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# Copyright (c) Meta Platforms, Inc. and affiliates.
# All rights reserved.
#
# This source code is licensed under the BSD-style license found in the
# LICENSE file in the root directory of this source tree.

"""
Pokemon Red Environment Server Implementation.

This module wraps the PyBoy Game Boy emulator and exposes Pokemon Red
as an OpenEnv Environment for RL training.
"""

from __future__ import annotations

import base64
import io
import uuid
from pathlib import Path
from typing import Any, Dict, List, Tuple

import numpy as np
from PIL import Image

try:
    from pyboy import PyBoy
    from pyboy.utils import WindowEvent
except ImportError as e:
    raise ImportError(
        "PyBoy is required for the Pokemon Red environment. "
        "Install with: pip install pyboy"
    ) from e

from openenv.core.env_server import Environment
from openenv.core.env_server.types import Action, Observation

from models import PokemonRedAction, PokemonRedObservation, PokemonRedState
from config import PokemonRedConfig
from .global_map import local_to_global, GLOBAL_MAP_SHAPE

# Memory addresses for Pokemon Red
EVENT_FLAGS_START = 0xD747
EVENT_FLAGS_END = 0xD87E
IS_IN_BATTLE_ADDR = 0xD057

# Party Pokemon HP addresses
HP_ADDRESSES = [0xD16C, 0xD198, 0xD1C4, 0xD1F0, 0xD21C, 0xD248]
MAX_HP_ADDRESSES = [0xD18D, 0xD1B9, 0xD1E5, 0xD211, 0xD23D, 0xD269]
LEVEL_ADDRESSES = [0xD18C, 0xD1B8, 0xD1E4, 0xD210, 0xD23C, 0xD268]


class PokemonRedEnvironment(Environment):
    """
    Pokemon Red Environment wrapper for OpenEnv.

    This environment wraps Pokemon Red via PyBoy emulator and provides
    a clean interface for RL training with rich observations and
    configurable reward shaping.

    Supported actions: 0=Down, 1=Left, 2=Right, 3=Up, 4=A, 5=B, 6=Start

    Args:
        config: PokemonRedConfig with environment settings.

    Example:
        >>> config = PokemonRedConfig(headless=True)
        >>> env = PokemonRedEnvironment(config)
        >>> obs = env.reset()
        >>> obs = env.step(PokemonRedAction(action=4))  # Press A
    """

    # Enable concurrent WebSocket sessions
    SUPPORTS_CONCURRENT_SESSIONS: bool = True

    # Action mappings
    VALID_ACTIONS = [
        WindowEvent.PRESS_ARROW_DOWN,
        WindowEvent.PRESS_ARROW_LEFT,
        WindowEvent.PRESS_ARROW_RIGHT,
        WindowEvent.PRESS_ARROW_UP,
        WindowEvent.PRESS_BUTTON_A,
        WindowEvent.PRESS_BUTTON_B,
        WindowEvent.PRESS_BUTTON_START,
    ]
    RELEASE_ACTIONS = [
        WindowEvent.RELEASE_ARROW_DOWN,
        WindowEvent.RELEASE_ARROW_LEFT,
        WindowEvent.RELEASE_ARROW_RIGHT,
        WindowEvent.RELEASE_ARROW_UP,
        WindowEvent.RELEASE_BUTTON_A,
        WindowEvent.RELEASE_BUTTON_B,
        WindowEvent.RELEASE_BUTTON_START,
    ]
    ACTION_NAMES = ["Down", "Left", "Right", "Up", "A", "B", "Start"]

    def __init__(self, config: PokemonRedConfig):
        """Initialize Pokemon Red environment."""
        super().__init__()
        self.config = config
        
        # Initialize state
        self._state = PokemonRedState(episode_id=str(uuid.uuid4()))
        
        # Session path for saving states
        self.session_path = Path(config.session_path)
        self.session_path.mkdir(exist_ok=True, parents=True)

        # Initialize PyBoy emulator
        window_type = "null" if config.headless else "SDL2"
        self.pyboy = PyBoy(
            config.gb_path,
            window=window_type,
            sound_emulated=False,  # Disable sound for headless operation
        )
        if not config.headless:
            self.pyboy.set_emulation_speed(6)

        # Tracking state
        self.seen_coords: Dict[str, int] = {}
        self.explore_map = np.zeros(GLOBAL_MAP_SHAPE, dtype=np.uint8)
        self._prev_state_dict: Dict[str, Any] = {}

    def reset(self) -> Observation:
        """
        Reset the environment and return initial observation.

        Returns:
            Initial PokemonRedObservation for the agent.
        """
        # Reset state tracking
        self._state = PokemonRedState(episode_id=str(uuid.uuid4()))
        self.seen_coords = {}
        self.explore_map.fill(0)
        self._prev_state_dict = {}

        # Load initial save state
        with open(self.config.init_state, "rb") as f:
            self.pyboy.load_state(f)

        # Tick once to render initial frame
        self.pyboy.tick(1, True)

        return self._make_observation(reward=0.0, done=False)

    def step(self, action: Action) -> Observation:
        """
        Execute agent's action and return resulting observation.

        Args:
            action: PokemonRedAction containing the button to press.

        Returns:
            Observation after action execution.

        Raises:
            ValueError: If action is not a PokemonRedAction.
        """
        if not isinstance(action, PokemonRedAction):
            raise ValueError(f"Expected PokemonRedAction, got {type(action)}")

        # Validate action
        action_idx = action.action
        if action_idx < 0 or action_idx >= len(self.VALID_ACTIONS):
            raise ValueError(f"Invalid action: {action_idx}. Valid range: [0, 6]")

        # Execute action with press/release timing
        press_duration = 8
        self.pyboy.send_input(self.VALID_ACTIONS[action_idx])
        self.pyboy.tick(press_duration, False)
        self.pyboy.send_input(self.RELEASE_ACTIONS[action_idx])
        self.pyboy.tick(self.config.action_freq - press_duration - 1, False)
        self.pyboy.tick(1, True)  # Render on final tick

        # Update exploration tracking
        self._update_exploration()

        # Calculate reward
        current_state = self._get_state_dict()
        reward = self._calculate_reward(current_state, self._prev_state_dict)
        self._prev_state_dict = current_state

        # Update state
        self._state.step_count += 1
        self._state.total_reward += reward
        self._state.badges_obtained = current_state["badge_count"]
        self._state.max_level_sum = max(
            self._state.max_level_sum, current_state["level_sum"]
        )
        self._state.events_triggered = current_state["event_count"]

        # Check termination
        done = self._state.step_count >= self.config.max_steps

        return self._make_observation(reward=reward, done=done)

    @property
    def state(self) -> PokemonRedState:
        """Get current environment state."""
        return self._state

    def _make_observation(self, reward: float, done: bool) -> PokemonRedObservation:
        """Create observation from current game state."""
        # Capture screen as base64 PNG
        screen = self.pyboy.screen.ndarray[:, :, :3].astype(np.uint8)
        img = Image.fromarray(screen)
        buffer = io.BytesIO()
        img.save(buffer, format="PNG")
        screen_b64 = base64.b64encode(buffer.getvalue()).decode("utf-8")

        # Read game state
        x, y, map_id = self._get_position()
        health = self._get_hp_fraction()
        level_sum = self._get_level_sum()
        badges = self._get_badges_list()
        in_battle = self._is_in_battle()

        return PokemonRedObservation(
            screen_b64=screen_b64,
            screen_shape=list(screen.shape),
            health=health,
            level_sum=level_sum,
            badges=badges,
            position=[x, y, map_id],
            in_battle=in_battle,
            seen_coords_count=len(self.seen_coords),
            legal_actions=list(range(7)),
            done=done,
            reward=reward,
            metadata={
                "action_names": self.ACTION_NAMES,
                "step_count": self._state.step_count,
                "total_reward": self._state.total_reward,
            },
        )

    def _get_position(self) -> Tuple[int, int, int]:
        """Get player position (x, y, map_id)."""
        return (
            self.pyboy.memory[0xD362],
            self.pyboy.memory[0xD361],
            self.pyboy.memory[0xD35E],
        )

    def _update_exploration(self) -> None:
        """Update exploration tracking with current position."""
        x, y, map_id = self._get_position()
        coord_key = f"{x}:{y}:{map_id}"
        self.seen_coords[coord_key] = self.seen_coords.get(coord_key, 0) + 1

        # Update global exploration map
        gx, gy = local_to_global(y, x, map_id)
        if 0 <= gx < GLOBAL_MAP_SHAPE[0] and 0 <= gy < GLOBAL_MAP_SHAPE[1]:
            self.explore_map[gx, gy] = 255

    def _get_hp_fraction(self) -> float:
        """Get party HP as fraction [0, 1]."""
        hp_sum = sum(self._read_hp(addr) for addr in HP_ADDRESSES)
        max_hp_sum = sum(self._read_hp(addr) for addr in MAX_HP_ADDRESSES)
        return hp_sum / max(max_hp_sum, 1)

    def _read_hp(self, addr: int) -> int:
        """Read 16-bit HP value from memory."""
        return 256 * self.pyboy.memory[addr] + self.pyboy.memory[addr + 1]

    def _get_level_sum(self) -> int:
        """Get sum of party Pokemon levels."""
        return sum(self.pyboy.memory[addr] for addr in LEVEL_ADDRESSES)

    def _get_badges_list(self) -> List[int]:
        """Get 8-element list of badge flags."""
        badge_byte = self.pyboy.memory[0xD356]
        return [int(b) for b in f"{badge_byte:08b}"][::-1]

    def _is_in_battle(self) -> bool:
        """Check if player is in battle."""
        return self.pyboy.memory[IS_IN_BATTLE_ADDR] != 0

    def _get_event_count(self) -> int:
        """Count triggered event flags."""
        count = 0
        for addr in range(EVENT_FLAGS_START, EVENT_FLAGS_END):
            count += self.pyboy.memory[addr].bit_count()
        return count

    def _get_state_dict(self) -> Dict[str, Any]:
        """Get current game state as dictionary for reward calculation."""
        return {
            "seen_coords_count": len(self.seen_coords),
            "badge_count": self.pyboy.memory[0xD356].bit_count(),
            "level_sum": self._get_level_sum(),
            "event_count": self._get_event_count(),
            "hp_fraction": self._get_hp_fraction(),
        }

    def _calculate_reward(
        self, current: Dict[str, Any], previous: Dict[str, Any]
    ) -> float:
        """
        Calculate reward based on state changes.
        
        Simple built-in reward shaping. For more complex reward functions,
        see the rewards/ module for modular components.
        """
        if not previous:
            return 0.0

        reward = 0.0
        
        # Exploration reward
        new_coords = current["seen_coords_count"] - previous.get("seen_coords_count", 0)
        reward += new_coords * 0.02

        # Badge reward
        new_badges = current["badge_count"] - previous.get("badge_count", 0)
        reward += new_badges * 5.0

        # Level up reward
        level_diff = current["level_sum"] - previous.get("level_sum", 0)
        reward += max(0, level_diff) * 1.0

        # Event progress reward
        event_diff = current["event_count"] - previous.get("event_count", 0)
        reward += max(0, event_diff) * 0.1

        return reward * self.config.reward_scale