iclbench.environments.nle package

Submodules

iclbench.environments.nle.base module

iclbench.environments.nle.progress module

class iclbench.environments.nle.progress.BaseProgress[source]

Bases: object

end_reason: str | None = None
episode_return: float = 0.0
progression: float = 0.0
update(nle_obsv, reward, done, info)[source]

Update the progress of the player given a message and stats.

Parameters:
  • message (str) – The message to check for achievements.

  • stats (str) – The stats to check for achievements.

Returns:

The progression of the player.

Return type:

float

class iclbench.environments.nle.progress.Progress(episode_return: float = 0.0, score: int = 0, depth: int = 1, gold: int = 0, experience_level: int = 1, time: int = 0, dlvl_list: list = <factory>, xplvl_list: list = <factory>, highest_achievement: Optional[str] = None, progression: float = 0.0, end_reason: Optional[str] = None)[source]

Bases: object

__init__(episode_return: float = 0.0, score: int = 0, depth: int = 1, gold: int = 0, experience_level: int = 1, time: int = 0, dlvl_list: list = <factory>, xplvl_list: list = <factory>, highest_achievement: str | None = None, progression: float = 0.0, end_reason: str | None = None) None
depth: int = 1
dlvl_list: list
end_reason: str | None = None
episode_return: float = 0.0
experience_level: int = 1
gold: int = 0
highest_achievement: str | None = None
progression: float = 0.0
score: int = 0
time: int = 0
update(nle_obsv, reward, done, info)[source]

Update the progress of the player given a message and stats.

Returns:

The progression of the player.

Return type:

float

xplvl_list: list
iclbench.environments.nle.progress.get_progress_system(env)[source]

iclbench.environments.nle.render module

iclbench.environments.nle.render.create_texture_map()[source]
iclbench.environments.nle.render.make_atlas()[source]
iclbench.environments.nle.render.tty_render_image(tty_chars, tty_colors, tty_cursor=None, *, texture_atlas=None)[source]
iclbench.environments.nle.render.tty_render_image_action_history(tty_chars, tty_colors, action_history, tty_cursor=None, *, texture_atlas=None)[source]

iclbench.environments.nle.render_rgb module

iclbench.environments.nle.render_rgb.load_atlas()[source]
iclbench.environments.nle.render_rgb.rgb_render_image(glyphs, *, texture_atlas=None)[source]

Module contents

class iclbench.environments.nle.Role(value, names=<not given>, *values, module=None, qualname=None, type=None, start=1, boundary=None)[source]

Bases: Enum

ARCHEOLOGIST = 'arc'
BARBARIAN = 'bar'
CAVEMAN = 'cav'
HEALER = 'hea'
KNIGHT = 'kni'
MONK = 'mon'
PRIEST = 'pri'
RANGER = 'ran'
ROGUE = 'rog'
SAMURAI = 'sam'
TOURIST = 'tou'
VALKYRIE = 'val'
WIZARD = 'wiz'
iclbench.environments.nle.get_instruction_prompt(task=None)[source]