An intelligent agent learning platform based on a 3D open-world FPS game
Project description
Wilderness Scavenger: 3D Open-World FPS Game AI Challenge
This is a platform for intelligent agent learning based on a 3D open-world FPS game developed by Inspir.AI.
Competition Overview
Focusing on learning intelligent agents in open-world games, this year we are hosting a new competition called Wilderness Scavenger. Featuring a battle royale-style 3D open-world gameplay experience and random PCG-based world generation, this new game will challenge participants to learn agents that can perform subtasks commonly seen in FPS games, such as navigation, scouting, and skirmishing. To win the competition, agents need to have a strong perception of complex 3D environments, then learn to exploit various environmental structures (such as terrain, buildings, and plants) by developing flexible strategies to gain advantages over other competitors. Despite of the difficulty of this goal, we hope that this new competition can serve a cornerstone of research in AI based game playing for open-world games.
Features
- A light-weight 3D open-world FPS game developed with Unity3D game engine
- rendering-off game acceleration for fast training and evaluation
- large open world environment providing high freedom of game play strategies
- PCG-based map generation with randomly spawned buildings, plants and obstacles
- 100 scenario maps for generalized AI training
Basic Structures
We developed this repository to provide a training and evaluation platform for the researchers interested in open-world FPS game AI. For getting started quickly, we summarize the basic structure of this repository as follows:
.
├── examples # providing starter code examples and training baselines
│ ├── envs/...
│ ├── basic.py
│ ├── basic_track1_navigation.py
│ ├── basic_track2_supply_gather.py
│ ├── basic_track3_supply_battle.py
│ ├── baseline_track1_navigation.py
│ ├── baseline_track2_supply_gather.py
│ └── baseline_track3_supply_battle.py
├── inspirai_fps # the game play API source code
│ ├── lib/...
│ ├── __init__.py
│ ├── gamecore.py
│ ├── raycast.py
│ ├── simple_command_pb2.py
│ ├── simple_command_pb2_grpc.py
│ └── utils.py
└── unity3d # the game engine binaries and assets
├── UnityPlayer.so
├── fps.x86_64
├── fps_Data/...
└── logs/...
unity3d
: the engine backend extracted from our game development project, containing all the game related assets, binaries and source codes.inspirai_fps
: the python gameplay API for agent training and testing, providing the coreGame
class and other useful tool classes and functions.data
: storing all map related data files and they are used for calculating some state information in theAgentState
.examples
: we provide basic starter codes for each game mode targeting each track of the challenge, and we also give out our implementation of some baseline solutions based onray.rllib
reinforcement learning framework.
Supported Operating Systems
Currently, we only support Linux. We will update the support for Windows and MacOS soon.
Installation (from source)
To use the game play API, you need to first install the package inspirai_fps
by following the commands below:
$ git clone https://github.com/inspirai/wilderness-scavenger
$ cd wilderness-scavenger
$ pip install .
We recommend installing this package with python 3.8 (which is our development environment), so you may first create a virtual env using conda
and finish installation:
$ conda create -n WildScav python=3.8
$ conda activate WildScav
(WildScav) $ pip install .
Installation (from PyPI)
Aternatively, you can install the package from PyPI directly. But note that this will only install the gameplay API, not the engine binaries and assets. So you still need to manually download the engine binaries and assets from our repository.
pip install inspirai_fps
Loading Game Engine
To successfully run the game, you need to make sure the game engine folder unity3d
is downloaded along with the repository and set the engine_dir
parameter of the Game
init function correctly. For example, here is a code snippet in the script example/basic.py
:
parser.add_argument("--engine-dir", type=str, default="../unity3d")
...
game = Game(..., engine_dir=args.engine_dir, ...)
Loading Map Data
To get access to some features like realtime depth map computation or randomized player spawning, you need to load the map data and load them into the Game
. After this, once you turn on the depth map rendering, the game server will automatically compute a depth map viewing from the player's first person perspective at each time step.
- Download world meshes from data_meshes and the valid location lists from data_locations
- Unzip all mesh (
xxx.obj
) and location (xxx.json
) files to the same folder (e.g.'<WORKDIR>/map_data'
) - Set
map_dir
parameter of theGame
init function accordingly - Set the
map_id
as you like - Turn on the function of depth map computation
- Turn on random start location for player initialization
See following code snippet in the script examples/basic.py
for example:
parser.add_argument("-I", "--map-id", type=int, default=1)
parser.add_argument("--use-depth-map", action="store_true")
parser.add_argument("--random-start-location", action="store_true")
parser.add_argument("--map-dir", type=str, default="../data")
...
game = Game(map_dir=args.map_dir, ...)
game.set_map_id(args.map_id) # this will load the locations and mesh of the map with the given map id
...
if args.use_depth_map:
game.turn_on_depth_map()
if args.random_start_location:
for agent_id in range(args.num_agents):
game.random_start_location(agent_id) # this will randomly spawn the player at a valid location
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