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Basic.java
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Basic.java
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import vizdoom.*;
import java.util.*;
import java.lang.*;
public class Basic {
public static void main (String[] args) {
System.out.println("\n\nBASIC EXAMPLE\n");
// Create DoomGame instance. It will run the game and communicate with you.
DoomGame game = new DoomGame();
// Sets path to vizdoom engine executive which will be spawned as a separate process. Default is "./vizdoom".
game.setViZDoomPath("../../bin/vizdoom");
// Sets path to doom2 iwad resource file which contains the actual doom game-> Default is "./doom2.wad".
game.setDoomGamePath("../../bin/freedoom2.wad");
//game.setDoomGamePath("../../bin/doom2.wad"); // Not provided with environment due to licences.
// Sets path to additional resources iwad file which is basically your scenario iwad.
// If not specified default doom2 maps will be used and it's pretty much useles... unless you want to play doom.
game.setDoomScenarioPath("../../scenarios/basic.wad");
// Set map to start (scenario .wad files can contain many maps).
game.setDoomMap("map01");
// Sets resolution. Default is 320X240
game.setScreenResolution(ScreenResolution.RES_640X480);
// Sets the screen buffer format. Not used here but now you can change it. Defalut is CRCGCB.
game.setScreenFormat(ScreenFormat.RGB24);
// Sets other rendering options
game.setRenderHud(false);
game.setRenderCrosshair(false);
game.setRenderWeapon(true);
game.setRenderDecals(false);
game.setRenderParticles(false);
game.setRenderEffectsSprites(false);
game.setRenderMessages(false);
game.setRenderCorpses(false);
// Adds buttons that will be allowed.
Button[] availableButtons = new Button [] {Button.MOVE_LEFT, Button.MOVE_RIGHT, Button.ATTACK};
game.setAvailableButtons(availableButtons);
// game.addAvailableButton(Button.MOVE_LEFT); // Appends to available buttons.
// game.addAvailableButton(Button.MOVE_RIGHT);
// game.addAvailableButton(Button.ATTACK);
// Returns table of available Buttons.
// Button[] availableButtons = game.getAvailableButtons();
// Adds game variables that will be included in state.
game.addAvailableGameVariable(GameVariable.AMMO2);
// game.setAvailableGameVariables is also available.
// Returns table of available GameVariables.
// GameVariable[] availableGameVariables = game.getAvailableGameVariables();
// Causes episodes to finish after 200 tics (actions)
game.setEpisodeTimeout(200);
// Makes episodes start after 10 tics (~after raising the weapon)
game.setEpisodeStartTime(10);
// Makes the window appear (turned on by default)
game.setWindowVisible(true);
// Turns on the sound. (turned off by default)
game.setSoundEnabled(true);
// Sets ViZDoom mode (PLAYER, ASYNC_PLAYER, SPECTATOR, ASYNC_SPECTATOR, PLAYER mode is default)
game.setMode(Mode.PLAYER);
// Enables engine output to console.
//game.setConsoleEnabled(true);
// Initialize the game. Further configuration won't take any effect from now on.
game.init();
// Define some actions. Each list entry corresponds to declared buttons:
// MOVE_LEFT, MOVE_RIGHT, ATTACK
// more combinations are naturally possible but only 3 are included for transparency when watching.
List<double[]> actions = new ArrayList<double[]>();
actions.add(new double[] {1, 0, 1});
actions.add(new double[] {0, 1, 1});
actions.add(new double[] {0, 0, 1});
Random ran = new Random();
// Run this many episodes
int episodes = 10;
for (int i = 0; i < episodes; ++i) {
System.out.println("Episode #" + (i + 1));
// Starts a new episode. It is not needed right after init() but it doesn't cost much and the loop is nicer.
game.newEpisode();
while (!game.isEpisodeFinished()) {
// Get the state
GameState state = game.getState();
int n = state.number;
double[] vars = state.gameVariables;
byte[] screenBuf = state.screenBuffer;
byte[] depthBuf = state.depthBuffer;
byte[] labelsBuf = state.labelsBuffer;
byte[] automapBuf = state.automapBuffer;
Label[] labels = state.labels;
// Make random action and get reward
double r = game.makeAction(actions.get(ran.nextInt(3)));
// You can also get last reward by using this function
// double r = game.getLastReward();
System.out.println("State #" + n);
System.out.println("Game variables: " + Arrays.toString(vars));
System.out.println("Action reward: " + r);
System.out.println("=====================");
}
System.out.println("Episode finished.");
System.out.println("Total reward: " + game.getTotalReward());
System.out.println("************************");
}
// It will be done automatically in destructor but after close You can init it again with different settings.
game.close();
}
}