# 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