# Example Learning Environments The Unity ML-Agents toolkit contains an expanding set of example environments which demonstrate various features of the platform. Environments are located in `unity-environment/Assets/ML-Agents/Examples` and summarized below. Additionally, our [first ML Challenge](https://connect.unity.com/challenges/ml-agents-1) contains environments created by the community. This page only overviews the example environments we provide. To learn more on how to design and build your own environments see our [Making a New Learning Environment](Learning-Environment-Create-New.md) page. Note: Environment scenes marked as _optional_ do not have accompanying pre-trained model files, and are designed to serve as challenges for researchers. If you would like to contribute environments, please see our [contribution guidelines](../CONTRIBUTING.md) page. ## Basic ![Basic](images/basic.png) * Set-up: A linear movement task where the agent must move left or right to rewarding states. * Goal: Move to the most reward state. * Agents: The environment contains one agent linked to a single brain. * Agent Reward Function: * +0.1 for arriving at suboptimal state. * +1.0 for arriving at optimal state. * Brains: One brain with the following observation/action space. * Vector Observation space: One variable corresponding to current state. * Vector Action space: (Discrete) Two possible actions (Move left, move right). * Visual Observations: None. * Reset Parameters: None * Benchmark Mean Reward: 0.94 ## [3DBall: 3D Balance Ball](https://youtu.be/dheeCO29-EI) ![3D Balance Ball](images/balance.png) * Set-up: A balance-ball task, where the agent controls the platform. * Goal: The agent must balance the platform in order to keep the ball on it for as long as possible. * Agents: The environment contains 12 agents of the same kind, all linked to a single brain. * Agent Reward Function: * +0.1 for every step the ball remains on the platform. * -1.0 if the ball falls from the platform. * Brains: One brain with the following observation/action space. * Vector Observation space: 8 variables corresponding to rotation of platform, and position, rotation, and velocity of ball. * Vector Observation space (Hard Version): 5 variables corresponding to rotation of platform and position and rotation of ball. * Vector Action space: (Continuous) Size of 2, with one value corresponding to X-rotation, and the other to Z-rotation. * Visual Observations: None. * Reset Parameters: None * Benchmark Mean Reward: 100 ## [GridWorld](https://youtu.be/gu8HE9WKEVI) ![GridWorld](images/gridworld.png) * Set-up: A version of the classic grid-world task. Scene contains agent, goal, and obstacles. * Goal: The agent must navigate the grid to the goal while avoiding the obstacles. * Agents: The environment contains one agent linked to a single brain. * Agent Reward Function: * -0.01 for every step. * +1.0 if the agent navigates to the goal position of the grid (episode ends). * -1.0 if the agent navigates to an obstacle (episode ends). * Brains: One brain with the following observation/action space. * Vector Observation space: None * Vector Action space: (Discrete) Size of 4, corresponding to movement in cardinal directions. * Visual Observations: One corresponding to top-down view of GridWorld. * Reset Parameters: Three, corresponding to grid size, number of obstacles, and number of goals. * Benchmark Mean Reward: 0.8 ## [Tennis](https://youtu.be/RDaIh7JX6RI) ![Tennis](images/tennis.png) * Set-up: Two-player game where agents control rackets to bounce ball over a net. * Goal: The agents must bounce ball between one another while not dropping or sending ball out of bounds. * Agents: The environment contains two agent linked to a single brain named TennisBrain. After training you can attach another brain named MyBrain to one of the agent to play against your trained model. * Agent Reward Function (independent): * +0.1 To agent when hitting ball over net. * -0.1 To agent who let ball hit their ground, or hit ball out of bounds. * Brains: One brain with the following observation/action space. * Vector Observation space: 8 variables corresponding to position and velocity of ball and racket. * Vector Action space: (Continuous) Size of 2, corresponding to movement toward net or away from net, and jumping. * Visual Observations: None. * Reset Parameters: One, corresponding to size of ball. * Benchmark Mean Reward: 2.5 * Optional Imitation Learning scene: `TennisIL`. ## [Push Block](https://youtu.be/jKdw216ZgoE) ![Push](images/push.png) * Set-up: A platforming environment where the agent can push a block around. * Goal: The agent must push the block to the goal. * Agents: The environment contains one agent linked to a single brain. * Agent Reward Function: * -0.0025 for every step. * +1.0 if the block touches the goal. * Brains: One brain with the following observation/action space. * Vector Observation space: (Continuous) 70 variables corresponding to 14 ray-casts each detecting one of three possible objects (wall, goal, or block). * Vector Action space: (Continuous) Size of 2, corresponding to movement in X and Z directions. * Visual Observations (Optional): One first-person camera. Use `VisualPushBlock` scene. * Reset Parameters: None. * Benchmark Mean Reward: 4.5 * Optional Imitation Learning scene: `PushBlockIL`. ## [Wall Jump](https://youtu.be/NITLug2DIWQ) ![Wall](images/wall.png) * Set-up: A platforming environment where the agent can jump over a wall. * Goal: The agent must use the block to scale the wall and reach the goal. * Agents: The environment contains one agent linked to two different brains. The brain the agent is linked to changes depending on the height of the wall. * Agent Reward Function: * -0.0005 for every step. * +1.0 if the agent touches the goal. * -1.0 if the agent falls off the platform. * Brains: Two brains, each with the following observation/action space. * Vector Observation space: Size of 74, corresponding to 14 raycasts each detecting 4 possible objects. plus the global position of the agent and whether or not the agent is grounded. * Vector Action space: (Discrete) 4 Branches : * Forward Motion (3 possible actions : Forward, Backwards, No Action) * Rotation (3 possible acions : Rotate Left, Rotate Right, No Action) * Side Motion (3 possible acions : Left, Right, No Action) * Jump (2 possible actions: Jump, No Action) * Visual Observations: None. * Reset Parameters: 4, corresponding to the height of the possible walls. * Benchmark Mean Reward (Big & Small Wall Brain): 0.8 ## [Reacher](https://youtu.be/2N9EoF6pQyE) ![Reacher](images/reacher.png) * Set-up: Double-jointed arm which can move to target locations. * Goal: The agents must move it's hand to the goal location, and keep it there. * Agents: The environment contains 10 agent linked to a single brain. * Agent Reward Function (independent): * +0.1 Each step agent's hand is in goal location. * Brains: One brain with the following observation/action space. * Vector Observation space: 26 variables corresponding to position, rotation, velocity, and angular velocities of the two arm Rigidbodies. * Vector Action space: (Continuous) Size of 4, corresponding to torque applicable to two joints. * Visual Observations: None. * Reset Parameters: Two, corresponding to goal size, and goal movement speed. * Benchmark Mean Reward: 30 ## [Crawler](https://youtu.be/ftLliaeooYI) ![Crawler](images/crawler.png) * Set-up: A creature with 4 arms and 4 forearms. * Goal: The agents must move its body toward the goal direction without falling. * `CrawlerStaticTarget` - Goal direction is always forward. * `CrawlerDynamicTarget`- Goal direction is randomized. * Agents: The environment contains 3 agent linked to a single brain. * Agent Reward Function (independent): * +0.03 times body velocity in the goal direction. * +0.01 times body direction alignment with goal direction. * Brains: One brain with the following observation/action space. * Vector Observation space: 117 variables corresponding to position, rotation, velocity, and angular velocities of each limb plus the acceleration and angular acceleration of the body. * Vector Action space: (Continuous) Size of 20, corresponding to target rotations for joints. * Visual Observations: None. * Reset Parameters: None * Benchmark Mean Reward: 2000 ## [Banana Collector](https://youtu.be/heVMs3t9qSk) ![Banana](images/banana.png) * Set-up: A multi-agent environment where agents compete to collect bananas. * Goal: The agents must learn to move to as many yellow bananas as possible while avoiding blue bananas. * Agents: The environment contains 5 agents linked to a single brain. * Agent Reward Function (independent): * +1 for interaction with yellow banana * -1 for interaction with blue banana. * Brains: One brain with the following observation/action space. * Vector Observation space: 53 corresponding to velocity of agent (2), whether agent is frozen and/or shot its laser (2), plus ray-based perception of objects around agent's forward direction (49; 7 raycast angles with 7 measurements for each). * Vector Action space: (Discrete) 4 Branches : * Forward Motion (3 possible actions : Forward, Backwards, No Action) * Side Motion (3 possible acions : Left, Right, No Action) * Rotation (3 possible acions : Rotate Left, Rotate Right, No Action) * Laser (2 possible actions: Laser, No Action) * Visual Observations (Optional): First-person camera per-agent. Use `VisualBanana` scene. * Reset Parameters: None. * Benchmark Mean Reward: 10 * Optional Imitation Learning scene: `BananaIL`. ## [Hallway](https://youtu.be/53GyfpPQRUQ) ![Hallway](images/hallway.png) * Set-up: Environment where the agent needs to find information in a room, remember it, and use it to move to the correct goal. * Goal: Move to the goal which corresponds to the color of the block in the room. * Agents: The environment contains one agent linked to a single brain. * Agent Reward Function (independent): * +1 For moving to correct goal. * -0.1 For moving to incorrect goal. * -0.0003 Existential penalty. * Brains: One brain with the following observation/action space: * Vector Observation space: 30 corresponding to local ray-casts detecting objects, goals, and walls. * Vector Action space: (Discrete) 1 Branch, 4 actions corresponding to agent rotation and forward/backward movement. * Visual Observations (Optional): First-person view for the agent. Use `VisualHallway` scene. * Reset Parameters: None. * Benchmark Mean Reward: 0.7 * Optional Imitation Learning scene: `HallwayIL`. ## [Bouncer](https://youtu.be/Tkv-c-b1b2I) ![Bouncer](images/bouncer.png) * Set-up: Environment where the agent needs on-demand decision making. The agent must decide how perform its next bounce only when it touches the ground. * Goal: Catch the floating banana. Only has a limited number of jumps. * Agents: The environment contains one agent linked to a single brain. * Agent Reward Function (independent): * +1 For catching the banana. * -1 For bouncing out of bounds. * -0.05 Times the action squared. Energy expenditure penalty. * Brains: One brain with the following observation/action space: * Vector Observation space: 6 corresponding to local position of agent and banana. * Vector Action space: (Continuous) 3 corresponding to agent force applied for the jump. * Visual Observations: None. * Reset Parameters: None. * Benchmark Mean Reward: 2.5 ## [Soccer Twos](https://youtu.be/Hg3nmYD3DjQ) ![SoccerTwos](images/soccer.png) * Set-up: Environment where four agents compete in a 2 vs 2 toy soccer game. * Goal: * Striker: Get the ball into the opponent's goal. * Goalie: Prevent the ball from entering its own goal. * Agents: The environment contains four agents, with two linked to one brain (strikers) and two linked to another (goalies). * Agent Reward Function (dependent): * Striker: * +1 When ball enters opponent's goal. * -0.1 When ball enters own team's goal. * -0.001 Existential penalty. * Goalie: * -1 When ball enters team's goal. * +0.1 When ball enters opponents goal. * +0.001 Existential bonus. * Brains: Two brain with the following observation/action space: * Vector Observation space: 112 corresponding to local 14 ray casts, each detecting 7 possible object types, along with the object's distance. Perception is in 180 degree view from front of agent. * Vector Action space: (Discrete) One Branch * Striker: 6 actions corresponding to forward, backward, sideways movement, as well as rotation. * Goalie: 4 actions corresponding to forward, backward, sideways movement. * Visual Observations: None. * Reset Parameters: None * Benchmark Mean Reward (Striker & Goalie Brain): 0 (the means will be inverse of each other and criss crosses during training) ## Walker ![Walker](images/walker.png) * Set-up: Physics-based Humanoids agents with 26 degrees of freedom. These DOFs correspond to articulation of the following body-parts: hips, chest, spine, head, thighs, shins, feets, arms, forearms and hands. * Goal: The agents must move its body toward the goal direction as quickly as possible without falling. * Agents: The environment contains 11 independent agent linked to a single brain. * Agent Reward Function (independent): * +0.03 times body velocity in the goal direction. * +0.01 times head y position. * +0.01 times body direction alignment with goal direction. * -0.01 times head velocity difference from body velocity. * Brains: One brain with the following observation/action space. * Vector Observation space: 215 variables corresponding to position, rotation, velocity, and angular velocities of each limb, along with goal direction. * Vector Action space: (Continuous) Size of 39, corresponding to target rotations applicable to the joints. * Visual Observations: None. * Reset Parameters: None. * Benchmark Mean Reward: 1000 ## Pyramids ![Pyramids](images/pyramids.png) * Set-up: Environment where the agent needs to press a button to spawn a pyramid, then navigate to the pyramid, knock it over, and move to the gold brick at the top. * Goal: Move to the golden brick on top of the spawned pyramid. * Agents: The environment contains one agent linked to a single brain. * Agent Reward Function (independent): * +2 For moving to golden brick (minus 0.001 per step). * Brains: One brain with the following observation/action space: * Vector Observation space: 148 corresponding to local ray-casts detecting switch, bricks, golden brick, and walls, plus variable indicating switch state. * Vector Action space: (Discrete) 4 corresponding to agent rotation and forward/backward movement. * Visual Observations (Optional): First-person camera per-agent. Use `VisualPyramids` scene. * Reset Parameters: None. * Optional Imitation Learning scene: `PyramidsIL`. * Benchmark Mean Reward: 1.75