Exemplo n.º 1
0
/*
 * Class:     DoomGame
 * Method:    getState
 * Signature: ()LGameState;
 */
JNIEXPORT jobject JNICALL Java_vizdoom_DoomGame_getState
  (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    jclass state = env->FindClass("vizdoom/GameState");
    int rozmiar=game->getScreenSize();
    std::vector<int> ourvector;
    GameState statec = game->getState();

    ourvector=statec.gameVariables;
    jintArray jbuffer = env->NewIntArray(ourvector.size());
    jint *oarr = env->GetIntArrayElements(jbuffer, NULL);

    for (int i=0;i<ourvector.size();i++){
        oarr[i]=ourvector[i];
    }
    env->ReleaseIntArrayElements(jbuffer, oarr, NULL);

    uint8_t *pointer;
    pointer=statec.imageBuffer;
    jintArray jbuffer2 = env->NewIntArray(rozmiar);
    oarr = env->GetIntArrayElements(jbuffer2, NULL);

    for (int i=0;i<rozmiar;i++){
        oarr[i]=(int)*(pointer+i);
    }
    env->ReleaseIntArrayElements(jbuffer2, oarr, NULL);

    jmethodID constructor = env->GetMethodID(state, "<init>", "(I[I[I)V");
    jobject result = env->NewObject(state, constructor, statec.number,jbuffer, jbuffer2);
    return result;
}
Exemplo n.º 2
0
/*
 * Class:     DoomGame
 * Method:    getScreenSize
 * Signature: ()I
 */
JNIEXPORT jint JNICALL Java_vizdoom_DoomGame_getScreenSize
  (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    int ret;
    ret=game->getScreenSize();
    return (jint)ret;
}
Exemplo n.º 3
0
/*
 * Class:     DoomGame
 * Method:    advanceAction
 * Signature: (IZZ)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_advanceAction__IZZ
  (JNIEnv *env, jobject obj, jint int1, jboolean bol1, jboolean bol2){
    try{
        DoomGame* game = GetObject(env,obj);
        game->advanceAction(int1, bol1,bol2);
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 4
0
/*
 * Class:     DoomGame
 * Method:    advanceAction
 * Signature: ()V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_advanceAction__
  (JNIEnv *env, jobject obj){
    try{
        DoomGame* game = GetObject(env,obj);
        game->advanceAction();
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 5
0
/*
 * Class:     DoomGame
 * Method:    newEpisode
 * Signature: ()V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_newEpisode__
  (JNIEnv *env, jobject obj){
    try{
        DoomGame* game = GetObject(env,obj);
        game->newEpisode();
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 6
0
/*
 * Class:     DoomGame
 * Method:    setDoomScenarioPath
 * Signature: (Ljava/lang/String;)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setDoomScenarioPath
 (JNIEnv *env, jobject obj, jstring jstr){
    try{
        DoomGame* game = GetObject(env,obj);
        JSTR_2_STR(jstr, str)
        game->setDoomScenarioPath(str);
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 7
0
/*
 * Class:     DoomGame
 * Method:    isPlayerDead
 * Signature: ()Z
 */
JNIEXPORT jboolean JNICALL Java_vizdoom_DoomGame_isPlayerDead
  (JNIEnv *env, jobject obj){
    try{
        DoomGame* game = GetObject(env,obj);
        bool ret=game->isPlayerDead();
        return (jboolean)ret;
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 8
0
/*
 * Class:     DoomGame
 * Method:    replayEpisode
 * Signature: (Ljava/lang/String;)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_replayEpisode
  (JNIEnv *env, jobject obj, jstring jstr){
    try{
        DoomGame* game = GetObject(env,obj);
        JSTR_2_STR(jstr, str)
        game->replayEpisode(str);
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 9
0
/*
 * Class:     DoomGame
 * Method:    loadConfig
 * Signature: (Ljava/lang/String;)Z
 */
JNIEXPORT jboolean JNICALL Java_vizdoom_DoomGame_loadConfig
  (JNIEnv *env, jobject obj, jstring jstr){
    try{
        DoomGame* game = GetObject(env,obj);
        JSTR_2_STR(jstr, str)
        return (jboolean) game->loadConfig(str);
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 10
0
/*
 * Class:     DoomGame
 * Method:    getLastAction
 */
JNIEXPORT jintArray JNICALL Java_vizdoom_DoomGame_getLastAction
  (JNIEnv *env, jobject obj){
    std::vector<int> ourvector;
    DoomGame* game = GetObject(env,obj);
    ourvector = game->getLastAction();
    jintArray bob=env->NewIntArray(ourvector.size());
    jint *oarr = env->GetIntArrayElements(bob, NULL);
    for (int i=0;i<ourvector.size();i++){
        oarr[i]=ourvector.at(i);
    }
    env->ReleaseIntArrayElements(bob, oarr, NULL);
    return bob;
}
Exemplo n.º 11
0
/*
 * Class:     DoomGame
 * Method:    addAvailableGameVariable
 * Signature: (Lvizdoom/GameVariable;)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_addAvailableGameVariable
  (JNIEnv *env, jobject obj, jobject enumVal){
    DoomGame* game = GetObject(env,obj);
    jclass jclassEnum = env->FindClass("vizdoom/GameVariable");
    if(jclassEnum != 0){
        jmethodID ordinal_ID = env->GetMethodID(jclassEnum, "ordinal", "()I");
        if (ordinal_ID == 0){
            return;
        }
        jint value = env->CallIntMethod(enumVal, ordinal_ID);
        GameVariable ret=static_cast<GameVariable>(value);
        game->addAvailableGameVariable(ret);
        env->DeleteLocalRef(jclassEnum);
    }
}
Exemplo n.º 12
0
/*
 * Class:     DoomGame
 * Method:    setButtonMaxValue
 * Signature: (Lvizdoom/Button;I)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setButtonMaxValue
  (JNIEnv *env, jobject obj, jobject enumVal, jint intval){
    DoomGame* game = GetObject(env,obj);
    jclass jclassEnum = env->FindClass("vizdoom/Button");
    if(jclassEnum != 0){
        jmethodID ordinal_ID = env->GetMethodID(jclassEnum, "ordinal", "()I");
        if (ordinal_ID == 0){
            return;
        }
        jint value = env->CallIntMethod(enumVal, ordinal_ID);
        Button ret=static_cast<Button>(value);
        game->setButtonMaxValue(ret, intval);
        env->DeleteLocalRef(jclassEnum);
    }
}
Exemplo n.º 13
0
/*
 * Class:     DoomGame
 * Method:    setNextAction
 * Signature: (Ljava/util/ArrayList;)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setAction
  (JNIEnv *env, jobject obj, jintArray ourarray){
    try {
        DoomGame* game = GetObject(env,obj);
        int NumElts = env->GetArrayLength(ourarray);
        jint *oarr = env->GetIntArrayElements(ourarray, NULL);
        std::vector<int> ourvector;
        for (int i=0;i<NumElts;i++){
            ourvector.push_back(oarr[i]);
        }
        game->setAction(ourvector);
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 14
0
/*
 * Class:     DoomGame
 * Method:    setScreenFormat
 * Signature: (Lvizdoom/ScreenFormat;)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setScreenFormat
  (JNIEnv *env, jobject obj, jobject enumVal){
    DoomGame* game = GetObject(env,obj);
    jclass jclassEnum = env->FindClass("vizdoom/ScreenFormat");

    if(jclassEnum != 0){
        jmethodID ordinal_ID = env->GetMethodID(jclassEnum, "ordinal", "()I");
        if (ordinal_ID == 0){
            return;
        }
        jint value = env->CallIntMethod(enumVal, ordinal_ID);
        ScreenFormat ret=static_cast<ScreenFormat>(value);
        game->setScreenFormat(ret);
        env->DeleteLocalRef(jclassEnum);
    }
}
Exemplo n.º 15
0
/*
 * Class:     DoomGame
 * Method:    makeAction
 * Signature: ([II)F
 */
JNIEXPORT jdouble JNICALL Java_vizdoom_DoomGame_makeAction___3II
  (JNIEnv *env, jobject obj, jintArray ourarray, jint integ){
    try {
        DoomGame* game = GetObject(env,obj);
        int NumElts = env->GetArrayLength(ourarray);
        jint *oarr = env->GetIntArrayElements(ourarray, NULL);
        std::vector<int> ourvector;
        for (int i=0;i<NumElts;i++){
            ourvector.push_back(oarr[i]);
        }
        double ret = game->makeAction(ourvector, integ);
        return ret;
    }
    catch(...){
        throwAsJavaException(env);
    }
}
Exemplo n.º 16
0
/*
 * Class:     DoomGame
 * Method:    getGameScreen
 * Signature: ()Ljava/util/ArrayList;
 */
JNIEXPORT jintArray JNICALL Java_vizdoom_DoomGame_getGameScreen
  (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    int rozmiar=game->getScreenSize();
    std::vector<int> ourvector;

    uint8_t *pointer;
    pointer=game->getGameScreen();
    jintArray jbuffer = env->NewIntArray(rozmiar);
    jint *oarr;
    oarr = env->GetIntArrayElements(jbuffer, NULL);

    for (int i = 0; i < rozmiar; i++){
        oarr[i] = (int)*(pointer+i);
    }
    env->ReleaseIntArrayElements(jbuffer, oarr, NULL);
    return jbuffer;
}
Exemplo n.º 17
0
/*
 * Class:     DoomGame
 * Method:    getGameVariable
 * Signature: (Lvizdoom/GameVariable;)I
 */
JNIEXPORT jint JNICALL Java_vizdoom_DoomGame_getGameVariable
  (JNIEnv *env, jobject obj, jobject enumVal){
    DoomGame* game = GetObject(env,obj);
    jclass jclassEnum = env->FindClass("vizdoom/GameVariable");

    if(jclassEnum != 0){
        jmethodID ordinal_ID = env->GetMethodID(jclassEnum, "ordinal", "()I");
        if (ordinal_ID == 0){
            return -1;
        }
        jint value = env->CallIntMethod(enumVal, ordinal_ID);
        GameVariable ret=static_cast<GameVariable>(value);
        int retint=game->getGameVariable(ret);
    // Delete local references created
        env->DeleteLocalRef(jclassEnum);
        return retint;
    }
}
Exemplo n.º 18
0
int main(){

    std::cout << "\n\nSHAPING EXAMPLE\n\n";


    DoomGame *game = new DoomGame();

    // Health gathering scenario has scripted shaping reward.
    game->loadConfig("../../examples/config/health_gathering.cfg");

    game->setScreenResolution(RES_640X480);

    game->init();

    // Define some actions.
    std::vector<int> actions[3];
    actions[0] = {1, 0, 0};
    actions[1] = {0, 1, 0};
    actions[2] = {0, 0, 1};

    std::srand(time(0));

    int episodes = 10;
    unsigned int sleepTime = 28;

    // Use this to remember last shaping reward value.
    double lastTotalShapingReward = 0;

    for (int i = 0; i < episodes; ++i) {

        std::cout << "Episode #" << i + 1 << "\n";

        // Seed can be changed anytime. It will affect next episodes.
        // game->setSeed(seed);
        game->newEpisode();

        lastTotalShapingReward = 0;

        while (!game->isEpisodeFinished()) {

            // Get the state
            GameStatePtr state = game->getState();

            // Make random action and get reward
            double reward = game->makeAction(actions[std::rand() % 3]);

            // Retrieve the shaping reward
            int fixedShapingReward = game->getGameVariable(USER1);     // Get value of scripted variable
            double shapingReward = doomFixedToDouble(shapingReward);   // If value is in DoomFixed format project it to double
            shapingReward = shapingReward - lastTotalShapingReward;
            lastTotalShapingReward += shapingReward;

            std::cout << "State #" << state->number << "\n";
            std::cout << "Health: " << state->gameVariables[0] << "\n";
            std::cout << "Action reward: " << reward << "\n";
            std::cout << "Action shaping reward: " << shapingReward << "\n";
            std::cout << "=====================\n";

            if(sleepTime) sleep(sleepTime);

        }

        std::cout << "Episode finished.\n";
        std::cout << "Total reward: " << game->getTotalReward() << "\n";
        std::cout << "************************\n";

    }

    // It will be done automatically in destructor but after close You can init it again with different settings.
    game->close();
    delete game;
}
Exemplo n.º 19
0
int main(){

    std::cout << "\n\nSEED EXAMPLE\n\n";


    DoomGame *game = new DoomGame();

    // Choose scenario config file you wish to be watched by agent.
    // Don't load two configs cause the second will overwrite the first one.
    // Multiple config files are ok but combining these ones doesn't make much sense.

    game->loadConfig("../../examples/config/basic.cfg");
    // game->loadConfig("../../examples/config/deadly_corridor.cfg");
    // game->loadConfig("../../examples/config/deathmatch.cfg");
    // game->loadConfig("../../examples/config/defend_the_center.cfg");
    // game->loadConfig("../../examples/config/defend_the_line.cfg");
    // game->loadConfig("../../examples/config/health_gathering.cfg");
    // game->loadConfig("../../examples/config/my_way_home.cfg");
    // game->loadConfig("../../examples/config/predict_position.cfg");
    // game->loadConfig("../../examples/config/take_cover.cfg");

    game->setScreenResolution(RES_640X480);

    unsigned int seed = 1234;
    // Sets the seed. It could be after init as well.
    game->setSeed(seed);

    game->init();


    std::vector<int> actions[3];
    int action0[] = {1, 0, 0};
    actions[0] = std::vector<int>(action0, action0 + sizeof(action0) / sizeof(int));

    int action1[] = {0, 1, 0};
    actions[1] = std::vector<int>(action1, action1 + sizeof(action1) / sizeof(int));

    int action2[] = {0, 0, 1};
    actions[2] = std::vector<int>(action2, action2 + sizeof(action2) / sizeof(int));

    std::srand(time(0));

    // Run this many episodes
    int episodes = 10;

    for (int i = 0; i < episodes; ++i) {

        std::cout << "Episode #" << i + 1 << "\n";

        // Seed can be changed anytime. It will affect next episodes.
        // game->setSeed(seed);
        game->newEpisode();

        while (!game->isEpisodeFinished()) {

            // Get the state
            GameState s = game->getState();

            // Make random action and get reward
            double r = game->makeAction(actions[std::rand() % 3]);

            std::cout << "State #" << s.number << "\n";
            std::cout << "Action reward: " << r << "\n";
            std::cout << "Seed: " << game->getSeed() << "\n";
            std::cout << "=====================\n";

        }

        std::cout << "Episode finished.\n";
        std::cout << "Total reward: " << game->getTotalReward() << "\n";
        std::cout << "************************\n";

    }

    // It will be done automatically in destructor but after close You can init it again with different settings.
    game->close();
    delete game;
}
Exemplo n.º 20
0
/*
 * Class:     DoomGame
 * Method:    setSeed
 * Signature: (I)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setSeed
  (JNIEnv *env, jobject obj, jint seed){
    DoomGame* game = GetObject(env,obj);
    game->setSeed(seed);
}
Exemplo n.º 21
0
/*
 * Class:     DoomGame
 * Method:    setDoomConfigPath
 * Signature: (Ljava/lang/String;)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setDoomConfigPath
(JNIEnv *env, jobject obj, jstring jstr){
    DoomGame* game = GetObject(env,obj);
    JSTR_2_STR(jstr, str)
    game->setDoomConfigPath(str);
}
Exemplo n.º 22
0
/*
 * Class:     DoomGame
 * Method:    setDoomSkill
 * Signature: (I)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setDoomSkill
  (JNIEnv *env, jobject obj, jint skill){
    DoomGame* game = GetObject(env,obj);
    game->setDoomSkill(skill);
}
Exemplo n.º 23
0
/*
 * Class:     DoomGame
 * Method:    clearCustomGameArgs
 * Signature: ()V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_clearGameArgs
  (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    game->clearGameArgs();
}
Exemplo n.º 24
0
/*
 * Class:     DoomGame
 * Method:    getTotalReward
 * Signature: ()F
 */
JNIEXPORT jdouble JNICALL Java_vizdoom_DoomGame_getTotalReward
  (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    double ret=game->getTotalReward();
    return ret;
}
Exemplo n.º 25
0
/*
 * Class:     DoomGame
 * Method:    setDeathPenalty
 * Signature: (F)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setDeathPenalty
  (JNIEnv *env, jobject obj, jdouble rew){
    DoomGame* game = GetObject(env,obj);
    game->setDeathPenalty(rew);
}
Exemplo n.º 26
0
/*
 * Class:     DoomGame
 * Method:    getDeathPenalty
 * Signature: ()F
 */
JNIEXPORT jdouble JNICALL Java_vizdoom_DoomGame_getDeathPenalty
 (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    double ret = game->getDeathPenalty();
    return ret;
}
Exemplo n.º 27
0
/*
 * Class:     DoomGame
 * Method:    setLivingReward
 * Signature: (F)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setLivingReward
(JNIEnv *env, jobject obj, jdouble rew){
    DoomGame* game = GetObject(env,obj);
    game->setLivingReward(rew);
}
Exemplo n.º 28
0
/*
 * Class:     DoomGame
 * Method:    setTicrate
 * Signature: (I)V
 */
JNIEXPORT void JNICALL Java_vizdoom_DoomGame_setTicrate
  (JNIEnv *env, jobject obj, jint ticrate){
    DoomGame* game = GetObject(env,obj);
    game->setTicrate(ticrate);
}
Exemplo n.º 29
0
/*
 * Class:     DoomGame
 * Method:    getTicrate
 * Signature: ()I
 */
JNIEXPORT jint JNICALL Java_vizdoom_DoomGame_getTicrate
  (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    return game->getTicrate();
}
Exemplo n.º 30
0
/*
 * Class:     DoomGame
 * Method:    getMode
 * Signature: ()Lvizdoom/Mode;
 */
JNIEXPORT jint JNICALL Java_vizdoom_DoomGame_getMod
  (JNIEnv *env, jobject obj){
    DoomGame* game = GetObject(env,obj);
    Mode mode=game->getMode();
    return (jint) mode;
}