Overview

Data of pommerman game.

In each time step of pommerman, each agent takes an action according to its observations, which essentially generates an observation - action pair (or o-a pair). Each round of the game gives a winner, and we record the winner's o-a pairs from the first step to the last step. Each data file provided includes 100 rounds of games.

data format

observation

Observations mean what are the situations around the agent in a certain range w. E.g., a certain observation when w = 3 is shown as follows:

wall
bomb agent wall
wall

In the data file provided, ammo, blast_strength and can_kick describe the states of the agent itself, and Entity_0 -- Entity_8 describe what are around the agent (the order of Entity_0 -- Entity_8 are from top-left to bottom-right in the w * w cells). Please refer to this page for what the numbers mean.

action

Actions mean what agent do according to its observations. Agents are allowed to move in four directions or lay a bomb. Please refer to this page for the mapping between the numbers and actions.