LevDoom: A Generalization Benchmark for Deep Reinforcement Learning
Project description
LevDoom
LevDoom is a benchmark with difficulty levels based on visual modifications, intended for research in generalization of deep reinforcement learning agents. The benchmark is based upon ViZDoom, a platform addressed to pixel based learning in the FPS game domain.
For more details please refer to our CoG2022 paper. To reproduce the paper results, follow the instructions in the RL module.
Installation
To install LevDoom from PyPi, just run:
$ pip install LevDoom
Alternatively, to install LevDoom from source, clone this repo, cd to it, and then:
- Clone the repository
$ git clone https://github.com/TTomilin/LevDoom
- Navigate into the repository
$ cd LevDoom
- Install the dependencies
$ pip install .
Environments
The benchmark consists of 4 scenarios, each with 5 levels of increasing difficulty. The full list of environments can be found in the LevDoom module.
Scenario | Success Metric | Enemies | Weapon | Items | Max Steps | Actions | Stochasticity |
---|---|---|---|---|---|---|---|
Defend the Center | Frames Alive | ✓ | ✓ | ✗ | 2100 | 6 | Enemy behaviour |
Health Gathering | Frames Alive | ✗ | ✗ | ✓ | 2100 | 6 | Health kit spawn locations |
Seek and Slay | Kill Count | ✓ | ✓ | ✗ | 1250 | 12 | Enemy and agent spawn locations |
Dodge Projectiles | Frames Alive | ✓ | ✗ | ✗ | 2100 | 6 | Enemy behaviour |
Environment Modifications
LevDoom imposes generalization difficulty by modifying the base environment of a scenario. Each modification increases the difficulty level of the generalization task. There are 8 types of modifications across all scenarios.
Modification | Description |
---|---|
Textures | Varies the appearance of the walls, ceilings and floors |
Obstacles | Adds impassable obstructions to the map that impede the agent's movement |
Entity Size | Changes the size of enemies and obtainable items |
Entity Type | Changes the type of enemies and obtainable items |
Entity Rendering | Varies the rendering type of enemies and obtainable items |
Entity Speed | Increases the speed of enemies |
Agent Height | Vertically shifts the view point of the agent |
Difficulty Levels
The number of combined modifications determines the difficulty level.
Scenario | Level 0 | Level 1 | Level 2 | Level 3 | Level 4 |
---|---|---|---|---|---|
Defend the Center | |||||
Health Gathering | |||||
Seek and Slay | |||||
Dodge Projectiles |
Quick Start
LevDoom follows the Gymnasium interface. You can create an environment using the make
function:
import levdoom
env = levdoom.make('DefendTheCenterLevel0-v0')
You can also directly create all environments of a level using the make_level
function:
import levdoom
from levdoom.utils.enums import Scenario
level_envs = levdoom.make_level(Scenario.DODGE_PROJECTILES, level=3)
Examples
Find examples of using LevDoom environments in the examples folder.
Single Environment
import levdoom
env = levdoom.make('HealthGatheringLevel3_1-v0')
env.reset()
done = False
steps = 0
total_reward = 0
while not done:
action = env.action_space.sample()
state, reward, done, truncated, info = env.step(action)
env.render()
steps += 1
total_reward += reward
print(f"Episode finished in {steps} steps. Reward: {total_reward:.2f}")
env.close()
Single Level
import levdoom
from levdoom.utils.enums import Scenario
max_steps = 100
level_envs = levdoom.make_level(Scenario.SEEK_AND_SLAY, level=1, max_steps=max_steps)
for env in level_envs:
env.reset()
total_reward = 0
for i in range(max_steps):
action = env.action_space.sample()
state, reward, done, truncated, info = env.step(action)
env.render()
total_reward += reward
if done or truncated:
break
print(f"{env.unwrapped.name} finished in {i + 1} steps. Reward: {total_reward:.2f}")
env.close()
Citation
If you use our work in your research, please cite it as follows:
@inproceedings{tomilin2022levdoom,
title = {LevDoom: A Benchmark for Generalization on Level Difficulty in Reinforcement Learning},
author = {Tristan Tomilin and Tianhong Dai and Meng Fang and Mykola Pechenizkiy},
booktitle = {In Proceedings of the IEEE Conference on Games},
year = {2022}
}
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