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106 lines
5.6 KiB
Markdown
106 lines
5.6 KiB
Markdown
---
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title: Riverraid
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---
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# Riverraid
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```{figure} ../../_static/videos/atari/riverraid.gif
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:width: 120px
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:name: Riverraid
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```
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This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
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| Action Space | Discrete(18) |
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| Observation Shape | (210, 160, 3) |
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| Observation High | 255 |
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| Observation Low | 0 |
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| Import | `gymnasium.make("ALE/Riverraid-v5")` |
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For more Riverraid variants with different observation and action spaces, see the variants section.
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## Description
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You control a jet that flies over a river: you can move it sideways and fire missiles to destroy enemy objects. Each time an enemy object is destroyed you score points (i.e. rewards).You lose a jet when you run out of fuel: fly over a fuel depot when you begin to run low.You lose a jet even when it collides with the river bank or one of the enemy objects (except fuel depots).The game begins with a squadron of three jets in reserve and you're given an additional jet (up to 9) for each 10,000 points you score.
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For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=409)
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## Actions
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Riverraid has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
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As Riverraid uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
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| Value | Meaning | Value | Meaning | Value | Meaning |
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|---------|--------------|---------|-----------------|---------|----------------|
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| `0` | `NOOP` | `1` | `FIRE` | `2` | `UP` |
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| `3` | `RIGHT` | `4` | `LEFT` | `5` | `DOWN` |
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| `6` | `UPRIGHT` | `7` | `UPLEFT` | `8` | `DOWNRIGHT` |
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| `9` | `DOWNLEFT` | `10` | `UPFIRE` | `11` | `RIGHTFIRE` |
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| `12` | `LEFTFIRE` | `13` | `DOWNFIRE` | `14` | `UPRIGHTFIRE` |
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| `15` | `UPLEFTFIRE` | `16` | `DOWNRIGHTFIRE` | `17` | `DOWNLEFTFIRE` |
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## Observations
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Atari environment have two possible observation types, the observation space is listed below.
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See variants section for the type of observation used by each environment id.
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- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
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- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
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Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
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### Rewards
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Score points are your only reward. You get score points each time you destroy an enemy object:
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| Enemy Object | Score Points |
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|--------------|--------------|
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| Tanker | 30 |
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| Helicopter | 60 |
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| Fuel Depot | 80 |
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| Jet | 100 |
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| Bridge | 500 |
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For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=409).
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## Variants
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Riverraid has the following variants of the environment id which have the following differences in observation,
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the number of frame-skips and the repeat action probability.
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| Env-id | obs_type= | frameskip= | repeat_action_probability= |
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|-------------------------------|-------------|--------------|------------------------------|
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| Riverraid-v0 | `"rgb"` | `(2, 5)` | `0.25` |
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| Riverraid-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
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| Riverraid-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
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| Riverraid-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
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| RiverraidDeterministic-v0 | `"rgb"` | `4` | `0.25` |
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| RiverraidNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
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| Riverraid-v4 | `"rgb"` | `(2, 5)` | `0.0` |
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| Riverraid-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
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| Riverraid-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
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| Riverraid-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
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| RiverraidDeterministic-v4 | `"rgb"` | `4` | `0.0` |
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| RiverraidNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
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| ALE/Riverraid-v5 | `"rgb"` | `4` | `0.25` |
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| ALE/Riverraid-ram-v5 | `"ram"` | `4` | `0.25` |
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## Difficulty and modes
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It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
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A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
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along with the default values.
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| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
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|-------------------|----------------|--------------------------|----------------------|
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| `[0]` | `0` | `[0, 1]` | `0` |
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## Version History
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A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
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* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
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* v4: Stickiness of actions was removed
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* v0: Initial versions release
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