# ScholaExamples **Repository Path**: mirrors_GPUOpen-LibrariesAndSDKs/ScholaExamples ## Basic Information - **Project Name**: ScholaExamples - **Description**: Schola Examples is an Unreal Engine project containing sample environments developed with the Schola plugin for Unreal Engine. Schola provides tools to help developers create environments, define agents, and connect to python-based Reinforcement Learning frameworks such as OpenAI Gym, RLlib or Stable Baselines 3. - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: main - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2025-02-16 - **Last Updated**: 2026-08-29 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # ScholaExamples: Example Environments Built Using Schola This project contains Example Environments for Schola. These can be used as a resource to see how to structure environments built with Schola or reused to train similar agents ## Getting Started ### Install Unreal Engine As Schola examples is an Unreal Engine Project, you will need to first install Unreal Engine. Refer to the below table to identify the correct version of Unreal Engine for each version of Schola Examples. >**Note** > Versions of Schola/ScholaExamples may be compatible with other Unreal Versions beyond the ones listed here, however these are the version(s) tested for each release. | Schola Examples Version | schola version | Unreal Version | | ----------------------- | -------------- | -------------- | | 2.1 | 2.1.x | 5.5-5.7 | | 1.3 | 1.3 | 5.5-5.6 | | 1.2 | 1.2 | 5.5 | | 1.1 | 1.1 | 5.5 | | 1.0 | 1.0 | 5.4 | ### Install Visual Studio Visual Studio 2022 is available for download from [Microsoft](https://visualstudio.microsoft.com/vs/). Additionally, details (and an additional plugin) for setting up Visual Studio with Unreal Engine are available in the [UE Docs](https://dev.epicgames.com/documentation/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine). > **Note** > Only MSVC v143 Build Tools should be selected during install as including other build tools may cause linking errors. Please refer to the [Unreal Engine documentation](https://dev.epicgames.com/documentation/unreal-engine/programming-with-cplusplus-in-unreal-engine) to find the correct configuration for your engine version and computer. ### Install Visual Studio Code (Optional) As Visual Studio is not supported on Linux, we recommend installing Visual Studio Code following the official guide for [Setting Up Visual Studio Code for Unreal Engine](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-code-for-unreal-engine). ### Install standalone Python package This installs the ScholaExamples environments as a standalone package ```bash pip install -e ``` ## Usage ### Direct Environment Import ```python # OpenAI Gymnasium environments from schola_examples.gym import BallShooter, BallShooterVec # Both environments are subclasses of gymnasium.vector.VectorEnv env = BallShooter() # Single environment instance for sequential training env = BallShooterVec(headless_mode=True) # Vectorized environment for parallel training # Stable-Baselines3 environments from schola_examples.sb3 import BallShooter, BallShooterVec # Both environments are subclasses of stable_baselines3.common.vec_env.VecEnv env = BallShooter() # Single environment instance env = BallShooterVec(headless_mode=True) # Vectorized environment for parallel training # RLlib environments from schola_examples.ray import BallShooter, BallShooterVec # Both environments are subclasses of ray.rllib.env.base_env.BaseEnv env = BallShooter() # Single environment instance env = BallShooterVec(headless_mode=True) # Vectorized environment for parallel training ``` ### Using Gymnasium Factory ```python import schola_examples import gymnasium # Creates a vectorized environment of class gymnasium.vector.VectorEnv using Gymnasium's make_vec factory env = gymnasium.make_vec("Schola/Basic-v0") ``` ### Using RLlib Registry ```python import schola_examples from ray.rllib.algorithms import ppo # Creates environment of class ray.rllib.env.base_env.BaseEnv from RLlib's built-in registry algo = ppo.PPO(env="Basic-V0") ``` ## Contributing ## Contibuting Examples When adding new examples to ScholaExamples please follow the below naming scheme for your files and folders. ``` Content/ └── Examples/ ├── ExampleOne/ | ├── Maps/ | | ├── ExampleOneInference.umap | | ├── ExampleOneTrain.umap | | └── ExampleOneVecTrain.umap | ├── Blueprints/ | | ├── ExampleOneEnvironment.uasset | | ├── ExampleOneTrainer.uasset | | ├── CustomActuator.uasset | | ├── CustomObserver.uasset | | └── ExampleOneAgent.uasset | └── Models/ | └── ExampleOneOnnx.uasset └── ExampleTwo/ └── Blueprints/ ├── FirstAgentNameAgent.uasset ├── FirstAgentTrainer.uasset └── SecondAgentNameAgent.uasset ``` ### Rules 1. All umap files go under the Maps folder 2. All code and blueprints goes under the blueprints folder. Prefer blueprints for implementing examples. 3. For Each Example add one map that runs inference, using the trained model, one map that trains a single environment at a time, and one map that trains multiple copies of the environment. 4. If the example is single agent the environment should be named after the name of the example (e.g. `3DBallAgent.uasset`), for multiagent environments use the name of the agents (e.g. `RunnerAgent.uasset` and `TaggerAgent.uasset`) instead of the example for Trainers and Agents. 5. Models should be saved as the name of the example followed by `Onnx` and be stored in the Models folder. ### Unreal Coding Style All Unreal code will be styled following the Unreal Style Guide in the [Unreal Documentation](https://dev.epicgames.com/documentation/unreal-engine/epic-cplusplus-coding-standard-for-unreal-engine). One potential auto-formatter is the [Clang Formatter](https://github.com/TensorWorks/UE-Clang-Format) which has visual studio support. #### Comments Comments are based on doxygen /** style to match closely with javadoc (which Unreal uses) but support handy visual studio features such as comment previews. To enable autogenerated doxygen stubs go to Tools -> Options -> Text Editor -> C/C++ -> Code Style -> General and change the option from XML to Doxygen (/**). This will enable autogeneration of stubs with ctrl + /, or whenever you type /\*\* in visual studio. ### Automated Testing Testing is implemented through pytests in `python/tests`. These tests build a fresh copy of this project and run unit tests on Python + Unreal. This tests whether all examples run with each framework and are functional based on the API.