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Basic.cpp
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Basic.cpp
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#include "ViZDoom.h"
#include <iostream>
#include <vector>
#include <cstdlib>
#include <ctime>
#include <chrono>
#include <thread>
void sleep(unsigned int time){
std::this_thread::sleep_for(std::chrono::milliseconds(time));
}
using namespace vizdoom;
int main() {
std::cout << "\n\nBASIC EXAMPLE\n\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 useless... 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(RES_640X480);
// Sets the screen buffer format. Not used here but now you can change it. Default is CRCGCB.
game->setScreenFormat(RGB24);
// Sets other rendering options
game->setRenderHud(false);
game->setRenderMinimalHud(false); // If hud is enabled
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.
game->addAvailableButton(MOVE_LEFT);
game->addAvailableButton(MOVE_RIGHT);
game->addAvailableButton(ATTACK);
// Adds game variables that will be included in state.
game->addAvailableGameVariable(AMMO2);
// 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);
// Because of some problems with OpenAL on Ubuntu 20.04, we keep this line commented,
// the sound is only useful for humans watching the game.
// Sets ViZDoom mode (PLAYER, ASYNC_PLAYER, SPECTATOR, ASYNC_SPECTATOR, PLAYER mode is default)
game->setMode(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
// game.getAvailableButtonsSize() can be used to check the number of available buttons.
// more combinations are naturally possible but only 3 are included for transparency when watching.
std::vector<double> actions[3];
actions[0] = {1, 0, 0};
actions[1] = {0, 1, 0};
actions[2] = {0, 0, 1};
std::srand(time(0));
// Run this many episodes
int episodes = 10;
// Sets time that will pause the engine after each action.
// Without this everything would go too fast for you to keep track of what's happening.
unsigned int sleepTime = 1000 / DEFAULT_TICRATE; // = 28
for (int i = 0; i < episodes; ++i) {
std::cout << "Episode #" << i + 1 << "\n";
// 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
GameStatePtr state = game->getState(); // GameStatePtr is std::shared_ptr<GameState>
// Which consists of:
unsigned int n = state->number;
// Game variables
std::vector<double> vars = state->gameVariables;
// Different image buffers (screen, depth, labels, automap)
// Expect of screen buffer some may be nullptr if not first enabled.
ImageBufferPtr screenBuf = state->screenBuffer;
ImageBufferPtr depthBuf = state->depthBuffer;
ImageBufferPtr labelsBuf = state->labelsBuffer;
ImageBufferPtr automapBuf = state->automapBuffer;
// ImageBufferPtr is std::shared_ptr<ImageBuffer> where Buffer is std::vector<uint8_t>
// Audio buffer
AudioBufferPtr audioBuf = state->audioBuffer;
// AudioBufferPtr is std::shared_ptr<AudioBuffer> where Buffer is std::vector<int16_t>
// Vector of labeled objects visible in the frame, may be empty if not first enabled.
std::vector<Label> labels = state->labels;
// Vector of all objects (enemies, pickups, etc.) present in the current episode, may be empty if not first enabled.
std::vector<Object> objects = state->objects;
// Vector of all sectors (map geometry), may be None if not first enabled.
std::vector<Sector> sectors = state->sectors;
// Make random action and get reward
double reward = game->makeAction(actions[std::rand() % game->getAvailableButtonsSize()]);
// You can also get last reward by using this function
// double reward = game->getLastReward();
// Makes a "prolonged" action and skip frames.
//int skiprate = 4
//double reward = game.makeAction(choice(actions), skiprate)
// The same could be achieved with:
//game.setAction(choice(actions))
//game.advanceAction(skiprate)
//reward = game.getLastReward()
std::cout << "State #" << n << "\n";
std::cout << "Game variables: " << vars[0] << "\n";
std::cout << "Action reward: " << reward << "\n";
std::cout << "=====================\n";
if(sleepTime) sleep(sleepTime);
}
std::cout << "Episode finished.\n";
std::cout << "Total reward: " << game->getTotalReward() << "\n";
std::cout << "************************\n";
}
// It will be done automatically in destructor but after close You can init it again with different settings.
game->close();
delete game;
}