Neural MMO provides a pettingzoo compliant environment API, an extensive configuration system, and support for agent scripting, OpenSkill evaluation, custom terrain generation, and overlay visualization. This section is intended as a reference – the tutorials provide a much better starting point for most users.

icon Environment#

class nmmo.Env(config: ~nmmo.core.config.Default = <nmmo.core.config.Default object>, seed=None)
action_space(agent)

Neural MMO Action Space

Args:

agent: Agent ID

Returns:

actions: gym.spaces object contained the structured actions for the specified agent. Each action is parameterized by a list of discrete-valued arguments. These consist of both fixed, k-way choices (such as movement direction) and selections from the observation space (such as targeting)

property agents: List[str]

For conformity with the PettingZoo API only; rendering is external

change_task(new_tasks: List[Union[Tuple[Task, float], Task]], task_encoding: Optional[Dict[int, ndarray]] = None, embedding_size: int = 16, reset: bool = True, map_id=None, seed=None, options=None)

Changes the task given to each agent

Args:

new_task: The task to complete and calculate rewards task_encoding: A mapping from eid to encoded task embedding_size: The size of each embedding reset: Resets the environment

close()

For conformity with the PettingZoo API only; rendering is external

observation_space(agent: int)

Neural MMO Observation Space

Args:

agent: Agent ID

Returns:

observation: gym.spaces object contained the structured observation for the specified agent. Each visible object is represented by continuous and discrete vectors of attributes. A 2-layer attentional encoder can be used to convert this structured observation into a flat vector embedding.

render(mode='human')

For conformity with the PettingZoo API only; rendering is external

reset(map_id=None, seed=None, options=None)

OpenAI Gym API reset function

Loads a new game map and returns initial observations

Args:

idx: Map index to load. Selects a random map by default

Returns:

observations, as documented by _compute_observations()

Notes:

Neural MMO simulates a persistent world. Ideally, you should reset the environment only once, upon creation. In practice, this approach limits the number of parallel environment simulations to the number of CPU cores available. At small and medium hardware scale, we therefore recommend the standard approach of resetting after a long but finite horizon: ~1000 timesteps for small maps and 5000+ timesteps for large maps

seed(seed=None)

Reseeds the environment (making it deterministic).

state() ndarray

State returns a global view of the environment appropriate for centralized training decentralized execution methods like QMIX

step(actions: Dict[int, Dict[str, Dict[str, Any]]])

Simulates one game tick or timestep

Args:

actions: A dictionary of agent decisions of format:

    {
      agent_1: {
          action_1: [arg_1, arg_2],
          action_2: [...],
          ...
      },
      agent_2: {
          ...
      },
      ...
    }

Where agent_i is the integer index of the i'th agent

The environment only evaluates provided actions for provided
gents. Unprovided action types are interpreted as no-ops and
illegal actions are ignored

It is also possible to specify invalid combinations of valid
actions, such as two movements or two attacks. In this case,
one will be selected arbitrarily from each incompatible sets.

A well-formed algorithm should do none of the above. We only
Perform this conditional processing to make batched action
computation easier.
Returns:

(dict, dict, dict, None):

observations:

A dictionary of agent observations of format:

{
  agent_1: obs_1,
  agent_2: obs_2,
  ...
}

Where agent_i is the integer index of the i’th agent and obs_i is specified by the observation_space function.

rewards:

A dictionary of agent rewards of format:

{
  agent_1: reward_1,
  agent_2: reward_2,
  ...
}

Where agent_i is the integer index of the i’th agent and reward_i is the reward of the i’th’ agent.

By default, agents receive -1 reward for dying and 0 reward for all other circumstances. Override Env.reward to specify custom reward functions

dones:

A dictionary of agent done booleans of format:

{
  agent_1: done_1,
  agent_2: done_2,
  ...
}

Where agent_i is the integer index of the i’th agent and done_i is a boolean denoting whether the i’th agent has died.

Note that obs_i will be a garbage placeholder if done_i is true. This is provided only for conformity with PettingZoo. Your algorithm should not attempt to leverage observations outside of trajectory bounds. You can omit garbage obs_i values by setting omitDead=True.

infos:

A dictionary of agent infos of format:

{

agent_1: None, agent_2: None, …

}

Provided for conformity with PettingZoo

class nmmo.Agent(config, idx)
__call__(obs)

Used by scripted agents to compute actions. Override in subclasses.

Args:

obs: Agent observation provided by the environment

__init__(config, idx)

Base class for agents

Args:

config: A Config object idx: Unique AgentID int

icon Config#

class nmmo.config.Combat

Combat Game System

COMBAT_DAMAGE_FORMULA(offense, defense, multiplier)

Damage formula

COMBAT_MAGE_DAMAGE = 30

Mage attack damage

COMBAT_MAGE_REACH = 3

Reach of attacks using the Mage skill

COMBAT_MELEE_DAMAGE = 30

Melee attack damage

COMBAT_MELEE_REACH = 3

Reach of attacks using the Melee skill

COMBAT_RANGE_DAMAGE = 30

Range attack damage

COMBAT_RANGE_REACH = 3

Reach of attacks using the Range skill

COMBAT_SPAWN_IMMUNITY = 20

Agents older than this many ticks cannot attack agents younger than this many ticks

COMBAT_STATUS_DURATION = 3

Combat status lasts for this many ticks after the last combat event. Combat events include both attacking and being attacked.

COMBAT_SYSTEM_ENABLED = True

Game system flag

COMBAT_WEAKNESS_MULTIPLIER = 1.5

Multiplier for super-effective attacks

class nmmo.config.Config

An environment configuration object

Global constants are defined as static class variables. You can override any Config variable using standard CLI syntax (e.g. –NENT=128).

The default config as of v1.5 uses 1024x1024 maps with up to 2048 agents and 1024 NPCs. It is suitable to time horizons of 8192+ steps. For smaller experiments, consider the SmallMaps config.

Notes:

We use Google Fire internally to replace standard manual argparse definitions for each Config property. This means you can subclass Config to add new static attributes – CLI definitions will be generated automatically.

BASE_HEALTH = 10

Initial Constitution level and agent health

EMULATE_CONST_HORIZON = False

Emulate a constant HORIZON simulations steps

EMULATE_CONST_PLAYER_N = False

Emulate a constant number of agents

EMULATE_FLAT_ATN = False

Emulate a flat action space

EMULATE_FLAT_OBS = False

Emulate a flat observation space

IMMORTAL = False

Debug parameter: prevents agents from dying except by void

LOG_ENV = False

Whether to log env steps (expensive)

LOG_EVENTS = True

Whether to log events (semi-expensive)

LOG_FILE = None

Where to write logs (defaults to console)

LOG_MILESTONES = True

Whether to log server-firsts (semi-expensive)

LOG_VERBOSE = False

Whether to log server messages or just stats

MAP_BORDER = 16

Number of void border tiles surrounding each side of the map

MAP_CENTER = None

Size of each map (number of tiles along each side)

MAP_FORCE_GENERATION = True

Whether to regenerate and overwrite existing maps

MAP_GENERATE_PREVIEWS = False

Whether map generation should also save .png previews (slow + large file size)

MAP_GENERATOR

alias of MapGenerator

MAP_N = 1

Number of maps to generate

property MAP_N_OBS

Number of distinct tile observations

MAP_N_TILE = 16

Number of distinct terrain tile types

MAP_PREVIEW_DOWNSCALE = 1

Downscaling factor for png previews

property MAP_SIZE
PATH_CWD = '/workspaces/PufferTank/nmmo-beta-docs'

Working directory

PATH_MAPS = None

Generated map directory

PATH_MAP_SUFFIX = 'map{}/map.npy'

Map file name

PATH_RESOURCE = '/workspace/nmmo-environment/nmmo/resource'

Resource directory

PATH_ROOT = '/workspace/nmmo-environment/nmmo'

Global repository directory

PATH_TILE = '/workspace/nmmo-environment/nmmo/resource/{}.png'

Tile path – format me with tile name

PLAYERS = [<class 'nmmo.core.agent.Agent'>]

Player classes from which to spawn

PLAYER_BASE_HEALTH = 100

Initial agent health

PLAYER_DEATH_FOG = None

How long before spawning death fog. None for no death fog

PLAYER_DEATH_FOG_FINAL_SIZE = 8

Number of tiles from the center that the fog stops

PLAYER_DEATH_FOG_SPEED = 1

Number of tiles per tick that the fog moves in

PLAYER_LOADER

alias of SequentialLoader

PLAYER_N = None

Maximum number of players spawnable in the environment

PLAYER_N_OBS = 100

Number of distinct agent observations

property PLAYER_POLICIES

Number of player policies

PLAYER_SPAWN_TEAMMATE_DISTANCE = 1

Buffer tiles between teammates at spawn

property PLAYER_TEAM_SIZE
property PLAYER_VISION_DIAMETER

Size of the square tile crop visible to an agent

PLAYER_VISION_RADIUS = 7

Number of tiles an agent can see in any direction

PROVIDE_ACTION_TARGETS = False

Flag used to provide action targets mask

game_system_enabled(name) bool
class nmmo.config.Large

A large config suitable for large-scale research or fast models

HORIZON = 8192
MAP_CENTER = 1024

Size of each map (number of tiles along each side)

MAP_PREVIEW_DOWNSCALE = 64

Downscaling factor for png previews

NPC_LEVEL_MAX = 15
NPC_LEVEL_SPREAD = 3
NPC_N = 1024
PATH_MAPS = 'maps/large'

Generated map directory

PLAYER_N = 1024

Maximum number of players spawnable in the environment

PROGRESSION_SPAWN_CLUSTERS = 1024
PROGRESSION_SPAWN_UNIFORMS = 4096
class nmmo.config.Medium

A medium config suitable for most academic-scale research

HORIZON = 1024
MAP_CENTER = 128

Size of each map (number of tiles along each side)

MAP_PREVIEW_DOWNSCALE = 16

Downscaling factor for png previews

NPC_LEVEL_MAX = 10
NPC_LEVEL_SPREAD = 1
NPC_N = 128
PATH_MAPS = 'maps/medium'

Generated map directory

PLAYER_N = 128

Maximum number of players spawnable in the environment

PROGRESSION_SPAWN_CLUSTERS = 64
PROGRESSION_SPAWN_UNIFORMS = 256
class nmmo.config.NPC

NPC Game System

NPC_BASE_DAMAGE = 15

Base NPC damage

NPC_BASE_DEFENSE = 0

Base NPC defense

NPC_LEVEL_DAMAGE = 30

Bonus NPC damage per level

NPC_LEVEL_DEFENSE = 30

Bonus NPC defense per level

NPC_LEVEL_MAX = 10

Maximum NPC level

NPC_LEVEL_MIN = 1

Minimum NPC level

NPC_N = None

Maximum number of NPCs spawnable in the environment

NPC_SPAWN_AGGRESSIVE = 0.8

Percentage distance threshold from spawn for aggressive NPCs

NPC_SPAWN_ATTEMPTS = 25

Number of NPC spawn attempts per tick

NPC_SPAWN_NEUTRAL = 0.5

Percentage distance threshold from spawn for neutral NPCs

NPC_SPAWN_PASSIVE = 0.0

Percentage distance threshold from spawn for passive NPCs

NPC_SYSTEM_ENABLED = True

Game system flag

class nmmo.config.Progression

Progression Game System

PROGRESSION_AMMUNITION_XP_SCALE = 1

Multiplier on top of XP_SCALE for Prospecting, Carving, and Alchemy

PROGRESSION_BASE_DEFENSE = 0

Base defense

PROGRESSION_BASE_LEVEL = 1

Initial skill level

PROGRESSION_BASE_XP_SCALE = 1

Base XP awarded for each skill usage – multiplied by skill level

PROGRESSION_COMBAT_XP_SCALE = 1

Multiplier on top of XP_SCALE for Melee, Range, and Mage

PROGRESSION_CONSUMABLE_XP_SCALE = 5

Multiplier on top of XP_SCALE for Fishing and Herbalism

PROGRESSION_LEVEL_DEFENSE = 5

Bonus defense per level

PROGRESSION_LEVEL_MAX = 10

Max skill level

PROGRESSION_MAGE_BASE_DAMAGE = 0

Base Mage attack damage

PROGRESSION_MAGE_LEVEL_DAMAGE = 5

Bonus Mage attack damage per level

PROGRESSION_MELEE_BASE_DAMAGE = 0

Base Melee attack damage

PROGRESSION_MELEE_LEVEL_DAMAGE = 5

Bonus Melee attack damage per level

PROGRESSION_RANGE_BASE_DAMAGE = 0

Base Range attack damage

PROGRESSION_RANGE_LEVEL_DAMAGE = 5

Bonus Range attack damage per level

PROGRESSION_SYSTEM_ENABLED = True

Game system flag

class nmmo.config.Resource

Resource Game System

RESOURCE_BASE = 100

Initial level and capacity for food and water

RESOURCE_DEHYDRATION_RATE = 10

Damage per tick without water

RESOURCE_DEPLETION_RATE = 5

Depletion rate for food and water

RESOURCE_FOILAGE_CAPACITY = 1

Maximum number of harvests before a foilage tile decays

RESOURCE_FOILAGE_RESPAWN = 0.025

Probability that a harvested foilage tile will regenerate each tick

RESOURCE_HARVEST_RESTORE_FRACTION = 1.0

Fraction of maximum capacity restored upon collecting a resource

RESOURCE_HEALTH_REGEN_THRESHOLD = 0.5

Fraction of maximum resource capacity required to regen health

RESOURCE_HEALTH_RESTORE_FRACTION = 0.1

Fraction of health restored per tick when above half food+water

RESOURCE_STARVATION_RATE = 10

Damage per tick without food

RESOURCE_SYSTEM_ENABLED = True

Game system flag

class nmmo.config.Small

A small config for debugging and experiments with an expensive outer loop

HORIZON = 128
MAP_CENTER = 32

Size of each map (number of tiles along each side)

MAP_PREVIEW_DOWNSCALE = 4

Downscaling factor for png previews

NPC_LEVEL_MAX = 5
NPC_LEVEL_SPREAD = 1
NPC_N = 32
PATH_MAPS = 'maps/small'

Generated map directory

PLAYER_N = 64

Maximum number of players spawnable in the environment

PROGRESSION_SPAWN_CLUSTERS = 4
PROGRESSION_SPAWN_UNIFORMS = 16
TERRAIN_LOG_INTERPOLATE_MIN = 0

icon Procedural Generation#

The default map generator is multioctave perlin noise that is itself seeded using perlin noise to create terrain of varying local frequency. Use the MAP_GENERATOR config argument to supply your own generator classes. We suggest subclassing the default and overriding the generate_map method. For procedural generation beyond maps, customize game system mechanics dynamically to modify mechanics per-environment.

class nmmo.MapGenerator(config)

Procedural map generation

generate_all_maps()

Generates NMAPS maps according to generate_map

Provides additional utilities for saving to .npy and rendering png previews

generate_map(idx)

Generate a single map

The default method is a relatively complex multiscale perlin noise method. This is not just standard multioctave noise – we are seeding multioctave noise itself with perlin noise to create localized deviations in scale, plus additional biasing to decrease terrain frequency towards the center of the map

We found that this creates more visually interesting terrain and more deviation in required planning horizon across different parts of the map. This is by no means a gold-standard: you are free to override this method and create customized terrain generation more suitable for your application. Simply pass MAP_GENERATOR=YourMapGenClass as a config argument.

load_textures()

Called during setup; loads and resizes tile pngs

class nmmo.Terrain

Terrain material class; populated at runtime