Generals.io environment compliant with PettingZoo API standard powered by Numpy.
Project description
Generals.io is a real-time strategy game where players compete to conquer their opponents' generals on a 2D grid. While the goal is simple — capture the enemy general — the gameplay involves a lot of depth. Players need to employ strategic planning, deception, and manage both micro and macro mechanics throughout the game. The combination of these elements makes the game highly engaging and complex.
This repository aims to make bot development more accessible, especially for Machine Learning based agents.
Highlights:
- 🚀 Fast & Lightweight simulator powered by
numpy
(thousands of steps per second) - 🤝 Compatibility with Reinforcement-Learning API standards 🤸Gymnasium and 🦁PettingZoo
- 🔧 Easy customization of environments
- 🔬 Analysis tools such as replays
Generals.io has several interesting properties:
- 👀 Partial observability
- 🏃♂️ Long action sequences and large action spaces
- 🧠 Requires strategical planning
- ⏱️ Real-time gameplay
📦 Installation
Stable release version is available through pip:
pip install generals
Alternatively, you can install latest version via git
git clone https://github.com/strakam/Generals-RL
cd Generals-RL
pip install -e .
Usage example (🤸 Gymnasium)
from generals.env import gym_generals
from generals.agents import RandomAgent, ExpanderAgent
# Initialize agents
agent = RandomAgent()
npc = ExpanderAgent()
# Create environment -- render modes: {None, "human"}
env = gym_generals(agent=agent, npc=npc, render_mode="human")
observation, info = env.reset()
done = False
while not done:
action = agent.play(observation)
observation, reward, terminated, truncated, info = env.step(action)
done = terminated or truncated
env.render(fps=6)
You can also check an example for 🦁PettingZoo or more extensive example here.
🚀 Getting Started
Creating your first agent is very simple.
- Start by subclassing an
Agent
class just likeRandomAgent
orExpanderAgent
. - Every agent must have a name as it is his ID by which he is called for actions.
- Every agent must implement
play(observation)
function that takes inobservation
and returns an action as described above. - You can start by copying the Usage Example and replacing
agent
with your implementation. - When creating an environment, you can choose out of two
render_modes
:None
that omits rendering and is suitable for training,"human"
where you can see the game roll out.
- Also check
Makefile
that runs examples so you can get a feel for the repo 🤗.
🎨 Custom maps
Maps are handled via Mapper
class. You can instantiate the class with desired map properties and it will generate
maps with these properties for each run.
from generals.env import pz_generals
from generals.map import Mapper
mapper = Mapper(
grid_dims=(10, 10), # Dimensions of the grid (height, width)
mountain_density=0.2, # Probability of a mountain in a cell
city_density=0.05, # Probability of a city in a cell
general_positions=[(0,3),(5,7)], # Positions of generals (i, j)
)
# Create environment
env = pz_generals(mapper=mapper, ...)
You can also specify map manually, as a string via options
dict:
from generals.env import pz_generals
from generals.map import Mapper
mapper = Mapper()
env = pz_generals(mapper=mapper, ...)
map = """
.3.#
#..A
#..#
.#.B
"""
options = {'map' : map}
# Pass the new map to the environment (for the next game)
env.reset(options=options)
Maps are encoded using these symbols:
.
for cells where you can move your army#
for mountains (terrain that can not be passed)A,B
are positions of generals- digits
0-9
represent cost of cities calculated as(40 + digit)
🔬 Replays
We can store replays and then analyze them. Replay
class handles replay related functionality.
Storing a replay
from generals.env import pz_generals
options = {"replay": "my_replay"}
env = pz_generals(...)
env.reset(options=options) # The next game will be encoded in my_replay.pkl
Loading a replay
from generals.replay import Replay
# Initialize Replay instance
replay = Replay.load("my_replay")
replay.play()
🕹️ Replay controls
q
— quit/close the replayr
— restart replay from the beginning←/→
— increase/decrease the replay speedh/l
— move backward/forward by one frame in the replayspacebar
— toggle play/pausemouse
click on the player's row — toggle the FoV (Field of View) of the given player
🌍 Environment
🔭 Observation
An observation for one agent is a dictionary of 13 key/value pairs.
Each key/value pair contains information about part of the game that is accessible to the agent.
Values are numpy
matrices with shape (N,M)
, where N
is height of the map and M
is the width.
Key | Shape/Type | Description |
---|---|---|
army |
(N,M) |
Number of units in a cell regardless of owner |
general |
(N,M) |
Mask of cells that are visible to the agent |
city |
(N,M) |
Mask saying whether a city is in a cell |
visibile_cells |
(N,M) |
Mask indicating cells that are visible to the agent |
owned_cells |
(N,M) |
Mask indicating cells controlled by the agent |
opponent_cells |
(N,M) |
Mask indicating cells owned by the opponent |
neutral_cells |
(N,M) |
Mask indicating cells that are not owned by agents |
structure |
(N,M) |
Mask indicating whether cells contain cities or mountains, even out of FoV |
action_mask |
(N,M,4) |
Mask where [i,j,d] indicates whether you can move from a cell [i,j] to direction d where directions are in order (UP, DOWN, LEFT, RIGHT) |
owned_land_count |
Int |
Int representing number of cells an agent owns |
owned_army_count |
Int |
Int representing total number of units of an agent over all cells |
opponent_land_count |
Int |
Int representing number of cells owned by the opponent |
opponent_army_count |
Int |
Int representing total number of units owned by the opponent |
is_winner |
Bool |
Bool representing whether an agent won |
timestep |
Int |
Timestep |
⚡ Action
Action is an np.array([pass,i,j,d,split])
:
- Value of
pass
indicates whether you want to1 (pass)
or0 (play)
. - Indices
i,j
say that you want to move from cell with index[i,j]
. - Value of
d
is a direction of the movement:0 (up)
,1 (down)
,2 (left)
,3 (right)
- Value of
split
says whether you want to split units. Value1 (split)
sends half of units and value0 (no split)
sends all possible units to the next cell.
🎁 Reward
It is possible to implement custom reward function. The default is 1
for winner and -1
for loser, otherwise 0
.
def custom_reward_fn(observations):
# Give agent a reward based on the number of cells they own
return {
agent: observations[agent]["owned_land_count"]
for agent in observations.keys()
}
env = generals_v0(reward_fn=custom_reward_fn)
observations, info = env.reset()
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