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Gymnasium/gym/envs/doom/doom_env.py

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import logging, os
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from time import sleep
import numpy as np
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import gym
from gym import utils, spaces
from gym.utils import seeding
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try:
import doom_py
from doom_py import DoomGame, Mode, Button, GameVariable, ScreenFormat, ScreenResolution, Loader
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except ImportError as e:
raise gym.error.DependencyNotInstalled("{}. (HINT: you can install Doom dependencies with 'pip install gym[doom].)'".format(e))
logger = logging.getLogger(__name__)
# Constants
NUM_ACTIONS = 43
NUM_LEVELS = 9
CONFIG = 0
SCENARIO = 1
MAP = 2
DIFFICULTY = 3
ACTIONS = 4
MIN_SCORE = 5
TARGET_SCORE = 6
# Format (config, scenario, map, difficulty, actions, min, target)
DOOM_SETTINGS = [
['basic.cfg', 'basic.wad', 'map01', 5, [0, 10, 11], -485, 10], # 0 - Basic
['deadly_corridor.cfg', 'deadly_corridor.wad', '', 1, [0, 10, 11, 13, 14, 15], -120, 1000], # 1 - Corridor
['defend_the_center.cfg', 'defend_the_center.wad', '', 5, [0, 14, 15], -1, 10], # 2 - DefendCenter
['defend_the_line.cfg', 'defend_the_line.wad', '', 5, [0, 14, 15], -1, 15], # 3 - DefendLine
['health_gathering.cfg', 'health_gathering.wad', 'map01', 5, [13, 14, 15], 0, 1000], # 4 - HealthGathering
['my_way_home.cfg', 'my_way_home.wad', '', 5, [13, 14, 15], -0.22, 0.5], # 5 - MyWayHome
['predict_position.cfg', 'predict_position.wad', 'map01', 3, [0, 14, 15], -0.075, 0.5], # 6 - PredictPosition
['take_cover.cfg', 'take_cover.wad', 'map01', 5, [10, 11], 0, 750], # 7 - TakeCover
['deathmatch.cfg', 'deathmatch.wad', '', 5, list(range(NUM_ACTIONS)), 0, 20] # 8 - Deathmatch
]
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class DoomEnv(gym.Env, utils.EzPickle):
metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 35}
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def __init__(self, level):
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utils.EzPickle.__init__(self)
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 = 'fast' # 'human', 'fast' or 'normal'
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.find_new_level = False # Indicates that we need a level change
self.curr_seed = 0
self.screen_height = 480
self.screen_width = 640
self.action_space = spaces.HighLow(
np.matrix([[0, 1, 0]] * 38 + [[-10, 10, 0]] * 2 + [[-100, 100, 0]] * 3, dtype=np.int8))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self.allowed_actions = list(range(NUM_ACTIONS))
def _load_level(self):
# Closing if is_initialized
if self.is_initialized:
self.is_initialized = False
self.game.close()
self.game = DoomGame()
# Loading Paths
if not self.is_initialized:
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
# Common settings
self._closed = False
self.game.load_config(os.path.join(self.doom_dir, 'assets/%s' % DOOM_SETTINGS[self.level][CONFIG]))
self.game.set_doom_scenario_path(self.loader.get_scenario_path(DOOM_SETTINGS[self.level][SCENARIO]))
if DOOM_SETTINGS[self.level][MAP] != '':
self.game.set_doom_map(DOOM_SETTINGS[self.level][MAP])
self.game.set_doom_skill(DOOM_SETTINGS[self.level][DIFFICULTY])
self.previous_level = self.level
self.allowed_actions = DOOM_SETTINGS[self.level][ACTIONS]
# Algo mode
if 'human' != self.mode:
self.game.set_window_visible(False)
self.game.set_mode(Mode.PLAYER)
self.no_render = False
self.game.init()
self._start_episode()
self.is_initialized = True
return self.game.get_state().image_buffer.copy()
# Human mode
else:
self.game.add_game_args('+freelook 1')
self.game.set_window_visible(True)
self.game.set_mode(Mode.SPECTATOR)
self.no_render = True
self.game.init()
self._start_episode()
self.is_initialized = True
self._play_human_mode()
return np.zeros(shape=self.observation_space.shape, dtype=np.uint8)
def _start_episode(self):
if self.curr_seed > 0:
self.game.set_seed(self.curr_seed)
self.game.new_episode()
return
def _play_human_mode(self):
while not self.game.is_episode_finished():
self.game.advance_action()
state = self.game.get_state()
total_reward = self.game.get_total_reward()
info = self._get_game_variables(state.game_variables)
info["TOTAL_REWARD"] = round(total_reward, 4)
print('===============================')
print('State: #' + str(state.number))
print('Action: \t' + str(self.game.get_last_action()) + '\t (=> only allowed actions)')
print('Reward: \t' + str(self.game.get_last_reward()))
print('Total Reward: \t' + str(total_reward))
print('Variables: \n' + str(info))
sleep(0.02857) # 35 fps = 0.02857 sleep between frames
print('===============================')
print('Done')
return
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def _step(self, action):
if NUM_ACTIONS != len(action):
logger.warn('Doom action list must contain %d items. Padding missing items with 0' % NUM_ACTIONS)
old_action = action
action = [0] * NUM_ACTIONS
for i in range(len(old_action)):
action[i] = old_action[i]
# action is a list of numbers but DoomGame.make_action expects a list of ints
if len(self.allowed_actions) > 0:
list_action = [int(action[action_idx]) for action_idx in self.allowed_actions]
else:
list_action = [int(x) for x in action]
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try:
reward = self.game.make_action(list_action)
state = self.game.get_state()
info = self._get_game_variables(state.game_variables)
info["TOTAL_REWARD"] = round(self.game.get_total_reward(), 4)
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if self.game.is_episode_finished():
is_finished = True
return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), reward, is_finished, info
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else:
is_finished = False
return state.image_buffer.copy(), reward, is_finished, info
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except doom_py.vizdoom.ViZDoomIsNotRunningException:
return np.zeros(shape=self.observation_space.shape, dtype=np.uint8), 0, True, {}
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def _reset(self):
if self.is_initialized and not self._closed:
self._start_episode()
return self.game.get_state().image_buffer.copy()
else:
return self._load_level()
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def _render(self, mode='human', close=False):
if close:
if self.viewer is not None:
self.viewer.close()
self.viewer = None # If we don't None out this reference pyglet becomes unhappy
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return
try:
if 'human' == mode and self.no_render: return
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state = self.game.get_state()
img = state.image_buffer
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# VizDoom returns None if the episode is finished, let's make it
# an empty image so the recorder doesn't stop
if img is None:
img = np.zeros(shape=self.observation_space.shape, dtype=np.uint8)
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if mode == 'rgb_array':
return img
elif mode is 'human':
from gym.envs.classic_control import rendering
if self.viewer is None:
self.viewer = rendering.SimpleImageViewer()
self.viewer.imshow(img)
if 'normal' == self.mode:
sleep(0.02857) # 35 fps = 0.02857 sleep between frames
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except doom_py.vizdoom.ViZDoomIsNotRunningException:
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pass # Doom has been closed
def _close(self):
self.game.close()
def _seed(self, seed=None):
self.curr_seed = seeding.hash_seed(seed) % 2 ** 32
return [ self.curr_seed ]
def _get_game_variables(self, state_variables):
info = {}
info["LEVEL"] = self.level
if state_variables is None: return info
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