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/* *****************************************************************************
* The method lives() is based on Xitari's code, from Google Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License version 2
* as published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
* *****************************************************************************
* 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 "Frostbite.hpp"
#include "../RomUtils.hpp"
namespace ale {
FrostbiteSettings::FrostbiteSettings() { reset(); }
/* create a new instance of the rom */
RomSettings* FrostbiteSettings::clone() const {
RomSettings* rval = new FrostbiteSettings();
*rval = *this;
return rval;
}
/* process the latest information from ALE */
void FrostbiteSettings::step(const System& system) {
// update the reward
int score = getDecimalScore(0xCA, 0xC9, 0xC8, &system);
int reward = score - m_score;
m_reward = reward;
m_score = score;
// update terminal status
// MGB: the maximum achievable life is 9. The system will actually let us set the byte to
// higher values & properly decrement, but we do not gain lives beyond 9.
int lives_byte = (readRam(&system, 0xCC) & 0xF);
int flag = readRam(&system, 0xF1) & 0x80;
m_terminal = (lives_byte == 0 && flag != 0);
m_lives = lives_byte + 1;
}
/* is end of game */
bool FrostbiteSettings::isTerminal() const { return m_terminal; };
/* get the most recently observed reward */
reward_t FrostbiteSettings::getReward() const { return m_reward; }
/* is an action part of the minimal set? */
bool FrostbiteSettings::isMinimal(const Action& a) const {
switch (a) {
case PLAYER_A_NOOP:
case PLAYER_A_FIRE:
case PLAYER_A_UP:
case PLAYER_A_RIGHT:
case PLAYER_A_LEFT:
case PLAYER_A_DOWN:
case PLAYER_A_UPRIGHT:
case PLAYER_A_UPLEFT:
case PLAYER_A_DOWNRIGHT:
case PLAYER_A_DOWNLEFT:
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:
return true;
default:
return false;
}
}
/* reset the state of the game */
void FrostbiteSettings::reset() {
m_reward = 0;
m_score = 0;
m_terminal = false;
m_lives = 4;
}
/* saves the state of the rom settings */
void FrostbiteSettings::saveState(Serializer& ser) {
ser.putInt(m_reward);
ser.putInt(m_score);
ser.putBool(m_terminal);
ser.putInt(m_lives);
}
// loads the state of the rom settings
void FrostbiteSettings::loadState(Deserializer& ser) {
m_reward = ser.getInt();
m_score = ser.getInt();
m_terminal = ser.getBool();
m_lives = ser.getInt();
}
// returns a list of mode that the game can be played in
ModeVect FrostbiteSettings::getAvailableModes() {
ModeVect modes = {0, 2};
return modes;
}
// set the mode of the game
// the given mode must be one returned by the previous function
void FrostbiteSettings::setMode(
game_mode_t m, System& system,
std::unique_ptr<StellaEnvironmentWrapper> environment) {
if (m == 0 || m == 2) {
// read the mode we are currently in
unsigned char mode = readRam(&system, 0x80);
// press select until the correct mode is reached
while (mode != m) {
environment->pressSelect(1);
mode = readRam(&system, 0x80);
}
//reset the environment to apply changes.
environment->softReset();
} else {
throw std::runtime_error("This mode doesn't currently exist for this game");
}
}
} // namespace ale