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It's interesting question. We haven't checked this before. When it comes to up and down axis, speed is ~2.5 degrees per tic. Turning speed is ~1.75 degrees in first few tics and accelerates to ~3.5.
In addition, values change when SPEED button is active, look up and down accelerates to ~2.8 degrees and turning speed to ~7 degrees.
This is the original Doom mechanics, we haven't changed anything in it.
TURN_LEFT_RIGHT_DELTA and LOOK_UP_DOWN_DELTA buttons allows to use custom values, however, our api limits them to integer values - we should probably change that.
I have another question related to this. Obviously there is an upper bound and lower bound the the pitch angle (LOOK_UP and LOOK_DOWN). Could you please also let me know the exact value of it?
Thanks for the reply. I was doing some experiments based on the parameters you suggested and compute the heading of the agent accordingly, but i couldn't get the right heading. Here are some issues I'm still confused about:
Every time we execute the command like "look up", how many tics does it corresponds to?
In the customize key-binding, is there a way to bind "TURN_LEFT_RIGHT_DELTA" and "TURN_LEFT_RIGHT_DELTA" to a certain key?
You have a full control over the number of tics that agent performs in one action (second parameter of game.make_action -> https://github.com/mwydmuch/ViZDoom/blob/master/doc/DoomGame.md#makeAction). Active buttons are "pressed" during the entire duration of action. So if the action will last 4 ticks, "LOOK_UP" will change pitch by 4 * 2.5 degrees. Same in case of "DELTA" buttons, however, doing a quick test now I've discovered that they may be bugged.
Please give me 2 days, I will investigate and add support for floating points variables.
"DELTA" buttons corresponds to mouse movement, there is no way to bind it to a certain key right now.
EDIT: No one used "DELTA" buttons in the last year competition.
Regarding the MOVE_FORWARD AND MOVE_RIGHT buttons, I'm wondering how many units are these buttons corresponding to. Say if I use the MOVE_FORWARD for n tics, how much does the agent move forward?
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mwydmuch commentedon Mar 29, 2017
It's interesting question. We haven't checked this before. When it comes to up and down axis, speed is ~2.5 degrees per tic. Turning speed is ~1.75 degrees in first few tics and accelerates to ~3.5.
In addition, values change when
SPEEDbutton is active, look up and down accelerates to ~2.8 degrees and turning speed to ~7 degrees.This is the original Doom mechanics, we haven't changed anything in it.
TURN_LEFT_RIGHT_DELTAandLOOK_UP_DOWN_DELTAbuttons allows to use custom values, however, our api limits them to integer values - we should probably change that.XinkeAE commentedon Mar 29, 2017
Thanks @mwydmuch for the explanation. It was helpful!
XinkeAE commentedon Apr 5, 2017
Hi @mwydmuch ,
I have another question related to this. Obviously there is an upper bound and lower bound the the pitch angle (LOOK_UP and LOOK_DOWN). Could you please also let me know the exact value of it?
Thank you so much!
mwydmuch commentedon Apr 6, 2017
Lower bound is exactly -56, upper is 32 degrees. Don't ask why :)
XinkeAE commentedon Apr 6, 2017
Hi @mwydmuch ,
Thanks for the reply. I was doing some experiments based on the parameters you suggested and compute the heading of the agent accordingly, but i couldn't get the right heading. Here are some issues I'm still confused about:
Every time we execute the command like "look up", how many tics does it corresponds to?
In the customize key-binding, is there a way to bind "TURN_LEFT_RIGHT_DELTA" and "TURN_LEFT_RIGHT_DELTA" to a certain key?
I really appreciated your tips!
mwydmuch commentedon Apr 6, 2017
You have a full control over the number of tics that agent performs in one action (second parameter of game.make_action -> https://github.com/mwydmuch/ViZDoom/blob/master/doc/DoomGame.md#makeAction). Active buttons are "pressed" during the entire duration of action. So if the action will last 4 ticks, "LOOK_UP" will change pitch by 4 * 2.5 degrees. Same in case of "DELTA" buttons, however, doing a quick test now I've discovered that they may be bugged.
Please give me 2 days, I will investigate and add support for floating points variables.
"DELTA" buttons corresponds to mouse movement, there is no way to bind it to a certain key right now.
EDIT: No one used "DELTA" buttons in the last year competition.
Added support for float values in DELTA Buttons, fixed bug mentioned in
mwydmuch commentedon Apr 24, 2017
I forgot to close this one, I've added support for floating point values and now everything works as described above.
XinkeAE commentedon Jun 11, 2017
Hi @mwydmuch , sorry for bothering you again,
Regarding the MOVE_FORWARD AND MOVE_RIGHT buttons, I'm wondering how many units are these buttons corresponding to. Say if I use the MOVE_FORWARD for n tics, how much does the agent move forward?
Thanks.
mwydmuch commentedon Jun 11, 2017
I don't know the exact mechanic of movement in the engine, but it implements some simple acceleration and momentum, so it's a little bit complicated.
It looks like that default max walking speed is ~8 in-game unit. With
SPEEDbutton pressed max speed and acceleration is doubled.From ZDoom wiki:
"Side movement running speed is actually 4/5ths forward running speed, and the side walk speed is 24/25ths forward walk."
I think it's possible to combine forward and side movement to achieve greater speed, like in Quake.
You can measure speed with help of
POSITION_X,POSITION_Y,POSITION_Zgame variables.In-game unit to real life unit translation: https://doomwiki.org/wiki/Map_unit
Added support for float values in DELTA Buttons, fixed bug mentioned in