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Principle:Google deepmind Dm control Soccer Environment Loading

From Leeroopedia
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-turn Task and the continuous-play MultiturnTask.
  • Encapsulation -- Callers do not need to know about internal classes like RandomizedPitch, SoccerBall, or UniformInitializer.

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.

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