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coach/environments/doom_environment_wrapper.py
Zach Dwiel 85afb86893 temp commit
2018-02-21 10:05:57 -05:00

162 lines
5.7 KiB
Python

#
# Copyright (c) 2017 Intel Corporation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
try:
import vizdoom
except ImportError:
from logger import failed_imports
failed_imports.append("ViZDoom")
import numpy as np
from environments.environment_wrapper import EnvironmentWrapper
from os import path, environ
from utils import *
from logger import *
# enum of the available levels and their path
class DoomLevel(Enum):
BASIC = "basic.cfg"
DEFEND = "defend_the_center.cfg"
DEATHMATCH = "deathmatch.cfg"
MY_WAY_HOME = "my_way_home.cfg"
TAKE_COVER = "take_cover.cfg"
HEALTH_GATHERING = "health_gathering.cfg"
HEALTH_GATHERING_SUPREME = "health_gathering_supreme.cfg"
DEFEND_THE_LINE = "defend_the_line.cfg"
DEADLY_CORRIDOR = "deadly_corridor.cfg"
key_map = {
'NO-OP': 96, # `
'ATTACK': 13, # enter
'CROUCH': 306, # ctrl
'DROP_SELECTED_ITEM': ord("t"),
'DROP_SELECTED_WEAPON': ord("t"),
'JUMP': 32, # spacebar
'LAND': ord("l"),
'LOOK_DOWN': 274, # down arrow
'LOOK_UP': 273, # up arrow
'MOVE_BACKWARD': ord("s"),
'MOVE_DOWN': ord("s"),
'MOVE_FORWARD': ord("w"),
'MOVE_LEFT': 276,
'MOVE_RIGHT': 275,
'MOVE_UP': ord("w"),
'RELOAD': ord("r"),
'SELECT_NEXT_WEAPON': ord("q"),
'SELECT_PREV_WEAPON': ord("e"),
'SELECT_WEAPON0': ord("0"),
'SELECT_WEAPON1': ord("1"),
'SELECT_WEAPON2': ord("2"),
'SELECT_WEAPON3': ord("3"),
'SELECT_WEAPON4': ord("4"),
'SELECT_WEAPON5': ord("5"),
'SELECT_WEAPON6': ord("6"),
'SELECT_WEAPON7': ord("7"),
'SELECT_WEAPON8': ord("8"),
'SELECT_WEAPON9': ord("9"),
'SPEED': 304, # shift
'STRAFE': 9, # tab
'TURN180': ord("u"),
'TURN_LEFT': ord("a"), # left arrow
'TURN_RIGHT': ord("d"), # right arrow
'USE': ord("f"),
}
class DoomEnvironmentWrapper(EnvironmentWrapper):
def __init__(self, tuning_parameters):
EnvironmentWrapper.__init__(self, tuning_parameters)
# load the emulator with the required level
self.level = DoomLevel().get(self.tp.env.level)
self.scenarios_dir = path.join(environ.get('VIZDOOM_ROOT'), 'scenarios')
self.game = vizdoom.DoomGame()
self.game.load_config(path.join(self.scenarios_dir, self.level))
self.game.set_window_visible(False)
self.game.add_game_args("+vid_forcesurface 1")
self.wait_for_explicit_human_action = True
if self.human_control:
self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_640X480)
self.renderer.create_screen(640, 480)
elif self.is_rendered:
self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_320X240)
self.renderer.create_screen(320, 240)
else:
# lower resolution since we actually take only 76x60 and we don't need to render
self.game.set_screen_resolution(vizdoom.ScreenResolution.RES_160X120)
self.game.set_render_hud(False)
self.game.set_render_crosshair(False)
self.game.set_render_decals(False)
self.game.set_render_particles(False)
self.game.init()
# action space
self.action_space_abs_range = 0
self.actions = {}
self.action_space_size = self.game.get_available_buttons_size() + 1
self.action_vector_size = self.action_space_size - 1
self.actions[0] = [0] * self.action_vector_size
for action_idx in range(self.action_vector_size):
self.actions[action_idx + 1] = [0] * self.action_vector_size
self.actions[action_idx + 1][action_idx] = 1
self.actions_description = ['NO-OP']
self.actions_description += [str(action).split(".")[1] for action in self.game.get_available_buttons()]
for idx, action in enumerate(self.actions_description):
if action in key_map.keys():
self.key_to_action[(key_map[action],)] = idx
# measurement
self.measurements_size = self.game.get_state().game_variables.shape
self.width = self.game.get_screen_width()
self.height = self.game.get_screen_height()
if self.tp.seed is not None:
self.game.set_seed(self.tp.seed)
self.reset()
def _update_state(self):
# extract all data from the current state
state = self.game.get_state()
if state is not None and state.screen_buffer is not None:
self.observation = {
'observation': state.screen_buffer,
'measurements': state.game_variables,
}
self.reward = self.game.get_last_reward()
self.done = self.game.is_episode_finished()
def _take_action(self, action_idx):
self.game.make_action(self._idx_to_action(action_idx), self.frame_skip)
def _preprocess_observation(self, observation):
if observation is None:
return None
# for the last step we get no new observation, so we shouldn't preprocess it
if self.done:
return observation
# move the channel to the last axis
observation = np.transpose(observation, (1, 2, 0))
return observation
def _restart_environment_episode(self, force_environment_reset=False):
self.game.new_episode()