Principle:Google deepmind Dm control Soccer Environment Loading
| Metadata | |
|---|---|
| Knowledge Sources | dm_control |
| Domains | Multi-Agent Reinforcement Learning, Environment Construction |
| Last Updated | 2026-02-15 00:00 GMT |
Overview
Soccer environment loading is the principle of providing a single high-level entry point that assembles all components of a multi-agent simulation -- players, pitch, ball, task, and environment wrapper -- into a ready-to-use reinforcement learning environment.
Description
Building a multi-agent physics-based environment from scratch requires coordinating many concerns: walker construction, arena sizing, ball physics, task rules, observation wiring, and environment compilation. The environment loading principle encapsulates this complexity behind a facade function that accepts a small number of intuitive parameters and returns a fully configured environment.
Key design decisions embodied in this principle:
- Sensible defaults -- Time limit, walker type, contact settings, and termination mode all have default values that produce a reasonable baseline environment.
- Pitch scaling -- The arena size is automatically adjusted based on team size and walker morphology. Humanoid walkers require larger per-player area allocations than simple boxhead walkers.
- Task selection -- A single boolean flag (
terminate_on_goal) selects between the single-turnTaskand the continuous-playMultiturnTask. - Encapsulation -- Callers do not need to know about internal classes like
RandomizedPitch,SoccerBall, orUniformInitializer.
Usage
This principle applies whenever:
- A researcher wants to quickly instantiate a soccer environment for training or evaluation.
- Reproducible environment construction is needed via a fixed random seed.
- Environment parameters must be swept (e.g. team size, walker type) in a hyperparameter search.
Theoretical Basis
The loader implements a variant of the factory method design pattern. The construction logic can be expressed as:
function load(team_size, time_limit, random_state, options):
players = make_players(team_size, options.walker_type)
pitch = RandomizedPitch(size_from(team_size, options.walker_type))
ball = select_ball(options.walker_type)
task_cls = MultiturnTask if not options.terminate_on_goal else Task
task = task_cls(players, pitch, ball, ...)
return composer.Environment(task, time_limit, random_state)
For humanoid walkers, the pitch area per player is bounded between minimum and maximum constants (MINI_FOOTBALL_MIN_AREA_PER_HUMANOID and MINI_FOOTBALL_MAX_AREA_PER_HUMANOID), and the pitch dimensions are derived from the total area divided by the aspect ratio.