ale-sys 0.1.2

Rust bindings to the Arcade Learning Environment
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
/* *****************************************************************************
 * A.L.E (Arcade Learning Environment)
 * Copyright (c) 2009-2013 by Yavar Naddaf, Joel Veness, Marc G. Bellemare and
 *   the Reinforcement Learning and Artificial Intelligence Laboratory
 * Released under the GNU General Public License; see License.txt for details.
 *
 * Based on: Stella  --  "An Atari 2600 VCS Emulator"
 * Copyright (c) 1995-2007 by Bradford W. Mott and the Stella team
 *
 * *****************************************************************************
 */

#include "ale_state.hpp"

#include <sstream>
#include <stdexcept>

#include "../emucore/m6502/src/System.hxx"
#include "../emucore/Event.hxx"
#include "../emucore/Deserializer.hxx"
#include "../emucore/Serializer.hxx"
#include "../common/Constants.h"
#include "../games/RomSettings.hpp"

namespace ale {

/** Default constructor - loads settings from system */
ALEState::ALEState()
    : m_left_paddle(PADDLE_DEFAULT_VALUE),
      m_right_paddle(PADDLE_DEFAULT_VALUE),
      m_paddle_min(PADDLE_MIN),
      m_paddle_max(PADDLE_MAX),
      m_frame_number(0),
      m_episode_frame_number(0),
      m_mode(0),
      m_difficulty(0) {}

ALEState::ALEState(const ALEState& rhs, const std::string& serialized)
    : m_left_paddle(rhs.m_left_paddle),
      m_right_paddle(rhs.m_right_paddle),
      m_paddle_min(rhs.m_paddle_min),
      m_paddle_max(rhs.m_paddle_max),
      m_frame_number(rhs.m_frame_number),
      m_episode_frame_number(rhs.m_episode_frame_number),
      m_serialized_state(serialized),
      m_mode(rhs.m_mode),
      m_difficulty(rhs.m_difficulty) {}

ALEState::ALEState(const std::string& serialized) {
  Deserializer des(serialized);
  this->m_left_paddle = des.getInt();
  this->m_right_paddle = des.getInt();
  this->m_frame_number = des.getInt();
  this->m_episode_frame_number = des.getInt();
  this->m_mode = des.getInt();
  this->m_difficulty = des.getInt();
  this->m_serialized_state = des.getString();
  this->m_paddle_min = des.getInt();
  this->m_paddle_max = des.getInt();
}

/** Restores ALE to the given previously saved state. */
void ALEState::load(OSystem* osystem, RomSettings* settings, std::string md5,
                    const ALEState& rhs, bool load_system) {
  assert(rhs.m_serialized_state.length() > 0);

  // Deserialize the stored string into the emulator state
  Deserializer deser(rhs.m_serialized_state);

  // A primitive check to produce a meaningful error if this state does not contain osystem info.
  if (deser.getBool() != load_system)
    throw new std::runtime_error("Attempting to load an ALEState which does "
                                 "not contain system information.");

  osystem->console().system().loadState(md5, deser);
  // If we have osystem data, load it as well
  if (load_system)
    osystem->loadState(deser);
  settings->loadState(deser);

  // Copy over other member variables
  m_left_paddle = rhs.m_left_paddle;
  m_right_paddle = rhs.m_right_paddle;
  m_paddle_min = rhs.m_paddle_min;
  m_paddle_max = rhs.m_paddle_max;
  m_frame_number = rhs.m_frame_number;
  m_episode_frame_number = rhs.m_episode_frame_number;
  m_mode = rhs.m_mode;
  m_difficulty = rhs.m_difficulty;
}

ALEState ALEState::save(OSystem* osystem, RomSettings* settings,
                        std::string md5, bool save_system) {
  // Use the emulator's built-in serialization to save the state
  Serializer ser;

  // We use 'save_system' as a check at load time.
  ser.putBool(save_system);

  osystem->console().system().saveState(md5, ser);
  if (save_system)
    osystem->saveState(ser);
  settings->saveState(ser);

  // Now make a copy of this state, also storing the emulator serialization
  return ALEState(*this, ser.get_str());
}

void ALEState::incrementFrame(int steps /* = 1 */) {
  m_frame_number += steps;
  m_episode_frame_number += steps;
}

void ALEState::resetEpisodeFrameNumber() { m_episode_frame_number = 0; }

std::string ALEState::serialize() {
  Serializer ser;

  ser.putInt(this->m_left_paddle);
  ser.putInt(this->m_right_paddle);
  ser.putInt(this->m_frame_number);
  ser.putInt(this->m_episode_frame_number);
  ser.putInt(this->m_mode);
  ser.putInt(this->m_difficulty);
  ser.putString(this->m_serialized_state);
  ser.putInt(this->m_paddle_min);
  ser.putInt(this->m_paddle_max);

  return ser.get_str();
}

/* ***************************************************************************
 *  Calculates the Paddle resistance, based on the given x val
 * ***************************************************************************/
int ALEState::calcPaddleResistance(int x_val) {
  return x_val; // this is different from the original stella implemebtation
}

void ALEState::resetPaddles(Event* event) {
  int paddle_default = (m_paddle_min + m_paddle_max) / 2;
  setPaddles(event, paddle_default, paddle_default);
}

void ALEState::setPaddles(Event* event, int left, int right) {
  m_left_paddle = left;
  m_right_paddle = right;

  // Compute the "resistance" (this is for vestigal clarity)
  int left_resistance = calcPaddleResistance(m_left_paddle);
  int right_resistance = calcPaddleResistance(m_right_paddle);

  // Update the events with the new resistances
  event->set(Event::PaddleZeroResistance, left_resistance);
  event->set(Event::PaddleOneResistance, right_resistance);
}

void ALEState::setPaddleLimits(int paddle_min_val, int paddle_max_val) {
  m_paddle_min = paddle_min_val;
  m_paddle_max = paddle_max_val;
  // Don't update paddle positions as this will send an event. Wait for next
  // paddle update and the positions will be clamped to the new min/max.
}

/* *********************************************************************
 *  Updates the positions of the paddles, and sets an event for
 *  updating the corresponding paddle's resistance
 * ********************************************************************/
void ALEState::updatePaddlePositions(Event* event, int delta_left,
                                     int delta_right) {
  // Cap paddle outputs

  m_left_paddle += delta_left;
  if (m_left_paddle < m_paddle_min) {
    m_left_paddle = m_paddle_min;
  }
  if (m_left_paddle > m_paddle_max) {
    m_left_paddle = m_paddle_max;
  }

  m_right_paddle += delta_right;
  if (m_right_paddle < m_paddle_min) {
    m_right_paddle = m_paddle_min;
  }
  if (m_right_paddle > m_paddle_max) {
    m_right_paddle = m_paddle_max;
  }

  // Now set the paddle to their new value
  setPaddles(event, m_left_paddle, m_right_paddle);
}

void ALEState::applyActionPaddles(Event* event, int player_a_action,
                                  int player_b_action) {
  // Reset keys
  resetKeys(event);

  // First compute whether we should increase or decrease the paddle position
  //  (for both left and right players)
  int delta_left;
  int delta_right;

  switch (player_a_action) {
    case PLAYER_A_RIGHT:
    case PLAYER_A_RIGHTFIRE:
    case PLAYER_A_UPRIGHT:
    case PLAYER_A_DOWNRIGHT:
    case PLAYER_A_UPRIGHTFIRE:
    case PLAYER_A_DOWNRIGHTFIRE:
      delta_left = -PADDLE_DELTA;
      break;

    case PLAYER_A_LEFT:
    case PLAYER_A_LEFTFIRE:
    case PLAYER_A_UPLEFT:
    case PLAYER_A_DOWNLEFT:
    case PLAYER_A_UPLEFTFIRE:
    case PLAYER_A_DOWNLEFTFIRE:
      delta_left = PADDLE_DELTA;
      break;
    default:
      delta_left = 0;
      break;
  }

  switch (player_b_action) {
    case PLAYER_B_RIGHT:
    case PLAYER_B_RIGHTFIRE:
    case PLAYER_B_UPRIGHT:
    case PLAYER_B_DOWNRIGHT:
    case PLAYER_B_UPRIGHTFIRE:
    case PLAYER_B_DOWNRIGHTFIRE:
      delta_right = -PADDLE_DELTA;
      break;

    case PLAYER_B_LEFT:
    case PLAYER_B_LEFTFIRE:
    case PLAYER_B_UPLEFT:
    case PLAYER_B_DOWNLEFT:
    case PLAYER_B_UPLEFTFIRE:
    case PLAYER_B_DOWNLEFTFIRE:
      delta_right = PADDLE_DELTA;
      break;
    default:
      delta_right = 0;
      break;
  }

  // Now update the paddle positions
  updatePaddlePositions(event, delta_left, delta_right);

  // Handle reset
  if (player_a_action == RESET || player_b_action == RESET)
    event->set(Event::ConsoleReset, 1);

  // Now add the fire event
  switch (player_a_action) {
    case PLAYER_A_FIRE:
    case PLAYER_A_UPFIRE:
    case PLAYER_A_RIGHTFIRE:
    case PLAYER_A_LEFTFIRE:
    case PLAYER_A_DOWNFIRE:
    case PLAYER_A_UPRIGHTFIRE:
    case PLAYER_A_UPLEFTFIRE:
    case PLAYER_A_DOWNRIGHTFIRE:
    case PLAYER_A_DOWNLEFTFIRE:
      event->set(Event::PaddleZeroFire, 1);
      break;
    default:
      // Nothing
      break;
  }

  switch (player_b_action) {
    case PLAYER_B_FIRE:
    case PLAYER_B_UPFIRE:
    case PLAYER_B_RIGHTFIRE:
    case PLAYER_B_LEFTFIRE:
    case PLAYER_B_DOWNFIRE:
    case PLAYER_B_UPRIGHTFIRE:
    case PLAYER_B_UPLEFTFIRE:
    case PLAYER_B_DOWNRIGHTFIRE:
    case PLAYER_B_DOWNLEFTFIRE:
      event->set(Event::PaddleOneFire, 1);
      break;
    default:
      // Nothing
      break;
  }
}

void ALEState::pressSelect(Event* event) {
  resetKeys(event);
  event->set(Event::ConsoleSelect, 1);
}

void ALEState::setDifficultySwitches(Event* event, unsigned int value) {
  // The difficulty switches stay in their position from time step to time step.
  // This means we don't call resetKeys() when setting their values.
  event->set(Event::ConsoleLeftDifficultyA, value & 1);
  event->set(Event::ConsoleLeftDifficultyB, !(value & 1));
  event->set(Event::ConsoleRightDifficultyA, (value & 2) >> 1);
  event->set(Event::ConsoleRightDifficultyB, !((value & 2) >> 1));
}

void ALEState::setActionJoysticks(Event* event, int player_a_action,
                                  int player_b_action) {
  // Reset keys
  resetKeys(event);

  switch (player_a_action) {
    case PLAYER_A_NOOP:
      break;

    case PLAYER_A_FIRE:
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_UP:
      event->set(Event::JoystickZeroUp, 1);
      break;

    case PLAYER_A_RIGHT:
      event->set(Event::JoystickZeroRight, 1);
      break;

    case PLAYER_A_LEFT:
      event->set(Event::JoystickZeroLeft, 1);
      break;

    case PLAYER_A_DOWN:
      event->set(Event::JoystickZeroDown, 1);
      break;

    case PLAYER_A_UPRIGHT:
      event->set(Event::JoystickZeroUp, 1);
      event->set(Event::JoystickZeroRight, 1);
      break;

    case PLAYER_A_UPLEFT:
      event->set(Event::JoystickZeroUp, 1);
      event->set(Event::JoystickZeroLeft, 1);
      break;

    case PLAYER_A_DOWNRIGHT:
      event->set(Event::JoystickZeroDown, 1);
      event->set(Event::JoystickZeroRight, 1);
      break;

    case PLAYER_A_DOWNLEFT:
      event->set(Event::JoystickZeroDown, 1);
      event->set(Event::JoystickZeroLeft, 1);
      break;

    case PLAYER_A_UPFIRE:
      event->set(Event::JoystickZeroUp, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_RIGHTFIRE:
      event->set(Event::JoystickZeroRight, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_LEFTFIRE:
      event->set(Event::JoystickZeroLeft, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_DOWNFIRE:
      event->set(Event::JoystickZeroDown, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_UPRIGHTFIRE:
      event->set(Event::JoystickZeroUp, 1);
      event->set(Event::JoystickZeroRight, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_UPLEFTFIRE:
      event->set(Event::JoystickZeroUp, 1);
      event->set(Event::JoystickZeroLeft, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_DOWNRIGHTFIRE:
      event->set(Event::JoystickZeroDown, 1);
      event->set(Event::JoystickZeroRight, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;

    case PLAYER_A_DOWNLEFTFIRE:
      event->set(Event::JoystickZeroDown, 1);
      event->set(Event::JoystickZeroLeft, 1);
      event->set(Event::JoystickZeroFire, 1);
      break;
    case RESET:
      event->set(Event::ConsoleReset, 1);
      break;
    default:
      ale::Logger::Error << "Invalid Player A Action: " << player_a_action;
      exit(-1);
  }

  switch (player_b_action) {
    case PLAYER_B_NOOP:
      break;

    case PLAYER_B_FIRE:
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_UP:
      event->set(Event::JoystickOneUp, 1);
      break;

    case PLAYER_B_RIGHT:
      event->set(Event::JoystickOneRight, 1);
      break;

    case PLAYER_B_LEFT:
      event->set(Event::JoystickOneLeft, 1);
      break;

    case PLAYER_B_DOWN:
      event->set(Event::JoystickOneDown, 1);
      break;

    case PLAYER_B_UPRIGHT:
      event->set(Event::JoystickOneUp, 1);
      event->set(Event::JoystickOneRight, 1);
      break;

    case PLAYER_B_UPLEFT:
      event->set(Event::JoystickOneUp, 1);
      event->set(Event::JoystickOneLeft, 1);
      break;

    case PLAYER_B_DOWNRIGHT:
      event->set(Event::JoystickOneDown, 1);
      event->set(Event::JoystickOneRight, 1);
      break;

    case PLAYER_B_DOWNLEFT:
      event->set(Event::JoystickOneDown, 1);
      event->set(Event::JoystickOneLeft, 1);
      break;

    case PLAYER_B_UPFIRE:
      event->set(Event::JoystickOneUp, 1);
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_RIGHTFIRE:
      event->set(Event::JoystickOneRight, 1);
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_LEFTFIRE:
      event->set(Event::JoystickOneLeft, 1);
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_DOWNFIRE:
      event->set(Event::JoystickOneDown, 1);
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_UPRIGHTFIRE:
      event->set(Event::JoystickOneUp, 1);
      event->set(Event::JoystickOneRight, 1);
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_UPLEFTFIRE:
      event->set(Event::JoystickOneUp, 1);
      event->set(Event::JoystickOneLeft, 1);
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_DOWNRIGHTFIRE:
      event->set(Event::JoystickOneDown, 1);
      event->set(Event::JoystickOneRight, 1);
      event->set(Event::JoystickOneFire, 1);
      break;

    case PLAYER_B_DOWNLEFTFIRE:
      event->set(Event::JoystickOneDown, 1);
      event->set(Event::JoystickOneLeft, 1);
      event->set(Event::JoystickOneFire, 1);
      break;
    case RESET:
      event->set(Event::ConsoleReset, 1);
      ale::Logger::Info << "Sending Reset..." << std::endl;
      break;
    default:
      ale::Logger::Error << "Invalid Player B Action: " << player_b_action
                         << std::endl;
      exit(-1);
  }
}

/* ***************************************************************************
    Function resetKeys
    Unpresses all control-relevant keys
 * ***************************************************************************/
void ALEState::resetKeys(Event* event) {
  event->set(Event::ConsoleReset, 0);
  event->set(Event::ConsoleSelect, 0);
  event->set(Event::JoystickZeroFire, 0);
  event->set(Event::JoystickZeroUp, 0);
  event->set(Event::JoystickZeroDown, 0);
  event->set(Event::JoystickZeroRight, 0);
  event->set(Event::JoystickZeroLeft, 0);
  event->set(Event::JoystickOneFire, 0);
  event->set(Event::JoystickOneUp, 0);
  event->set(Event::JoystickOneDown, 0);
  event->set(Event::JoystickOneRight, 0);
  event->set(Event::JoystickOneLeft, 0);

  // also reset paddle fire
  event->set(Event::PaddleZeroFire, 0);
  event->set(Event::PaddleOneFire, 0);

  // Set the difficulty switches accordingly for this time step.
  setDifficultySwitches(event, m_difficulty);
}

bool ALEState::equals(ALEState& rhs) {
  return (rhs.m_serialized_state == this->m_serialized_state &&
          rhs.m_left_paddle == this->m_left_paddle &&
          rhs.m_right_paddle == this->m_right_paddle &&
          rhs.m_frame_number == this->m_frame_number &&
          rhs.m_episode_frame_number == this->m_episode_frame_number &&
          rhs.m_mode == this->m_mode && rhs.m_difficulty == this->m_difficulty);
}

}  // namespace ale