An OpenAI Gym environment for Super Mario Bros

Overview

gym-super-mario-bros

BuildStatus PackageVersion PythonVersion Stable Format License

Mario

An OpenAI Gym environment for Super Mario Bros. & Super Mario Bros. 2 (Lost Levels) on The Nintendo Entertainment System (NES) using the nes-py emulator.

Installation

The preferred installation of gym-super-mario-bros is from pip:

pip install gym-super-mario-bros

Usage

Python

You must import gym_super_mario_bros before trying to make an environment. This is because gym environments are registered at runtime. By default, gym_super_mario_bros environments use the full NES action space of 256 discrete actions. To contstrain this, gym_super_mario_bros.actions provides three actions lists (RIGHT_ONLY, SIMPLE_MOVEMENT, and COMPLEX_MOVEMENT) for the nes_py.wrappers.JoypadSpace wrapper. See gym_super_mario_bros/actions.py for a breakdown of the legal actions in each of these three lists.

from nes_py.wrappers import JoypadSpace
import gym_super_mario_bros
from gym_super_mario_bros.actions import SIMPLE_MOVEMENT
env = gym_super_mario_bros.make('SuperMarioBros-v0')
env = JoypadSpace(env, SIMPLE_MOVEMENT)

done = True
for step in range(5000):
    if done:
        state = env.reset()
    state, reward, done, info = env.step(env.action_space.sample())
    env.render()

env.close()

NOTE: gym_super_mario_bros.make is just an alias to gym.make for convenience.

NOTE: remove calls to render in training code for a nontrivial speedup.

Command Line

gym_super_mario_bros features a command line interface for playing environments using either the keyboard, or uniform random movement.

gym_super_mario_bros -e <the environment ID to play> -m <`human` or `random`>

NOTE: by default, -e is set to SuperMarioBros-v0 and -m is set to human.

Environments

These environments allow 3 attempts (lives) to make it through the 32 stages in the game. The environments only send reward-able game-play frames to agents; No cut-scenes, loading screens, etc. are sent from the NES emulator to an agent nor can an agent perform actions during these instances. If a cut-scene is not able to be skipped by hacking the NES's RAM, the environment will lock the Python process until the emulator is ready for the next action.

Environment Game ROM Screenshot
SuperMarioBros-v0 SMB standard
SuperMarioBros-v1 SMB downsample
SuperMarioBros-v2 SMB pixel
SuperMarioBros-v3 SMB rectangle
SuperMarioBros2-v0 SMB2 standard
SuperMarioBros2-v1 SMB2 downsample

Individual Stages

These environments allow a single attempt (life) to make it through a single stage of the game.

Use the template

SuperMarioBros-<world>-<stage>-v<version>

where:

  • <world> is a number in {1, 2, 3, 4, 5, 6, 7, 8} indicating the world
  • <stage> is a number in {1, 2, 3, 4} indicating the stage within a world
  • <version> is a number in {0, 1, 2, 3} specifying the ROM mode to use
    • 0: standard ROM
    • 1: downsampled ROM
    • 2: pixel ROM
    • 3: rectangle ROM

For example, to play 4-2 on the downsampled ROM, you would use the environment id SuperMarioBros-4-2-v1.

Random Stage Selection

The random stage selection environment randomly selects a stage and allows a single attempt to clear it. Upon a death and subsequent call to reset, the environment randomly selects a new stage. This is only available for the standard Super Mario Bros. game, not Lost Levels (at the moment). To use these environments, append RandomStages to the SuperMarioBros id. For example, to use the standard ROM with random stage selection use SuperMarioBrosRandomStages-v0. To seed the random stage selection use the seed method of the env, i.e., env.seed(1), before any calls to reset.

Step

Info about the rewards and info returned by the step method.

Reward Function

The reward function assumes the objective of the game is to move as far right as possible (increase the agent's x value), as fast as possible, without dying. To model this game, three separate variables compose the reward:

  1. v: the difference in agent x values between states
    • in this case this is instantaneous velocity for the given step
    • v = x1 - x0
      • x0 is the x position before the step
      • x1 is the x position after the step
    • moving right ⇔ v > 0
    • moving left ⇔ v < 0
    • not moving ⇔ v = 0
  2. c: the difference in the game clock between frames
    • the penalty prevents the agent from standing still
    • c = c0 - c1
      • c0 is the clock reading before the step
      • c1 is the clock reading after the step
    • no clock tick ⇔ c = 0
    • clock tick ⇔ c < 0
  3. d: a death penalty that penalizes the agent for dying in a state
    • this penalty encourages the agent to avoid death
    • alive ⇔ d = 0
    • dead ⇔ d = -15

r = v + c + d

The reward is clipped into the range (-15, 15).

info dictionary

The info dictionary returned by the step method contains the following keys:

Key Type Description
coins int The number of collected coins
flag_get bool True if Mario reached a flag or ax
life int The number of lives left, i.e., {3, 2, 1}
score int The cumulative in-game score
stage int The current stage, i.e., {1, ..., 4}
status str Mario's status, i.e., {'small', 'tall', 'fireball'}
time int The time left on the clock
world int The current world, i.e., {1, ..., 8}
x_pos int Mario's x position in the stage (from the left)
y_pos int Mario's y position in the stage (from the bottom)

Citation

Please cite gym-super-mario-bros if you use it in your research.

@misc{gym-super-mario-bros,
  author = {Christian Kauten},
  howpublished = {GitHub},
  title = {{S}uper {M}ario {B}ros for {O}pen{AI} {G}ym},
  URL = {https://github.com/Kautenja/gym-super-mario-bros},
  year = {2018},
}
Owner
Andrew Stelmach
Andrew Stelmach
Pytorch implementations of popular off-policy multi-agent reinforcement learning algorithms, including QMix, VDN, MADDPG, and MATD3.

Off-Policy Multi-Agent Reinforcement Learning (MARL) Algorithms This repository contains implementations of various off-policy multi-agent reinforceme

183 Dec 28, 2022
Neural Surface Maps

Neural Surface Maps Official implementation of Neural Surface Maps - Luca Morreale, Noam Aigerman, Vladimir Kim, Niloy J. Mitra [Paper] [Project Page]

Luca Morreale 49 Dec 13, 2022
Framework for abstracting Amiga debuggers and access to AmigaOS libraries and devices.

Framework for abstracting Amiga debuggers. This project provides abstration to control an Amiga remotely using a debugger. The APIs are not yet stable

Roc Vallès 39 Nov 22, 2022
Dynamic Graph Event Detection

DyGED Dynamic Graph Event Detection Get Started pip install -r requirements.txt TODO Paper link to arxiv, and how to cite. Twitter Weather dataset tra

Mert Koşan 3 May 09, 2022
Accelerated deep learning R&D

Accelerated deep learning R&D PyTorch framework for Deep Learning research and development. It focuses on reproducibility, rapid experimentation, and

Catalyst-Team 3.1k Jan 06, 2023
Fast and scalable uncertainty quantification for neural molecular property prediction, accelerated optimization, and guided virtual screening.

Evidential Deep Learning for Guided Molecular Property Prediction and Discovery Ava Soleimany*, Alexander Amini*, Samuel Goldman*, Daniela Rus, Sangee

Alexander Amini 75 Dec 15, 2022
Orthogonal Jacobian Regularization for Unsupervised Disentanglement in Image Generation (ICCV 2021)

Orthogonal Jacobian Regularization for Unsupervised Disentanglement in Image Generation Home | PyTorch BigGAN Discovery | TensorFlow ProGAN Regulariza

Yuxiang Wei 54 Dec 30, 2022
Implementation of paper "Self-supervised Learning on Graphs:Deep Insights and New Directions"

SelfTask-GNN A PyTorch implementation of "Self-supervised Learning on Graphs: Deep Insights and New Directions". [paper] In this paper, we first deepe

Wei Jin 85 Oct 13, 2022
Real-time analysis of intracranial neurophysiology recordings.

py_neuromodulation Click this button to run the "Tutorial ML with py_neuro" notebooks: The py_neuromodulation toolbox allows for real time capable pro

Interventional Cognitive Neuromodulation - Neumann Lab Berlin 15 Nov 03, 2022
A python/pytorch utility library

A python/pytorch utility library

Jiaqi Gu 5 Dec 02, 2022
Python版OpenCVのTracking APIのサンプルです。DaSiamRPNアルゴリズムまで対応しています。

OpenCV-Object-Tracker-Sample Python版OpenCVのTracking APIのサンプルです。   Requirement opencv-contrib-python 4.5.3.56 or later Algorithm 2021/07/16時点でOpenCVには以

KazuhitoTakahashi 36 Jan 01, 2023
PyTorch Implementation of Temporal Output Discrepancy for Active Learning, ICCV 2021

Temporal Output Discrepancy for Active Learning PyTorch implementation of Semi-Supervised Active Learning with Temporal Output Discrepancy, ICCV 2021.

Siyu Huang 33 Dec 06, 2022
基于Pytorch实现优秀的自然图像分割框架!(包括FCN、U-Net和Deeplab)

语义分割学习实验-基于VOC数据集 usage: 下载VOC数据集,将JPEGImages SegmentationClass两个文件夹放入到data文件夹下。 终端切换到目标目录,运行python train.py -h查看训练 (torch) Li Xiang 28 Dec 21, 2022

A highly efficient and modular implementation of Gaussian Processes in PyTorch

GPyTorch GPyTorch is a Gaussian process library implemented using PyTorch. GPyTorch is designed for creating scalable, flexible, and modular Gaussian

3k Jan 02, 2023
MQBench Quantization Aware Training with PyTorch

MQBench Quantization Aware Training with PyTorch I am using MQBench(Model Quantization Benchmark)(http://mqbench.tech/) to quantize the model for depl

Ling Zhang 29 Nov 18, 2022
A PyTorch implementation of "SelfGNN: Self-supervised Graph Neural Networks without explicit negative sampling"

SelfGNN A PyTorch implementation of "SelfGNN: Self-supervised Graph Neural Networks without explicit negative sampling" paper, which will appear in Th

Zekarias Tilahun 24 Jun 21, 2022
Implementation of a memory efficient multi-head attention as proposed in the paper, "Self-attention Does Not Need O(n²) Memory"

Memory Efficient Attention Pytorch Implementation of a memory efficient multi-head attention as proposed in the paper, Self-attention Does Not Need O(

Phil Wang 180 Jan 05, 2023
Playable Video Generation

Playable Video Generation Playable Video Generation Willi Menapace, Stéphane Lathuilière, Sergey Tulyakov, Aliaksandr Siarohin, Elisa Ricci Paper: ArX

Willi Menapace 136 Dec 31, 2022
The Fundamental Clustering Problems Suite (FCPS) summaries 54 state-of-the-art clustering algorithms, common cluster challenges and estimations of the number of clusters as well as the testing for cluster tendency.

FCPS Fundamental Clustering Problems Suite The package provides over sixty state-of-the-art clustering algorithms for unsupervised machine learning pu

9 Nov 27, 2022
Deep Q Learning with OpenAI Gym and Pokemon Showdown

pokemon-deep-learning An openAI gym project for pokemon involving deep q learning. Made by myself, Sam Little, and Layton Webber. This code captures g

2 Dec 22, 2021