Closed hirods21 closed 6 years ago
Hey! I'm facing problems trying to do procedurally generated levels. I just posted an issue here https://github.com/deepmind/lab/issues/73 .
Have you been successful in your endeavor? If so, may you share some insight with me?
Thanks.
Hi, I haven't solved this problem, but the solution in your post looks nice. I'll try something around it, and let you know if solved.
The nav_maze levels were generated with different tools. Note that the Quake3 .map
format is standard and many tools exist to create maps, so you can take your pick. The built-in "text level" API is fairly simple and can only generate rectangular mazes with "thick" walls.
I'm doing some experiments to reproduce the results in "Reinforcement Learning with Unsupervised Auxiliary Tasks." https://arxiv.org/abs/1611.05397
Does anyone know how to create procedurally generated levels (e.g. nav_maze_all_random 0{1, 2, 3} in the paper)? In the settings, a new maze (new geometry, textures, goal, and start) should be generated on-the-fly at the start of each episode.