#ViZDoom http://vizdoom.cs.put.edu.pl
ViZDoom allows developing AI bots that play Doom using only the 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 to provide the game mechanics.
- API for C++, Python and Java,
- Easy-to-create custom scenarios (examples available),
- Single-player (sync and async) and multi-player (async) modes,
- Fast (up to 7000 fps in sync mode, single threaded),
- Customizable resolution and rendering parameters,
- Access to the depth buffer (3D vision)
- Off-screen rendering,
- Lightweight (few MBs),
- Multi-platform
ViZDoom API is reinforcement learning friendly (suitable also for learning from demonstration, apprenticeship learning or apprenticeship via inverse reinforcement learning, etc.).
- Lua bindings,
- Multi-player working in sync mode,
- Labeling game objects visible in the frame,
- Time scaling in async mode.
Michał Kempka, Marek Wydmuch, Grzegorz Runc, Jakub Toczek & Wojciech Jaśkowski, ViZDoom: A Doom-based AI Research Platform for Visual Reinforcement Learning, 2016 (arXiv:1605.02097)
###Linux
####Dependencies
- CMake 3.0+
- Make
- GCC 4.6+
- Boost libraries (tested on 1.54, 1.58, 1.59, 1.61)
- Python (tested on 2.7 and 3.4) with Numpy and Boost.Python for Python binding (optional)
- JDK for Java binding (JAVA_HOME must be set) (optional)
Additionally, ZDoom dependencies are needed.
####Compiling In ViZDoom's root directory:
cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_PYTHON=ON -DBUILD_JAVA=ON
make
-DBUILD_PYTHON=ON
and -DBUILD_JAVA=ON
CMake options for Python and Java bindings are optional (default OFF). To force building bindings for Python3 instead of first version found use -DBUILD_PYTHON3=ON
(default OFF).
###Windows
We are providing compiled runtime binaries and development libraries for Windows here.
####Dependencies
- CMake 3.0+
- Visual Studio 2012+
- Boost libraries
- Python 2.7+ with Numpy and Boost.Python for Python binding (optional)
- JDK for Java binding (JAVA_HOME must be set) (optional)
Additionally, ZDoom dependencies are needed.
####Compiling Run CMake GUI, select ViZDoom's root directory and set paths to:
- BOOST_ROOT
- BOOST_INCLUDEDIR
- BOOST_LIBRARYDIR
- PYTHON_INCLUDE_DIR (optional)
- PYTHON_LIBRARY (optional)
- NUMPY_INCLUDES (optional)
- ZDoom dependencies paths
In configuration select BUILD_PYTHON and BUILD_JAVA options for Python and Java bindings (optional, default OFF).
Use generated Visual Studio solution to build all ViZDoom's parts.
###OSX Untested, code is compatible, CMake still may need minor adjustments. Let us know if You are using ViZDoom on OSX.
####Dependencies
- CMake 3.0+
- XCode 5+
- Boost libraries
- Python 2.7+ with Numpy and Boost.Python for Python binding (optional)
- JDK for Java binding (JAVA_HOME must be set) (optional)
Additionally, ZDoom dependencies are needed.
####Compiling Run CMake and use generated project.
Users with brew-installed Python may need to manually set:
-DPYTHON_INCLUDE_DIR=/usr/local/Cellar/python/2.x.x/Frameworks/Python.framework/Versions/2.7/include/python2.7
and
-DPYTHON_LIBRARY=/usr/local/Cellar/python/2.x.x/Frameworks/Python.framework/Versions/2.7/lib/libpython2.7.dylib
####Configuration
Craeting symlink to the app executable may be need:
rm bin/vizdoom && ln -s vizdoom.app/Contents/MacOS/vizdoom bin/vizdoom
###Compilation output
Compilation output will be placed in vizdoom_root_dir/bin
and it should contain following files (Windows names are in brackets):
bin/vizdoom (vizdoom.exe)
- ViZDoom executablebin/vizdoom.pk3
- resources file used by ViZDoom (needed by ViZDoom executable)bin/libvizdoom.a (vizdoom.lib)
- C++ ViZDoom static librarybin/libvizdoom.so (vizdoom.dll)
- C++ ViZDoom dynamically linked librarybin/python/vizdoom.so (vizdoom.pyd)
- ViZDoom Python modulebin/python3/vizdoom.so (vizdoom.pyd)
- ViZDoom Python3 modulebin/java/libvizdoom.so (vizdoom.dll)
- ViZDoom library for Javabin/java/vizdoom.jar
- Contains ViZDoom Java classes
Note: third-party maintained
##Examples
Before running the provided examples, make sure that freedoom2.wad is placed it in the scenarios
subdirectory (on Linux it should be done automatically by the building process).
See also the tutorial.
##License
Code original to ViZDoom is under MIT license. ZDoom uses code from several sources which varied licensing schemes, more informations here.