Changes: - Disclaimer in README - Replaced all occurences of Gym with Gymnasium - Removed code that is now dead since we no longer need to support the old step API - Updated type hints to only allow new step API - Increased required version of envpool to support Gymnasium - Increased required version of PettingZoo to support Gymnasium - Updated `PettingZooEnv` to only use the new step API, removed hack to also support old API - I had to add some `# type: ignore` comments, due to new type hinting in Gymnasium. I'm not that familiar with type hinting but I believe that the issue is on the Gymnasium side and we are looking into it. - Had to update `MyTestEnv` to support `options` kwarg - Skip NNI tests because they still use OpenAI Gym - Also allow `PettingZooEnv` in vector environment - Updated doc page about ReplayBuffer to also talk about terminated and truncated flags. Still need to do: - Update the Jupyter notebooks in docs - Check the entire code base for more dead code (from compatibility stuff) - Check the reset functions of all environments/wrappers in code base to make sure they use the `options` kwarg - Someone might want to check test_env_finite.py - Is it okay to allow `PettingZooEnv` in vector environments? Might need to update docs?
ViZDoom
ViZDoom is a popular RL env for a famous first-person shooting game Doom. Here we provide some results and intuitions for this scenario.
EnvPool
We highly recommend using envpool to run the following experiments. To install, in a linux machine, type:
pip install envpool
After that, make_vizdoom_env
will automatically switch to envpool's ViZDoom env. EnvPool's implementation is much faster (about 2~3x faster for pure execution speed, 1.5x for overall RL training pipeline) than python vectorized env implementation.
For more information, please refer to EnvPool's GitHub and Docs.
Train
To train an agent:
python3 vizdoom_c51.py --task {D1_basic|D2_navigation|D3_battle|D4_battle2}
D1 (health gathering) should finish training (no death) in less than 500k env step (5 epochs);
D3 can reach 1600+ reward (75+ killcount in 5 minutes);
D4 can reach 700+ reward. Here is the result:
(episode length, the maximum length is 2625 because we use frameskip=4, that is 10500/4=2625)
(episode reward)
To evaluate an agent's performance:
python3 vizdoom_c51.py --test-num 100 --resume-path policy.pth --watch --task {D1_basic|D3_battle|D4_battle2}
To save .lmp
files for recording:
python3 vizdoom_c51.py --save-lmp --test-num 100 --resume-path policy.pth --watch --task {D1_basic|D3_battle|D4_battle2}
it will store lmp
file in lmps/
directory. To watch these lmp
files (for example, d3 lmp):
python3 replay.py maps/D3_battle.cfg episode_8_25.lmp
We provide two lmp files (d3 best and d4 best) under results/c51
, you can use the following command to enjoy:
python3 replay.py maps/D3_battle.cfg results/c51/d3.lmp
python3 replay.py maps/D4_battle2.cfg results/c51/d4.lmp
Maps
See maps/README.md
Reward
- living reward is bad
- combo-action is really important
- negative reward for health and ammo2 is really helpful for d3/d4
- only with positive reward for health is really helpful for d1
- remove MOVE_BACKWARD may converge faster but the final performance may be lower
Algorithms
The setting is exactly the same as Atari. You can definitely try more algorithms listed in Atari example.
C51 (single run)
task | best reward | reward curve | parameters |
---|---|---|---|
D2_navigation | 747.52 | ![]() |
python3 vizdoom_c51.py --task "D2_navigation" |
D3_battle | 1855.29 | ![]() |
python3 vizdoom_c51.py --task "D3_battle" |
PPO (single run)
task | best reward | reward curve | parameters |
---|---|---|---|
D2_navigation | 770.75 | ![]() |
python3 vizdoom_ppo.py --task "D2_navigation" |
D3_battle | 320.59 | ![]() |
python3 vizdoom_ppo.py --task "D3_battle" |