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
Script that attempts to force M1 macs into RGB mode when used with monitors that are defaulting to YPbPr.

fix_m1_rgb Script that attempts to force M1 macs into RGB mode when used with monitors that are defaulting to YPbPr. No warranty provided for using th

Kevin Gao 116 Jan 01, 2023
An implementation of DeepMind's Relational Recurrent Neural Networks in PyTorch.

relational-rnn-pytorch An implementation of DeepMind's Relational Recurrent Neural Networks (Santoro et al. 2018) in PyTorch. Relational Memory Core (

Sang-gil Lee 241 Nov 18, 2022
Fair Recommendation in Two-Sided Platforms

Fair Recommendation in Two-Sided Platforms

gourabgggg 1 Nov 10, 2021
🥇 LG-AI-Challenge 2022 1위 솔루션 입니다.

LG-AI-Challenge-for-Plant-Classification Dacon에서 진행된 농업 환경 변화에 따른 작물 병해 진단 AI 경진대회 에 대한 코드입니다. (colab directory에 코드가 잘 정리 되어있습니다.) Requirements python

siwooyong 10 Jun 30, 2022
Robust and Accurate Object Detection via Self-Knowledge Distillation

Robust and Accurate Object Detection via Self-Knowledge Distillation paper:https://arxiv.org/abs/2111.07239 Environments Python 3.7 Cuda 10.1 Prepare

Weipeng Xu 6 Jul 01, 2022
A simple, fast, and efficient object detector without FPN

You Only Look One-level Feature (YOLOF), CVPR2021 A simple, fast, and efficient object detector without FPN. This repo provides an implementation for

789 Jan 09, 2023
Diverse Image Captioning with Context-Object Split Latent Spaces (NeurIPS 2020)

Diverse Image Captioning with Context-Object Split Latent Spaces This repository is the PyTorch implementation of the paper: Diverse Image Captioning

Visual Inference Lab @TU Darmstadt 34 Nov 21, 2022
A Jinja extension (compatible with Flask and other frameworks) to compile and/or compress your assets.

A Jinja extension (compatible with Flask and other frameworks) to compile and/or compress your assets.

Jayson Reis 94 Nov 21, 2022
Pre-Training 3D Point Cloud Transformers with Masked Point Modeling

Point-BERT: Pre-Training 3D Point Cloud Transformers with Masked Point Modeling Created by Xumin Yu*, Lulu Tang*, Yongming Rao*, Tiejun Huang, Jie Zho

Lulu Tang 306 Jan 06, 2023
Cmsc11 arcade - Final Project for CMSC11

cmsc11_arcade Final Project for CMSC11 Developers: Limson, Mark Vincent Peñafiel

Gregory 1 Jan 18, 2022
Official implementation of "Generating 3D Molecules for Target Protein Binding"

Generating 3D Molecules for Target Protein Binding This is the official implementation of the GraphBP method proposed in the following paper. Meng Liu

DIVE Lab, Texas A&M University 74 Dec 07, 2022
Model Agnostic Interpretability for Multiple Instance Learning

MIL Model Agnostic Interpretability This repo contains the code for "Model Agnostic Interpretability for Multiple Instance Learning". Overview Executa

Joe Early 10 Dec 17, 2022
Benchmarks for the Optimal Power Flow Problem

Power Grid Lib - Optimal Power Flow This benchmark library is curated and maintained by the IEEE PES Task Force on Benchmarks for Validation of Emergi

A Library of IEEE PES Power Grid Benchmarks 207 Dec 08, 2022
Rule Based Classification Project

Kural Tabanlı Sınıflandırma ile Potansiyel Müşteri Getirisi Hesaplama İş Problemi: Bir oyun şirketi müşterilerinin bazı özelliklerini kullanaraknseviy

Şafak 1 Jan 12, 2022
[IJCAI'21] Deep Automatic Natural Image Matting

Deep Automatic Natural Image Matting [IJCAI-21] This is the official repository of the paper Deep Automatic Natural Image Matting. Introduction | Netw

Jizhizi_Li 316 Jan 06, 2023
Pacman-AI - AI project designed by UC Berkeley. Designed reflex and minimax agents for the game Pacman.

Pacman AI Jussi Doherty CAP 4601 - Introduction to Artificial Intelligence - Fall 2020 Python version 3.0+ Source of this project This repo contains a

Jussi Doherty 1 Jan 03, 2022
Optimizing Deeper Transformers on Small Datasets

DT-Fixup Optimizing Deeper Transformers on Small Datasets Paper published in ACL 2021: arXiv Detailed instructions to replicate our results in the pap

16 Nov 14, 2022
Cycle Consistent Adversarial Domain Adaptation (CyCADA)

Cycle Consistent Adversarial Domain Adaptation (CyCADA) A pytorch implementation of CyCADA. If you use this code in your research please consider citi

Hyunwoo Ko 2 Jan 10, 2022
Koç University deep learning framework.

Knet Knet (pronounced "kay-net") is the Koç University deep learning framework implemented in Julia by Deniz Yuret and collaborators. It supports GPU

1.4k Dec 31, 2022
Implementation for "Exploiting Aliasing for Manga Restoration" (CVPR 2021)

[CVPR Paper](To appear) | [Project Website](To appear) | BibTex Introduction As a popular entertainment art form, manga enriches the line drawings det

133 Dec 15, 2022