• Stars
    star
    972
  • Rank 45,255 (Top 1.0 %)
  • Language
    C++
  • License
    MIT License
  • Created over 4 years ago
  • Updated 4 months ago

Reviews

There are no reviews yet. Be the first to send feedback to the community and the maintainers!

Repository Details

Procgen Benchmark: Procedurally-Generated Game-Like Gym-Environments

Status: Maintenance (expect bug fixes and minor updates)

Procgen Benchmark

[Blog Post] [Paper]

16 simple-to-use procedurally-generated gym environments which provide a direct measure of how quickly a reinforcement learning agent learns generalizable skills. The environments run at high speed (thousands of steps per second) on a single core.

We ran a competition in 2020 which used these environments to measure sample efficiency and generalization in RL. You can learn more here.

These environments are associated with the paper Leveraging Procedural Generation to Benchmark Reinforcement Learning (citation). The code for running some experiments from the paper is in the train-procgen repo. For those familiar with the original CoinRun environment, be sure to read the updated CoinRun description below as there have been subtle changes to the environment.

Compared to Gym Retro, these environments are:

  • Faster: Gym Retro environments are already fast, but Procgen environments can run >4x faster.
  • Randomized: Gym Retro environments are always the same, so you can memorize a sequence of actions that will get the highest reward. Procgen environments are randomized so this is not possible.
  • Customizable: If you install from source, you can perform experiments where you change the environments, or build your own environments. The environment-specific code for each environment is often less than 300 lines. This is almost impossible with Gym Retro.

Supported platforms:

  • Windows 10
  • macOS 10.14 (Mojave), 10.15 (Catalina)
  • Linux (manylinux2010)

Supported Pythons:

  • 3.7 64-bit
  • 3.8 64-bit
  • 3.9 64-bit
  • 3.10 64-bit

Supported CPUs:

  • Must have at least AVX

Installation

First make sure you have a supported version of python:

# run these commands to check for the correct python version
python -c "import sys; assert (3,7,0) <= sys.version_info <= (3,10,0), 'python is incorrect version'; print('ok')"
python -c "import platform; assert platform.architecture()[0] == '64bit', 'python is not 64-bit'; print('ok')"

To install the wheel:

pip install procgen

If you get an error like "Could not find a version that satisfies the requirement procgen", please upgrade pip: pip install --upgrade pip.

To try an environment out interactively:

python -m procgen.interactive --env-name coinrun

The keys are: left/right/up/down + q, w, e, a, s, d for the different (environment-dependent) actions. Your score is displayed as "episode_return" in the lower left. At the end of an episode, you can see your final "episode_return" as well as "prev_level_complete" which will be 1 if you successfully completed the level.

To create an instance of the gym environment:

import gym
env = gym.make("procgen:procgen-coinrun-v0")

To create an instance of the gym3 (vectorized) environment:

from procgen import ProcgenGym3Env
env = ProcgenGym3Env(num=1, env_name="coinrun")

Docker

A Dockerfile is included to demonstrate a minimal Docker-based setup that works for running random agent.

docker build docker --tag procgen
docker run --rm -it procgen python3 -m procgen.examples.random_agent_gym

There is a second Dockerfile to demonstrate installing from source:

docker build . --tag procgen --file docker/Dockerfile.dev
docker run --rm -it procgen python -c "from procgen import ProcgenGym3Env; env = ProcgenGym3Env(num=1, env_name='coinrun'); print(env.observe())"

Environments

The observation space is a box space with the RGB pixels the agent sees in a numpy array of shape (64, 64, 3). The expected step rate for a human player is 15 Hz.

The action space is Discrete(15) for which button combo to press. The button combos are defined in env.py.

If you are using the vectorized environment, the observation space is a dictionary space where the pixels are under the key "rgb".

Here are the 16 environments:

Image Name Description
bigfish The player starts as a small fish and becomes bigger by eating other fish. The player may only eat fish smaller than itself, as determined solely by width. If the player comes in contact with a larger fish, the player is eaten and the episode ends. The player receives a small reward for eating a smaller fish and a large reward for becoming bigger than all other fish, at which point the episode ends.
bossfight The player controls a small starship and must destroy a much bigger boss starship. The boss randomly selects from a set of possible attacks when engaging the player. The player must dodge the incoming projectiles or be destroyed. The player can also use randomly scattered meteors for cover. After a set timeout, the boss becomes vulnerable and its shields go down. At this point, the players projectile attacks will damage the boss. Once the boss receives a certain amount of damage, the player receives a reward, and the boss re-raises its shields. If the player damages the boss several times in this way, the boss is destroyed, the player receives a large reward, and the episode ends.
caveflyer The player must navigate a network of caves to reach the exit. Player movement mimics the Atari game “Asteroids”: the ship can rotate and travel forward or backward along the current axis. The majority of the reward comes from successfully reaching the end of the level, though additional reward can be collected by destroying target objects along the way with the ship's lasers. There are stationary and moving lethal obstacles throughout the level.
chaser Inspired by the Atari game “MsPacman”. Maze layouts are generated using Kruskal’s algorithm, and then walls are removed until no dead-ends remain in the maze. The player must collect all the green orbs. 3 large stars spawn that will make enemies vulnerable for a short time when collected. A collision with an enemy that isn’t vulnerable results in the player’s death. When a vulnerable enemy is eaten, an egg spawns somewhere on the map that will hatch into a new enemy after a short time, keeping the total number of enemies constant. The player receives a small reward for collecting each orb and a large reward for completing the level.
climber A simple platformer. The player must climb a sequence of platforms, collecting stars along the way. A small reward is given for collecting a star, and a larger reward is given for collecting all stars in a level. If all stars are collected, the episode ends. There are lethal flying monsters scattered throughout the level.
coinrun A simple platformer. The goal is to collect the coin at the far right of the level, and the player spawns on the far left. The agent must dodge stationary saw obstacles, enemies that pace back and forth, and chasms that lead to death. Note that while the previously released version of CoinRun painted velocity information directly onto observations, the current version does not. This makes the environment significantly more difficult.
dodgeball Loosely inspired by the Atari game “Berzerk”. The player spawns in a room with a random configuration of walls and enemies. Touching a wall loses the game and ends the episode. The player moves relatively slowly and can navigate throughout the room. There are enemies which also move slowly and which will occasionally throw balls at the player. The player can also throw balls, but only in the direction they are facing. If all enemies are hit, the player can move to the unlocked platform and earn a significant level completion bonus.
fruitbot A scrolling game where the player controls a robot that must navigate between gaps in walls and collect fruit along the way. The player receives a positive reward for collecting a piece of fruit, and a larger negative reward for mistakenly collecting a non-fruit object. Half of the spawned objects are fruit (positive reward) and half are non-fruit (negative reward). The player receives a large reward if they reach the end of the level. Occasionally the player must use a key to unlock gates which block the way.
heist The player must steal the gem hidden behind a network of locks. Each lock comes in one of three colors, and the necessary keys to open these locks are scattered throughout the level. The level layout takes the form of a maze, again generated by Kruskal's algorithm. Once the player collects a key of a certain color, the player may open the lock of that color. All keys in the player's possession are shown in the top right corner of the screen.
jumper A platformer with an open world layout. The player, a bunny, must navigate through the world to find the carrot. It might be necessary to ascend or descend the level to do so. The player is capable of “double jumping”, allowing it to navigate tricky layouts and reach high platforms. There are spike obstacles which will destroy the player on contact. The screen includes a compass which displays direction and distance to the carrot. The only reward in the game comes from collect the carrot, at which point the episode ends. Due to a bug that permits the player to spawn on top of critical objects (an obstacle or the goal), ~7% of levels will terminate after a single action, the vast majority of which will have 0 reward.
leaper Inspired by the classic game “Frogger”. The player must cross several lanes to reach the finish line and earn a reward. The first group of lanes contains cars which must be avoided. The second group of lanes contains logs on a river. The player must hop from log to log to cross the river. If the player falls in the river, the episode ends.
maze The player, a mouse, must navigate a maze to find the sole piece of cheese and earn a reward. Mazes are generated by Kruskal's algorithm and range in size from 3x3 to 25x25. The maze dimensions are uniformly sampled over this range. The player may move up, down, left or right to navigate the maze.
miner Inspired by the classic game “BoulderDash”. The player, a robot, can dig through dirt to move throughout the world. The world has gravity, and dirt supports boulders and diamonds. Boulders and diamonds will fall through free space and roll off each other. If a boulder or a diamond falls on the player, the game is over. The goal is to collect all the diamonds in the level and then proceed through the exit. The player receives a small reward for collecting a diamond and a larger reward for completing the level.
ninja A simple platformer. The player, a ninja, must jump across narrow ledges while avoiding bomb obstacles. The player can toss throwing stars at several angles in order to clear bombs, if necessary. The player's jump can be charged over several timesteps to increase its effect. The player receives a reward for collecting the mushroom at the end of the level, at which point the episode terminates.
plunder The player must destroy enemy pirate ships by firing cannonballs from its own ship at the bottom of the screen. An on-screen timer slowly counts down. If this timer runs out, the episode ends. Whenever the player fires, the timer skips forward a few steps, encouraging the player to conserve ammunition. The player must take care to avoid hitting friendly ships. The player receives a positive reward for hitting an enemy ship and a large timer penalty for hitting a friendly ship. A target in the bottom left corner identifies the color of the enemy ships to target.
starpilot A simple side scrolling shooter game. Relatively challenging for humans to play since all enemies fire projectiles that directly target the player. An inability to dodge quickly leads to the player's demise. There are fast and slow enemies, stationary turrets with high health, clouds which obscure player vision, and impassable meteors.

Known Issues

  • bigfish - It is possible for the player to occasionally become trapped along the borders of the environment.
  • caveflyer - In ~0.5% of levels, the player spawns next to an enemy and will die in a single step regardless of which action is taken.
  • jumper - In ~7% of levels, the player will spawn on top of an enemy or the goal, resulting in the episode terminating after a single step regardless of which action is taken.
  • miner - There is a low probability of unsolvable level configurations, with either a diamond or the exit being unreachable.

Rather than patch these issues, we plan to keep the environments in their originally released form, in order to ease the reproducibility of results that are already published.

Environment Options

  • env_name - Name of environment, or comma-separate list of environment names to instantiate as each env in the VecEnv.
  • num_levels=0 - The number of unique levels that can be generated. Set to 0 to use unlimited levels.
  • start_level=0 - The lowest seed that will be used to generated levels. 'start_level' and 'num_levels' fully specify the set of possible levels.
  • paint_vel_info=False - Paint player velocity info in the top left corner. Only supported by certain games.
  • use_generated_assets=False - Use randomly generated assets in place of human designed assets.
  • debug=False - Set to True to use the debug build if building from source.
  • debug_mode=0 - A useful flag that's passed through to procgen envs. Use however you want during debugging.
  • center_agent=True - Determines whether observations are centered on the agent or display the full level. Override at your own risk.
  • use_sequential_levels=False - When you reach the end of a level, the episode is ended and a new level is selected. If use_sequential_levels is set to True, reaching the end of a level does not end the episode, and the seed for the new level is derived from the current level seed. If you combine this with start_level=<some seed> and num_levels=1, you can have a single linear series of levels similar to a gym-retro or ALE game.
  • distribution_mode="hard" - What variant of the levels to use, the options are "easy", "hard", "extreme", "memory", "exploration". All games support "easy" and "hard", while other options are game-specific. The default is "hard". Switching to "easy" will reduce the number of timesteps required to solve each game and is useful for testing or when working with limited compute resources.
  • use_backgrounds=True - Normally games use human designed backgrounds, if this flag is set to False, games will use pure black backgrounds.
  • restrict_themes=False - Some games select assets from multiple themes, if this flag is set to True, those games will only use a single theme.
  • use_monochrome_assets=False - If set to True, games will use monochromatic rectangles instead of human designed assets. best used with restrict_themes=True.

Here's how to set the options:

import gym
env = gym.make("procgen:procgen-coinrun-v0", start_level=0, num_levels=1)

Since the gym environment is adapted from a gym3 environment, early calls to reset() are disallowed and the render() method does not do anything. To render the environment, pass render_mode="human" to the constructor, which will send render_mode="rgb_array" to the environment constructor and wrap it in a gym3.ViewerWrapper. If you just want the frames instead of the window, pass render_mode="rgb_array".

For the gym3 vectorized environment:

from procgen import ProcgenGym3Env
env = ProcgenGym3Env(num=1, env_name="coinrun", start_level=0, num_levels=1)

To render with the gym3 environment, pass render_mode="rgb_array". If you wish to view the output, use a gym3.ViewerWrapper.

Saving and loading the environment state

If you are using the gym3 interface, you can save and load the environment state:

from procgen import ProcgenGym3Env
env = ProcgenGym3Env(num=1, env_name="coinrun", start_level=0, num_levels=1)
states = env.callmethod("get_state")
env.callmethod("set_state", states)

This returns a list of byte strings representing the state of each game in the vectorized environment.

Notes

  • You should depend on a specific version of this library (using ==) for your experiments to ensure they are reproducible. You can get the current installed version with pip show procgen.
  • This library does not require or make use of GPUs.
  • While the library should be thread safe, each individual environment instance should only be used from a single thread. The library is not fork safe unless you set num_threads=0. Even if you do that, Qt is not guaranteed to be fork safe, so you should probably create the environment after forking or not use fork at all.

Install from Source

If you want to change the environments or create new ones, you should build from source. You can get miniconda from https://docs.conda.io/en/latest/miniconda.html if you don't have it, or install the dependencies from environment.yml manually. On Windows you will also need "Visual Studio 16 2019" installed.

git clone [email protected]:openai/procgen.git
cd procgen
conda env update --name procgen --file environment.yml
conda activate procgen
pip install -e .
# this should say "building procgen...done"
python -c "from procgen import ProcgenGym3Env; ProcgenGym3Env(num=1, env_name='coinrun')"
# this should create a window where you can play the coinrun environment
python -m procgen.interactive

The environment code is in C++ and is compiled into a shared library exposing the gym3.libenv C interface that is then loaded by python. The C++ code uses Qt for drawing.

Create a new environment

Once you have installed from source, you can customize an existing environment or make a new environment of your own. If you want to create a fast C++ 2D environment, you can fork this repo and do the following:

  • Copy src/games/bigfish.cpp to src/games/<name>.cpp
  • Replace BigFish with <name> and "bigfish" with "<name>" in your cpp file
  • Add src/games/<name>.cpp to CMakeLists.txt
  • Run python -m procgen.interactive --env-name <name> to test it out

This repo includes a travis configuration that will compile your environment and build python wheels for easy installation. In order to have this build more quickly by caching the Qt compilation, you will want to configure a GCS bucket in common.py and setup service account credentials.

Add information to the info dictionary

To export game information from the C++ game code to Python, you can define a new info_type. info_types appear in the info dict returned by the gym environment, or in get_info() from the gym3 environment.

To define a new one, add the following code to the VecGame constructor here: vecgame.cpp

{
    struct libenv_tensortype s;
    strcpy(s.name, "heist_key_count");
    s.scalar_type = LIBENV_SCALAR_TYPE_DISCRETE;
    s.dtype = LIBENV_DTYPE_INT32;
    s.ndim = 0,
    s.low.int32 = 0;
    s.high.int32 = INT32_MAX;
    info_types.push_back(s);
}

This lets the Python code know to expect a single integer and expose it in the info dict.

After adding that, you can add the following code to heist.cpp:

void observe() override {
    Game::observe();
    int32_t key_count = 0;
    for (const auto& has_key : has_keys) {
        if (has_key) {
            key_count++;
        }
    }
    *(int32_t *)(info_bufs[info_name_to_offset.at("heist_key_count")]) = key_count;
}

This populates the heist_key_count info value each time the environment is observed.

If you run the interactive script (making sure that you installed from source), the new keys should appear in the bottom left hand corner:

python -m procgen.interactive --env-name heist

Changelog

See CHANGES for changes present in each release.

Contributing

See CONTRIBUTING for information on contributing.

Assets

See ASSET_LICENSES for asset license information.

Citation

Please cite using the following bibtex entry:

@article{cobbe2019procgen,
  title={Leveraging Procedural Generation to Benchmark Reinforcement Learning},
  author={Cobbe, Karl and Hesse, Christopher and Hilton, Jacob and Schulman, John},
  journal={arXiv preprint arXiv:1912.01588},
  year={2019}
}

More Repositories

1

whisper

Robust Speech Recognition via Large-Scale Weak Supervision
Python
57,624
star
2

openai-cookbook

Examples and guides for using the OpenAI API
MDX
55,428
star
3

gym

A toolkit for developing and comparing reinforcement learning algorithms.
Python
33,715
star
4

CLIP

CLIP (Contrastive Language-Image Pretraining), Predict the most relevant text snippet given an image
Jupyter Notebook
21,231
star
5

gpt-2

Code for the paper "Language Models are Unsupervised Multitask Learners"
Python
20,844
star
6

chatgpt-retrieval-plugin

The ChatGPT Retrieval Plugin lets you easily find personal or work documents by asking questions in natural language.
Python
20,818
star
7

openai-python

The official Python library for the OpenAI API
Python
19,939
star
8

gpt-3

GPT-3: Language Models are Few-Shot Learners
15,573
star
9

baselines

OpenAI Baselines: high-quality implementations of reinforcement learning algorithms
Python
15,252
star
10

evals

Evals is a framework for evaluating LLMs and LLM systems, and an open-source registry of benchmarks.
Python
13,483
star
11

triton

Development repository for the Triton language and compiler
C++
11,038
star
12

DALL-E

PyTorch package for the discrete VAE used for DALL·E.
Python
10,672
star
13

shap-e

Generate 3D objects conditioned on text or images
Python
10,285
star
14

spinningup

An educational resource to help anyone learn deep reinforcement learning.
Python
8,587
star
15

tiktoken

tiktoken is a fast BPE tokeniser for use with OpenAI's models.
Python
8,533
star
16

universe

Universe: a software platform for measuring and training an AI's general intelligence across the world's supply of games, websites and other applications.
Python
7,385
star
17

jukebox

Code for the paper "Jukebox: A Generative Model for Music"
Python
7,326
star
18

openai-node

The official Node.js / Typescript library for the OpenAI API
TypeScript
6,824
star
19

point-e

Point cloud diffusion for 3D model synthesis
Python
5,777
star
20

consistency_models

Official repo for consistency models.
Python
5,725
star
21

guided-diffusion

Python
5,000
star
22

plugins-quickstart

Get a ChatGPT plugin up and running in under 5 minutes!
Python
4,133
star
23

transformer-debugger

Python
3,607
star
24

retro

Retro Games in Gym
C
3,289
star
25

glide-text2im

GLIDE: a diffusion-based text-conditional image synthesis model
Python
3,277
star
26

glow

Code for reproducing results in "Glow: Generative Flow with Invertible 1x1 Convolutions"
Python
3,016
star
27

mujoco-py

MuJoCo is a physics engine for detailed, efficient rigid body simulations with contacts. mujoco-py allows using MuJoCo from Python 3.
Cython
2,586
star
28

openai-quickstart-node

Node.js example app from the OpenAI API quickstart tutorial
JavaScript
2,501
star
29

weak-to-strong

Python
2,341
star
30

improved-gan

Code for the paper "Improved Techniques for Training GANs"
Python
2,218
star
31

improved-diffusion

Release for Improved Denoising Diffusion Probabilistic Models
Python
2,102
star
32

roboschool

DEPRECATED: Open-source software for robot simulation, integrated with OpenAI Gym.
Python
2,064
star
33

image-gpt

Python
1,990
star
34

consistencydecoder

Consistency Distilled Diff VAE
Python
1,933
star
35

finetune-transformer-lm

Code and model for the paper "Improving Language Understanding by Generative Pre-Training"
Python
1,929
star
36

multiagent-particle-envs

Code for a multi-agent particle environment used in the paper "Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments"
Python
1,871
star
37

gpt-2-output-dataset

Dataset of GPT-2 outputs for research in detection, biases, and more
Python
1,865
star
38

pixel-cnn

Code for the paper "PixelCNN++: A PixelCNN Implementation with Discretized Logistic Mixture Likelihood and Other Modifications"
Python
1,856
star
39

human-eval

Code for the paper "Evaluating Large Language Models Trained on Code"
Python
1,755
star
40

requests-for-research

A living collection of deep learning problems
HTML
1,625
star
41

openai-quickstart-python

Python example app from the OpenAI API quickstart tutorial
1,608
star
42

gpt-discord-bot

Example Discord bot written in Python that uses the completions API to have conversations with the `text-davinci-003` model, and the moderations API to filter the messages.
Python
1,569
star
43

multi-agent-emergence-environments

Environment generation code for the paper "Emergent Tool Use From Multi-Agent Autocurricula"
Python
1,557
star
44

evolution-strategies-starter

Code for the paper "Evolution Strategies as a Scalable Alternative to Reinforcement Learning"
Python
1,504
star
45

generating-reviews-discovering-sentiment

Code for "Learning to Generate Reviews and Discovering Sentiment"
Python
1,491
star
46

neural-mmo

Code for the paper "Neural MMO: A Massively Multiagent Game Environment for Training and Evaluating Intelligent Agents"
Python
1,463
star
47

sparse_attention

Examples of using sparse attention, as in "Generating Long Sequences with Sparse Transformers"
Python
1,347
star
48

maddpg

Code for the MADDPG algorithm from the paper "Multi-Agent Actor-Critic for Mixed Cooperative-Competitive Environments"
Python
1,284
star
49

prm800k

800,000 step-level correctness labels on LLM solutions to MATH problems
Python
1,239
star
50

Video-Pre-Training

Video PreTraining (VPT): Learning to Act by Watching Unlabeled Online Videos
Python
1,205
star
51

following-instructions-human-feedback

1,129
star
52

universe-starter-agent

A starter agent that can solve a number of universe environments.
Python
1,086
star
53

lm-human-preferences

Code for the paper Fine-Tuning Language Models from Human Preferences
Python
1,067
star
54

dalle-2-preview

1,049
star
55

InfoGAN

Code for reproducing key results in the paper "InfoGAN: Interpretable Representation Learning by Information Maximizing Generative Adversarial Nets"
Python
1,029
star
56

supervised-reptile

Code for the paper "On First-Order Meta-Learning Algorithms"
JavaScript
955
star
57

blocksparse

Efficient GPU kernels for block-sparse matrix multiplication and convolution
Cuda
941
star
58

openai-openapi

OpenAPI specification for the OpenAI API
917
star
59

automated-interpretability

Python
875
star
60

grade-school-math

Python
859
star
61

kubernetes-ec2-autoscaler

A batch-optimized scaling manager for Kubernetes
Python
849
star
62

random-network-distillation

Code for the paper "Exploration by Random Network Distillation"
Python
847
star
63

summarize-from-feedback

Code for "Learning to summarize from human feedback"
Python
833
star
64

large-scale-curiosity

Code for the paper "Large-Scale Study of Curiosity-Driven Learning"
Python
798
star
65

multiagent-competition

Code for the paper "Emergent Complexity via Multi-agent Competition"
Python
761
star
66

imitation

Code for the paper "Generative Adversarial Imitation Learning"
Python
643
star
67

deeptype

Code for the paper "DeepType: Multilingual Entity Linking by Neural Type System Evolution"
Python
633
star
68

mlsh

Code for the paper "Meta-Learning Shared Hierarchies"
Python
588
star
69

iaf

Code for reproducing key results in the paper "Improving Variational Inference with Inverse Autoregressive Flow"
Python
499
star
70

mujoco-worldgen

Automatic object XML generation for Mujoco
Python
475
star
71

safety-gym

Tools for accelerating safe exploration research.
Python
421
star
72

vdvae

Repository for the paper "Very Deep VAEs Generalize Autoregressive Models and Can Outperform Them on Images"
Python
407
star
73

coinrun

Code for the paper "Quantifying Transfer in Reinforcement Learning"
C++
381
star
74

robogym

Robotics Gym Environments
Python
370
star
75

weightnorm

Example code for Weight Normalization, from "Weight Normalization: A Simple Reparameterization to Accelerate Training of Deep Neural Networks"
Python
357
star
76

atari-py

A packaged and slightly-modified version of https://github.com/bbitmaster/ale_python_interface
C++
354
star
77

openai-gemm

Open single and half precision gemm implementations
C
335
star
78

vime

Code for the paper "Curiosity-driven Exploration in Deep Reinforcement Learning via Bayesian Neural Networks"
Python
331
star
79

safety-starter-agents

Basic constrained RL agents used in experiments for the "Benchmarking Safe Exploration in Deep Reinforcement Learning" paper.
Python
312
star
80

ebm_code_release

Code for Implicit Generation and Generalization with Energy Based Models
Python
311
star
81

CLIP-featurevis

code for reproducing some of the diagrams in the paper "Multimodal Neurons in Artificial Neural Networks"
Python
294
star
82

gym-http-api

API to access OpenAI Gym from other languages via HTTP
Python
291
star
83

gym-soccer

Python
289
star
84

robosumo

Code for the paper "Continuous Adaptation via Meta-Learning in Nonstationary and Competitive Environments"
Python
283
star
85

EPG

Code for the paper "Evolved Policy Gradients"
Python
240
star
86

phasic-policy-gradient

Code for the paper "Phasic Policy Gradient"
Python
240
star
87

orrb

Code for the paper "OpenAI Remote Rendering Backend"
C#
235
star
88

miniF2F

Formal to Formal Mathematics Benchmark
Objective-C++
202
star
89

web-crawl-q-and-a-example

Learn how to crawl your website and build a Q/A bot with the OpenAI API
Jupyter Notebook
199
star
90

atari-reset

Code for the blog post "Learning Montezuma’s Revenge from a Single Demonstration"
Python
183
star
91

spinningup-workshop

For educational materials related to the spinning up workshops.
TeX
181
star
92

train-procgen

Code for the paper "Leveraging Procedural Generation to Benchmark Reinforcement Learning"
Python
167
star
93

human-eval-infilling

Code for the paper "Efficient Training of Language Models to Fill in the Middle"
Python
142
star
94

dallify-discord-bot

Example code for using OpenAI’s NodeJS SDK with discord.js SDK to create a Discord Bot that uses Slash Commands.
TypeScript
139
star
95

gym3

Vectorized interface for reinforcement learning environments
Python
136
star
96

lean-gym

Lean
134
star
97

retro-baselines

Publicly releasable baselines for the Retro contest
Python
128
star
98

neural-gpu

Code for the Neural GPU model originally described in "Neural GPUs Learn Algorithms"
Python
120
star
99

baselines-results

Jupyter Notebook
117
star
100

go-vncdriver

Fast VNC driver
Go
116
star