Buffer (std::vector<uint8_t>)
BufferPtr (std::shared_ptr<Buffer>)
GameStatePtr (std::shared_ptr<GameState>)
(C++ type / Lua type / Java type / Python type
name)
unsigned int / number / unsigned int / int
objectId / object_idstd::string / string / String / str
objectName / object_nameuint8_t / number / byte / int
valuedouble / number / double / float
objectPositionX / object_position_xdouble / number / double / float
objectPositionY / object_position_ydouble / number / double / float
objectPositionZ / object_position_z
objectId / object_id - unique object instance ID - assigned when object is seen for the first time (so object with lower id was seen before object with higher).
objectId / object_id - ingame object name, many different object can have the same name (e.g. Medikit, Clip, Zombie).
value - value that represents this particular object in labelsBuffer.
(C++ type / Lua type / Java type / Python type
name)
unsigned int / number / unsigned int / int
numberunsigned int / number / unsigned int / int
ticstd::vector<float> / DoubleTensor / double[] / numpy.double[]
gameVariables / game_variablesBufferPtr / ByteTensor / byte[] / numpy.uint8[]
screenBuffer / screen_bufferBufferPtr / ByteTensor / byte[] / numpy.uint8[]
depthBuffer / depth_bufferBufferPtr / ByteTensor / byte[] / numpy.uint8[]
labelsBuffer / labels_bufferBufferPtr / ByteTensor / byte[] / numpy.uint8[]
automapBuffer / automap_bufferstd::vector<Label> / table / Label[] / list
labels
number - number of the state in the episode. tic - ingame time, 1 tic is 1/35 of second in the game world. Added in 1.1.1.
See also:
Enum type that defines all supported modes.
- PLAYER - synchronous player mode
- SPECTATOR - synchronous spectator mode
- ASYNC_PLAYER - asynchronous player mode
- ASYNC_SPECTATOR - asynchronous spectator mode
In PLAYER and ASYNC_PLAYER modes the agent controls ingame character.
In SPECTATOR and ASYNC_SPECTATOR modes ingame character should be controlled by the human and the agent gets information about the human action.
In PLAYER and SPECTATOR modes the game waits for agent action or permission to continue.
In ASYNC modes the game progress with constant speed (default 35 tics per second, this can be set) without waiting for the agent actions.
All modes can be used in singleplayer and multiplayer.
See also:
Enum type that defines all supported screenBuffer and automapBuffer formats.
- CRCGCB - 3 channels of 8-bit values in RGB order
- RGB24 - channel of RGB values stored in 24 bits, where R value is stored in the oldest 8 bits
- RGBA32 - channel of RGBA values stored in 32 bits, where R value is stored in the oldest 8 bits
- ARGB32 - channel of ARGB values stored in 32 bits, where A value is stored in the oldest 8 bits
- CBCGCR - 3 channels of 8-bit values in BGR order
- BGR24 - channel of BGR values stored in 24 bits, where B value is stored in the oldest 8 bits
- BGRA32 - channel of BGRA values stored in 32 bits, where B value is stored in the oldest 8 bits
- ABGR32 - channel of ABGR values stored in 32 bits, where A value is stored in the oldest 8 bits
- GRAY8 - 8-bit gray channel
- DOOM_256_COLORS8 - 8-bit channel with Doom palette values
In CRCGCB and CBCGCR format screenBuffer and automapBuffer store all red 8 bit values then all green values and then all blue values, each channel is considered separately. As matrices they have [3, y, x] shape.
In RGB24 and BGR24 format screenBuffer and automapBuffer store 24 bit RGB triples. As matrices they have [y, x, 3] shape.
In RGBA32, ARGB32, BGRA32 and ABGR32 format screenBuffer and automapBuffer store 32 bit sets of RBG + alpha values. As matrices they have [y, x, 4] shape.
In GRAY8 and DOOM_256_COLORS8 format screenBuffer and automapBuffer store single 8 bit values. As matrices they have [y, x] shape.
depthBuffer and lablesBuffer always store single 8 bit values, so they always have [y, x] shape.
See also:
Enum type that defines all supported resolutions - shapes of screenBuffer, depthBuffer, labelsBuffer and automapBuffer in State.
- RES_160X120 (4:3)
- RES_200X125 (16:10)
- RES_200X150 (4:3)
- RES_256X144 (16:9)
- RES_256X160 (16:10)
- RES_256X192 (4:3)
- RES_320X180 (16:9)
- RES_320X200 (16:10)
- RES_320X240 (4:3)
- RES_320X256 (5:4)
- RES_400X225 (16:9)
- RES_400X250 (16:10)
- RES_400X300 (4:3)
- RES_512X288 (16:9)
- RES_512X320 (16:10)
- RES_512X384 (4:3)
- RES_640X360 (16:9)
- RES_640X400 (16:10)
- RES_640X480 (4:3)
- RES_800X450 (16:9)
- RES_800X500 (16:10)
- RES_800X600 (4:3)
- RES_1024X576 (16:9)
- RES_1024X640 (16:10)
- RES_1024X768 (4:3)
- RES_1280X720 (16:9)
- RES_1280X800 (16:10)
- RES_1280X960 (4:3)
- RES_1280X1024 (5:4)
- RES_1400X787 (16:9)
- RES_1400X875 (16:10)
- RES_1400X1050 (4:3)
- RES_1600X900 (16:9)
- RES_1600X1000 (16:10)
- RES_1600X1200 (4:3)
- RES_1920X1080 (16:9)
See also:
Enum type that defines all automapBuffer modes.
- NORMAL - Only level architecture the player has seen is shown.
- WHOLE - All architecture is shown, regardless of whether or not the player has seen it.
- OBJECTS - In addition to the previous, shows all things in the map as arrows pointing in the direction they are facing.
- OBJECTS_WITH_SIZE - In addition to the previous, all things are wrapped in a box showing their size.
See also:
Enum type that defines all variables that can be obtained from the game.
- KILLCOUNT
- ITEMCOUNT
- SECRETCOUNT
- FRAGCOUNT
- DEATHCOUNT
- HEALTH - Can be higher then 100!
- ARMOR - Can be higher then 100!
- DEAD - True if the player is dead.
- ON_GROUND - True if the player is on the ground (not in the air).
- ATTACK_READY - True if the attack can be performed.
- ALTATTACK_READY - True if the altattack can be performed.
- SELECTED_WEAPON - Selected weapon's number.
- SELECTED_WEAPON_AMMO - Ammo for selected weapon.
- AMMO0 - AMMO9 - Number of ammo for weapon in N slot.
- WEAPON0 - WEAPON9 - Number of weapons in N slot.
- POSITION_X - Position of the player, not available if
viz_nocheat
is enabled. - POSITION_Y
- POSITION_Z
- ANGLE - Position of the player, not available if
viz_nocheat
is enabled. - PITCH
- ROLL
- VELOCITY_X - Velocity of the player, not available if
viz_nocheat
is enabled. - VELOCITY_Y
- VELOCITY_Z
- PLAYER_NUMBER - Player's number in multiplayer game.
- PLAYER_COUNT - Number of players in multiplayer game.
- PLAYER1_FRAGCOUNT - PLAYER16_FRAGCOUNT - Number of N player's frags
- USER1 - USER60
ACS global int variables can be accessed as USER GameVariables. global int 0 is reserved for reward and is always threaded as Doom's fixed point numeral. Other from 1 to 60 (global int 1-60) can be access as USER1 - USER60 GameVariables.
See also:
- ZDoom Wiki: ACS,
DoomGame: getAvailableGameVariables
,DoomGame: setAvailableGameVariables
,DoomGame: addAvailableGameVariable
,DoomGame: getGameVariable
,Utilities: doomFixedToDouble
,- examples/python/basic.py,
- examples/python/shaping.py.
Enum type that defines all buttons that can be "pressed" by agent.
Binary buttons have only 2 states "not pressed" if value 0 and "pressed" if value other then 0.
- ATTACK
- USE
- JUMP
- CROUCH
- TURN180
- ALTATTACK
- RELOAD
- ZOOM
- SPEED
- STRAFE
- MOVE_RIGHT
- MOVE_LEFT
- MOVE_BACKWARD
- MOVE_FORWARD
- TURN_RIGHT
- TURN_LEFT
- LOOK_UP
- LOOK_DOWN
- MOVE_UP
- MOVE_DOWN
- LAND
- SELECT_WEAPON1
- SELECT_WEAPON2
- SELECT_WEAPON3
- SELECT_WEAPON4
- SELECT_WEAPON5
- SELECT_WEAPON6
- SELECT_WEAPON7
- SELECT_WEAPON8
- SELECT_WEAPON9
- SELECT_WEAPON0
- SELECT_NEXT_WEAPON
- SELECT_PREV_WEAPON
- DROP_SELECTED_WEAPON
- ACTIVATE_SELECTED_ITEM
- SELECT_NEXT_ITEM
- SELECT_PREV_ITEM
- DROP_SELECTED_ITEM
Buttons whose value defines the speed of movement. A positive value indicates movement in the first specified direction and a negative value in the second direction. For example: value 10 for MOVE_LEFT_RIGHT_DELTA means slow movement to the right and -100 means fast movement to the left.
- LOOK_UP_DOWN_DELTA
- TURN_LEFT_RIGHT_DELTA
- MOVE_FORWARD_BACKWARD_DELTA
- MOVE_LEFT_RIGHT_DELTA
- MOVE_UP_DOWN_DELTA
In case of TURN_LEFT_RIGHT_DELTA and LOOK_UP_DOWN_DELTA values correspond to degrees. In case of MOVE_FORWARD_BACKWARD_DELTA, MOVE_LEFT_RIGHT_DELTA, MOVE_UP_DOWN_DELTA values correspond to Doom Map unit (see Doom Wiki if you want to know how it translates into real life units).
See also: