Minecraft is an extremely complex environment which provides players with visual, auditory, and informational observation of many complex data types. Furthermore, players interact with Minecraft using more than just embodied actions: players can craft, build, destroy, smelt, enchant, manage their inventory, and even communicate with other players via a text chat.
To provide a unified interface with which agents can obtain and perform
similar observations and actions as players, we have provided
first-class for support for this multi-modality in the environment:
the observation and action spaces of environments are
gym.spaces.Dict spaces. These observation and action
dictionaries are comprised of individual fields we call handlers.
In the documentation of every environment we provide a listing
of the exact
gym.space of the observations returned by and actions expected by the environment’s step function. We are slowly
building documentation for these handlers, and you can click those highlighted with blue for more information!
Visual Observations -
pov : Box(width, height, nchannels)
An RGB image observation of the agent’s first-person perspective.
third-person : Box(width, height, nchannels)
An RGB image observation of the agent’s third-person perspective.
This observation is not yet supported by any environment.
Camera Control -
camera : Box(2) [delta_pitch, delta_yaw]
This action changes the orientation of the agent’s head by the corresponding number of degrees. When the
povobservation is available, the camera changes its orientation pitch by the first component and its yaw by the second component. Both
delta_yaware limited to [-180, 180] inclusive
Tool Control -
equip : Enum('none', 'air', 'wooden_axe', 'wooden_pickaxe', 'stone_axe', 'stone_pickaxe', 'iron_axe', 'iron_pickaxe'))
This action equips the first instance of the specified item from the agents inventory to the main hand if the specified item is present, otherwise does nothing.
noneis never a valid item and functions as a no-op action.
airmatches any empty slot in an agent’s inventory and functions as an un-equip action.
Agents may un-equip items by performing the