def __init__(self, game, **kwargs): GameEnvironment.__init__(self, game, visualize=False, **kwargs) self.screen = SubjectiveSceen() self.screen._initScreen() assert ( self.orientedAvatar ), "Only oriented/directional avatars are currently supported for the first-person view." self.reset()
def test2(): from examples.gridphysics.mazes import polarmaze_game, maze_level_1 from core import VGDLParser game_str, map_str = polarmaze_game, maze_level_1 g = VGDLParser().parseGame(game_str) g.buildLevel(map_str) actions = [1, 0, 0, 3, 0, 2, 0, 2, 0, 0, 0] env = GameEnvironment(g, visualize=True, actionDelay=100) env.rollOut(actions) env.reset() senv = SubjectiveGame(g, actionDelay=1500) senv.rollOut(actions)
def __init__(self, game=None, verbose=False, actionset=BASEDIRS, env=None, avgOver=10): if env is None: env = GameEnvironment(game, actionset=actionset) self.env = env self.verbose = verbose self.sas_tuples = [] self.rewards = {} if env._game.is_stochastic: # in the stochastic case, how often is every state-action pair tried? self.avgOver = avgOver else: self.avgOver = 1
def performAction(self, action): GameEnvironment.performAction(self, action) if action is not None: self._drawState() pygame.time.wait(self.actionDelay)
def reset(self): GameEnvironment.reset(self) if hasattr(self, 'screen'): self.screen.reset() pygame.display.flip()
def __init__(self, game, **kwargs): GameEnvironment.__init__(self, game, visualize=False, **kwargs) self.screen = SubjectiveSceen() self.screen._initScreen() assert self.orientedAvatar, 'Only oriented/directional avatars are currently supported for the first-person view.' self.reset()
def reset(self): GameEnvironment.reset(self) if hasattr(self, "screen"): self.screen.reset() pygame.display.flip()