Combat: Tank

../../_images/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)

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 multi-agent environment 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.

Value

Meaning

Value

Meaning

Value

Meaning

0

NOOP

1

FIRE

2

UP

3

RIGHT

4

LEFT

5

DOWN

6

UPRIGHT

7

UPLEFT

8

DOWNRIGHT

9

DOWNLEFT

10

UPFIRE

11

RIGHTFIRE

12

LEFTFIRE

13

DOWNFIRE

14

UPRIGHTFIRE

15

UPLEFTFIRE

16

DOWNRIGHTFIRE

17

DOWNLEFTFIRE

See environment specification to see more information on the action meaning.

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)