Combat: Tank#

../../../_images/atari_combat_tank.gif

This environment is part of the Atari environments. Please read that page first for general information.

Import

from pettingzoo.atari import combat_tank_v3

Actions

Discrete

Parallel API

Yes

Manual Control

No

Agents

agents= ['first_0', 'second_0']

Agents

2

Action Shape

(1,)

Action Values

[0,5]

Observation Shape

(210, 160, 3)

Observation Values

(0,255)

../../../_images/atari_combat_tank_aec.svg

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.

Official Combat manual

Environment parameters#

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_v2.env(has_maze=True, is_invisible=False, billiard_hit=True)

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.

Action Space#

In any given turn, an agent can choose from one of 18 actions.

Action

Behavior

0

No operation

1

Fire

2

Move up

3

Move right

4

Move left

5

Move down

6

Move upright

7

Move upleft

8

Move downright

9

Move downleft

10

Fire up

11

Fire right

12

Fire left

13

Fire down

14

Fire upright

15

Fire upleft

16

Fire downright

17

Fire downleft

Version History#

  • v2: Minimal Action Space (1.18.0)

  • v1: Breaking changes to entire API (1.4.0)

  • v0: Initial versions release (1.0.0)