gmgn 0.3.0

A reinforcement learning environments library for Rust.
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
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
//! Blackjack environment.
//!
//! A simple card game where the goal is to beat the dealer by getting a hand
//! value as close to 21 as possible without going over.  Cards are drawn from
//! an infinite deck (with replacement).
//!
//! Mirrors [Gymnasium `Blackjack-v1`](https://gymnasium.farama.org/environments/toy_text/blackjack/).

use std::collections::HashMap;

use rand::RngExt as _;

use crate::env::{Env, InfoValue, RenderFrame, RenderMode, ResetResult, StepResult};
use crate::error::{Error, Result};
#[cfg(feature = "render")]
use crate::render::{Canvas, RenderWindow, sprites::BlackjackSprites};
use crate::rng::{self, Rng};
use crate::space::{Discrete, Space, Tuple3};

#[cfg(feature = "render")]
const SCREEN_W: u32 = 600;
#[cfg(feature = "render")]
const SCREEN_H: u32 = 500;
#[cfg(feature = "render")]
const RENDER_FPS: usize = 4;

// Infinite deck: 1 = Ace, 2-10 = number cards, J/Q/K = 10.
const DECK: [i64; 13] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 10, 10, 10];

/// Configuration for [`BlackjackEnv`].
#[derive(Debug, Clone, Copy)]
pub struct BlackjackConfig {
    /// Whether to give +1.5 for a natural blackjack win (legacy casino rules).
    pub natural: bool,
    /// Whether to follow Sutton & Barto rules exactly (overrides `natural`).
    pub sab: bool,
    /// The render mode for this environment.
    pub render_mode: RenderMode,
}

impl Default for BlackjackConfig {
    fn default() -> Self {
        Self {
            natural: false,
            sab: true,
            render_mode: RenderMode::None,
        }
    }
}

/// Blackjack observation: `(player_sum, dealer_card, usable_ace)`.
pub type BlackjackObs = (i64, i64, i64);

/// The observation space type for Blackjack.
pub type BlackjackObsSpace = Tuple3<Discrete, Discrete, Discrete>;

/// The Blackjack environment.
///
/// # Action Space
///
/// `Discrete(2)`: 0 = Stick, 1 = Hit.
///
/// # Observation Space
///
/// `Tuple3(Discrete(32), Discrete(11), Discrete(2))`:
/// `(player_sum, dealer_card, usable_ace)`.
///
/// - `player_sum`: 0–31 (effective hand total).
/// - `dealer_card`: 1–10 (dealer's visible card, 1 = Ace).
/// - `usable_ace`: 0 or 1.
///
/// # Rewards
///
/// - Win: +1 (or +1.5 for natural blackjack if `natural=true`).
/// - Lose: −1.
/// - Draw: 0.
///
/// # Episode End
///
/// - **Termination**: the player busts or sticks (dealer then plays).
pub struct BlackjackEnv {
    action_space: Discrete,
    observation_space: BlackjackObsSpace,

    player: Vec<i64>,
    dealer: Vec<i64>,

    natural: bool,
    sab: bool,
    rng: Rng,
    render_mode: RenderMode,

    /// Dealer's top card suit for rendering ('C','D','H','S').
    dealer_top_card_suit: u8,
    /// Dealer's top card value string for rendering ('2'..'9','T','J','Q','K','A').
    dealer_top_card_value: u8,

    #[cfg(feature = "render")]
    canvas: Option<Canvas>,
    #[cfg(feature = "render")]
    window: Option<RenderWindow>,
    #[cfg(feature = "render")]
    sprites: Option<BlackjackSprites>,
}

impl std::fmt::Debug for BlackjackEnv {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        f.debug_struct("BlackjackEnv")
            .field("player", &self.player)
            .field("dealer", &self.dealer)
            .field("render_mode", &self.render_mode)
            .finish_non_exhaustive()
    }
}

/// Draw a card from the infinite deck.
fn draw_card(rng: &mut Rng) -> i64 {
    DECK[rng.random_range(0..DECK.len())]
}

/// Draw a two-card starting hand.
fn draw_hand(rng: &mut Rng) -> Vec<i64> {
    vec![draw_card(rng), draw_card(rng)]
}

/// Does this hand have a usable ace?
fn usable_ace(hand: &[i64]) -> bool {
    hand.contains(&1) && hand.iter().sum::<i64>() + 10 <= 21
}

/// Return effective hand total.
fn sum_hand(hand: &[i64]) -> i64 {
    let s: i64 = hand.iter().sum();
    if usable_ace(hand) { s + 10 } else { s }
}

/// Is this hand a bust?
fn is_bust(hand: &[i64]) -> bool {
    sum_hand(hand) > 21
}

/// Score of the hand (0 if bust).
fn score(hand: &[i64]) -> i64 {
    if is_bust(hand) { 0 } else { sum_hand(hand) }
}

/// Is this a natural blackjack (Ace + 10-value card)?
fn is_natural(hand: &[i64]) -> bool {
    hand.len() == 2 && hand.iter().sum::<i64>() == 11 && hand.contains(&1)
}

/// Compare two scores: +1.0 if a > b, −1.0 if a < b, 0.0 if equal.
const fn cmp_scores(a: i64, b: i64) -> f64 {
    if a > b {
        1.0
    } else if a < b {
        -1.0
    } else {
        0.0
    }
}

/// Build the observation tuple from hand state.
fn get_obs(player: &[i64], dealer: &[i64]) -> BlackjackObs {
    (sum_hand(player), dealer[0], i64::from(usable_ace(player)))
}

impl BlackjackEnv {
    /// Create a new blackjack environment.
    #[allow(clippy::needless_pass_by_value)]
    #[must_use]
    pub fn new(config: BlackjackConfig) -> Self {
        Self {
            action_space: Discrete::new(2),
            observation_space: Tuple3::new(Discrete::new(32), Discrete::new(11), Discrete::new(2)),
            player: Vec::new(),
            dealer: Vec::new(),
            natural: config.natural,
            sab: config.sab,
            rng: rng::create_rng(None),
            render_mode: config.render_mode,
            dealer_top_card_suit: b'C',
            dealer_top_card_value: b'2',
            #[cfg(feature = "render")]
            canvas: None,
            #[cfg(feature = "render")]
            window: None,
            #[cfg(feature = "render")]
            sprites: None,
        }
    }

    /// Render the blackjack table using PNG card images, matching Gymnasium's layout.
    ///
    /// Uses 600×500 canvas with green felt, dealer's showing card + hidden card
    /// back, and player sum indicator bar.  Card images from Gymnasium assets.
    #[cfg(feature = "render")]
    #[allow(
        clippy::cast_possible_truncation,
        clippy::cast_sign_loss,
        clippy::cast_possible_wrap,
        clippy::many_single_char_names,
        clippy::comparison_chain
    )]
    fn render_pixels(&mut self) -> Result<RenderFrame> {
        if self.player.is_empty() {
            return Err(Error::ResetNeeded { method: "render" });
        }

        let (player_sum, _dealer_card, player_usable_ace) = get_obs(&self.player, &self.dealer);

        let card_img_h = SCREEN_H / 3;
        // Original card aspect ratio is 142:197.
        let card_img_w = (card_img_h as f32 * 142.0 / 197.0) as u32;
        let spacing = SCREEN_H / 20;

        // Lazily init sprites (only the card back needs caching; faces decoded on demand).
        let _ = self
            .sprites
            .get_or_insert_with(|| BlackjackSprites::new(card_img_w, card_img_h));

        let canvas = self
            .canvas
            .get_or_insert_with(|| Canvas::new(SCREEN_W, SCREEN_H));

        // Green felt background (same as Gymnasium: rgb(7, 99, 36)).
        canvas.clear(tiny_skia::Color::from_rgba8(7, 99, 36, 255));
        let white = tiny_skia::Color::WHITE;

        // --- Dealer section ---
        // "Dealer: X" label area (white bar approximation since we can't render text).
        let dealer_bar_y = spacing;
        canvas.fill_rect(
            spacing as f32,
            dealer_bar_y as f32,
            160.0,
            20.0,
            tiny_skia::Color::from_rgba8(255, 255, 255, 60),
        );

        // Dealer showing card.
        let dealer_card_img = BlackjackSprites::decode_card(
            self.dealer_top_card_suit,
            self.dealer_top_card_value,
            card_img_w,
            card_img_h,
        );
        let dealer_card_x = (SCREEN_W / 2 - card_img_w - spacing / 2) as i32;
        let dealer_card_y = (dealer_bar_y + 20 + spacing) as i32;
        canvas.blit(dealer_card_x, dealer_card_y, &dealer_card_img);

        // Hidden card (card back).
        let sprites = self.sprites.as_ref().expect("sprites initialized above");
        let hidden_x = (SCREEN_W / 2 + spacing / 2) as i32;
        canvas.blit(hidden_x, dealer_card_y, &sprites.card_back);

        // --- Player section ---
        let player_label_y = dealer_card_y + card_img_h as i32 + (1.5 * spacing as f32) as i32;
        canvas.fill_rect(
            spacing as f32,
            player_label_y as f32,
            100.0,
            20.0,
            tiny_skia::Color::from_rgba8(255, 255, 255, 60),
        );

        // Player sum indicator (large bar showing value proportion to 21).
        let sum_bar_y = player_label_y + 20 + spacing as i32;
        let bar_max_w = (SCREEN_W - 2 * spacing) as f32;
        let bar_w = (player_sum as f32 / 21.0).min(1.0) * bar_max_w;
        let bar_color = if player_sum > 21 {
            tiny_skia::Color::from_rgba8(220, 50, 50, 255) // Bust = red.
        } else if player_sum == 21 {
            tiny_skia::Color::from_rgba8(255, 215, 0, 255) // Blackjack = gold.
        } else {
            tiny_skia::Color::from_rgba8(100, 200, 100, 255) // Normal = green.
        };
        canvas.fill_rect(spacing as f32, sum_bar_y as f32, bar_w, 40.0, bar_color);
        // Border.
        canvas.stroke_line(
            spacing as f32,
            sum_bar_y as f32,
            (SCREEN_W - spacing) as f32,
            sum_bar_y as f32,
            1.0,
            white,
        );
        canvas.stroke_line(
            spacing as f32,
            (sum_bar_y + 40) as f32,
            (SCREEN_W - spacing) as f32,
            (sum_bar_y + 40) as f32,
            1.0,
            white,
        );
        // 21 reference line.
        let ref_x = (SCREEN_W - spacing) as f32;
        canvas.stroke_line(
            ref_x,
            (sum_bar_y - 5) as f32,
            ref_x,
            (sum_bar_y + 45) as f32,
            2.0,
            tiny_skia::Color::from_rgba8(255, 215, 0, 200),
        );

        // Usable ace indicator (purple circle).
        if player_usable_ace == 1 {
            let ace_x = (SCREEN_W / 2) as f32;
            let ace_y = (sum_bar_y + 60) as f32;
            canvas.fill_circle(
                ace_x,
                ace_y,
                10.0,
                tiny_skia::Color::from_rgba8(200, 0, 200, 255),
            );
        }

        match self.render_mode {
            RenderMode::Human => {
                let window = self.window.get_or_insert_with(|| {
                    RenderWindow::new(
                        "Blackjack \u{2014} gmgn",
                        SCREEN_W as usize,
                        SCREEN_H as usize,
                        RENDER_FPS,
                    )
                    .expect("failed to create render window")
                });

                if !window.is_open() {
                    return Ok(RenderFrame::None);
                }

                window.show(canvas)?;
                Ok(RenderFrame::None)
            }
            RenderMode::RgbArray => {
                let rgb = canvas.pixels_rgb();
                Ok(RenderFrame::RgbArray {
                    width: SCREEN_W,
                    height: SCREEN_H,
                    data: rgb,
                })
            }
            _ => Ok(RenderFrame::None),
        }
    }

    /// Pick a random card suit for rendering.
    fn random_suit(rng: &mut Rng) -> u8 {
        [b'C', b'D', b'H', b'S'][rng.random_range(0..4)]
    }

    /// Map a dealer card value (1-10) to a display character for PNG lookup.
    fn card_value_char(value: i64, rng: &mut Rng) -> u8 {
        match value {
            1 => b'A',
            2 => b'2',
            3 => b'3',
            4 => b'4',
            5 => b'5',
            6 => b'6',
            7 => b'7',
            8 => b'8',
            9 => b'9',
            10 => [b'T', b'J', b'Q', b'K'][rng.random_range(0..4)],
            _ => b'T',
        }
    }
}

impl Env for BlackjackEnv {
    type Obs = BlackjackObs;
    type Act = i64;
    type ObsSpace = BlackjackObsSpace;
    type ActSpace = Discrete;

    fn step(&mut self, action: &i64) -> Result<StepResult<BlackjackObs>> {
        if self.player.is_empty() {
            return Err(Error::ResetNeeded { method: "step" });
        }
        if !self.action_space.contains(action) {
            return Err(Error::InvalidAction {
                reason: format!("action {action} not in {{0, 1}}"),
            });
        }

        let (terminated, reward) = if *action == 1 {
            // Hit: draw a card.
            self.player.push(draw_card(&mut self.rng));
            if is_bust(&self.player) {
                (true, -1.0)
            } else {
                (false, 0.0)
            }
        } else {
            // Stick: dealer plays, then compare.
            while sum_hand(&self.dealer) < 17 {
                self.dealer.push(draw_card(&mut self.rng));
            }
            let mut reward = cmp_scores(score(&self.player), score(&self.dealer));

            if self.sab && is_natural(&self.player) && !is_natural(&self.dealer) {
                reward = 1.0;
            } else if !self.sab
                && self.natural
                && is_natural(&self.player)
                && (reward - 1.0).abs() < f64::EPSILON
            {
                reward = 1.5;
            }
            (true, reward)
        };

        let obs = get_obs(&self.player, &self.dealer);

        let mut info = HashMap::new();
        info.insert(
            "player".to_owned(),
            InfoValue::String(format!("{:?}", self.player)),
        );
        info.insert(
            "dealer".to_owned(),
            InfoValue::String(format!("{:?}", self.dealer)),
        );

        Ok(StepResult {
            obs,
            reward,
            terminated,
            truncated: false,
            info,
        })
    }

    fn reset(&mut self, seed: Option<u64>) -> Result<ResetResult<BlackjackObs>> {
        if let Some(s) = seed {
            self.rng = rng::create_rng(Some(s));
        }

        self.dealer = draw_hand(&mut self.rng);
        self.player = draw_hand(&mut self.rng);

        // Track dealer's showing card suit/value for PNG rendering.
        let dealer_card_value = self.dealer[0];
        self.dealer_top_card_suit = Self::random_suit(&mut self.rng);
        self.dealer_top_card_value = Self::card_value_char(dealer_card_value, &mut self.rng);

        let obs = get_obs(&self.player, &self.dealer);

        let mut info = HashMap::new();
        info.insert(
            "player".to_owned(),
            InfoValue::String(format!("{:?}", self.player)),
        );
        info.insert(
            "dealer".to_owned(),
            InfoValue::String(format!("{:?}", self.dealer)),
        );

        Ok(ResetResult { obs, info })
    }

    fn render(&mut self) -> Result<RenderFrame> {
        match self.render_mode {
            RenderMode::None => Ok(RenderFrame::None),
            RenderMode::Ansi => {
                if self.player.is_empty() {
                    return Err(Error::ResetNeeded { method: "render" });
                }
                let mut lines = Vec::new();
                lines.push(format!(
                    "Player: {:?} (sum={}, usable_ace={})",
                    self.player,
                    sum_hand(&self.player),
                    usable_ace(&self.player)
                ));
                lines.push(format!(
                    "Dealer: {:?} (showing={})",
                    self.dealer, self.dealer[0]
                ));
                Ok(RenderFrame::Ansi(lines.join("\n")))
            }
            #[cfg(feature = "render")]
            RenderMode::Human | RenderMode::RgbArray => self.render_pixels(),
            #[cfg(not(feature = "render"))]
            _ => Err(Error::UnsupportedRenderMode {
                mode: format!("{:?}", self.render_mode),
            }),
        }
    }

    fn observation_space(&self) -> &BlackjackObsSpace {
        &self.observation_space
    }

    fn action_space(&self) -> &Discrete {
        &self.action_space
    }

    fn render_mode(&self) -> &RenderMode {
        &self.render_mode
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    fn make_env() -> BlackjackEnv {
        BlackjackEnv::new(BlackjackConfig::default())
    }

    #[test]
    fn reset_produces_valid_observation() {
        let mut env = make_env();
        let r = env.reset(Some(42)).expect("reset");
        assert!(env.observation_space().contains(&r.obs));
        // player_sum should be >= 2 (two cards minimum).
        assert!(r.obs.0 >= 2);
        // dealer_card should be 1..=10.
        assert!((1..=10).contains(&r.obs.1));
        // usable_ace should be 0 or 1.
        assert!(r.obs.2 == 0 || r.obs.2 == 1);
    }

    #[test]
    fn step_without_reset_errors() {
        let mut env = make_env();
        assert!(env.step(&0).is_err());
    }

    #[test]
    fn step_invalid_action_errors() {
        let mut env = make_env();
        env.reset(Some(0)).expect("reset");
        assert!(env.step(&2).is_err());
    }

    #[test]
    fn stick_always_terminates() {
        let mut env = make_env();
        env.reset(Some(42)).expect("reset");
        let r = env.step(&0).expect("stick");
        assert!(r.terminated);
    }

    #[test]
    fn bust_terminates_with_negative_reward() {
        let mut env = make_env();
        env.reset(Some(0)).expect("reset");
        // Force a hand that will bust: player has 20, hit → almost certainly busts.
        env.player = vec![10, 10];
        env.dealer = vec![5, 5];
        let r = env.step(&1).expect("hit");
        if r.terminated {
            assert!((r.reward - (-1.0)).abs() < f64::EPSILON);
        }
    }

    #[test]
    fn natural_blackjack_sab_wins() {
        let mut env = BlackjackEnv::new(BlackjackConfig {
            sab: true,
            ..BlackjackConfig::default()
        });
        env.reset(Some(0)).expect("reset");
        // Force natural: Ace + 10.
        env.player = vec![1, 10];
        env.dealer = vec![5, 5];
        let r = env.step(&0).expect("stick");
        assert!(r.terminated);
        assert!(r.reward >= 1.0, "natural should win, got {}", r.reward);
    }

    #[test]
    fn deterministic_with_seed() {
        let mut e1 = make_env();
        let mut e2 = make_env();

        let r1 = e1.reset(Some(99)).expect("reset");
        let r2 = e2.reset(Some(99)).expect("reset");
        assert_eq!(r1.obs, r2.obs);

        let s1 = e1.step(&1).expect("hit");
        let s2 = e2.step(&1).expect("hit");
        assert_eq!(s1.obs, s2.obs);
        assert!((s1.reward - s2.reward).abs() < f64::EPSILON);
    }

    #[test]
    fn observation_space_contains_checks() {
        let env = make_env();
        let space = env.observation_space();
        // Valid observations.
        assert!(space.contains(&(4, 1, 0)));
        assert!(space.contains(&(21, 10, 1)));
        // Invalid.
        assert!(!space.contains(&(32, 1, 0)));
        assert!(!space.contains(&(4, 11, 0)));
        assert!(!space.contains(&(4, 1, 2)));
    }

    #[test]
    fn card_helpers_correctness() {
        // Hand with usable ace.
        assert!(usable_ace(&[1, 5]));
        assert_eq!(sum_hand(&[1, 5]), 16);
        // No usable ace (would bust).
        assert!(!usable_ace(&[1, 10, 5]));
        assert_eq!(sum_hand(&[1, 10, 5]), 16);
        // Natural.
        assert!(is_natural(&[1, 10]));
        assert!(!is_natural(&[1, 5]));
        assert!(!is_natural(&[10, 5, 6]));
        // Bust.
        assert!(is_bust(&[10, 10, 5]));
        assert!(!is_bust(&[10, 10]));
    }
}