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coach v0.8.0
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110
environments/doom_environment_wrapper.py
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110
environments/doom_environment_wrapper.py
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#
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# Copyright (c) 2017 Intel Corporation
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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try:
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import vizdoom
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except ImportError:
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from logger import failed_imports
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failed_imports.append("ViZDoom")
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import numpy as np
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from environments.environment_wrapper import EnvironmentWrapper
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from os import path, environ
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from utils import *
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# enum of the available levels and their path
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class DoomLevel(Enum):
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BASIC = "basic.cfg"
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DEFEND = "defend_the_center.cfg"
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DEATHMATCH = "deathmatch.cfg"
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MY_WAY_HOME = "my_way_home.cfg"
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TAKE_COVER = "take_cover.cfg"
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HEALTH_GATHERING = "health_gathering.cfg"
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HEALTH_GATHERING_SUPREME = "health_gathering_supreme.cfg"
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DEFEND_THE_LINE = "defend_the_line.cfg"
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DEADLY_CORRIDOR = "deadly_corridor.cfg"
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class DoomEnvironmentWrapper(EnvironmentWrapper):
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def __init__(self, tuning_parameters):
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EnvironmentWrapper.__init__(self, tuning_parameters)
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# load the emulator with the required level
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self.level = DoomLevel().get(self.tp.env.level)
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self.scenarios_dir = path.join(environ.get('VIZDOOM_ROOT'), 'scenarios')
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self.game = vizdoom.DoomGame()
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self.game.load_config(path.join(self.scenarios_dir, self.level))
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self.game.set_window_visible(self.is_rendered)
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self.game.add_game_args("+vid_forcesurface 1")
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if self.is_rendered:
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self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_320X240)
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else:
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# lower resolution since we actually take only 76x60 and we don't need to render
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self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_160X120)
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self.game.set_render_hud(False)
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self.game.set_render_crosshair(False)
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self.game.set_render_decals(False)
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self.game.set_render_particles(False)
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self.game.init()
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self.action_space_abs_range = 0
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self.actions = {}
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self.action_space_size = self.game.get_available_buttons_size()
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for action_idx in range(self.action_space_size):
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self.actions[action_idx] = [0] * self.action_space_size
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self.actions[action_idx][action_idx] = 1
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self.actions_description = [str(action) for action in self.game.get_available_buttons()]
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self.measurements_size = self.game.get_state().game_variables.shape
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self.width = self.game.get_screen_width()
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self.height = self.game.get_screen_height()
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if self.tp.seed is not None:
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self.game.set_seed(self.tp.seed)
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self.reset()
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def _update_observation_and_measurements(self):
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# extract all data from the current state
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state = self.game.get_state()
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if state is not None and state.screen_buffer is not None:
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self.observation = self._preprocess_observation(state.screen_buffer)
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self.measurements = state.game_variables
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self.done = self.game.is_episode_finished()
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def step(self, action_idx):
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self.reward = 0
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for frame in range(self.tp.env.frame_skip):
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self.reward += self.game.make_action(self._idx_to_action(action_idx))
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self._update_observation_and_measurements()
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if self.done:
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break
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return {'observation': self.observation,
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'reward': self.reward,
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'done': self.done,
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'action': action_idx,
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'measurements': self.measurements}
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def _preprocess_observation(self, observation):
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if observation is None:
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return None
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# move the channel to the last axis
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observation = np.transpose(observation, (1, 2, 0))
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return observation
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def _restart_environment_episode(self, force_environment_reset=False):
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self.game.new_episode()
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