Skip to content

Latest commit

 

History

History
92 lines (86 loc) · 4.99 KB

observation.md

File metadata and controls

92 lines (86 loc) · 4.99 KB

Observation

Environment exposes following raw observations:

  • Ball information:
    • ball - [x, y, z] position of the ball.
    • ball_direction - [x, y, z] ball movement vector.
    • ball_rotation - [x, y, z] rotation angles in radians.
    • ball_owned_team - {-1, 0, 1}, -1 = ball not owned, 0 = left team, 1 = right team.
    • ball_owned_player - {0..N-1} integer denoting index of the player owning the ball.
  • Left team:
    • left_team - N-elements vector with [x, y] positions of players.
    • left_team_direction - N-elements vector with [x, y] movement vectors of players.
    • left_team_tired_factor - N-elements vector of floats in the range {0..1}. 0 means player is not tired at all.
    • left_team_yellow_card - N-elements vector of integers denoting number of yellow cards a given player has (0 or 1).
    • left_team_active - N-elements vector of Bools denoting whether a given player is playing the game (False means player got a red card).
    • left_team_roles - N-elements vector denoting roles of players. The meaning is:
      • 0 = e_PlayerRole_GK - goalkeeper,
      • 1 = e_PlayerRole_CB - centre back,
      • 2 = e_PlayerRole_LB - left back,
      • 3 = e_PlayerRole_RB - right back,
      • 4 = e_PlayerRole_DM - defence midfield,
      • 5 = e_PlayerRole_CM - central midfield,
      • 6 = e_PlayerRole_LM - left midfield,
      • 7 = e_PlayerRole_RM - right midfield,
      • 8 = e_PlayerRole_AM - attack midfield,
      • 9 = e_PlayerRole_CF - central front,
  • Right team:
    • right_team - same as for left team.
    • right_team_direction - same as for left team.
    • right_team_tired_factor - same as for left team.
    • right_team_yellow_card - same as for left team.
    • right_team_active - same as for left team.
    • right_team_roles - same as for left team.
  • Controlled player information:
    • active - {0..N-1} integer denoting index of the controlled players.
    • sticky_actions - 10-elements vectors of 0s or 1s denoting whether corresponding action is active:
      • 0 - game_left
      • 1 - game_top_left
      • 2 - game_top
      • 3 - game_top_right
      • 4 - game_right
      • 5 - game_bottom_right
      • 6 - game_bottom
      • 7 - game_bottom_left
      • 8 - game_sprint
      • 9 - game_dribble
  • Match state:
    • score - pair of integers denoting number of goals for left and right teams, respectively.
    • steps_left - how many steps are left till the end of the match.
    • game_mode - current game mode, one of:
      • 0 = e_GameMode_Normal
      • 1 = e_GameMode_KickOff
      • 2 = e_GameMode_GoalKick
      • 3 = e_GameMode_FreeKick
      • 4 = e_GameMode_Corner
      • 5 = e_GameMode_ThrowIn
      • 6 = e_GameMode_Penalty
  • Screen:
    • frame - three 1280x720 vectors of RGB pixels representing rendered screen. It is only exposed when rendering is enabled (render flag).

Where N is the number of players on the team. X coordinates are in the range [-1, 1]. Y coordinates are in the range [-0.42, 0.42]. Speed vectors represent a change in the position of the object within a single step. In case of controlling M players (see multi-agent section), environment returns a list of M observations, one per each controlled player. For convenience, even if you control players on the right team, observations are mirrored (center of your goal is at [-1, 0]).

In addition, environment provides wrappers which convert raw observations to a different form:

  • simple115 (aka Simple115StateWrapper) - simplified representation of a game state encoded with 115 floats:
    • 44 = 11 (players) * 2 (x and y) * 2 (teams) - coordinates of players
    • 44 - player directions
    • 3 (x, y and z) - ball position
    • 3 - ball direction
    • 3 - one hot encoding of ball ownership (noone, left, right)
    • 11 - one hot encoding of which player is active
    • 7 - one hot encoding of game_mode
  • extracted (aka SMMWrapper) - simplified spacial representation of a game state. It consists of several 72 * 96 planes ob bytes, filled in with 0s except for:
    • 1st plane: 255s represent positions of players on the left team
    • 2nd plane: 255s represent positions of players on the right team
    • 3rd plane: 255s represent positions of a ball
    • 4th plane: 255s represent positions of an active player
  • pixels/pixels_gray (aka PixelsStateWrapper) - pixel representation, downscaled to 72 * 96, and converted to a single grayscale channel for pixels_gray. In order to use this representation you have to enable rendering in create_environment call (render=True parameter) or call render method on the environment object (in case of not using create_environment).

For trivial integration with single agent/player learning algorithms we provide a SingleAgentWrapper wrapper, that strips the first dimension of the representation in the case of only one player being controlled.