layout | title | actions | agents | manual-control | action-shape | action-values | observation-shape | observation-values | import | agent-labels |
---|---|---|---|---|---|---|---|---|---|---|
docu |
Combat: Tank |
Discrete |
2 |
No |
(1,) |
[0,17] |
(256, 160, 3) |
(0,255) |
from pettingzoo.atari import combat_tank_v1 |
agents= ['first_0', 'second_0'] |
{% include info_box.md %}
Combat's classic tank mode is an adversarial game where prediction, and positioning are key.
The players move around the map. When your opponent is hit by your bullet, you score a point. Note that your opponent gets blasted through obstacles when it is hit, potentially putting it in a good position to hit you back.
Whenever you score a point, you are rewarded +1 and your opponent is penalized -1.
Some environment parameters are common to all Atari environments and are described in the base Atari documentation.
Parameters specific to combat-tank are
combat_tank.env(has_maze=False, is_invisible=False, billiard_hit=False)
has_maze
: Set to true to have the map be a maze instead of an open field
is_invisible
: If true, tanks are invisible unless they are firing or are running into a wall.
billiard_hit
: If true, bullets bounce off walls, in fact, like billiards, they only count if they hit the opponent's tank after bouncing off a wall.