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## Coinrun Environment | |
Coinrun is a simple platformer. The goal is to collect the coin at the far right of the level, and the player spawns on the far left. | |
The player must dodge stationary saw obstacles, enemies that pace back and forth, and chasms that lead to death. | |
If coins are collected, 10 points will be awarded. If the player dies, or the game time exceeds the maximum allowable time, the game will end | |
Note that while the previously released version of CoinRun painted velocity information directly onto observations, the current version does not. This makes the environment significantly more difficult. | |
Procedural generation controls the number of platform sections, their corresponding types, the location of crates, and the location and types of obstacles. | |
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## Train Coinrun with DI-engine | |
DI-engine can achive 10 return on average within 2M episodes by DQN. The tuned example can be found in `dizoo/procgen/entry/coinrun_dqn_config.py`. The training episode return is as follows. | |
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DI-engine can achive 10 return on average within 2M episodes by PPO. The tuned example can be found in `dizoo/procgen/entry/coinrun_ppo_config.py`. The training episode return is as follows. | |
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## Maze Environment | |
The player, a mouse, must navigate a maze to find the sole piece of cheese and earn a reward. The player may move up, down, left or right to navigate the maze. | |
If cheese are collected, 10 points will be awarded. If the game time exceeds the maximum allowable time, the game will end. | |
Procedural generation controls the level layout by generating mazes using Kruskal’s algorithm (Kruskal, 1956), uniformly ranging in size from 3x3 to 25x25. | |
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## Train Maze with DI-engine | |
DI-engine can achive 10 return on average within 7M episodes by DQN. The tuned example can be found in `dizoo/procgen/entry/maze_dqn_config.py`. The training episode return is as follows. | |
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