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README.md Updated
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README.md
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README.md
@ -77,14 +77,35 @@ Varying levels are created by defining Walls, Floor or Doors in *.txt*-files (se
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Define which *level* to use in your *configfile* as:
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```yaml
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General:
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level_name: rooms
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level_name: rooms # 'double', 'large', 'simple', ...
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```
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... or create your own , maybe witht he help of [asciiflow.com](https://asciiflow.com/#/).
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... or create your own , maybe with the help of [asciiflow.com](https://asciiflow.com/#/).
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Be sure to use '#' as Walls, '-' as free (walkable) Floor-Tiles, 'D' for Doors.
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Custom Entites (define you own) may bring their own "Symbol"
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#### Entites
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TODO
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Entites are either [Objects](./environment/entity/object.py) for tracking stats or env. [Entity](./environment/entity/entity.py) which can interact.
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Abstract Entities are provided.
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#### Groups
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[Groups](./environment/groups/objects.py) are entity Sets that provide administrative access to all group members.
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All [Entites](./environment/entity/global_entities.py) are available at runtime as EnvState property.
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#### Rules
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TODO
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- Results
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[Rules](./environment/entity/object.py)
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[Results](./environment/entity/object.py) provide a way to return 'rule' evaluations such as rewards and state reports
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back to the environment.
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#### Assets
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TODO
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Make sure to bring your own assets for each Entity, that is living in the Gridworld, the 'Renderer' relies on it.
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PNG-files (transparent background) of square aspect-ratio should do the job, in general.
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<div style="margin:0 auto;">
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<img src=".\environment\assets\wall.png" width="10%"> | <img src=".\environment\assets\agent\agent.png" width="10%">
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</div>
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@ -1 +0,0 @@
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@ -10,7 +10,7 @@ Entities:
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Defaults: {}
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DirtPiles:
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initial_dirt_ratio: 0.3 # On INIT, on max how many tiles does the dirt spawn in percent.
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dirt_spawn_r_var: 0.05 # How much does the dirt spawn amount vary?
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dirt_spawn_r_var: 0.05 # How much does the dirt spawn amount vary?
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initial_amount: 3
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max_local_amount: 5 # Max dirt amount per tile.
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max_global_amount: 20 # Max dirt amount in the whole environment.
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