) self.game.set_render_weapon(True) self.game.set_render_particles(True) self.game.init() self.game.replay_episode("../data/replay_data/" + filename) # Run Replay while not self.game.is_episode_finished(): if verbose: print("Reward:", self.game.get_last_reward()) self.game.advance_action() # Print Score score = self.game.get_total_reward() print("Total Score:", score) self.game.close() def apprentice_run(self, test=False): ''' Method runs an apprentice data gathering. ''' # Initiate New Instance self.game.close() self.game.set_mode(Mode.SPECTATOR) self.game.set_screen_resolution(ScreenResolution.RES_800X600) self.game.set_window_visible(True) self.game.set_ticrate(30) self.game.init() self.game.new_episode() # Run Simulation while not self.game.is_episode_finished(): self.game.advance_action() self.game.close()
def play(self): # Create DoomGame instance. It will run the game and communicate with you. print ("Initializing doom...") game = DoomGame() game.load_config("./examples/config/deepdoomplayer.cfg") game.init() print ("Doom initialized.") episodes = 1 training_steps_per_epoch = 100 sleep_time = 0.100 train_episodes_finished = 0 train_rewards = [] for epoch in range(episodes): train_loss = [] game.new_episode() while(train_episodes_finished < 20 ): sleep(sleep_time) if game.is_episode_finished(): r = game.get_total_reward() train_rewards.append(r) game.new_episode() train_episodes_finished += 1 self._last_state = None self.last_action[1] = 1 # first frame must be handled differently if self.last_state is None: # the _last_state will contain the image data from the last self.state_frames frames self.last_state = np.stack(tuple(self.convert_image(game.get_state().image_buffer) for _ in range(self.state_frames)), axis=2) continue reward = game.make_action(DeepDoomPlayer.define_keys_to_action_pressed(self.last_action), 7) reward *= 0.01 imagebuffer = game.get_state().image_buffer if imagebuffer is None: terminal = True screen_resized_binary = np.zeros((40,40)) imagebufferlast = imagebuffer if imagebuffer is not None: terminal = False screen_resized_binary = self.convert_image(imagebuffer) # add dimension screen_resized_binary = np.expand_dims(screen_resized_binary, axis=2) current_state = np.append(self.last_state[:, :, 1:], screen_resized_binary, axis=2) self.last_state = current_state self.last_action = self.choose_next_action_only_on_q() print (train_episodes_finished, "training episodes played.") print ("Training results:") train_rewards = np.array(train_rewards) print ("mean:", train_rewards.mean(), "std:", train_rewards.std(), "max:", train_rewards.max(), "min:", train_rewards.min()) # It will be done automatically anyway but sometimes you need to do it in the middle of the program... game.close() self._last_state = None
# save the model which is under training def save_model(self, name): self.model.save_weights(name) if __name__ == "__main__": # Avoid Tensorflow eats up GPU memory config = tf.compat.v1.ConfigProto() config.gpu_options.allow_growth = True sess = tf.compat.v1.Session(config=config) tf.compat.v1.keras.backend.set_session(sess) game = DoomGame() game.load_config("/content/VizDoom-Keras-RL/defend_the_center.cfg") game.set_sound_enabled(True) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(False) game.init() game.new_episode() game_state = game.get_state() misc = game_state.game_variables # [KILLCOUNT, AMMO, HEALTH] prev_misc = misc action_size = game.get_available_buttons_size() img_rows, img_cols = 64, 64 img_channels = 3 # Color channel
def train(conf): #to get total time of training start_time = time.time() #set the seeds for reproductability random.seed(conf.seed) np.random.seed(conf.seed) tf.set_random_seed(conf.seed) # Avoid Tensorflow eats up GPU memory config = tf.ConfigProto() config.gpu_options.allow_growth = True sess = tf.Session(config=config) K.set_session(sess) game = DoomGame() game.load_config("VizDoom/scenarios/defend_the_center.cfg") game.set_sound_enabled(True) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(False) game.set_living_reward(0.1) game.init() game.new_episode() game_state = game.get_state() misc = game_state.game_variables # [KILLCOUNT, AMMO, HEALTH] prev_misc = misc action_size = game.get_available_buttons_size() img_rows , img_cols = 64, 64 # Convert image into Black and white img_channels = 4 # We stack 4 frames state_size = (img_rows, img_cols, img_channels) agent = DoubleDQNAgent(state_size, action_size, conf) agent.model = Networks.dqn(state_size, action_size, agent.learning_rate) agent.target_model = Networks.dqn(state_size, action_size, agent.learning_rate) x_t = game_state.screen_buffer # 480 x 640 x_t = preprocessImg(x_t, size=(img_rows, img_cols)) s_t = np.stack(([x_t]*4), axis=2) # It becomes 64x64x4 s_t = np.expand_dims(s_t, axis=0) # 1x64x64x4 is_terminated = game.is_episode_finished() # Start training epsilon = agent.initial_epsilon GAME = 0 t = 0 max_life = 0 # Maximum episode life (Proxy for agent performance) life = 0 # Buffer to compute rolling statistics life_buffer, ammo_buffer, kills_buffer = [], [], [] scores, episodes, steps, kills, ammos = [], [], [], [], [] step = 0 episode = conf.episode e = 0 score = 0 while e < episode: loss = 0 Q_max = 0 r_t = 0 a_t = np.zeros([action_size]) # Epsilon Greedy action_idx = agent.get_action(s_t) a_t[action_idx] = 1 a_t = a_t.astype(int) r_t = game.make_action(a_t.tolist(), agent.frame_per_action) game_state = game.get_state() # Observe again after we take the action is_terminated = game.is_episode_finished() # print(r_t) score += r_t step += 1 if (is_terminated): if (life > max_life): max_life = life GAME += 1 life_buffer.append(life) ammo_buffer.append(misc[1]) kills_buffer.append(misc[0]) kills.append(misc[0]) ammos.append(misc[1]) print ("Episode Finish ", misc) # print(scores) game.new_episode() game_state = game.get_state() misc = game_state.game_variables x_t1 = game_state.screen_buffer scores.append(score) score = 0 steps.append(step) episodes.append(e) e += 1 x_t1 = game_state.screen_buffer misc = game_state.game_variables x_t1 = preprocessImg(x_t1, size=(img_rows, img_cols)) x_t1 = np.reshape(x_t1, (1, img_rows, img_cols, 1)) s_t1 = np.append(x_t1, s_t[:, :, :, :3], axis=3) r_t = agent.shape_reward(r_t, misc, prev_misc, t) if (is_terminated): life = 0 else: life += 1 # Update the cache prev_misc = misc # save the sample <s, a, r, s'> to the replay memory and decrease epsilon agent.replay_memory(s_t, action_idx, r_t, s_t1, is_terminated, t) # Do the training if t > agent.observe and t % agent.timestep_per_train == 0: Q_max, loss = agent.train_replay() s_t = s_t1 t += 1 # print info state = "" if t <= agent.observe: state = "observe" elif t > agent.observe and agent.epsilon > agent.final_epsilon: state = "explore" else: state = "train" if (is_terminated): print("TIME", t, "/ GAME", GAME, "/ STATE", state, \ "/ EPSILON", agent.epsilon, "/ ACTION", action_idx, "/ REWARD", score, \ "/ Q_MAX %e" % np.max(Q_max), "/ LIFE", max_life, "/ LOSS", loss) # Save Agent's Performance Statistics if GAME % agent.stats_window_size == 0 and t > agent.observe: print("Update Rolling Statistics") agent.mavg_score.append(np.mean(np.array(life_buffer))) agent.var_score.append(np.var(np.array(life_buffer))) agent.mavg_ammo_left.append(np.mean(np.array(ammo_buffer))) agent.mavg_kill_counts.append(np.mean(np.array(kills_buffer))) # Reset rolling stats buffer life_buffer, ammo_buffer, kills_buffer = [], [], [] total_time = time.time() - start_time return steps, scores, total_time, kills, ammos
# ##################################################################### from __future__ import print_function from vizdoom import DoomGame, ScreenResolution from random import choice import itertools as it from time import sleep import cv2 game = DoomGame() # Choose scenario config file you wish to watch. # Don't load two configs cause the second will overrite the first one. # Multiple config files are ok but combining these ones doesn't make much sense. game.load_config("../config/basic.cfg") #game.load_config("../config/deadly_corridor.cfg") #game.load_config("../config/deathmatch.cfg") #game.load_config("../config/defend_the_center.cfg") #game.load_config("../config/defend_the_line.cfg") #game.load_config("../config/health_gathering.cfg") #game.load_config("../config/my_way_home.cfg") #game.load_config("../config/predict_position.cfg") #game.load_config("../config/take_cover.cfg") # Makes the screen bigger to see more details. game.set_screen_resolution(ScreenResolution.RES_640X480) game.init() # Creates all possible actions depending on how many buttons there are. actions_num = game.get_available_buttons_size()
class VizDoomEnv(Env): ''' Wrapper for vizdoom to use as an OpenAI gym environment. ''' metadata = {'render.modes': ['human', 'rgb_array']} def __init__(self, cfg_name, repeat=1): super(VizDoomEnv, self).__init__() self.game = DoomGame() self.game.load_config('./slm_lab/env/vizdoom/cfgs/' + cfg_name + '.cfg') self._viewer = None self.repeat = 1 # TODO In future, need to update action to handle (continuous) DELTA buttons using gym's Box space self.action_space = spaces.MultiDiscrete( [2] * self.game.get_available_buttons_size()) self.action_space.dtype = 'uint8' output_shape = (self.game.get_screen_height(), self.game.get_screen_width(), self.game.get_screen_channels()) self.observation_space = spaces.Box(low=0, high=255, shape=output_shape, dtype='uint8') self.game.init() def close(self): self.game.close() if self._viewer is not None: self._viewer.close() self._viewer = None def seed(self, seed=None): self.game.set_seed(seed) def step(self, action): reward = self.game.make_action(list(action), self.repeat) state = self.game.get_state() done = self.game.is_episode_finished() # info = self._get_game_variables(state.game_variables) info = {} if state is not None: observation = state.screen_buffer.transpose(1, 2, 0) else: observation = np.zeros(shape=self.observation_space.shape, dtype=np.uint8) return observation, reward, done, info def reset(self): # self.seed(seed) self.game.new_episode() return self.game.get_state().screen_buffer.transpose(1, 2, 0) def render(self, mode='human', close=False): if close: if self._viewer is not None: self._viewer.close() self._viewer = None return img = None state = self.game.get_state() if state is not None: img = state.screen_buffer if img is None: # at the end of the episode img = np.zeros(shape=self.observation_space.shape, dtype=np.uint8) if mode == 'rgb_array': return img elif mode is 'human': if self._viewer is None: self._viewer = rendering.SimpleImageViewer() self._viewer.imshow(img.transpose(1, 2, 0)) def _get_game_variables(self, state_variables): info = {} if state_variables is not None: info['KILLCOUNT'] = state_variables[0] info['ITEMCOUNT'] = state_variables[1] info['SECRETCOUNT'] = state_variables[2] info['FRAGCOUNT'] = state_variables[3] info['HEALTH'] = state_variables[4] info['ARMOR'] = state_variables[5] info['DEAD'] = state_variables[6] info['ON_GROUND'] = state_variables[7] info['ATTACK_READY'] = state_variables[8] info['ALTATTACK_READY'] = state_variables[9] info['SELECTED_WEAPON'] = state_variables[10] info['SELECTED_WEAPON_AMMO'] = state_variables[11] info['AMMO1'] = state_variables[12] info['AMMO2'] = state_variables[13] info['AMMO3'] = state_variables[14] info['AMMO4'] = state_variables[15] info['AMMO5'] = state_variables[16] info['AMMO6'] = state_variables[17] info['AMMO7'] = state_variables[18] info['AMMO8'] = state_variables[19] info['AMMO9'] = state_variables[20] info['AMMO0'] = state_variables[21] return info
def start(self): """ this will get passed hier """ # Create DoomGame instance. It will run the game and communicate with you. print ("Initializing doom...") game = DoomGame() game.load_config("./examples/config/learningtensorflow.cfg") game.init() print ("Doom initialized.") train_rewards = [] for epoch in range(DeepDoom.episodes): print ("\nEpoch", epoch) train_time = 0 train_episodes_finished = 0 train_loss = [] #start saving after 20 epoch if epoch > 20: if not os.path.exists(DeepDoom.checkpoint_path): os.mkdir(DeepDoom.checkpoint_path) self.saver.save(self.session, DeepDoom.checkpoint_path, global_step=epoch ) train_start = time() game.new_episode() for learning_step in tqdm(range(DeepDoom.training_steps_per_epoch)): if game.is_episode_finished(): #print("game is finished") r = game.get_total_reward() train_rewards.append(r) game.new_episode() train_episodes_finished += 1 self.last_state = None #sleep(sleep_time) # first frame must be handled differently if self.last_state is None: #print ("ich bin hier") # the last_state will contain the image data from the last self.state_frames frames self.last_state = np.stack(tuple(self.convert_image(game.get_state().image_buffer) for _ in range(self.state_frames)), axis=2) continue reward = game.make_action(DeepDoom.define_keys_to_action_pressed(self.last_action), 7) reward *= 0.01 #if screen_array is not None: imagebuffer = game.get_state().image_buffer if imagebuffer is None: terminal = True #print(reward) screen_resized_binary = np.zeros((40,40)) imagebufferlast = imagebuffer if imagebuffer is not None: terminal = False screen_resized_binary = self.convert_image(imagebuffer) # add dimension screen_resized_binary = np.expand_dims(screen_resized_binary, axis=2) current_state = np.append(self.last_state[:, :, 1:], screen_resized_binary, axis=2) self.observations.append((self.last_state, self.last_action, reward, current_state, terminal)) #zeugs.write("oberservations %s \n" %len(self.observations)) if len(self.observations) > self.memory_size: self.observations.popleft() #sleep(sleep_time) # only train if done observing if len(self.observations) > self.observation_steps: #print("train") self.train() self.time += 1 self.last_state = current_state self.last_action = self.choose_next_action() if self.probability_of_random_action > self.final_random_action_prob \ and len(self.observations) > self.observation_steps: self.probability_of_random_action -= \ (self.initial_random_action_prob - self.final_random_action_prob) / self.explore_steps print (train_episodes_finished, "training episodes played.") print ("Training results:") train_rewards = np.array(train_rewards) train_end = time() train_time = train_end - train_start mean_loss = np.mean(train_loss) print ("mean:", train_rewards.mean(), "std:", train_rewards.std(), "max:", train_rewards.max(), "min:", train_rewards.min(), "epsilon:", self.probability_of_random_action) print ("t:", str(round(train_time, 2)) + "s") train_rewards = [] # It will be done automatically anyway but sometimes you need to do it in the middle of the program... game.close() self.last_state = None
# ##################################################################### from __future__ import print_function import itertools as it from random import choice from time import sleep from vizdoom import DoomGame, ScreenResolution game = DoomGame() # Choose scenario config file you wish to watch. # Don't load two configs cause the second will overrite the first one. # Multiple config files are ok but combining these ones doesn't make much sense. game.load_config("../../examples/config/basic.cfg") # game.load_config("../../examples/config/deadly_corridor.cfg") # game.load_config("../../examples/config/deathmatch.cfg") # game.load_config("../../examples/config/defend_the_center.cfg") # game.load_config("../../examples/config/defend_the_line.cfg") # game.load_config("../../examples/config/health_gathering.cfg") # game.load_config("../../examples/config/my_way_home.cfg") # game.load_config("../../examples/config/predict_position.cfg") # game.load_config("../../examples/config/take_cover.cfg") # Makes the screen bigger to see more details. game.set_screen_resolution(ScreenResolution.RES_640X480) game.init() # Creates all possible actions depending on how many buttons there are. actions_num = game.get_available_buttons_size()
import argparse import sys if __name__ == '__main__': title = sys.argv[1] n_measures = int(sys.argv[2]) #number of measurements # Avoid Tensorflow eats up GPU memory config = tf.ConfigProto() config.gpu_options.allow_growth = True sess = tf.Session(config=config) K.set_session(sess) game = DoomGame() game.load_config("../vizdoom/scenarios/health_gathering_supreme.cfg") # TODO : Change amo/frags values when dealing with D3 amo = 0 frags = 0 game.set_sound_enabled(False) game.set_screen_resolution(ScreenResolution.RES_640X480) game.set_window_visible(False) game.init() game.new_episode() game_state = game.get_state() misc = game_state.game_variables # [Health] prev_misc = misc action_size = game.get_available_buttons_size() # [Turn Left, Turn Right, Move Forward]