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Types

C++ only

  • Buffer (std::vector<uint8_t>)
  • BufferPtr (std::shared_ptr<Buffer>)
  • GameStatePtr (std::shared_ptr<GameState>)

Structures


Label

(C++ type / Lua type / Java type / Python type name)

  • unsigned int / number / unsigned int / int objectId / object_id
  • std::string / string / String / str objectName / object_name
  • uint8_t / number / byte / int value
  • unsigned int / number / unsigned int / int x
  • unsigned int / number / unsigned int / int y
  • unsigned int / number / unsigned int / int width
  • unsigned int / number / unsigned int / int height
  • double / number / double / float objectPositionX / object_position_x
  • double / number / double / float objectPositionY / object_position_y
  • double / number / double / float objectPositionZ / object_position_z
  • double / number / double / float objectAngle / object_angle
  • double / number / double / float objectPitch / object_pitch
  • double / number / double / float objectRoll / object_roll
  • double / number / double / float objectVelocityX / object_velocity_x
  • double / number / double / float objectVelocityY / object_velocity_y
  • double / number / double / float objectVelocityZ / object_velocity_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).

objectName / object_name - ingame object name, many different objects can have the same name (e.g. Medikit, Clip, Zombie).

value - value that represents this particular object in labelsBuffer.

x, y, width, height - describes bounding box of this particular object in labelsBuffer.


GameState

(C++ type / Lua type / Java type / Python type name)

  • unsigned int / number / unsigned int / int number
  • unsigned int / number / unsigned int / int tic
  • std::vector<float> / DoubleTensor / double[] / numpy.double[] gameVariables / game_variables
  • BufferPtr / ByteTensor / byte[] / numpy.uint8[] screenBuffer / screen_buffer
  • BufferPtr / ByteTensor / byte[] / numpy.uint8[] depthBuffer / depth_buffer
  • BufferPtr / ByteTensor / byte[] / numpy.uint8[] labelsBuffer / labels_buffer
  • BufferPtr / ByteTensor / byte[] / numpy.uint8[] automapBuffer / automap_buffer
  • std::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:


ServerState

(C++ type / Lua type / Java type / Python type name)

  • unsigned int / number / unsigned int / int tic
  • unsigned int / number / unsigned int / int playerCount / player_count
  • bool[] / table / boolean[] / list playersInGame / players_in_game
  • int[] / table / int[] / list playersFrags / players_frags
  • std::string[] / table / String[] / list playersNames / players_names
  • bool[] / table / boolean[] / list playersAfk / players_afk
  • unsigned int[] / table / unsigned int[] / list **playersLastActionTic / players_last_action_tic **
  • unsigned int[] / table / unsigned int[] / list **playersLastKillTic / players_last_kill_tic **

Right now ServerInfo is only available to C++ and Python. Added in 1.1.6.

Enums


Mode

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:


ScreenFormat

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:


ScreenResolution

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:


AutomapMode

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:


GameVariable

Enum type that defines all variables that can be obtained from the game.

Defined variables

  • KILLCOUNT - Counts the number of monsters killed during the current episode. Killing other players/bots do not count towards this. From 1.1.5 killing other players/bots counts towards this.
  • ITEMCOUNT - Counts the number of picked up items during the current episode.
  • SECRETCOUNT - Counts the number of secret location/objects discovered during the current episode.
  • FRAGCOUNT - Counts the number of players/bots killed, minus the number of committed suicides. Useful only in multiplayer mode.
  • DEATHCOUNT - Counts the number of players deaths during the current episode. Useful only in multiplayer mode.
  • HITCOUNT - Counts number of hit monsters/players/bots during the current episode.
  • HITS_TAKEN - Counts number of hits taken by the player during the current episode.
  • DAMAGECOUNT - Counts number of damage dealt to monsters/players/bots during the current episode.
  • DAMAGE_TAKEN - Counts number of damage taken by the player during the current episode.
  • 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 - Orientation of the player, not available if viz_nocheat is enabled.
  • PITCH
  • ROLL
  • VIEW_HEIGHT - View high of the player, not available if viz_nocheat is enabled. Position of the camera in Z axis is equal to POSITION_Z + VIEW_HEIGHT.
  • VELOCITY_X - Velocity of the player, not available if viz_nocheat is enabled.
  • VELOCITY_Y
  • VELOCITY_Z
  • CAMERA_POSITION_X - Position of the camera, not available if viz_nocheat is enabled.
  • CAMERA_POSITION_Y
  • CAMERA_POSITION_Z
  • CAMERA_ANGLE - Orientation of the camera, not available if viz_nocheat is enabled.
  • CAMERA_PITCH
  • CAMERA_ROLL
  • CAMERA_FOV - Field of view in degrees, not available if viz_nocheat is enabled.
  • 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

User (ACS) variables

  • 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 accessed as USER1 - USER60 GameVariables.

See also:


Button

Enum type that defines all buttons that can be "pressed" by the agent.

Binary buttons

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

Delta buttons

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: