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* fixed release version

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<h1>Source code for rl_coach.environments.doom_environment</h1><div class="highlight"><pre>
<span></span><span class="c1">#</span>
<span class="c1"># Copyright (c) 2017 Intel Corporation</span>
<span class="c1">#</span>
<span class="c1"># Licensed under the Apache License, Version 2.0 (the &quot;License&quot;);</span>
<span class="c1"># you may not use this file except in compliance with the License.</span>
<span class="c1"># You may obtain a copy of the License at</span>
<span class="c1">#</span>
<span class="c1"># http://www.apache.org/licenses/LICENSE-2.0</span>
<span class="c1">#</span>
<span class="c1"># Unless required by applicable law or agreed to in writing, software</span>
<span class="c1"># distributed under the License is distributed on an &quot;AS IS&quot; BASIS,</span>
<span class="c1"># WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.</span>
<span class="c1"># See the License for the specific language governing permissions and</span>
<span class="c1"># limitations under the License.</span>
<span class="c1">#</span>
<span class="k">try</span><span class="p">:</span>
<span class="kn">import</span> <span class="nn">vizdoom</span>
<span class="k">except</span> <span class="ne">ImportError</span><span class="p">:</span>
<span class="kn">from</span> <span class="nn">rl_coach.logger</span> <span class="k">import</span> <span class="n">failed_imports</span>
<span class="n">failed_imports</span><span class="o">.</span><span class="n">append</span><span class="p">(</span><span class="s2">&quot;ViZDoom&quot;</span><span class="p">)</span>
<span class="kn">import</span> <span class="nn">os</span>
<span class="kn">from</span> <span class="nn">enum</span> <span class="k">import</span> <span class="n">Enum</span>
<span class="kn">from</span> <span class="nn">os</span> <span class="k">import</span> <span class="n">path</span><span class="p">,</span> <span class="n">environ</span>
<span class="kn">from</span> <span class="nn">typing</span> <span class="k">import</span> <span class="n">Union</span><span class="p">,</span> <span class="n">List</span>
<span class="kn">import</span> <span class="nn">numpy</span> <span class="k">as</span> <span class="nn">np</span>
<span class="kn">from</span> <span class="nn">rl_coach.base_parameters</span> <span class="k">import</span> <span class="n">VisualizationParameters</span>
<span class="kn">from</span> <span class="nn">rl_coach.environments.environment</span> <span class="k">import</span> <span class="n">Environment</span><span class="p">,</span> <span class="n">EnvironmentParameters</span><span class="p">,</span> <span class="n">LevelSelection</span>
<span class="kn">from</span> <span class="nn">rl_coach.filters.action.full_discrete_action_space_map</span> <span class="k">import</span> <span class="n">FullDiscreteActionSpaceMap</span>
<span class="kn">from</span> <span class="nn">rl_coach.filters.filter</span> <span class="k">import</span> <span class="n">InputFilter</span><span class="p">,</span> <span class="n">OutputFilter</span>
<span class="kn">from</span> <span class="nn">rl_coach.filters.observation.observation_rescale_to_size_filter</span> <span class="k">import</span> <span class="n">ObservationRescaleToSizeFilter</span>
<span class="kn">from</span> <span class="nn">rl_coach.filters.observation.observation_rgb_to_y_filter</span> <span class="k">import</span> <span class="n">ObservationRGBToYFilter</span>
<span class="kn">from</span> <span class="nn">rl_coach.filters.observation.observation_stacking_filter</span> <span class="k">import</span> <span class="n">ObservationStackingFilter</span>
<span class="kn">from</span> <span class="nn">rl_coach.filters.observation.observation_to_uint8_filter</span> <span class="k">import</span> <span class="n">ObservationToUInt8Filter</span>
<span class="kn">from</span> <span class="nn">rl_coach.spaces</span> <span class="k">import</span> <span class="n">MultiSelectActionSpace</span><span class="p">,</span> <span class="n">ImageObservationSpace</span><span class="p">,</span> \
<span class="n">VectorObservationSpace</span><span class="p">,</span> <span class="n">StateSpace</span>
<span class="c1"># enum of the available levels and their path</span>
<span class="k">class</span> <span class="nc">DoomLevel</span><span class="p">(</span><span class="n">Enum</span><span class="p">):</span>
<span class="n">BASIC</span> <span class="o">=</span> <span class="s2">&quot;basic.cfg&quot;</span>
<span class="n">DEFEND</span> <span class="o">=</span> <span class="s2">&quot;defend_the_center.cfg&quot;</span>
<span class="n">DEATHMATCH</span> <span class="o">=</span> <span class="s2">&quot;deathmatch.cfg&quot;</span>
<span class="n">MY_WAY_HOME</span> <span class="o">=</span> <span class="s2">&quot;my_way_home.cfg&quot;</span>
<span class="n">TAKE_COVER</span> <span class="o">=</span> <span class="s2">&quot;take_cover.cfg&quot;</span>
<span class="n">HEALTH_GATHERING</span> <span class="o">=</span> <span class="s2">&quot;health_gathering.cfg&quot;</span>
<span class="n">HEALTH_GATHERING_SUPREME_COACH_LOCAL</span> <span class="o">=</span> <span class="s2">&quot;D2_navigation.cfg&quot;</span> <span class="c1"># from https://github.com/IntelVCL/DirectFuturePrediction/tree/master/maps</span>
<span class="n">DEFEND_THE_LINE</span> <span class="o">=</span> <span class="s2">&quot;defend_the_line.cfg&quot;</span>
<span class="n">DEADLY_CORRIDOR</span> <span class="o">=</span> <span class="s2">&quot;deadly_corridor.cfg&quot;</span>
<span class="n">BATTLE_COACH_LOCAL</span> <span class="o">=</span> <span class="s2">&quot;D3_battle.cfg&quot;</span> <span class="c1"># from https://github.com/IntelVCL/DirectFuturePrediction/tree/master/maps</span>
<span class="n">key_map</span> <span class="o">=</span> <span class="p">{</span>
<span class="s1">&#39;NO-OP&#39;</span><span class="p">:</span> <span class="mi">96</span><span class="p">,</span> <span class="c1"># `</span>
<span class="s1">&#39;ATTACK&#39;</span><span class="p">:</span> <span class="mi">13</span><span class="p">,</span> <span class="c1"># enter</span>
<span class="s1">&#39;CROUCH&#39;</span><span class="p">:</span> <span class="mi">306</span><span class="p">,</span> <span class="c1"># ctrl</span>
<span class="s1">&#39;DROP_SELECTED_ITEM&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;t&quot;</span><span class="p">),</span>
<span class="s1">&#39;DROP_SELECTED_WEAPON&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;t&quot;</span><span class="p">),</span>
<span class="s1">&#39;JUMP&#39;</span><span class="p">:</span> <span class="mi">32</span><span class="p">,</span> <span class="c1"># spacebar</span>
<span class="s1">&#39;LAND&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;l&quot;</span><span class="p">),</span>
<span class="s1">&#39;LOOK_DOWN&#39;</span><span class="p">:</span> <span class="mi">274</span><span class="p">,</span> <span class="c1"># down arrow</span>
<span class="s1">&#39;LOOK_UP&#39;</span><span class="p">:</span> <span class="mi">273</span><span class="p">,</span> <span class="c1"># up arrow</span>
<span class="s1">&#39;MOVE_BACKWARD&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;s&quot;</span><span class="p">),</span>
<span class="s1">&#39;MOVE_DOWN&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;s&quot;</span><span class="p">),</span>
<span class="s1">&#39;MOVE_FORWARD&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;w&quot;</span><span class="p">),</span>
<span class="s1">&#39;MOVE_LEFT&#39;</span><span class="p">:</span> <span class="mi">276</span><span class="p">,</span>
<span class="s1">&#39;MOVE_RIGHT&#39;</span><span class="p">:</span> <span class="mi">275</span><span class="p">,</span>
<span class="s1">&#39;MOVE_UP&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;w&quot;</span><span class="p">),</span>
<span class="s1">&#39;RELOAD&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;r&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_NEXT_WEAPON&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;q&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_PREV_WEAPON&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;e&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON0&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;0&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON1&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;1&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON2&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;2&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON3&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;3&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON4&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;4&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON5&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;5&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON6&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;6&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON7&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;7&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON8&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;8&quot;</span><span class="p">),</span>
<span class="s1">&#39;SELECT_WEAPON9&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;9&quot;</span><span class="p">),</span>
<span class="s1">&#39;SPEED&#39;</span><span class="p">:</span> <span class="mi">304</span><span class="p">,</span> <span class="c1"># shift</span>
<span class="s1">&#39;STRAFE&#39;</span><span class="p">:</span> <span class="mi">9</span><span class="p">,</span> <span class="c1"># tab</span>
<span class="s1">&#39;TURN180&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;u&quot;</span><span class="p">),</span>
<span class="s1">&#39;TURN_LEFT&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;a&quot;</span><span class="p">),</span> <span class="c1"># left arrow</span>
<span class="s1">&#39;TURN_RIGHT&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;d&quot;</span><span class="p">),</span> <span class="c1"># right arrow</span>
<span class="s1">&#39;USE&#39;</span><span class="p">:</span> <span class="nb">ord</span><span class="p">(</span><span class="s2">&quot;f&quot;</span><span class="p">),</span>
<span class="p">}</span>
<span class="n">DoomInputFilter</span> <span class="o">=</span> <span class="n">InputFilter</span><span class="p">(</span><span class="n">is_a_reference_filter</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="n">DoomInputFilter</span><span class="o">.</span><span class="n">add_observation_filter</span><span class="p">(</span><span class="s1">&#39;observation&#39;</span><span class="p">,</span> <span class="s1">&#39;rescaling&#39;</span><span class="p">,</span>
<span class="n">ObservationRescaleToSizeFilter</span><span class="p">(</span><span class="n">ImageObservationSpace</span><span class="p">(</span><span class="n">np</span><span class="o">.</span><span class="n">array</span><span class="p">([</span><span class="mi">60</span><span class="p">,</span> <span class="mi">76</span><span class="p">,</span> <span class="mi">3</span><span class="p">]),</span>
<span class="n">high</span><span class="o">=</span><span class="mi">255</span><span class="p">)))</span>
<span class="n">DoomInputFilter</span><span class="o">.</span><span class="n">add_observation_filter</span><span class="p">(</span><span class="s1">&#39;observation&#39;</span><span class="p">,</span> <span class="s1">&#39;to_grayscale&#39;</span><span class="p">,</span> <span class="n">ObservationRGBToYFilter</span><span class="p">())</span>
<span class="n">DoomInputFilter</span><span class="o">.</span><span class="n">add_observation_filter</span><span class="p">(</span><span class="s1">&#39;observation&#39;</span><span class="p">,</span> <span class="s1">&#39;to_uint8&#39;</span><span class="p">,</span> <span class="n">ObservationToUInt8Filter</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">255</span><span class="p">))</span>
<span class="n">DoomInputFilter</span><span class="o">.</span><span class="n">add_observation_filter</span><span class="p">(</span><span class="s1">&#39;observation&#39;</span><span class="p">,</span> <span class="s1">&#39;stacking&#39;</span><span class="p">,</span> <span class="n">ObservationStackingFilter</span><span class="p">(</span><span class="mi">3</span><span class="p">))</span>
<span class="n">DoomOutputFilter</span> <span class="o">=</span> <span class="n">OutputFilter</span><span class="p">(</span><span class="n">is_a_reference_filter</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="n">DoomOutputFilter</span><span class="o">.</span><span class="n">add_action_filter</span><span class="p">(</span><span class="s1">&#39;to_discrete&#39;</span><span class="p">,</span> <span class="n">FullDiscreteActionSpaceMap</span><span class="p">())</span>
<span class="k">class</span> <span class="nc">DoomEnvironmentParameters</span><span class="p">(</span><span class="n">EnvironmentParameters</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">level</span><span class="o">=</span><span class="kc">None</span><span class="p">):</span>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="n">level</span><span class="o">=</span><span class="n">level</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">default_input_filter</span> <span class="o">=</span> <span class="n">DoomInputFilter</span>
<span class="bp">self</span><span class="o">.</span><span class="n">default_output_filter</span> <span class="o">=</span> <span class="n">DoomOutputFilter</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cameras</span> <span class="o">=</span> <span class="p">[</span><span class="n">DoomEnvironment</span><span class="o">.</span><span class="n">CameraTypes</span><span class="o">.</span><span class="n">OBSERVATION</span><span class="p">]</span>
<span class="nd">@property</span>
<span class="k">def</span> <span class="nf">path</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="k">return</span> <span class="s1">&#39;rl_coach.environments.doom_environment:DoomEnvironment&#39;</span>
<div class="viewcode-block" id="DoomEnvironment"><a class="viewcode-back" href="../../../components/environments/index.html#rl_coach.environments.doom_environment.DoomEnvironment">[docs]</a><span class="k">class</span> <span class="nc">DoomEnvironment</span><span class="p">(</span><span class="n">Environment</span><span class="p">):</span>
<span class="k">class</span> <span class="nc">CameraTypes</span><span class="p">(</span><span class="n">Enum</span><span class="p">):</span>
<span class="n">OBSERVATION</span> <span class="o">=</span> <span class="p">(</span><span class="s2">&quot;observation&quot;</span><span class="p">,</span> <span class="s2">&quot;screen_buffer&quot;</span><span class="p">)</span>
<span class="n">DEPTH</span> <span class="o">=</span> <span class="p">(</span><span class="s2">&quot;depth&quot;</span><span class="p">,</span> <span class="s2">&quot;depth_buffer&quot;</span><span class="p">)</span>
<span class="n">LABELS</span> <span class="o">=</span> <span class="p">(</span><span class="s2">&quot;labels&quot;</span><span class="p">,</span> <span class="s2">&quot;labels_buffer&quot;</span><span class="p">)</span>
<span class="n">MAP</span> <span class="o">=</span> <span class="p">(</span><span class="s2">&quot;map&quot;</span><span class="p">,</span> <span class="s2">&quot;automap_buffer&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">level</span><span class="p">:</span> <span class="n">LevelSelection</span><span class="p">,</span> <span class="n">seed</span><span class="p">:</span> <span class="nb">int</span><span class="p">,</span> <span class="n">frame_skip</span><span class="p">:</span> <span class="nb">int</span><span class="p">,</span> <span class="n">human_control</span><span class="p">:</span> <span class="nb">bool</span><span class="p">,</span>
<span class="n">custom_reward_threshold</span><span class="p">:</span> <span class="n">Union</span><span class="p">[</span><span class="nb">int</span><span class="p">,</span> <span class="nb">float</span><span class="p">],</span> <span class="n">visualization_parameters</span><span class="p">:</span> <span class="n">VisualizationParameters</span><span class="p">,</span>
<span class="n">cameras</span><span class="p">:</span> <span class="n">List</span><span class="p">[</span><span class="n">CameraTypes</span><span class="p">],</span> <span class="n">target_success_rate</span><span class="p">:</span> <span class="nb">float</span><span class="o">=</span><span class="mf">1.0</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> :param level: (str)</span>
<span class="sd"> A string representing the doom level to run. This can also be a LevelSelection object.</span>
<span class="sd"> This should be one of the levels defined in the DoomLevel enum. For example, HEALTH_GATHERING.</span>
<span class="sd"> :param seed: (int)</span>
<span class="sd"> A seed to use for the random number generator when running the environment.</span>
<span class="sd"> :param frame_skip: (int)</span>
<span class="sd"> The number of frames to skip between any two actions given by the agent. The action will be repeated</span>
<span class="sd"> for all the skipped frames.</span>
<span class="sd"> :param human_control: (bool)</span>
<span class="sd"> A flag that allows controlling the environment using the keyboard keys.</span>
<span class="sd"> :param custom_reward_threshold: (float)</span>
<span class="sd"> Allows defining a custom reward that will be used to decide when the agent succeeded in passing the environment.</span>
<span class="sd"> :param visualization_parameters: (VisualizationParameters)</span>
<span class="sd"> The parameters used for visualizing the environment, such as the render flag, storing videos etc.</span>
<span class="sd"> :param cameras: (List[CameraTypes])</span>
<span class="sd"> A list of camera types to use as observation in the state returned from the environment.</span>
<span class="sd"> Each camera should be an enum from CameraTypes, and there are several options like an RGB observation,</span>
<span class="sd"> a depth map, a segmentation map, and a top down map of the enviornment.</span>
<span class="sd"> :param target_success_rate: (float)</span>
<span class="sd"> Stop experiment if given target success rate was achieved.</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="nb">super</span><span class="p">()</span><span class="o">.</span><span class="fm">__init__</span><span class="p">(</span><span class="n">level</span><span class="p">,</span> <span class="n">seed</span><span class="p">,</span> <span class="n">frame_skip</span><span class="p">,</span> <span class="n">human_control</span><span class="p">,</span> <span class="n">custom_reward_threshold</span><span class="p">,</span> <span class="n">visualization_parameters</span><span class="p">,</span> <span class="n">target_success_rate</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">cameras</span> <span class="o">=</span> <span class="n">cameras</span>
<span class="c1"># load the emulator with the required level</span>
<span class="bp">self</span><span class="o">.</span><span class="n">level</span> <span class="o">=</span> <span class="n">DoomLevel</span><span class="p">[</span><span class="n">level</span><span class="o">.</span><span class="n">upper</span><span class="p">()]</span>
<span class="n">local_scenarios_path</span> <span class="o">=</span> <span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">dirname</span><span class="p">(</span><span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">realpath</span><span class="p">(</span><span class="vm">__file__</span><span class="p">)),</span> <span class="s1">&#39;doom&#39;</span><span class="p">)</span>
<span class="k">if</span> <span class="s1">&#39;COACH_LOCAL&#39;</span> <span class="ow">in</span> <span class="n">level</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">scenarios_dir</span> <span class="o">=</span> <span class="n">local_scenarios_path</span>
<span class="k">elif</span> <span class="s1">&#39;VIZDOOM_ROOT&#39;</span> <span class="ow">in</span> <span class="n">environ</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">scenarios_dir</span> <span class="o">=</span> <span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">environ</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="s1">&#39;VIZDOOM_ROOT&#39;</span><span class="p">),</span> <span class="s1">&#39;scenarios&#39;</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">scenarios_dir</span> <span class="o">=</span> <span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">dirname</span><span class="p">(</span><span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">realpath</span><span class="p">(</span><span class="n">vizdoom</span><span class="o">.</span><span class="vm">__file__</span><span class="p">)),</span> <span class="s1">&#39;scenarios&#39;</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span> <span class="o">=</span> <span class="n">vizdoom</span><span class="o">.</span><span class="n">DoomGame</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">load_config</span><span class="p">(</span><span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">scenarios_dir</span><span class="p">,</span> <span class="bp">self</span><span class="o">.</span><span class="n">level</span><span class="o">.</span><span class="n">value</span><span class="p">))</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_window_visible</span><span class="p">(</span><span class="kc">False</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">add_game_args</span><span class="p">(</span><span class="s2">&quot;+vid_forcesurface 1&quot;</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">wait_for_explicit_human_action</span> <span class="o">=</span> <span class="kc">True</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">human_control</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_screen_resolution</span><span class="p">(</span><span class="n">vizdoom</span><span class="o">.</span><span class="n">ScreenResolution</span><span class="o">.</span><span class="n">RES_640X480</span><span class="p">)</span>
<span class="k">elif</span> <span class="bp">self</span><span class="o">.</span><span class="n">is_rendered</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_screen_resolution</span><span class="p">(</span><span class="n">vizdoom</span><span class="o">.</span><span class="n">ScreenResolution</span><span class="o">.</span><span class="n">RES_320X240</span><span class="p">)</span>
<span class="k">else</span><span class="p">:</span>
<span class="c1"># lower resolution since we actually take only 76x60 and we don&#39;t need to render</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_screen_resolution</span><span class="p">(</span><span class="n">vizdoom</span><span class="o">.</span><span class="n">ScreenResolution</span><span class="o">.</span><span class="n">RES_160X120</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_render_hud</span><span class="p">(</span><span class="kc">False</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_render_crosshair</span><span class="p">(</span><span class="kc">False</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_render_decals</span><span class="p">(</span><span class="kc">False</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_render_particles</span><span class="p">(</span><span class="kc">False</span><span class="p">)</span>
<span class="k">for</span> <span class="n">camera</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">cameras</span><span class="p">:</span>
<span class="k">if</span> <span class="nb">hasattr</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="p">,</span> <span class="s1">&#39;set_</span><span class="si">{}</span><span class="s1">_enabled&#39;</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="n">camera</span><span class="o">.</span><span class="n">value</span><span class="p">[</span><span class="mi">1</span><span class="p">])):</span>
<span class="nb">getattr</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="p">,</span> <span class="s1">&#39;set_</span><span class="si">{}</span><span class="s1">_enabled&#39;</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="n">camera</span><span class="o">.</span><span class="n">value</span><span class="p">[</span><span class="mi">1</span><span class="p">]))(</span><span class="kc">True</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">init</span><span class="p">()</span>
<span class="c1"># actions</span>
<span class="n">actions_description</span> <span class="o">=</span> <span class="p">[</span><span class="s1">&#39;NO-OP&#39;</span><span class="p">]</span>
<span class="n">actions_description</span> <span class="o">+=</span> <span class="p">[</span><span class="nb">str</span><span class="p">(</span><span class="n">action</span><span class="p">)</span><span class="o">.</span><span class="n">split</span><span class="p">(</span><span class="s2">&quot;.&quot;</span><span class="p">)[</span><span class="mi">1</span><span class="p">]</span> <span class="k">for</span> <span class="n">action</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_available_buttons</span><span class="p">()]</span>
<span class="n">actions_description</span> <span class="o">=</span> <span class="n">actions_description</span><span class="p">[::</span><span class="o">-</span><span class="mi">1</span><span class="p">]</span>
<span class="bp">self</span><span class="o">.</span><span class="n">action_space</span> <span class="o">=</span> <span class="n">MultiSelectActionSpace</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_available_buttons_size</span><span class="p">(),</span>
<span class="n">max_simultaneous_selected_actions</span><span class="o">=</span><span class="mi">1</span><span class="p">,</span>
<span class="n">descriptions</span><span class="o">=</span><span class="n">actions_description</span><span class="p">,</span>
<span class="n">allow_no_action_to_be_selected</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="c1"># human control</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">human_control</span><span class="p">:</span>
<span class="c1"># TODO: add this to the action space</span>
<span class="c1"># map keyboard keys to actions</span>
<span class="k">for</span> <span class="n">idx</span><span class="p">,</span> <span class="n">action</span> <span class="ow">in</span> <span class="nb">enumerate</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">action_space</span><span class="o">.</span><span class="n">descriptions</span><span class="p">):</span>
<span class="k">if</span> <span class="n">action</span> <span class="ow">in</span> <span class="n">key_map</span><span class="o">.</span><span class="n">keys</span><span class="p">():</span>
<span class="bp">self</span><span class="o">.</span><span class="n">key_to_action</span><span class="p">[(</span><span class="n">key_map</span><span class="p">[</span><span class="n">action</span><span class="p">],)]</span> <span class="o">=</span> <span class="n">idx</span>
<span class="c1"># states</span>
<span class="bp">self</span><span class="o">.</span><span class="n">state_space</span> <span class="o">=</span> <span class="n">StateSpace</span><span class="p">({</span>
<span class="s2">&quot;measurements&quot;</span><span class="p">:</span> <span class="n">VectorObservationSpace</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_state</span><span class="p">()</span><span class="o">.</span><span class="n">game_variables</span><span class="o">.</span><span class="n">shape</span><span class="p">[</span><span class="mi">0</span><span class="p">],</span>
<span class="n">measurements_names</span><span class="o">=</span><span class="p">[</span><span class="nb">str</span><span class="p">(</span><span class="n">m</span><span class="p">)</span> <span class="k">for</span> <span class="n">m</span> <span class="ow">in</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_available_game_variables</span><span class="p">()])</span>
<span class="p">})</span>
<span class="k">for</span> <span class="n">camera</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">cameras</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">state_space</span><span class="p">[</span><span class="n">camera</span><span class="o">.</span><span class="n">value</span><span class="p">[</span><span class="mi">0</span><span class="p">]]</span> <span class="o">=</span> <span class="n">ImageObservationSpace</span><span class="p">(</span>
<span class="n">shape</span><span class="o">=</span><span class="n">np</span><span class="o">.</span><span class="n">array</span><span class="p">([</span><span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_screen_height</span><span class="p">(),</span> <span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_screen_width</span><span class="p">(),</span> <span class="mi">3</span><span class="p">]),</span>
<span class="n">high</span><span class="o">=</span><span class="mi">255</span><span class="p">)</span>
<span class="c1"># seed</span>
<span class="k">if</span> <span class="n">seed</span> <span class="ow">is</span> <span class="ow">not</span> <span class="kc">None</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">set_seed</span><span class="p">(</span><span class="n">seed</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">reset_internal_state</span><span class="p">()</span>
<span class="c1"># render</span>
<span class="k">if</span> <span class="bp">self</span><span class="o">.</span><span class="n">is_rendered</span><span class="p">:</span>
<span class="n">image</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">get_rendered_image</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">renderer</span><span class="o">.</span><span class="n">create_screen</span><span class="p">(</span><span class="n">image</span><span class="o">.</span><span class="n">shape</span><span class="p">[</span><span class="mi">1</span><span class="p">],</span> <span class="n">image</span><span class="o">.</span><span class="n">shape</span><span class="p">[</span><span class="mi">0</span><span class="p">])</span>
<span class="bp">self</span><span class="o">.</span><span class="n">target_success_rate</span> <span class="o">=</span> <span class="n">target_success_rate</span>
<span class="k">def</span> <span class="nf">_update_state</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># extract all data from the current state</span>
<span class="n">state</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_state</span><span class="p">()</span>
<span class="k">if</span> <span class="n">state</span> <span class="ow">is</span> <span class="ow">not</span> <span class="kc">None</span> <span class="ow">and</span> <span class="n">state</span><span class="o">.</span><span class="n">screen_buffer</span> <span class="ow">is</span> <span class="ow">not</span> <span class="kc">None</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">measurements</span> <span class="o">=</span> <span class="n">state</span><span class="o">.</span><span class="n">game_variables</span>
<span class="bp">self</span><span class="o">.</span><span class="n">state</span> <span class="o">=</span> <span class="p">{</span><span class="s1">&#39;measurements&#39;</span><span class="p">:</span> <span class="bp">self</span><span class="o">.</span><span class="n">measurements</span><span class="p">}</span>
<span class="k">for</span> <span class="n">camera</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">cameras</span><span class="p">:</span>
<span class="n">observation</span> <span class="o">=</span> <span class="nb">getattr</span><span class="p">(</span><span class="n">state</span><span class="p">,</span> <span class="n">camera</span><span class="o">.</span><span class="n">value</span><span class="p">[</span><span class="mi">1</span><span class="p">])</span>
<span class="k">if</span> <span class="nb">len</span><span class="p">(</span><span class="n">observation</span><span class="o">.</span><span class="n">shape</span><span class="p">)</span> <span class="o">==</span> <span class="mi">3</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">state</span><span class="p">[</span><span class="n">camera</span><span class="o">.</span><span class="n">value</span><span class="p">[</span><span class="mi">0</span><span class="p">]]</span> <span class="o">=</span> <span class="n">np</span><span class="o">.</span><span class="n">transpose</span><span class="p">(</span><span class="n">observation</span><span class="p">,</span> <span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="mi">2</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
<span class="k">elif</span> <span class="nb">len</span><span class="p">(</span><span class="n">observation</span><span class="o">.</span><span class="n">shape</span><span class="p">)</span> <span class="o">==</span> <span class="mi">2</span><span class="p">:</span>
<span class="bp">self</span><span class="o">.</span><span class="n">state</span><span class="p">[</span><span class="n">camera</span><span class="o">.</span><span class="n">value</span><span class="p">[</span><span class="mi">0</span><span class="p">]]</span> <span class="o">=</span> <span class="n">np</span><span class="o">.</span><span class="n">repeat</span><span class="p">(</span><span class="n">np</span><span class="o">.</span><span class="n">expand_dims</span><span class="p">(</span><span class="n">observation</span><span class="p">,</span> <span class="o">-</span><span class="mi">1</span><span class="p">),</span> <span class="mi">3</span><span class="p">,</span> <span class="n">axis</span><span class="o">=-</span><span class="mi">1</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">reward</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">get_last_reward</span><span class="p">()</span>
<span class="bp">self</span><span class="o">.</span><span class="n">done</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">is_episode_finished</span><span class="p">()</span>
<span class="k">def</span> <span class="nf">_take_action</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">action</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">make_action</span><span class="p">(</span><span class="nb">list</span><span class="p">(</span><span class="n">action</span><span class="p">),</span> <span class="bp">self</span><span class="o">.</span><span class="n">frame_skip</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">_restart_environment_episode</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">force_environment_reset</span><span class="o">=</span><span class="kc">False</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">game</span><span class="o">.</span><span class="n">new_episode</span><span class="p">()</span>
<span class="k">def</span> <span class="nf">get_rendered_image</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span> <span class="o">-&gt;</span> <span class="n">np</span><span class="o">.</span><span class="n">ndarray</span><span class="p">:</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Return a numpy array containing the image that will be rendered to the screen.</span>
<span class="sd"> This can be different from the observation. For example, mujoco&#39;s observation is a measurements vector.</span>
<span class="sd"> :return: numpy array containing the image that will be rendered to the screen</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="n">image</span> <span class="o">=</span> <span class="p">[</span><span class="bp">self</span><span class="o">.</span><span class="n">state</span><span class="p">[</span><span class="n">camera</span><span class="o">.</span><span class="n">value</span><span class="p">[</span><span class="mi">0</span><span class="p">]]</span> <span class="k">for</span> <span class="n">camera</span> <span class="ow">in</span> <span class="bp">self</span><span class="o">.</span><span class="n">cameras</span><span class="p">]</span>
<span class="n">image</span> <span class="o">=</span> <span class="n">np</span><span class="o">.</span><span class="n">vstack</span><span class="p">(</span><span class="n">image</span><span class="p">)</span>
<span class="k">return</span> <span class="n">image</span>
<span class="k">def</span> <span class="nf">get_target_success_rate</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span> <span class="o">-&gt;</span> <span class="nb">float</span><span class="p">:</span>
<span class="k">return</span> <span class="bp">self</span><span class="o">.</span><span class="n">target_success_rate</span></div>
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