本文整理汇总了Python中doom_py.DoomGame类的典型用法代码示例。如果您正苦于以下问题:Python DoomGame类的具体用法?Python DoomGame怎么用?Python DoomGame使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了DoomGame类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
def __init__(self):
super(DoomDefendLineEnv, self).__init__()
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/defend_the_line.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('defend_the_line.wad'))
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
self.game.set_window_visible(False)
self.viewer = None
self._seed()
self.game.init()
self.game.new_episode()
示例2: __init__
def __init__(self, level):
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.curr_seed = 0
self.action_space = spaces.HighLow(
np.matrix([[0, 1, 0]] * 38 + [[-10, 10, 0]] * 2 + [[-100, 100, 0]] * 3, dtype=np.int8))
self.allowed_actions = list(range(NUM_ACTIONS))
self._configure()
示例3: __init__
def __init__(self):
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/my_way_home.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('my_way_home.wad'))
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
# 3 allowed actions [12, 13, 14] (must match .cfg file)
self.action_space = doom_spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
示例4: __init__
def __init__(self):
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/predict_position.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('predict_position.wad'))
self.game.set_doom_map('map01')
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
self._seed()
示例5: __init__
def __init__(self):
super(DoomCorridorEnv, self).__init__()
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/deadly_corridor.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('deadly_corridor.wad'))
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
# action indexes are [0, 9, 10, 12, 13, 14]
self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 6))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
示例6: _load_level
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]
self.game.set_screen_resolution(self.screen_resolution)
# 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)
示例7: __init__
def __init__(self):
super(DoomTakeCoverEnv, self).__init__()
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/take_cover.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('take_cover.wad'))
self.game.set_doom_map('map01')
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
# 2 allowed actions [9, 10] (must match .cfg file)
self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 2))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
示例8: __init__
def __init__(self, level):
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))
示例9: __init__
def __init__(self, level):
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 = 'algo' # 'algo' or 'human'
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.curr_seed = 0
self.lock = (DoomLock()).get_lock()
self.action_space = spaces.MultiDiscrete([[0, 1]] * 38 + [[-10, 10]] * 2 + [[-100, 100]] * 3)
self.allowed_actions = list(range(NUM_ACTIONS))
self.screen_height = 480
self.screen_width = 640
self.screen_resolution = ScreenResolution.RES_640X480
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self._seed()
self._configure()
示例10: DoomDefendCenterEnv
class DoomDefendCenterEnv(doom_env.DoomEnv):
"""
------------ Training Mission 3 - Defend the Center ------------
This map is designed to teach you how to kill and how to stay alive.
You will also need to keep an eye on your ammunition level. You are only
rewarded for kills, so figure out how to stay alive.
The map is a circle with monsters in the middle. Monsters will
respawn with additional health when killed. Kill as many as you can
before you run out of ammo.
Allowed actions:
[0] - ATTACK - Shoot weapon - Values 0 or 1
[13] - TURN_RIGHT - Turn right - Values 0 or 1
[14] - TURN_LEFT - Turn left - Values 0 or 1
Note: see controls.md for details
Rewards:
+ 1 - Killing the monster
- 1 - Penalty for being killed
Goal: 10 points
Kill 10 monsters (you have 26 ammo)
Ends when:
- Player is dead
- Timeout (60 seconds - 2100 frames)
-----------------------------------------------------
"""
def __init__(self):
super(DoomDefendCenterEnv, self).__init__()
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/defend_the_center.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('defend_the_center.wad'))
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
# 3 allowed actions [0, 13, 14] (must match .cfg file)
self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self._seed()
def _seed(self, seed=None):
seed = seeding.hash_seed(seed) % 2**32
self.game.set_seed(seed)
return [seed]
示例11: DoomDeathmatchEnv
class DoomDeathmatchEnv(doom_env.DoomEnv):
"""
------------ Final Mission - Deathmatch ------------
Kill as many monsters as possible without being killed.
Allowed actions:
ALL
Note: see controls.md for details
Rewards:
+1 - Killing a monster
Goal: 25 points
Kill 25 monsters without being killed
Ends when:
- Player is dead
- Timeout (3 minutes - 6,300 frames)
-----------------------------------------------------
"""
def __init__(self):
super(DoomDeathmatchEnv, self).__init__()
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/deathmatch.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('deathmatch.wad'))
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
# 41 allowed actions (must match .cfg file)
self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 37 + [[0, 10, 0]] * 5))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
示例12: DoomDefendLineEnv
class DoomDefendLineEnv(doom_env.DoomEnv):
"""
------------ Training Mission 4 - Defend the Line ------------
This map is designed to teach you how to kill and how to stay alive.
Your ammo will automatically replenish. You are only rewarded for kills,
so figure out how to stay alive.
The map is a rectangle with monsters in the middle. Monsters will
respawn with additional health when killed. Kill as many as you can
before they kill you. This map is harder than the previous.
Allowed actions:
[0] - ATTACK - Shoot weapon - Values 0 or 1
[13] - TURN_RIGHT - Turn right - Values 0 or 1
[14] - TURN_LEFT - Turn left - Values 0 or 1
Note: see controls.md for details
Rewards:
+ 1 - Killing the monster
- 1 - Penalty for being killed
Goal: 25 points
Kill 25 monsters
Ends when:
- Player is dead
- Timeout (60 seconds - 2100 frames)
-----------------------------------------------------
"""
def __init__(self):
super(DoomDefendLineEnv, self).__init__()
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/defend_the_line.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('defend_the_line.wad'))
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
# 3 allowed actions [0, 13, 14] (must match .cfg file)
self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 3))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()
示例13: DoomEnv
class DoomEnv(gym.Env, utils.EzPickle):
metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 35}
def __init__(self, level):
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.curr_seed = 0
self.action_space = spaces.HighLow(
np.matrix([[0, 1, 0]] * 38 + [[-10, 10, 0]] * 2 + [[-100, 100, 0]] * 3, dtype=np.int8))
self.allowed_actions = list(range(NUM_ACTIONS))
self._seed()
self._configure()
def _configure(self, screen_resolution=ScreenResolution.RES_640X480):
# Often agents end up downsampling the observations. Configuring Doom to
# return a smaller image yields significant (~10x) speedups
if screen_resolution == ScreenResolution.RES_640X480:
self.screen_height = 480
self.screen_width = 640
self.screen_resolution = ScreenResolution.RES_640X480
elif screen_resolution == ScreenResolution.RES_160X120:
self.screen_height = 120
self.screen_width = 160
self.screen_resolution = ScreenResolution.RES_160X120
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
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]
self.game.set_screen_resolution(self.screen_resolution)
# 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.curr_seed = 0
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))
#.........这里部分代码省略.........
示例14: DoomEnv
class DoomEnv(gym.Env):
metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 35}
def __init__(self, level):
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 = 'algo' # 'algo' or 'human'
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.curr_seed = 0
self.lock = (DoomLock()).get_lock()
self.action_space = spaces.MultiDiscrete([[0, 1]] * 38 + [[-10, 10]] * 2 + [[-100, 100]] * 3)
self.allowed_actions = list(range(NUM_ACTIONS))
self.screen_height = 480
self.screen_width = 640
self.screen_resolution = ScreenResolution.RES_640X480
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self._seed()
self._configure()
def _configure(self, lock=None, **kwargs):
if 'screen_resolution' in kwargs:
logger.warn('Deprecated - Screen resolution must now be set using a wrapper. See documentation for details.')
# Multiprocessing lock
if lock is not None:
self.lock = lock
def _load_level(self):
# Closing if is_initialized
if self.is_initialized:
self.is_initialized = False
self.game.close()
self.game = DoomGame()
# Customizing level
if getattr(self, '_customize_game', None) is not None and callable(self._customize_game):
self.level = -1
self._customize_game()
else:
# 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.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.allowed_actions = DOOM_SETTINGS[self.level][ACTIONS]
self.game.set_screen_resolution(self.screen_resolution)
self.previous_level = self.level
self._closed = False
# Algo mode
if 'human' != self._mode:
self.game.set_window_visible(False)
self.game.set_mode(Mode.PLAYER)
self.no_render = False
try:
with self.lock:
self.game.init()
except (ViZDoomUnexpectedExitException, ViZDoomErrorException):
raise error.Error(
'VizDoom exited unexpectedly. This is likely caused by a missing multiprocessing lock. ' +
'To run VizDoom across multiple processes, you need to pass a lock when you configure the env ' +
'[e.g. env.configure(lock=my_multiprocessing_lock)], or create and close an env ' +
'before starting your processes [e.g. env = gym.make("DoomBasic-v0"); env.close()] to cache a ' +
'singleton lock in memory.')
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
with self.lock:
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.curr_seed = 0
self.game.new_episode()
return
#.........这里部分代码省略.........
示例15: DoomCorridorEnv
class DoomCorridorEnv(doom_env.DoomEnv):
"""
------------ Training Mission 2 - Corridor ------------
This map is designed to improve your navigation. There is a vest
at the end of the corridor, with 6 enemies (3 groups of 2). Your goal
is to get to the vest as soon as possible, without being killed.
Allowed actions:
[0] - ATTACK - Shoot weapon - Values 0 or 1
[9] - MOVE_RIGHT - Move to the right - Values 0 or 1
[10] - MOVE_LEFT - Move to the left - Values 0 or 1
[12] - MOVE_FORWARD - Move forward - Values 0 or 1
[13] - TURN_RIGHT - Turn right - Values 0 or 1
[14] - TURN_LEFT - Turn left - Values 0 or 1
Note: see controls.md for details
Rewards:
+ dX - For getting closer to the vest
- dX - For getting further from the vest
-100 - Penalty for being killed
Goal: 1,270 points
Reach the vest (try also killing guards, rather than just running)
Ends when:
- Player touches vest
- Player is dead
- Timeout (1 minutes - 2,100 frames)
-----------------------------------------------------
"""
def __init__(self):
super(DoomCorridorEnv, self).__init__()
package_directory = os.path.dirname(os.path.abspath(__file__))
self.loader = Loader()
self.game = DoomGame()
self.game.load_config(os.path.join(package_directory, 'assets/deadly_corridor.cfg'))
self.game.set_vizdoom_path(self.loader.get_vizdoom_path())
self.game.set_doom_game_path(self.loader.get_freedoom_path())
self.game.set_doom_scenario_path(self.loader.get_scenario_path('deadly_corridor.wad'))
self.screen_height = 480 # Must match .cfg file
self.screen_width = 640 # Must match .cfg file
# action indexes are [0, 9, 10, 12, 13, 14]
self.action_space = spaces.HighLow(np.matrix([[0, 1, 0]] * 6))
self.observation_space = spaces.Box(low=0, high=255, shape=(self.screen_height, self.screen_width, 3))
self.game.set_window_visible(False)
self.viewer = None
self.game.init()
self.game.new_episode()