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Gymnasium/gym/envs/doom/doom_basic.py

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import logging
import os
import numpy as np
from doom_py import DoomGame, Mode, Button, GameVariable, ScreenFormat, ScreenResolution, Loader
from gym import error, spaces
from gym.envs.doom import doom_env
[WIP] add support for seeding environments (#135) * Make environments seedable * Fix monitor bugs - Set monitor_id before setting the infix. This was a bug that would yield incorrect results with multiple monitors. - Remove extra pid from stats recorder filename. This should be purely cosmetic. * Start uploading seeds in episode_batch * Fix _bigint_from_bytes for python3 * Set seed explicitly in random_agent * Pass through seed argument * Also pass through random state to spaces * Pass random state into the observation/action spaces * Make all _seed methods return the list of used seeds * Switch over to np.random where possible * Start hashing seeds, and also seed doom engine * Fixup seeding determinism in many cases * Seed before loading the ROM * Make seeding more Python3 friendly * Make the MuJoCo skipping a bit more forgiving * Remove debugging PDB calls * Make setInt argument into raw bytes * Validate and upload seeds * Skip box2d * Make seeds smaller, and change representation of seeds in upload * Handle long seeds * Fix RandomAgent example to be deterministic * Handle integer types correctly in Python2 and Python3 * Try caching pip * Try adding swap * Add df and free calls * Bump swap * Bump swap size * Try setting overcommit * Try other sysctls * Try fixing overcommit * Try just setting overcommit_memory=1 * Add explanatory comment * Add what's new section to readme * BUG: Mark ElevatorAction-ram-v0 as non-deterministic for now * Document seed * Move nondetermistic check into spec
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from gym.utils import seeding
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logger = logging.getLogger(__name__)
class DoomBasicEnv(doom_env.DoomEnv):
"""
------------ Training Mission 1 - Basic ------------
This map is rectangular with gray walls, ceiling and floor.
You are spawned in the center of the longer wall, and a red
circular monster is spawned randomly on the opposite wall.
You need to kill the monster (one bullet is enough).
Allowed actions:
[0] - ATTACK - Shoot weapon - Values 0 or 1
[9] - MOVE_RIGHT - Move to the right - Values 0 or 1
[10] - MOVE_LEFT - Move to the left - Values 0 or 1
Note: see controls.md for details
Rewards:
+101 - Killing the monster
- 5 - Missing a shot
- 1 - Several times per second - Kill the monster faster!
Goal: 10 points
Kill the monster in 3 secs with 1 shot
Ends when:
- Monster is dead
- Player is dead
- Timeout (10 seconds - 350 frames)
-----------------------------------------------------
"""
def __init__(self):
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super(DoomBasicEnv, self).__init__()
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package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/basic.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('basic.wad'))
self.game.set_doom_map('map01')
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
[WIP] add support for seeding environments (#135) * Make environments seedable * Fix monitor bugs - Set monitor_id before setting the infix. This was a bug that would yield incorrect results with multiple monitors. - Remove extra pid from stats recorder filename. This should be purely cosmetic. * Start uploading seeds in episode_batch * Fix _bigint_from_bytes for python3 * Set seed explicitly in random_agent * Pass through seed argument * Also pass through random state to spaces * Pass random state into the observation/action spaces * Make all _seed methods return the list of used seeds * Switch over to np.random where possible * Start hashing seeds, and also seed doom engine * Fixup seeding determinism in many cases * Seed before loading the ROM * Make seeding more Python3 friendly * Make the MuJoCo skipping a bit more forgiving * Remove debugging PDB calls * Make setInt argument into raw bytes * Validate and upload seeds * Skip box2d * Make seeds smaller, and change representation of seeds in upload * Handle long seeds * Fix RandomAgent example to be deterministic * Handle integer types correctly in Python2 and Python3 * Try caching pip * Try adding swap * Add df and free calls * Bump swap * Bump swap size * Try setting overcommit * Try other sysctls * Try fixing overcommit * Try just setting overcommit_memory=1 * Add explanatory comment * Add what's new section to readme * BUG: Mark ElevatorAction-ram-v0 as non-deterministic for now * Document seed * Move nondetermistic check into spec
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self._seed()
def _seed(self, seed=None):
np_random, seed1 = seeding.np_random(seed)
# Derive a random seed.
seed2 = seeding.hash_seed(seed1 + 1) % 2**32
self.game.set_seed(seed2)
# 3 allowed actions [0, 9, 10] (must match .cfg file)
self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3), np_random=np_random)
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3), np_random=np_random)
return [seed1, seed2]