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red_gym_env.py
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import sys
import uuid
import os
from math import floor, sqrt
import json
from pathlib import Path
import numpy as np
from einops import rearrange
import matplotlib.pyplot as plt
from skimage.transform import resize
from pyboy import PyBoy
#from pyboy.logger import log_level
import hnswlib
import mediapy as media
import pandas as pd
from gymnasium import Env, spaces
from pyboy.utils import WindowEvent
from memory_addresses import *
class RedGymEnv(Env):
def __init__(
self, config=None):
self.debug = config['debug']
self.s_path = config['session_path']
self.save_final_state = config['save_final_state']
self.print_rewards = config['print_rewards']
self.vec_dim = 4320 #1000
self.headless = config['headless']
self.num_elements = 20000 # max
self.init_state = config['init_state']
self.act_freq = config['action_freq']
self.max_steps = config['max_steps']
self.early_stopping = config['early_stop']
self.save_video = config['save_video']
self.fast_video = config['fast_video']
self.video_interval = 256 * self.act_freq
self.downsample_factor = 2
self.frame_stacks = 3
self.explore_weight = 1 if 'explore_weight' not in config else config['explore_weight']
self.use_screen_explore = True if 'use_screen_explore' not in config else config['use_screen_explore']
self.similar_frame_dist = config['sim_frame_dist']
self.reward_scale = 1 if 'reward_scale' not in config else config['reward_scale']
self.extra_buttons = False if 'extra_buttons' not in config else config['extra_buttons']
self.instance_id = str(uuid.uuid4())[:8] if 'instance_id' not in config else config['instance_id']
self.s_path.mkdir(exist_ok=True)
self.reset_count = 0
self.all_runs = []
# Set this in SOME subclasses
self.metadata = {"render.modes": []}
self.reward_range = (0, 15000)
self.valid_actions = [
WindowEvent.PRESS_ARROW_DOWN,
WindowEvent.PRESS_ARROW_LEFT,
WindowEvent.PRESS_ARROW_RIGHT,
WindowEvent.PRESS_ARROW_UP,
WindowEvent.PRESS_BUTTON_A,
WindowEvent.PRESS_BUTTON_B,
]
if self.extra_buttons:
self.valid_actions.extend([
WindowEvent.PRESS_BUTTON_START,
WindowEvent.PASS
])
self.release_arrow = [
WindowEvent.RELEASE_ARROW_DOWN,
WindowEvent.RELEASE_ARROW_LEFT,
WindowEvent.RELEASE_ARROW_RIGHT,
WindowEvent.RELEASE_ARROW_UP
]
self.release_button = [
WindowEvent.RELEASE_BUTTON_A,
WindowEvent.RELEASE_BUTTON_B
]
self.output_shape = (36, 40, 3)
self.mem_padding = 2
self.memory_height = 8
self.col_steps = 16
self.output_full = (
self.output_shape[0] * self.frame_stacks + 2 * (self.mem_padding + self.memory_height),
self.output_shape[1],
self.output_shape[2]
)
# Set these in ALL subclasses
self.action_space = spaces.Discrete(len(self.valid_actions))
self.observation_space = spaces.Box(low=0, high=255, shape=self.output_full, dtype=np.uint8)
head = 'headless' if config['headless'] else 'SDL2'
#log_level("ERROR")
self.pyboy = PyBoy(
config['gb_path'],
debugging=False,
disable_input=False,
window_type=head,
hide_window='--quiet' in sys.argv,
)
self.screen = self.pyboy.botsupport_manager().screen()
if not config['headless']:
self.pyboy.set_emulation_speed(6)
self.reset()
def reset(self, seed=None, options=None):
self.seed = seed
# restart game, skipping credits
with open(self.init_state, "rb") as f:
self.pyboy.load_state(f)
if self.use_screen_explore:
self.init_knn()
else:
self.init_map_mem()
self.recent_memory = np.zeros((self.output_shape[1]*self.memory_height, 3), dtype=np.uint8)
self.recent_frames = np.zeros(
(self.frame_stacks, self.output_shape[0],
self.output_shape[1], self.output_shape[2]),
dtype=np.uint8)
self.agent_stats = []
if self.save_video:
base_dir = self.s_path / Path('rollouts')
base_dir.mkdir(exist_ok=True)
full_name = Path(f'full_reset_{self.reset_count}_id{self.instance_id}').with_suffix('.mp4')
model_name = Path(f'model_reset_{self.reset_count}_id{self.instance_id}').with_suffix('.mp4')
self.full_frame_writer = media.VideoWriter(base_dir / full_name, (144, 160), fps=60)
self.full_frame_writer.__enter__()
self.model_frame_writer = media.VideoWriter(base_dir / model_name, self.output_full[:2], fps=60)
self.model_frame_writer.__enter__()
self.levels_satisfied = False
self.base_explore = 0
self.max_opponent_level = 0
self.max_event_rew = 0
self.max_level_rew = 0
self.last_health = 1
self.total_healing_rew = 0
self.died_count = 0
self.party_size = 0
self.step_count = 0
self.progress_reward = self.get_game_state_reward()
self.total_reward = sum([val for _, val in self.progress_reward.items()])
self.reset_count += 1
return self.render(), {}
def init_knn(self):
# Declaring index
self.knn_index = hnswlib.Index(space='l2', dim=self.vec_dim) # possible options are l2, cosine or ip
# Initing index - the maximum number of elements should be known beforehand
self.knn_index.init_index(
max_elements=self.num_elements, ef_construction=100, M=16)
def init_map_mem(self):
self.seen_coords = {}
def render(self, reduce_res=True, add_memory=True, update_mem=True):
game_pixels_render = self.screen.screen_ndarray() # (144, 160, 3)
if reduce_res:
game_pixels_render = (255*resize(game_pixels_render, self.output_shape)).astype(np.uint8)
if update_mem:
self.recent_frames[0] = game_pixels_render
if add_memory:
pad = np.zeros(
shape=(self.mem_padding, self.output_shape[1], 3),
dtype=np.uint8)
game_pixels_render = np.concatenate(
(
self.create_exploration_memory(),
pad,
self.create_recent_memory(),
pad,
rearrange(self.recent_frames, 'f h w c -> (f h) w c')
),
axis=0)
return game_pixels_render
def step(self, action):
self.run_action_on_emulator(action)
self.append_agent_stats(action)
self.recent_frames = np.roll(self.recent_frames, 1, axis=0)
obs_memory = self.render()
# trim off memory from frame for knn index
frame_start = 2 * (self.memory_height + self.mem_padding)
obs_flat = obs_memory[
frame_start:frame_start+self.output_shape[0], ...].flatten().astype(np.float32)
if self.use_screen_explore:
self.update_frame_knn_index(obs_flat)
else:
self.update_seen_coords()
self.update_heal_reward()
self.party_size = self.read_m(PARTY_SIZE_ADDRESS)
new_reward, new_prog = self.update_reward()
self.last_health = self.read_hp_fraction()
# shift over short term reward memory
self.recent_memory = np.roll(self.recent_memory, 3)
self.recent_memory[0, 0] = min(new_prog[0] * 64, 255)
self.recent_memory[0, 1] = min(new_prog[1] * 64, 255)
self.recent_memory[0, 2] = min(new_prog[2] * 128, 255)
step_limit_reached = self.check_if_done()
self.save_and_print_info(step_limit_reached, obs_memory)
self.step_count += 1
return obs_memory, new_reward*0.1, False, step_limit_reached, {}
def run_action_on_emulator(self, action):
# press button then release after some steps
self.pyboy.send_input(self.valid_actions[action])
# disable rendering when we don't need it
if not self.save_video and self.headless:
self.pyboy._rendering(False)
for i in range(self.act_freq):
# release action, so they are stateless
if i == 8:
if action < 4:
# release arrow
self.pyboy.send_input(self.release_arrow[action])
if action > 3 and action < 6:
# release button
self.pyboy.send_input(self.release_button[action - 4])
if self.valid_actions[action] == WindowEvent.PRESS_BUTTON_START:
self.pyboy.send_input(WindowEvent.RELEASE_BUTTON_START)
if self.save_video and not self.fast_video:
self.add_video_frame()
if i == self.act_freq-1:
self.pyboy._rendering(True)
self.pyboy.tick()
if self.save_video and self.fast_video:
self.add_video_frame()
def add_video_frame(self):
self.full_frame_writer.add_image(self.render(reduce_res=False, update_mem=False))
self.model_frame_writer.add_image(self.render(reduce_res=True, update_mem=False))
def append_agent_stats(self, action):
x_pos = self.read_m(X_POS_ADDRESS)
y_pos = self.read_m(Y_POS_ADDRESS)
map_n = self.read_m(MAP_N_ADDRESS)
levels = [self.read_m(a) for a in LEVELS_ADDRESSES]
if self.use_screen_explore:
expl = ('frames', self.knn_index.get_current_count())
else:
expl = ('coord_count', len(self.seen_coords))
self.agent_stats.append({
'step': self.step_count, 'x': x_pos, 'y': y_pos, 'map': map_n,
'map_location': self.get_map_location(map_n),
'last_action': action,
'pcount': self.read_m(PARTY_SIZE_ADDRESS),
'levels': levels,
'levels_sum': sum(levels),
'ptypes': self.read_party(),
'hp': self.read_hp_fraction(),
expl[0]: expl[1],
'deaths': self.died_count, 'badge': self.get_badges(),
'event': self.progress_reward['event'], 'healr': self.total_healing_rew
})
def update_frame_knn_index(self, frame_vec):
if self.get_levels_sum() >= 22 and not self.levels_satisfied:
self.levels_satisfied = True
self.base_explore = self.knn_index.get_current_count()
self.init_knn()
if self.knn_index.get_current_count() == 0:
# if index is empty add current frame
self.knn_index.add_items(
frame_vec, np.array([self.knn_index.get_current_count()])
)
else:
# check for nearest frame and add if current
labels, distances = self.knn_index.knn_query(frame_vec, k = 1)
if distances[0][0] > self.similar_frame_dist:
# print(f"distances[0][0] : {distances[0][0]} similar_frame_dist : {self.similar_frame_dist}")
self.knn_index.add_items(
frame_vec, np.array([self.knn_index.get_current_count()])
)
def update_seen_coords(self):
x_pos = self.read_m(X_POS_ADDRESS)
y_pos = self.read_m(Y_POS_ADDRESS)
map_n = self.read_m(MAP_N_ADDRESS)
coord_string = f"x:{x_pos} y:{y_pos} m:{map_n}"
if self.get_levels_sum() >= 22 and not self.levels_satisfied:
self.levels_satisfied = True
self.base_explore = len(self.seen_coords)
self.seen_coords = {}
self.seen_coords[coord_string] = self.step_count
def update_reward(self):
# compute reward
old_prog = self.group_rewards()
self.progress_reward = self.get_game_state_reward()
new_prog = self.group_rewards()
new_total = sum([val for _, val in self.progress_reward.items()]) #sqrt(self.explore_reward * self.progress_reward)
new_step = new_total - self.total_reward
if new_step < 0 and self.read_hp_fraction() > 0:
#print(f'\n\nreward went down! {self.progress_reward}\n\n')
self.save_screenshot('neg_reward')
self.total_reward = new_total
return (new_step,
(new_prog[0]-old_prog[0],
new_prog[1]-old_prog[1],
new_prog[2]-old_prog[2])
)
def group_rewards(self):
prog = self.progress_reward
# these values are only used by memory
return (prog['level'] * 100 / self.reward_scale,
self.read_hp_fraction()*2000,
prog['explore'] * 150 / (self.explore_weight * self.reward_scale))
#(prog['events'],
# prog['levels'] + prog['party_xp'],
# prog['explore'])
def create_exploration_memory(self):
w = self.output_shape[1]
h = self.memory_height
def make_reward_channel(r_val):
col_steps = self.col_steps
max_r_val = (w-1) * h * col_steps
# truncate progress bar. if hitting this
# you should scale down the reward in group_rewards!
r_val = min(r_val, max_r_val)
row = floor(r_val / (h * col_steps))
memory = np.zeros(shape=(h, w), dtype=np.uint8)
memory[:, :row] = 255
row_covered = row * h * col_steps
col = floor((r_val - row_covered) / col_steps)
memory[:col, row] = 255
col_covered = col * col_steps
last_pixel = floor(r_val - row_covered - col_covered)
memory[col, row] = last_pixel * (255 // col_steps)
return memory
level, hp, explore = self.group_rewards()
full_memory = np.stack((
make_reward_channel(level),
make_reward_channel(hp),
make_reward_channel(explore)
), axis=-1)
if self.get_badges() > 0:
full_memory[:, -1, :] = 255
return full_memory
def create_recent_memory(self):
return rearrange(
self.recent_memory,
'(w h) c -> h w c',
h=self.memory_height)
def check_if_done(self):
if self.early_stopping:
done = False
if self.step_count > 128 and self.recent_memory.sum() < (255 * 1):
done = True
else:
done = self.step_count >= self.max_steps
#done = self.read_hp_fraction() == 0
return done
def save_and_print_info(self, done, obs_memory):
if self.print_rewards:
prog_string = f'step: {self.step_count:6d}'
for key, val in self.progress_reward.items():
prog_string += f' {key}: {val:5.2f}'
prog_string += f' sum: {self.total_reward:5.2f}'
print(f'\r{prog_string}', end='', flush=True)
if self.step_count % 50 == 0:
plt.imsave(
self.s_path / Path(f'curframe_{self.instance_id}.jpeg'),
self.render(reduce_res=False))
if self.print_rewards and done:
print('', flush=True)
if self.save_final_state:
fs_path = self.s_path / Path('final_states')
fs_path.mkdir(exist_ok=True)
plt.imsave(
fs_path / Path(f'frame_r{self.total_reward:.4f}_{self.reset_count}_small.jpeg'),
obs_memory)
plt.imsave(
fs_path / Path(f'frame_r{self.total_reward:.4f}_{self.reset_count}_full.jpeg'),
self.render(reduce_res=False))
if self.save_video and done:
self.full_frame_writer.close()
self.model_frame_writer.close()
if done:
self.all_runs.append(self.progress_reward)
with open(self.s_path / Path(f'all_runs_{self.instance_id}.json'), 'w') as f:
json.dump(self.all_runs, f)
pd.DataFrame(self.agent_stats).to_csv(
self.s_path / Path(f'agent_stats_{self.instance_id}.csv.gz'), compression='gzip', mode='a')
def read_m(self, addr):
return self.pyboy.get_memory_value(addr)
def read_bit(self, addr, bit: int) -> bool:
# add padding so zero will read '0b100000000' instead of '0b0'
return bin(256 + self.read_m(addr))[-bit-1] == '1'
def get_levels_sum(self):
poke_levels = [max(self.read_m(a) - 2, 0) for a in LEVELS_ADDRESSES]
return max(sum(poke_levels) - 4, 0) # subtract starting pokemon level
def get_levels_reward(self):
explore_thresh = 22
scale_factor = 4
level_sum = self.get_levels_sum()
if level_sum < explore_thresh:
scaled = level_sum
else:
scaled = (level_sum-explore_thresh) / scale_factor + explore_thresh
self.max_level_rew = max(self.max_level_rew, scaled)
return self.max_level_rew
def get_knn_reward(self):
pre_rew = self.explore_weight * 0.005
post_rew = self.explore_weight * 0.01
cur_size = self.knn_index.get_current_count() if self.use_screen_explore else len(self.seen_coords)
base = (self.base_explore if self.levels_satisfied else cur_size) * pre_rew
post = (cur_size if self.levels_satisfied else 0) * post_rew
return base + post
def get_badges(self):
return self.bit_count(self.read_m(BADGE_COUNT_ADDRESS))
def read_party(self):
return [self.read_m(addr) for addr in PARTY_ADDRESSES]
def update_heal_reward(self):
cur_health = self.read_hp_fraction()
# if health increased and party size did not change
if (cur_health > self.last_health and
self.read_m(PARTY_SIZE_ADDRESS) == self.party_size):
if self.last_health > 0:
heal_amount = cur_health - self.last_health
if heal_amount > 0.5:
print(f'healed: {heal_amount}')
self.save_screenshot('healing')
self.total_healing_rew += heal_amount * 4
else:
self.died_count += 1
def get_all_events_reward(self):
# adds up all event flags, exclude museum ticket
event_flags_start = EVENT_FLAGS_START_ADDRESS
event_flags_end = EVENT_FLAGS_END_ADDRESS
museum_ticket = (MUSEUM_TICKET_ADDRESS, 0)
base_event_flags = 13
return max(
sum(
[
self.bit_count(self.read_m(i))
for i in range(event_flags_start, event_flags_end)
]
)
- base_event_flags
- int(self.read_bit(museum_ticket[0], museum_ticket[1])),
0,
)
def get_game_state_reward(self, print_stats=False):
# addresses from https://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map
# https://github.com/pret/pokered/blob/91dc3c9f9c8fd529bb6e8307b58b96efa0bec67e/constants/event_constants.asm
'''
num_poke = self.read_m(0xD163)
poke_xps = [self.read_triple(a) for a in [0xD179, 0xD1A5, 0xD1D1, 0xD1FD, 0xD229, 0xD255]]
#money = self.read_money() - 975 # subtract starting money
seen_poke_count = sum([self.bit_count(self.read_m(i)) for i in range(0xD30A, 0xD31D)])
all_events_score = sum([self.bit_count(self.read_m(i)) for i in range(0xD747, 0xD886)])
oak_parcel = self.read_bit(0xD74E, 1)
oak_pokedex = self.read_bit(0xD74B, 5)
opponent_level = self.read_m(0xCFF3)
self.max_opponent_level = max(self.max_opponent_level, opponent_level)
enemy_poke_count = self.read_m(0xD89C)
self.max_opponent_poke = max(self.max_opponent_poke, enemy_poke_count)
if print_stats:
print(f'num_poke : {num_poke}')
print(f'poke_levels : {poke_levels}')
print(f'poke_xps : {poke_xps}')
#print(f'money: {money}')
print(f'seen_poke_count : {seen_poke_count}')
print(f'oak_parcel: {oak_parcel} oak_pokedex: {oak_pokedex} all_events_score: {all_events_score}')
'''
state_scores = {
'event': self.reward_scale*self.update_max_event_rew(),
#'party_xp': self.reward_scale*0.1*sum(poke_xps),
'level': self.reward_scale*self.get_levels_reward(),
'heal': self.reward_scale*self.total_healing_rew,
'op_lvl': self.reward_scale*self.update_max_op_level(),
'dead': self.reward_scale*-0.1*self.died_count,
'badge': self.reward_scale*self.get_badges() * 5,
#'op_poke': self.reward_scale*self.max_opponent_poke * 800,
#'money': self.reward_scale* money * 3,
#'seen_poke': self.reward_scale * seen_poke_count * 400,
'explore': self.reward_scale * self.get_knn_reward()
}
return state_scores
def save_screenshot(self, name):
ss_dir = self.s_path / Path('screenshots')
ss_dir.mkdir(exist_ok=True)
plt.imsave(
ss_dir / Path(f'frame{self.instance_id}_r{self.total_reward:.4f}_{self.reset_count}_{name}.jpeg'),
self.render(reduce_res=False))
def update_max_op_level(self):
#opponent_level = self.read_m(0xCFE8) - 5 # base level
opponent_level = max([self.read_m(a) for a in OPPONENT_LEVELS_ADDRESSES]) - 5
#if opponent_level >= 7:
# self.save_screenshot('highlevelop')
self.max_opponent_level = max(self.max_opponent_level, opponent_level)
return self.max_opponent_level * 0.2
def update_max_event_rew(self):
cur_rew = self.get_all_events_reward()
self.max_event_rew = max(cur_rew, self.max_event_rew)
return self.max_event_rew
def read_hp_fraction(self):
hp_sum = sum([self.read_hp(add) for add in HP_ADDRESSES])
max_hp_sum = sum([self.read_hp(add) for add in MAX_HP_ADDRESSES])
max_hp_sum = max(max_hp_sum, 1)
return hp_sum / max_hp_sum
def read_hp(self, start):
return 256 * self.read_m(start) + self.read_m(start+1)
# built-in since python 3.10
def bit_count(self, bits):
return bin(bits).count('1')
def read_triple(self, start_add):
return 256*256*self.read_m(start_add) + 256*self.read_m(start_add+1) + self.read_m(start_add+2)
def read_bcd(self, num):
return 10 * ((num >> 4) & 0x0f) + (num & 0x0f)
def read_money(self):
return (100 * 100 * self.read_bcd(self.read_m(MONEY_ADDRESS_1)) +
100 * self.read_bcd(self.read_m(MONEY_ADDRESS_2)) +
self.read_bcd(self.read_m(MONEY_ADDRESS_3)))
def get_map_location(self, map_idx):
map_locations = {
0: "Pallet Town",
1: "Viridian City",
2: "Pewter City",
3: "Cerulean City",
12: "Route 1",
13: "Route 2",
14: "Route 3",
15: "Route 4",
33: "Route 22",
37: "Red house first",
38: "Red house second",
39: "Blues house",
40: "oaks lab",
41: "Pokémon Center (Viridian City)",
42: "Poké Mart (Viridian City)",
43: "School (Viridian City)",
44: "House 1 (Viridian City)",
47: "Gate (Viridian City/Pewter City) (Route 2)",
49: "Gate (Route 2)",
50: "Gate (Route 2/Viridian Forest) (Route 2)",
51: "viridian forest",
52: "Pewter Museum (floor 1)",
53: "Pewter Museum (floor 2)",
54: "Pokémon Gym (Pewter City)",
55: "House with disobedient Nidoran♂ (Pewter City)",
56: "Poké Mart (Pewter City)",
57: "House with two Trainers (Pewter City)",
58: "Pokémon Center (Pewter City)",
59: "Mt. Moon (Route 3 entrance)",
60: "Mt. Moon",
61: "Mt. Moon",
68: "Pokémon Center (Route 4)",
193: "Badges check gate (Route 22)"
}
if map_idx in map_locations.keys():
return map_locations[map_idx]
else:
return "Unknown Location"