Master OpenAI Gym: Build Custom Environments for AI Training
Want to push the boundaries of reinforcement learning? Learn how to create custom OpenAI Gym environments and tailor your training to specific challenges. This tutorial guides you through building a ChopperScape
environment, inspired by the classic Dino Run game, where an agent learns to fly a helicopter and avoid obstacles.
Why Custom OpenAI Gym Environments?
OpenAI Gym provides many pre-built environments, but sometimes you need something specific. Creating your own environment lets you:
- Control the complexity and dynamics of your training task.
- Simulate real-world scenarios more accurately.
- Create truly novel and challenging learning experiences.
Prerequisites
Before diving in, make sure you have:
- Basic Python knowledge.
- OpenAI Gym installed (
pip install gym
).
Initial Setup: Dependencies and Imports
Let's begin by installing the necessary packages for building our environment:
Now, import the required libraries:
Defining the ChopperScape
Environment: A Bird's-Eye View
Imagine a game where a helicopter (the "Chopper") must navigate a landscape, avoiding birds and collecting fuel tanks.
Key elements of the game:
- Objective: Fly the Chopper as far as possible to maximize reward.
- Hazards: Birds that must be avoided. Crashing ends the episode.
- Resources: Fuel tanks replenish the Chopper's fuel supply. Running out of fuel also ends the episode.
Defining the observation space and action space are crucial:
- Observation Space: What information does the agent have access to? (e.g., the game screen as pixel data)
- Action Space: What actions can the agent take? (e.g., move left, right, up, down).
Structuring the ChopperScape
Class
Let's define the ChopperScape
class within which you'll define initial parameters of the game and create an environment.
Key attributes of the __init__
function:
observation_shape
: Defines the dimensions of the game screen (height, width, color channels).observation_space
: Specifies that the agent receives a visual input (usingspaces.Box
).action_space
: Defines the valid actions for the agent (usingspaces.Discrete
).canvas
: The image array where the game is rendered.elements
: A list to store all dynamic elements within the game (Chopper, birds, fuel).max_fuel
: Defines the maximum permissible fuel value for the chopper class object.x_min, y_min, x_max, y_max
: Permissible area of helicper (Chopper) to be
Building Blocks: Environment Elements
We need classes to represent the objects in our game: Chopper
, Bird
, and Fuel
. These classes inherit from a base class called Point
.
Resetting the Environment: The reset
Function
The reset()
function initializes the environment:
- Resets fuel levels, score, and element positions.
- Places the Chopper in a random starting location.
Showing the environment
Let's instantiate the environment and render it.
Rendering the Environment: The render
Function
The render()
function displays the game state:
human
mode: Opens a pop-up window to visualize the game.rgb_array
mode: Returns the frame as a pixel array, useful for recording gameplay.
Executing Actions: The step
Function, Part 1
The step()
function is the core of the environment, simulating a single time step:
- Apply actions to the agent (Chopper): Move the Chopper based on the selected action.
- Update the environment: Spawn birds, fuel tanks, check for collisions, and update the score.
It returns four values:
- Observation: The updated game screen.
- Reward: A numerical value indicating the agent's performance.
- Done: A boolean indicating whether the episode has ended.
- Info: Additional information (e.g., debugging data).
Next Steps
The tutorial provides the foundation for building a more complex custom environment. The next steps would involve completing the step()
function, adding the spawning and movement logic for birds and fuel tanks, implementing collision detection, and designing a suitable reward function.