Instead of configuring the ViZDoom in code, you can load it from the configuration file(s). Each file is read sequentially, so multiple entries with the same key will overwrite previous entries.
Each entry in a configraution file is a pair of key and value separated by an equal sign ("="). The file format should also abide the following rules:
- one entry per line (except for list parameters),
- case insensitive
- lines starting with # are ignored,
- underscores in keys are ignored (episode_timeout is equivalent to episodetimeout),
- string values should not be surrounded with apostrophes or quotation marks.
A violation of any of these rules will result in ignoring only the line with the error and sending a warning message to stderr ("WARNING! Loading config from: ...").
available_buttons and available_game_variables are special parameters, which use multiple values and instead of a single value they expect a list of values separated by whitespaces and enclosed within braces ("{" and "}"). The list can stretch throughout multiple lines as long as all values are separated from each other by whitespaces.
Each list assignment (KEY = { VALUES })clears values specified for this key before (in other configuration files or in the code). That is why the *append operator(KEY += { VALUES }) is available. This way you can more easily combine multiple configuration files and tinker in code.
audioBufferEnabled/audio_buffer_enabled
audioBufferSize/audio_buffer_size
audioSamplingRate/audio_samping_rate
automapBufferEnabled/automap_buffer_enabled
automapMode/automap_mode
automapRenderTextures/automap_render_textures
automapRotate/automap_rotate
availableButtons/available_buttons
(list)availableGameVariables/available_game_variables
(list)consoleEnabled/console_enabled
deathPenalty/death_penalty
depthBufferEnabled/depth_buffer_enabled
DoomConfigPath/doom_config_path
DoomGamePath/doom_game_path
DoomMap/doom_map
DoomScenarioPath/doom_scenario_path
DoomSkill/doom_skill
episodeStartTime/episode_start_time
episodeTimeout/episode_timeout
gameArgs/game_args
labelsBufferEnabled/labels_buffer_enabled
livingReward/living_reward
mode
objectsInfoEnabled/objects_info_enabled
renderAllFrames/render_all_frames
renderCorpses/render_corpses
renderCrosshair/render_crosshair
renderDecals/render_decals
renderEffectsSprites/render_effects_sprites
renderScreenFlashes/render_screen_flashes
renderHud/render_hud
renderMessages/render_messages
renderMinimalHud/render_minimal_hud
renderParticles/render_particles
renderWeapon/render_weapon
screenFormat/screen_format
screenResolution/screen_resolution
sectorsInfoEnabled/sectors_info_enabled
seed
soundEnabled/sound_enabled
ticrate
ViZDoomPath/vizdoom_path
windowVisible/window_visible
See also: DoomGame
for config keys and functions related to them.
vizdoom_path = ../../bin/vizdoom
#doom_game_path = ../../scenarios/doom2.wad
doom_game_path = ../../scenarios/freedoom2.wad
doom_scenario_path = ../../scenarios/basic.wad
doom_map = map01
# Rewards
living_reward = -1
# Rendering options
screen_resolution = RES_320X240
screen_format = CRCGCB
render_hud = true
render_crosshair = false
render_weapon = true
render_decals = false
render_particles = false
window_visible = true
# make episodes start after 14 tics (after unholstering the gun)
episode_start_time = 14
# make episodes finish after 300 actions (tics)
episode_timeout = 300
# Available buttons
available_buttons =
{
MOVE_LEFT
MOVE_RIGHT
ATTACK
}
# Game variables that will be in the state
available_game_variables = { AMMO2 }
# Default mode - the game is controlled from the code
mode = PLAYER
# Difficulty of gameplay ranging from 1 (baby) to 5 (nightmare)
doom_skill = 5
Other examples of configuration files can be found here