Crafter
Open world survival environment for reinforcement learning.
Highlights
Crafter is a procedurally generated 2D world, where the agent finds food, avoids or defends against zombies, and collect materials to build tools, which in turn unlock new materials.
- Generalization: New procedurally generated map for each episode.
- Exploration: Materials unlock new tools which unlock new materials.
- Memory: Input images show small part of the world centered at the agent.
- No trivial behaviors: Must find food and avoid or defend against zombies.
- Easy: Flat categorical action space with 12 actions.
- Fast: Runs at 2000 FPS on a simple laptop.
- Reproducible: All randomness is controlled by a seed.
Play Yourself
You can play the game yourself with an interactive window and keyboard input. The mapping from keys to actions, health level, and inventory state are printed to the terminal.
# Install with GUI
pip3 install 'crafter[gui]'
# Start the game
crafter
# Alternative way to start the game
python3 -m crafter.run_gui
The following optional command line flags are available:
Flag | Default | Description |
---|---|---|
--window <size> |
800 | Window size in pixels, used as width and height. |
--fps <integer> |
5 | How many times to update the environment per second. |
--record <filename>.mp4 |
None | Record a video of the trajectory. |
--area <width> <height> |
64 64 | The size of the world in cells. |
--view <distance> |
6 | The view distance of the player in cells. |
--length <integer> |
None | Time limit for the episode. |
--seed <integer> |
None | Determines world generation and creatures. |
Training Agents
Installation: pip3 install -U crafter
The environment follows the OpenAI Gym interface:
import crafter
env = crafter.Env(seed=0)
obs = env.reset()
assert obs['image'].shape == (64, 64, 3)
done = False
while not done:
action = env.action_space.sample()
obs, reward, done, info = env.step(action)
Environment Details
Constructor
For comparability between papers, we recommend using the environment in its default configuration. Nonetheless, the environment can be configured via its constructor:
crafter.Env(area=(64, 64), view=4, size=64, length=10000, seed=None)
Parameter | Default | Description |
---|---|---|
area |
(64, 64) |
Size of the world in cells. |
view |
4 |
View distance of the player in cells. |
size |
64 |
Render size of the images, used for both width and height. |
length |
10000 |
Time limit for the episode, can be None . |
health |
10 |
Initial health level of the player. |
seed |
None | Interger that determines world generation and creatures. |
Reward
The reward is sparse. It can either be given to the agent or used as a proxy metric for evaluating unsupervised agents. The reward is 1 when the agent unlocks a new achievement and 0 for all other time steps. The list of achievements is as follows:
find_food
defeat_zombie
collect_wood
place_table
make_wood_pickaxe
collect_stone
place_stone
make_stone_pickaxe
collect_coal
collect_iron
place_furnace
make_iron_pickaxe
collect_diamond
The set of unlocked achievements can also be accessed via the info
dictionary.
Termination
The episode terminates when the health points of the agent reach zero. Episodes also end when reaching a time limit, which is 100,000 steps by default.
Observation Space
Each observation is a dictionary that contains a local image centered at the agent and counters for player health and inventory. The following keys are available:
Key | Space |
---|---|
image |
Box(0, 255, (64, 64, 3), np.uint8) |
health |
Box(0, 255, (), np.uint8) |
wood |
Box(0, 255, (), np.uint8) |
stone |
Box(0, 255, (), np.uint8) |
iron |
Box(0, 255, (), np.uint8) |
diamond |
Box(0, 255, (), np.uint8) |
wood_pickaxe |
Box(0, 255, (), np.uint8) |
stone_pickaxe |
Box(0, 255, (), np.uint8) |
iron_pickaxe |
Box(0, 255, (), np.uint8) |
Action Space
The action space is categorical. Each action is an integer index representing one of the 12 possible actions:
Integer | Name | Requirement |
---|---|---|
0 | noop |
Always applicable. |
1 | left |
Flat ground left to the agent. |
2 | right |
Flat ground right to the agent. |
3 | up |
Flat ground above the agent. |
4 | down |
Flat ground below the agent. |
5 | grab_or_attack |
Facing creature or material and has necessary tool. |
6 | place_stone |
Stone in inventory. |
7 | place_table |
Wood in inventory. |
8 | place_furnace |
Stone in inventory. |
9 | make_wood_pickaxe |
Nearby table and wood in inventory. |
10 | make_stone_pickaxe |
Nearby tabel and wood, stone in inventory. |
11 | make_iron_pickaxe |
Nearby furnace and wood, coal, iron an inventory. |
Questions
Please open an issue on Github.