vizdoom


Namevizdoom JSON
Version 1.2.3 PyPI version JSON
download
home_pagehttps://vizdoom.farama.org
SummaryViZDoom is Doom-based AI Research Platform for Reinforcement Learning from Raw Visual Information.
upload_time2023-12-16 01:56:01
maintainer
docs_urlNone
authorMarek Wydmuch, Michał Kempka, Wojciech Jaśkowski, Farama Foundation, and the respective contributors
requires_python>=3.8.0,<3.13
license
keywords vizdoom doom ai deep learning reinforcement learning research
VCS
bugtrack_url
requirements No requirements were recorded.
Travis-CI No Travis.
coveralls test coverage No coveralls.
            [![PyPI version](https://badge.fury.io/py/vizdoom.svg)](https://badge.fury.io/py/vizdoom) ![Build](https://github.com/mwydmuch/ViZDoom/workflows/Build/badge.svg) [![pre-commit](https://img.shields.io/badge/pre--commit-enabled-brightgreen?logo=pre-commit&logoColor=white)](https://pre-commit.com/) [![Code style: black](https://img.shields.io/badge/code%20style-black-000000.svg)](https://github.com/psf/black)

<p align="center">
  <img src="https://raw.githubusercontent.com/Farama-Foundation/ViZDoom/master/docs/_static/img/vizdoom-text.png" width="500px"/>
</p>

ViZDoom allows developing AI **bots that play Doom using only visual information** (the screen buffer). It is primarily intended for research in machine visual learning, and deep reinforcement learning, in particular.

ViZDoom is based on [ZDoom](https://zdoom.org) engine to provide the game mechanics.

![ViZDoom Demo](https://raw.githubusercontent.com/Farama-Foundation/ViZDoom/master/docs/_static/img/vizdoom-demo.gif)


## Features
- Multi-platform (Linux, macOS, Windows),
- API for Python and C++,
- [Gymnasium](https://gymnasium.farama.org/)/[OpenAI Gym](https://www.gymlibrary.dev/) environment wrappers (thanks to [Arjun KG](https://github.com/arjun-kg) [Benjamin Noah Beal](https://github.com/bebeal), [Lawrence Francis](https://github.com/ldfrancis), and [Mark Towers](https://github.com/pseudo-rnd-thoughts)),
- Easy-to-create custom scenarios (visual editors, scripting language, and examples available),
- Async and sync single-player and multiplayer modes,
- Fast (up to 7000 fps in sync mode, single-threaded),
- Lightweight (few MBs),
- Customizable resolution and rendering parameters,
- Access to the depth buffer (3D vision),
- Automatic labeling of game objects visible in the frame,
- Access to the audio buffer (thanks to [Shashank Hegde](https://github.com/hegde95)),
- Access to the list of actors/objects and map geometry,
- Off-screen rendering,
- Episodes recording,
- In-game time scaling in async mode.

ViZDoom API is **reinforcement learning** friendly (suitable also for learning from demonstration, apprenticeship learning or apprenticeship via inverse reinforcement learning, etc.).

Julia (thanks to [Jun Tian](https://github.com/findmyway)), Lua, and Java bindings are available in other branches but are no longer maintained.


## Cite as
> M Wydmuch, M Kempka & W Jaśkowski, ViZDoom Competitions: Playing Doom from Pixels, IEEE Transactions on Games, vol. 11, no. 3, pp. 248-259, 2019
([arXiv:1809.03470](https://arxiv.org/abs/1809.03470))
```
@article{Wydmuch2019ViZdoom,
  author  = {Marek Wydmuch and Micha{\l} Kempka and Wojciech Ja\'skowski},
  title   = {{ViZDoom} {C}ompetitions: {P}laying {D}oom from {P}ixels},
  journal = {IEEE Transactions on Games},
  year    = {2019},
  volume  = {11},
  number  = {3},
  pages   = {248--259},
  doi     = {10.1109/TG.2018.2877047},
  note    = {The 2022 IEEE Transactions on Games Outstanding Paper Award}
}
```
or

> M. Kempka, M. Wydmuch, G. Runc, J. Toczek & W. Jaśkowski, ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning, IEEE Conference on Computational Intelligence and Games, pp. 341-348, Santorini, Greece, 2016	([arXiv:1605.02097](http://arxiv.org/abs/1605.02097))
```
@inproceedings{Kempka2016ViZDoom,
  author    = {Micha{\l} Kempka and Marek Wydmuch and Grzegorz Runc and Jakub Toczek and Wojciech Ja\'skowski},
  title     = {{ViZDoom}: A {D}oom-based {AI} Research Platform for Visual Reinforcement Learning},
  booktitle = {IEEE Conference on Computational Intelligence and Games},
  year      = {2016},
  address   = {Santorini, Greece},
  month     = {Sep},
  pages     = {341--348},
  publisher = {IEEE},
  doi       = {10.1109/CIG.2016.7860433},
  note      = {The Best Paper Award}
}
```


## Python quick start

### Linux
To install the latest release of ViZDoom, just run:
```sh
pip install vizdoom
```
Both x86-64 and AArch64 (ARM64) architectures are supported.
Wheels are available for Python 3.8+ on Linux.

If Python wheel is not available for your platform (Python version <3.8, distros below manylinux_2_28 standard), pip will try to install (build) ViZDoom from the source.
ViZDoom requires a C++11 compiler, CMake 3.12+, Boost 1.54+ SDL2, OpenAL (optional), and Python 3.7+ to install from source. See [documentation](https://vizdoom.farama.org/introduction/pythonQuickstart/) for more details.


### macOS
To install the latest release of ViZDoom, just run (it may take a few minutes as it will build ViZDoom from source on M1/M2 chips):
```sh
brew install cmake boost sdl2 openal-soft
pip install vizdoom
```
Both Intel and Apple Silicon CPUs are supported.
We recommend using at least macOS High Sierra 10.13+ with Python 3.7+.
On Apple Silicon (M1 and M2), make sure you are using Python/Pip for Apple Silicon.


### Windows
To install the latest release of ViZDoom, just run:
```sh
pip install vizdoom
```
At the moment, only x86-64 architecture is supported on Windows.
Wheels are available for Python 3.8+ on Windows.

Please note that the Windows version is not as well-tested as Linux and macOS versions.
It can be used for development and testing but if you want to conduct serious (time and resource-extensive) experiments on Windows,
please consider using [Docker](https://docs.docker.com/docker-for-windows/install/) or [WSL](https://docs.microsoft.com/en-us/windows/wsl/install-win10) with Linux version.


### Gymnasium/Gym wrappers
Gymnasium environments are installed along with ViZDoom.
See [documentation](https://github.com/Farama-Foundation/ViZDoom/blob/master/doc/Gymnasium.md) and [examples](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/python/gymnasium_wrapper.py) on the use of Gymnasium API.

OpenAI-Gym wrappers are also available, to install them run:
```
pip install vizdoom[gym]
```
See [documentation](https://github.com/Farama-Foundation/ViZDoom/blob/master/doc/Gym.md) and [examples](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/python/gym_wrapper.py) on the use of Gym API.
**OpenAI-Gym wrappers are deprecated and will be removed in future versions in favour of Gymnasium.**


## Examples
- [Python](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/python) (contain learning examples implemented in PyTorch, TensorFlow and Theano)
- [C++](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/c%2B%2B)

Python examples are currently the richest, so we recommend to look at them, even if you plan to use other language. The API is almost identical for all languages.

**See also the [tutorial](http://vizdoom.cs.put.edu.pl/tutorial).**


## Original Doom graphics
Unfortunately, we cannot distribute ViZDoom with original Doom graphics.
If you own original Doom or Doom 2 games, you can replace [Freedoom](https://freedoom.github.io/) graphics by placing `doom.wad` or `doom2.wad` into your working directory or `vizdoom` package directory.

Alternatively, any base game WAD (including other Doom engine-based games and custom/community games) can be used by pointing to it with the [`set_doom_game_path/setDoomGamePath`](https://github.com/Farama-Foundation/ViZDoom/blob/master/doc/DoomGame.md#-setdoomscenariopath) method.


## Documentation
Detailed descriptions of all ViZDoom types and methods can be found in the [documentation](https://vizdoom.farama.org/).

Full documentation of the ZDoom engine and ACS scripting language can be found on
[ZDoom Wiki](https://zdoom.org/wiki/).

Useful articles (for advanced users who want to create custom environments/scenarios):
- [ZDoom Wiki: ACS (scripting language)](https://zdoom.org/wiki/ACS)
- [ZDoom Wiki: CVARs (console variables)](https://zdoom.org/wiki/CVARs)
- [ZDoom Wiki: CCMD (console commands)](https://zdoom.org/wiki/CCMDs)


## Awesome Doom tools/projects
- [SLADE3](http://slade.mancubus.net/) - Great Doom map (scenario) editor for Linux, MacOS and Windows.
- [Doom Builder 2](http://www.doombuilder.com/) - Another great Doom map editor for Windows.
- [OBLIGE](http://oblige.sourceforge.net/) - Doom random map generator and [PyOblige](https://github.com/mwydmuch/PyOblige) is a simple Python wrapper for it.
- [Omgifol](https://github.com/devinacker/omgifol) - Nice Python library for manipulating Doom maps.
- [NavDoom](https://github.com/agiantwhale/navdoom) - Maze navigation generator for ViZDoom (similar to DeepMind Lab).
- [MazeExplorer](https://github.com/microsoft/MazeExplorer) - More sophisticated maze navigation generator for ViZDoom.
- [Sample Factory](https://github.com/alex-petrenko/sample-factory) - A high-performance reinforcement learning framework for ViZDoom.
- [EnvPool](https://github.com/sail-sg/envpool/) - A high-performance vectorized environment for ViZDoom.
- [Obsidian](https://github.com/dashodanger/Obsidian) - Doom random map generator, a continuation of OBLIGE.


## Contributions
This project is maintained and developed in our free time. All bug fixes, new examples, scenarios, and other contributions are welcome! We are also open to feature ideas and design suggestions.

We have a roadmap for future development work for ViZDoom available [here](https://github.com/Farama-Foundation/ViZDoom/issues/546).


## License
The code original to ViZDoom is under MIT license. ZDoom uses code from several sources with [varying licensing schemes](http://zdoom.org/wiki/license).

            

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    "keywords": "vizdoom,doom,ai,deep learning,reinforcement learning,research",
    "author": "Marek Wydmuch, Micha\u0142 Kempka, Wojciech Ja\u015bkowski, Farama Foundation, and the respective contributors",
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    "description": "[![PyPI version](https://badge.fury.io/py/vizdoom.svg)](https://badge.fury.io/py/vizdoom) ![Build](https://github.com/mwydmuch/ViZDoom/workflows/Build/badge.svg) [![pre-commit](https://img.shields.io/badge/pre--commit-enabled-brightgreen?logo=pre-commit&logoColor=white)](https://pre-commit.com/) [![Code style: black](https://img.shields.io/badge/code%20style-black-000000.svg)](https://github.com/psf/black)\n\n<p align=\"center\">\n  <img src=\"https://raw.githubusercontent.com/Farama-Foundation/ViZDoom/master/docs/_static/img/vizdoom-text.png\" width=\"500px\"/>\n</p>\n\nViZDoom allows developing AI **bots that play Doom using only visual information** (the screen buffer). It is primarily intended for research in machine visual learning, and deep reinforcement learning, in particular.\n\nViZDoom is based on [ZDoom](https://zdoom.org) engine to provide the game mechanics.\n\n![ViZDoom Demo](https://raw.githubusercontent.com/Farama-Foundation/ViZDoom/master/docs/_static/img/vizdoom-demo.gif)\n\n\n## Features\n- Multi-platform (Linux, macOS, Windows),\n- API for Python and C++,\n- [Gymnasium](https://gymnasium.farama.org/)/[OpenAI Gym](https://www.gymlibrary.dev/) environment wrappers (thanks to [Arjun KG](https://github.com/arjun-kg) [Benjamin Noah Beal](https://github.com/bebeal), [Lawrence Francis](https://github.com/ldfrancis), and [Mark Towers](https://github.com/pseudo-rnd-thoughts)),\n- Easy-to-create custom scenarios (visual editors, scripting language, and examples available),\n- Async and sync single-player and multiplayer modes,\n- Fast (up to 7000 fps in sync mode, single-threaded),\n- Lightweight (few MBs),\n- Customizable resolution and rendering parameters,\n- Access to the depth buffer (3D vision),\n- Automatic labeling of game objects visible in the frame,\n- Access to the audio buffer (thanks to [Shashank Hegde](https://github.com/hegde95)),\n- Access to the list of actors/objects and map geometry,\n- Off-screen rendering,\n- Episodes recording,\n- In-game time scaling in async mode.\n\nViZDoom API is **reinforcement learning** friendly (suitable also for learning from demonstration, apprenticeship learning or apprenticeship via inverse reinforcement learning, etc.).\n\nJulia (thanks to [Jun Tian](https://github.com/findmyway)), Lua, and Java bindings are available in other branches but are no longer maintained.\n\n\n## Cite as\n> M Wydmuch, M Kempka & W Ja\u015bkowski, ViZDoom Competitions: Playing Doom from Pixels, IEEE Transactions on Games, vol. 11, no. 3, pp. 248-259, 2019\n([arXiv:1809.03470](https://arxiv.org/abs/1809.03470))\n```\n@article{Wydmuch2019ViZdoom,\n  author  = {Marek Wydmuch and Micha{\\l} Kempka and Wojciech Ja\\'skowski},\n  title   = {{ViZDoom} {C}ompetitions: {P}laying {D}oom from {P}ixels},\n  journal = {IEEE Transactions on Games},\n  year    = {2019},\n  volume  = {11},\n  number  = {3},\n  pages   = {248--259},\n  doi     = {10.1109/TG.2018.2877047},\n  note    = {The 2022 IEEE Transactions on Games Outstanding Paper Award}\n}\n```\nor\n\n> M. Kempka, M. Wydmuch, G. Runc, J. Toczek & W. Ja\u015bkowski, ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning, IEEE Conference on Computational Intelligence and Games, pp. 341-348, Santorini, Greece, 2016\t([arXiv:1605.02097](http://arxiv.org/abs/1605.02097))\n```\n@inproceedings{Kempka2016ViZDoom,\n  author    = {Micha{\\l} Kempka and Marek Wydmuch and Grzegorz Runc and Jakub Toczek and Wojciech Ja\\'skowski},\n  title     = {{ViZDoom}: A {D}oom-based {AI} Research Platform for Visual Reinforcement Learning},\n  booktitle = {IEEE Conference on Computational Intelligence and Games},\n  year      = {2016},\n  address   = {Santorini, Greece},\n  month     = {Sep},\n  pages     = {341--348},\n  publisher = {IEEE},\n  doi       = {10.1109/CIG.2016.7860433},\n  note      = {The Best Paper Award}\n}\n```\n\n\n## Python quick start\n\n### Linux\nTo install the latest release of ViZDoom, just run:\n```sh\npip install vizdoom\n```\nBoth x86-64 and AArch64 (ARM64) architectures are supported.\nWheels are available for Python 3.8+ on Linux.\n\nIf Python wheel is not available for your platform (Python version <3.8, distros below manylinux_2_28 standard), pip will try to install (build) ViZDoom from the source.\nViZDoom requires a C++11 compiler, CMake 3.12+, Boost 1.54+ SDL2, OpenAL (optional), and Python 3.7+ to install from source. See [documentation](https://vizdoom.farama.org/introduction/pythonQuickstart/) for more details.\n\n\n### macOS\nTo install the latest release of ViZDoom, just run (it may take a few minutes as it will build ViZDoom from source on M1/M2 chips):\n```sh\nbrew install cmake boost sdl2 openal-soft\npip install vizdoom\n```\nBoth Intel and Apple Silicon CPUs are supported.\nWe recommend using at least macOS High Sierra 10.13+ with Python 3.7+.\nOn Apple Silicon (M1 and M2), make sure you are using Python/Pip for Apple Silicon.\n\n\n### Windows\nTo install the latest release of ViZDoom, just run:\n```sh\npip install vizdoom\n```\nAt the moment, only x86-64 architecture is supported on Windows.\nWheels are available for Python 3.8+ on Windows.\n\nPlease note that the Windows version is not as well-tested as Linux and macOS versions.\nIt can be used for development and testing but if you want to conduct serious (time and resource-extensive) experiments on Windows,\nplease consider using [Docker](https://docs.docker.com/docker-for-windows/install/) or [WSL](https://docs.microsoft.com/en-us/windows/wsl/install-win10) with Linux version.\n\n\n### Gymnasium/Gym wrappers\nGymnasium environments are installed along with ViZDoom.\nSee [documentation](https://github.com/Farama-Foundation/ViZDoom/blob/master/doc/Gymnasium.md) and [examples](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/python/gymnasium_wrapper.py) on the use of Gymnasium API.\n\nOpenAI-Gym wrappers are also available, to install them run:\n```\npip install vizdoom[gym]\n```\nSee [documentation](https://github.com/Farama-Foundation/ViZDoom/blob/master/doc/Gym.md) and [examples](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/python/gym_wrapper.py) on the use of Gym API.\n**OpenAI-Gym wrappers are deprecated and will be removed in future versions in favour of Gymnasium.**\n\n\n## Examples\n- [Python](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/python) (contain learning examples implemented in PyTorch, TensorFlow and Theano)\n- [C++](https://github.com/Farama-Foundation/ViZDoom/blob/master/examples/c%2B%2B)\n\nPython examples are currently the richest, so we recommend to look at them, even if you plan to use other language. The API is almost identical for all languages.\n\n**See also the [tutorial](http://vizdoom.cs.put.edu.pl/tutorial).**\n\n\n## Original Doom graphics\nUnfortunately, we cannot distribute ViZDoom with original Doom graphics.\nIf you own original Doom or Doom 2 games, you can replace [Freedoom](https://freedoom.github.io/) graphics by placing `doom.wad` or `doom2.wad` into your working directory or `vizdoom` package directory.\n\nAlternatively, any base game WAD (including other Doom engine-based games and custom/community games) can be used by pointing to it with the [`set_doom_game_path/setDoomGamePath`](https://github.com/Farama-Foundation/ViZDoom/blob/master/doc/DoomGame.md#-setdoomscenariopath) method.\n\n\n## Documentation\nDetailed descriptions of all ViZDoom types and methods can be found in the [documentation](https://vizdoom.farama.org/).\n\nFull documentation of the ZDoom engine and ACS scripting language can be found on\n[ZDoom Wiki](https://zdoom.org/wiki/).\n\nUseful articles (for advanced users who want to create custom environments/scenarios):\n- [ZDoom Wiki: ACS (scripting language)](https://zdoom.org/wiki/ACS)\n- [ZDoom Wiki: CVARs (console variables)](https://zdoom.org/wiki/CVARs)\n- [ZDoom Wiki: CCMD (console commands)](https://zdoom.org/wiki/CCMDs)\n\n\n## Awesome Doom tools/projects\n- [SLADE3](http://slade.mancubus.net/) - Great Doom map (scenario) editor for Linux, MacOS and Windows.\n- [Doom Builder 2](http://www.doombuilder.com/) - Another great Doom map editor for Windows.\n- [OBLIGE](http://oblige.sourceforge.net/) - Doom random map generator and [PyOblige](https://github.com/mwydmuch/PyOblige) is a simple Python wrapper for it.\n- [Omgifol](https://github.com/devinacker/omgifol) - Nice Python library for manipulating Doom maps.\n- [NavDoom](https://github.com/agiantwhale/navdoom) - Maze navigation generator for ViZDoom (similar to DeepMind Lab).\n- [MazeExplorer](https://github.com/microsoft/MazeExplorer) - More sophisticated maze navigation generator for ViZDoom.\n- [Sample Factory](https://github.com/alex-petrenko/sample-factory) - A high-performance reinforcement learning framework for ViZDoom.\n- [EnvPool](https://github.com/sail-sg/envpool/) - A high-performance vectorized environment for ViZDoom.\n- [Obsidian](https://github.com/dashodanger/Obsidian) - Doom random map generator, a continuation of OBLIGE.\n\n\n## Contributions\nThis project is maintained and developed in our free time. All bug fixes, new examples, scenarios, and other contributions are welcome! We are also open to feature ideas and design suggestions.\n\nWe have a roadmap for future development work for ViZDoom available [here](https://github.com/Farama-Foundation/ViZDoom/issues/546).\n\n\n## License\nThe code original to ViZDoom is under MIT license. ZDoom uses code from several sources with [varying licensing schemes](http://zdoom.org/wiki/license).\n",
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