forked from Farama-Foundation/ViZDoom
-
Notifications
You must be signed in to change notification settings - Fork 2
/
cig_host.lua
executable file
·69 lines (52 loc) · 2.84 KB
/
cig_host.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
#!/usr/bin/env th
require "vizdoom"
require "torch"
-- Create DoomGame instance. It will run the game and communicate with you.
local game = vizdoom.DoomGame()
-- Use CIG example config or your own.
game:loadConfig("../../scenarios/cig.cfg")
-- Select map you want to use.
game:setDoomMap("map01") -- Limited deathmatch.
--game:setDoomMap("map02") -- Full deathmatch.
-- Host game with options that will be used in the competition.
game:addGameArgs("-host 2 " .. -- This machine will function as a host for a multiplayer game with this many players (including this machine). It will wait for other machines to connect using the -join parameter and then start the game when everyone is connected.
"-deathmatch " .. -- Deathmatch rules are used for the game.
"+timelimit 10.0 " .. -- The game (episode) will end after this many minutes have elapsed.
"+sv_forcerespawn 1 " .. -- Players will respawn automatically after they die.
"+sv_noautoaim 1 " .. -- Autoaim is disabled for all players.
"+sv_respawnprotect 1 " .. -- Players will be invulnerable for two second after spawning.
"+sv_spawnfarthest 1 " .. -- Players will be spawned as far as possible from any other players.
"+sv_nocrouch 1" .. -- Disables crouching.
"+viz_respawn_delay 10 " ..-- Sets delay between respanws (in seconds).
"+viz_nocheat 1") -- Disables depth and labels buffer and the ability to use commands that could interfere with multiplayer game.
-- This can be used to host game without taking part in it (can be simply added as argument of vizdoom executable).
--game:add_game_args("viz_spectator 1")
-- Name your agent and select color
-- colors: 0 - green, 1 - gray, 2 - brown, 3 - red, 4 - light gray, 5 - light brown, 6 - light red, 7 - light blue
game:addGameArgs("+name AI +colorset 0")
game:setMode(vizdoom.Mode.ASYNC_PLAYER) -- During the competition, async mode will be forced for all agents.
--game:setWindowVisible(false)
game:init();
-- Three example sample actions
local actions = {
[1] = torch.IntTensor({1,0,0,0,0,0,0,0,0}),
[2] = torch.IntTensor({0,1,0,0,0,0,0,0,0}),
[3] = torch.IntTensor({0,0,1,0,0,0,0,0,0})
}
-- To be used by the main game loop
local state, reward
-- Play until the game (episode) is over.
while not game:isEpisodeFinished() do
-- Analyze the state
state = game:getState()
-- Make a random action
local action = actions[torch.random(#actions)]
reward = game:makeAction(action)
-- Check if player is dead
if game:isPlayerDead() then
-- Respawn immediately after death, new state will be available.
game:respawnPlayer()
end
--print("Frags:", game:getGameVariable(vizdoom.GameVariable.FRAGCOUNT))
end
game:close()