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
示例#2
1
文件: deep_q.py 项目: bmwant/solenie
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
示例#3
1
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 _vizdoom_setup(self, wad):
   game = DoomGame()
   game.load_config(DEFAULT_CONFIG)
   game.set_doom_scenario_path(wad)
   game.init()
   self.game = game
示例#5
1
def init(buttons):
    print("init")
    game = DoomGame()
    game.set_vizdoom_path("../../ViZDoom/bin/vizdoom")
    game.set_doom_game_path("../../ViZDoom/scenarios/freedoom2.wad")
    game.set_doom_scenario_path("../../ViZDoom/scenarios/basic.wad")
    game.set_doom_map("map01")
    game.set_screen_resolution(ScreenResolution.RES_320X240)
    game.set_screen_format(ScreenFormat.RGB24)
    game.set_depth_buffer_enabled(True)
    game.set_labels_buffer_enabled(True)
    game.set_automap_buffer_enabled(True)

    # Sets other rendering options
    game.set_render_hud(False)
    game.set_render_minimal_hud(False)
    game.set_render_crosshair(False)
    game.set_render_weapon(True)
    game.set_render_decals(False)
    game.set_render_particles(False)
    game.set_render_effects_sprites(False)

    # Adds buttons that will be allowed.
    for button in buttons:
        game.add_available_button(button)

    # Adds game variables that will be included in state.
    game.add_available_game_variable(GameVariable.AMMO2)
    game.add_available_game_variable(GameVariable.SELECTED_WEAPON)

    # Causes episodes to finish after 200 tics (actions)
    game.set_episode_timeout(300)

    # Makes episodes start after 10 tics (~after raising the weapon)
    game.set_episode_start_time(10)

    # Makes the window appear (turned on by default)
    game.set_window_visible(True)

    # Turns on the sound. (turned off by default)
    game.set_sound_enabled(True)

    # Sets the livin reward (for each move) to -1
    game.set_living_reward(-1)

    # Sets ViZDoom mode (PLAYER, ASYNC_PLAYER, SPECTATOR, ASYNC_SPECTATOR, PLAYER mode is default)
    game.set_mode(Mode.PLAYER)

    # Initialize the game. Further configuration won't take any effect from now on.
    # game.set_console_enabled(True)
    game.init()
    return game
示例#6
1
    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)])
示例#7
0
    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()
示例#8
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    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
示例#9
0
文件: util.py 项目: TTomilin/GVizDoom
def new_episode(game: DoomGame, spawn_point_counter: Dict[int, int], n_spawn_points: int) -> None:
    """
    Workaround for improper random number generation with ACS.

    In certain scenarios the agent is spawned at a random spawn point.
    However, instead of this distribution being uniform, one single id
    is heavily preferred. In order to not have the agent encounter too
    much of the same starting points, this method creates new episodes
    until one is found with a different id than the most prominent one.
    :param game: The instance of VizDoom
    :param spawn_point_counter: The dict holding the counts of the previous spawn points
    :param n_spawn_points: Number of spawn points in a given scenario
    """
    while True:
        game.new_episode()
        spawn_point = game.get_game_variable(GameVariable.USER1)
        spawn_point %= 21
        if spawn_point == 0 or spawn_point is math.isnan(spawn_point):
            return  # Spawn point undefined
        if spawn_point in spawn_point_counter:
            spawn_point_counter[spawn_point] += 1
        else:
            spawn_point_counter[spawn_point] = 0
        if spawn_point != max(spawn_point_counter, key = spawn_point_counter.get) and len(spawn_point_counter) >= n_spawn_points:
            return
示例#10
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    def __init__(self, params):
        super(VizDoomEnv, self).__init__()
        self.params = params
        self.game = DoomGame()
        self.game.load_config(params.scenarioPath)
        self._viewer = None
        self.frameskip = params.frameskip
        self.inputShape = params.inputShape
        self.sequenceLength = params.sequenceLength
        self.seqInputShape = (self.inputShape[0] * self.sequenceLength,
                              self.inputShape[1], self.inputShape[2])
        self.gameVariables = params.gameVariables
        self.numGameVariables = len(self.gameVariables)
        self.action_space = spaces.MultiDiscrete(
            [2] * self.game.get_available_buttons_size())
        self.action_space.dtype = 'uint8'
        output_shape = (self.game.get_screen_channels(),
                        self.game.get_screen_height(),
                        self.game.get_screen_width())
        self.observation_space = spaces.Box(low=0,
                                            high=255,
                                            shape=output_shape,
                                            dtype='uint8')
        self.game.init()

        # Maintain a buffer of last seq len frames.
        self.frameBuffer = [np.zeros(self.inputShape)] * self.sequenceLength
示例#11
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    def __init__(self, config='vizdoom_env/asset/default.cfg', verbose=False,
                 perception_type='more_simple'):
        self.verbose = verbose
        self.game = DoomGame()
        self.game.load_config(config)
        if self.verbose:
            self.game.set_window_visible(True)
            self.game.set_screen_resolution(ScreenResolution.RES_1280X960)

        self.game_variables = self.game.get_available_game_variables()
        self.buttons = self.game.get_available_buttons()
        self.action_strings = [b.__str__().replace('Button.', '')
                               for b in self.buttons]
        self.game_variable_strings = [v.__str__().replace('GameVariable.', '')
                                      for v in self.game_variables]
        self.perception_type = perception_type
        if perception_type == 'clear':
            self.distance_dict = CLEAR_DISTANCE_DICT
            self.horizontal_dict = CLEAR_HORIZONTAL_DICT
        elif perception_type == 'simple':
            pass
        elif perception_type == 'more_simple':
            pass
        else:
            self.distance_dict = DISTANCE_DICT
            self.horizontal_dict = HORIZONTAL_DICT
示例#12
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 def __init__(self, level):
     self.previous_level = -1
     self.level = level
     self.game = DoomGame()
     self.loader = Loader()
     self.doom_dir = os.path.dirname(os.path.abspath(__file__))
     self._mode = 'algo'  # 'algo' or 'human'
     self.no_render = False  # To disable double rendering in human mode
     self.viewer = None
     self.is_initialized = False  # Indicates that reset() has been called
     self.curr_seed = 0
     self.lock = (DoomLock()).get_lock()
     # self.action_space = spaces.Discrete(43)   # used to be in the old code
     self.action_space = spaces.MultiBinary(NUM_ACTIONS)
     self.allowed_actions = list(range(NUM_ACTIONS))
     self.screen_height = 120
     self.screen_width = 160
     self.screen_resolution = ScreenResolution.RES_160X120
     self.observation_space = spaces.Box(low=0,
                                         high=255,
                                         shape=(self.screen_height,
                                                self.screen_width, 3),
                                         dtype=np.uint8)
     self.seed()
     self._configure()
示例#13
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 def __init__(self, scenario, path_to_config="doom/config"):
     self.game = DoomGame()
     self.game.load_config(path_to_config + "/" + scenario + ".cfg")
     self.game.set_doom_scenario_path(path_to_config + "/" + scenario +
                                      ".wad")
     self.game.set_window_visible(False)
     self.game.init()
     self.num_actions = len(self.game.get_available_buttons())
示例#14
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    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
示例#15
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 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
示例#16
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 def __init__(self, cfg_name, repeat=1):
     super().__init__()
     self.game = DoomGame()
     self.game.load_config(f'./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_channels(), self.game.get_screen_height(), self.game.get_screen_width())
     self.observation_space = spaces.Box(low=0, high=255, shape=output_shape, dtype='uint8')
     self.game.init()
示例#17
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    def __init__(self, config_file):
        """
        Initialize ViZDoom environment.

        Args:
            config_file: .cfg file path, which defines how a world works and look like (maps)
        """
        self.game = DoomGame()

        # load configurations from file
        self.game.load_config(config_file)
        self.game.init()

        self.state_shape = self.featurize(self.game.get_state()).shape
        self.num_actions = len(self.game.get_available_buttons())
示例#18
0
    def __init__(self, level):

        # init game
        self.game = DoomGame()
        self.game.set_screen_resolution(ScreenResolution.RES_640X480)
        scenarios_dir = os.path.join(os.path.dirname(__file__), 'scenarios')
        self.game.load_config(os.path.join(scenarios_dir, CONFIGS[level][0]))
        self.game.set_window_visible(False)
        self.game.init()
        self.state = None

        self.action_space = spaces.Discrete(CONFIGS[level][1])
        self.observation_space = spaces.Box(
            0,
            255, (self.game.get_screen_height(), self.game.get_screen_width(),
                  self.game.get_screen_channels()),
            dtype=np.uint8)
        self.viewer = None
示例#19
0
    def __init__(self,
                 level,
                 visualize=False,
                 include_variables=False,
                 factored_action=False,
                 frame_skip=12,
                 seed=None):
        super().__init__()

        from vizdoom import DoomGame, Mode, ScreenFormat, ScreenResolution

        self.config_file = level
        self.include_variables = include_variables
        self.factored_action = factored_action
        self.visualize = visualize
        self.frame_skip = frame_skip

        self.environment = DoomGame()
        self.environment.load_config(self.config_file)
        if self.visualize:
            self.environment.set_window_visible(True)
            self.environment.set_mode(Mode.ASYNC_PLAYER)
        else:
            self.environment.set_window_visible(False)
            self.environment.set_mode(Mode.PLAYER)
        # e.g. CRCGCB, RGB24, GRAY8
        self.environment.set_screen_format(ScreenFormat.RGB24)
        # e.g. RES_320X240, RES_640X480, RES_1920X1080
        self.environment.set_screen_resolution(ScreenResolution.RES_640X480)
        self.environment.set_depth_buffer_enabled(False)
        self.environment.set_labels_buffer_enabled(False)
        self.environment.set_automap_buffer_enabled(False)
        if seed is not None:
            self.environment.setSeed(seed)
        self.environment.init()

        self.state_shape = (480, 640, 3)
        self.num_variables = self.environment.get_available_game_variables_size(
        )
        self.num_buttons = self.environment.get_available_buttons_size()
        self.available_actions = [
            tuple(a)
            for a in itertools.product([0, 1], repeat=self.num_buttons)
        ]
示例#20
0
 def __init__(self, level):
     self.previous_level = -1
     self.level = level
     self.game = DoomGame()
     self.loader = Loader()
     self.doom_dir = os.path.dirname(os.path.abspath(__file__))
     self._mode = 'algo'  # 'algo' or 'human'
     self.no_render = False  # To disable double rendering in human mode
     self.viewer = None
     self.is_initialized = False  # Indicates that reset() has been called
     self.curr_seed = 0
     self.lock = (DoomLock()).get_lock()
     self.action_space = spaces.MultiDiscrete([[0, 1]] * 38 + [[-10, 10]] * 2 + [[-100, 100]] * 3)
     self.allowed_actions = list(range(NUM_ACTIONS))
     self.screen_height = 480
     self.screen_width = 640
     self.screen_resolution = ScreenResolution.RES_640X480
     self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
     self._seed()
     self._configure()
    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()
示例#22
0
    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())
示例#23
0
文件: dfp.py 项目: kaiolae/dfp_banana
        self.model.load_weights(name)

    # 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)
示例#24
0
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
示例#25
0
        self.critic.save_weights(name + "_critic.h5", overwrite=True)

    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
from vizdoom import DoomGame
from vizdoom import Mode
from vizdoom import Button
from vizdoom import GameVariable
from vizdoom import ScreenFormat
from vizdoom import ScreenResolution
# Or just use from vizdoom import *

from random import choice
from time import sleep
from time import time


# Create DoomGame instance. It will run the game and communicate with you.
game = DoomGame()

# Now it's time for configuration!
# load_config could be used to load configuration instead of doing it here with code.
# If load_config is used in-code configuration will work. Note that the most recent changes will add to previous ones.
#game.load_config("../../examples/config/basic.cfg")

# Sets path to vizdoom engine executive which will be spawned as a separate process. Default is "./vizdoom".
game.set_vizdoom_path("../../bin/vizdoom")

# Sets path to doom2 iwad resource file which contains the actual doom game. Default is "./doom2.wad".
game.set_doom_game_path("../../scenarios/freedoom2.wad")
#game.set_doom_game_path("../../scenarios/doom2.wad")   # Not provided with environment due to licences.

# Sets path to additional resources iwad file which is basically your scenario iwad.
# If not specified default doom2 maps will be used and it's pretty much useles... unless you want to play doom.
示例#27
0
#####################################################################
from __future__ import print_function
from vizdoom import DoomGame
from vizdoom import Mode
from vizdoom import Button
from vizdoom import GameVariable
from vizdoom import ScreenFormat
from vizdoom import ScreenResolution
# Or just use from vizdoom import *

from random import choice
from time import sleep
from time import time

# Create DoomGame instance. It will run the game and communicate with you.
game = DoomGame()

# Now it's time for configuration!
# load_config could be used to load configuration instead of doing it here with code.
# If load_config is used in-code configuration will work. Note that the most recent changes will add to previous ones.
#game.load_config("../../examples/config/basic.cfg")

# Sets path to vizdoom engine executive which will be spawned as a separate process. Default is "./vizdoom".
game.set_vizdoom_path("../../bin/vizdoom")

# Sets path to doom2 iwad resource file which contains the actual doom game. Default is "./doom2.wad".
game.set_doom_game_path("../../scenarios/freedoom2.wad")
#game.set_doom_game_path("../../scenarios/doom2.wad")  # Not provided with environment due to licences.

# Sets path to additional resources iwad file which is basically your scenario iwad.
# If not specified default doom2 maps will be used and it's pretty much useles... unless you want to play doom.
示例#28
0
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)
示例#29
0
    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()
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
示例#32
0
#####################################################################
from __future__ import print_function
from vizdoom import DoomGame
from vizdoom import Mode
from vizdoom import Button
from vizdoom import GameVariable
from vizdoom import ScreenFormat
from vizdoom import ScreenResolution
# Or just use from vizdoom import *

from random import choice
from time import sleep
from time import time

# Create DoomGame instance. It will run the game and communicate with you.
game = DoomGame()

# Now it's time for configuration!
# load_config could be used to load configuration instead of doing it here with code.
# If load_config is used in-code configuration will work. Note that the most recent changes will add to previous ones.
# game.load_config("../../examples/config/basic.cfg")

# Sets path to vizdoom engine executive which will be spawned as a separate process. Default is "./vizdoom".
game.set_vizdoom_path("../bin/vizdoom")

# Sets path to doom2 iwad resource file which contains the actual doom game. Default is "./doom2.wad".
game.set_doom_game_path("../scenarios/freedoom2.wad")
# game.set_doom_game_path("../../scenarios/doom2.wad")  # Not provided with environment due to licences.

# Sets path to additional resources iwad file which is basically your scenario iwad.
# If not specified default doom2 maps will be used and it's pretty much useles... unless you want to play doom.
示例#33
0
文件: basic.py 项目: elanmart/ViZDoom
#####################################################################
from __future__ import print_function
from vizdoom import DoomGame
from vizdoom import Button
from vizdoom import GameVariable
from vizdoom import ScreenFormat
from vizdoom import ScreenResolution
# Or just use from vizdoom import *

from random import choice
from time import sleep
from time import time


# Create DoomGame instance. It will run the game and communicate with you.
game = DoomGame()

# Now it's time for configuration!
# load_config could be used to load configuration instead of doing it here with code.
# If load_config is used in-code configuration will work. Note that the most recent changes will add to previous ones.
#game.load_config("../../examples/config/basic.cfg")

# Sets path to vizdoom engine executive which will be spawned as a separate process. Default is just the same.
game.set_doom_engine_path("../../bin/vizdoom")

# Sets path to doom2 iwad resource file which contains the actual doom game. Default is "./doom2.wad".
game.set_doom_game_path("../../scenarios/freedoom2.wad")
#game.set_doom_game_path("../../scenarios/doom2.wad")   # Not provided with environment due to licences.

# Sets path to additional resources iwad file which is basically your scenario iwad.
# If not specified default doom2 maps will be used and it's pretty much useles... unless you want to play doom.
示例#34
0
# Configuration is loaded from "../../scenarios/<SCENARIO_NAME>.cfg" file.
# <episodes> number of episodes are played.
# Random combination of buttons is chosen for every action.
# Game variables from state and last reward are printed.
#
# To see the scenario description go to "../../scenarios/README.md"
#####################################################################

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")
#changes made


import lua
import numpy as np


torch = lua.require('torch')
lua.require('trepl')
dqn = lua.eval("dofile('dqn/NeuralQLearner.lua')")
tt = lua.eval("dofile('dqn/TransitionTable.lua')")



# Create DoomGame instance. It will run the game and communicate with you.
game = DoomGame()
screen_width = 320
screen_height = 240
color_palette = 24

# Now it's time for configuration!
# load_config could be used to load configuration instead of doing it here with code.
# If load_config is used in-code configuration will work. Note that the most recent changes will add to previous ones.
#game.load_config("../../examples/config/basic.cfg")

# Sets path to vizdoom engine executive which will be spawned as a separate process. Default is "./vizdoom".
game.set_vizdoom_path("../../bin/vizdoom")

# Sets path to doom2 iwad resource file which contains the actual doom game. Default is "./doom2.wad".
game.set_doom_game_path("../../scenarios/freedoom2.wad")
#game.set_doom_game_path("../../scenarios/doom2.wad")  # Not provided with environment due to licences.
示例#36
0
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
示例#37
0
# This script presents how to run some scenarios.
# Configuration is loaded from "../../examples/config/<SCENARIO_NAME>.cfg" file.
# <episodes> number of episodes are played. 
# Random combination of buttons is chosen for every action.
# Game variables from state and last reward are printed.
# To see the scenario description go to "../../scenarios/README.md"
# 
#####################################################################
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")
示例#38
0
    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