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If you use our example ported environments, please cite the original papers: [MiniGrid](https://github.com/maximecb/gym-minigrid/) (see [license](https://github.com/maximecb/gym-minigrid/blob/master/LICENSE), [bib](https://github.com/maximecb/gym-minigrid/#minimalistic-gridworld-environment-minigrid)), [Boxoban](https://github.com/deepmind/boxoban-levels/) (see [license](https://github.com/deepmind/boxoban-levels/blob/master/LICENSE), [bib](https://github.com/deepmind/boxoban-levels/#bibtex)).
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If you use our example ported environments, please cite the original papers: [MiniGrid](https://github.com/Farama-Foundation/Minigrid) (see [license](https://github.com/Farama-Foundation/Minigrid/LICENSE), [bib](https://github.com/maximecb/gym-minigrid/#minimalistic-gridworld-environment-minigrid)), [Boxoban](https://github.com/deepmind/boxoban-levels/) (see [license](https://github.com/deepmind/boxoban-levels/blob/master/LICENSE), [bib](https://github.com/deepmind/boxoban-levels/#bibtex)).
Copy file name to clipboardExpand all lines: docs/envs/ported/minigrid.md
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# MiniGrid
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This family of environments is ported to MiniHack from [MiniGrid](https://github.com/maximecb/gym-minigrid), a popular suite of procedurally generated grid-based environments that assess various capabilities of RL agents, such as exploration, memory, and generalisation. For more information, check out [MiniGrid's documentation](https://github.com/maximecb/gym-minigrid/blob/master/README.md).
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This family of environments is ported to MiniHack from [MiniGrid](https://github.com/Farama-Foundation/Minigrid), a popular suite of procedurally generated grid-based environments that assess various capabilities of RL agents, such as exploration, memory, and generalisation. For more information, check out [MiniGrid's documentation](https://minigrid.farama.org/index.html).
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After porting environments to MiniHack, one can make them substantially harder by adding additional environment dynamics to the task, such as monsters, dungeon features and objects.
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The MultiRoom environments have a series of connected rooms. The final room has the goal location the agent needs to get to. We have ported the `MultiRoom` in three different room numbers, namely 2, 4 and 6 rooms. Moreover, we added additional complexity to them by adding monsters (e.g. `MiniHack-MultiRoom-N4-Monster-v0`), locked doors (e.g. `MiniHack-MultiRoom-N4-Locked-v0`), lava tiles instead of walls (e.g. `MiniHack-MultiRoom-N4-Lava-v0`), or all at one (e.g. `MiniHack-MultiRoom-N4-Extreme-v0`).
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