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ai/environments/vec_env_adapter.py
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| 1 |
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import os
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| 2 |
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| 3 |
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import numpy as np
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| 4 |
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from gymnasium import spaces
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from stable_baselines3.common.vec_env import VecEnv
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# RUST Engine Toggle
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USE_RUST_ENGINE = os.getenv("USE_RUST_ENGINE", "0") == "1"
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if USE_RUST_ENGINE:
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print(" [VecEnvAdapter] RUST Engine ENABLED (USE_RUST_ENGINE=1)")
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from ai.vec_env_rust import RustVectorEnv
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# Wrapper to inject MCTS_SIMS from env
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class VectorEnvAdapter(RustVectorEnv):
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def __init__(self, num_envs, action_space=None, opp_mode=0, force_start_order=-1):
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mcts_sims = int(os.getenv("MCTS_SIMS", "50"))
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super().__init__(num_envs, action_space, opp_mode, force_start_order, mcts_sims)
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else:
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# GPU Environment Toggle
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USE_GPU_ENV = os.getenv("USE_GPU_ENV", "0") == "1" or os.getenv("GPU_ENV", "0") == "1"
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if USE_GPU_ENV:
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try:
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from ai.vector_env_gpu import HAS_CUDA, VectorEnvGPU
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if HAS_CUDA:
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print(" [VecEnvAdapter] GPU Environment ENABLED (USE_GPU_ENV=1)")
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else:
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print(" [VecEnvAdapter] Warning: USE_GPU_ENV=1 but CUDA not available. Falling back to CPU.")
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USE_GPU_ENV = False
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except ImportError as e:
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print(f" [VecEnvAdapter] Warning: Failed to import GPU env: {e}. Falling back to CPU.")
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USE_GPU_ENV = False
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if not USE_GPU_ENV:
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from ai.environments.vector_env import VectorGameState
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class VectorEnvAdapter(VecEnv):
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"""
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Wraps the Numba-accelerated VectorGameState to be compatible with Stable-Baselines3.
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| 42 |
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| 43 |
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When USE_GPU_ENV=1 is set, uses VectorEnvGPU for GPU-resident environments
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with zero-copy observation transfer to PyTorch.
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"""
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metadata = {"render_modes": ["rgb_array"]}
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def __init__(self, num_envs, action_space=None, opp_mode=0, force_start_order=-1):
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self.num_envs = num_envs
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self.use_gpu = USE_GPU_ENV
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# For Legacy Adapter: Read MCTS_SIMS env var or default
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mcts_sims = int(os.getenv("MCTS_SIMS", "50"))
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if self.use_gpu:
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# GPU Env doesn't support MCTS yet, pass legacy args
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self.game_state = VectorEnvGPU(num_envs, opp_mode=opp_mode, force_start_order=force_start_order)
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else:
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self.game_state = VectorGameState(num_envs, opp_mode=opp_mode, force_start_order=force_start_order)
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| 62 |
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# Use Dynamic Dimension from Engine (IMAX 8k, Standard 2k, or Compressed 512)
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obs_dim = self.game_state.obs_dim
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| 64 |
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self.observation_space = spaces.Box(low=0, high=1, shape=(obs_dim,), dtype=np.float32)
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if action_space is None:
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# Check if game_state has defined action_space_dim (default 2000)
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if hasattr(self.game_state, "action_space_dim"):
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action_dim = self.game_state.action_space_dim
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else:
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# Fallback: The Engine always produces 2000-dim masks (Action IDs 0-1999)
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action_dim = 2000
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action_space = spaces.Discrete(action_dim)
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# Manually initialize VecEnv fields to bypass render_modes crash
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self.action_space = action_space
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self.actions = None
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self.render_mode = None
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| 80 |
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# Track previous scores for delta-based rewards
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| 81 |
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self.prev_scores = np.zeros(num_envs, dtype=np.int32)
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| 82 |
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self.prev_turns = np.zeros(num_envs, dtype=np.int32)
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| 83 |
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# Pre-allocate empty infos list (reused when no envs done)
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self._empty_infos = [{} for _ in range(num_envs)]
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| 86 |
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def reset(self):
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| 87 |
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"""
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| 88 |
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Reset all environments.
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| 89 |
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"""
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| 90 |
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self.game_state.reset()
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| 91 |
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self.prev_scores.fill(0) # Reset score tracking
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| 92 |
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self.prev_turns.fill(0) # Reset turn tracking
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| 93 |
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| 94 |
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obs = self.game_state.get_observations()
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| 95 |
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# Convert CuPy to NumPy if using GPU (SB3 expects numpy)
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| 96 |
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if self.use_gpu:
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try:
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import cupy as cp
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| 100 |
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if isinstance(obs, cp.ndarray):
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obs = cp.asnumpy(obs)
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| 102 |
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except:
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pass
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| 104 |
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return obs
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| 105 |
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| 106 |
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def step_async(self, actions):
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| 107 |
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"""
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| 108 |
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Tell the generic VecEnv wrapper to hold these actions.
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| 109 |
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"""
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| 110 |
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self.actions = actions
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| 111 |
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| 112 |
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def step_wait(self):
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| 113 |
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"""
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| 114 |
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Execute the actions on the Numba engine.
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| 115 |
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"""
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| 116 |
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# Ensure actions are int32 for Numba (avoid copy if already correct type)
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| 117 |
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if self.actions.dtype != np.int32:
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| 118 |
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actions_int32 = self.actions.astype(np.int32)
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| 119 |
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else:
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| 120 |
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actions_int32 = self.actions
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| 121 |
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| 122 |
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# Step the engine
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| 123 |
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obs, rewards, dones, infos = self.game_state.step(actions_int32)
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| 124 |
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| 125 |
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# Convert CuPy arrays to NumPy if using GPU (SB3 expects numpy)
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| 126 |
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if self.use_gpu:
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| 127 |
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try:
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| 128 |
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import cupy as cp
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| 129 |
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| 130 |
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if isinstance(obs, cp.ndarray):
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| 131 |
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obs = cp.asnumpy(obs)
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| 132 |
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if isinstance(rewards, cp.ndarray):
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| 133 |
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rewards = cp.asnumpy(rewards)
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| 134 |
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if isinstance(dones, cp.ndarray):
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| 135 |
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dones = cp.asnumpy(dones)
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| 136 |
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except:
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| 137 |
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pass
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| 138 |
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| 139 |
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return obs, rewards, dones, infos
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| 140 |
+
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| 141 |
+
def close(self):
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| 142 |
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pass
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| 143 |
+
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| 144 |
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def get_attr(self, attr_name, indices=None):
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| 145 |
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"""
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| 146 |
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Return attribute from vectorized environments.
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| 147 |
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"""
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| 148 |
+
if attr_name == "action_masks":
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| 149 |
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# Return function reference or result? SB3 usually looks for method
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| 150 |
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pass
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| 151 |
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return [None] * self.num_envs
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| 152 |
+
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| 153 |
+
def set_attr(self, attr_name, value, indices=None):
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| 154 |
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pass
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| 155 |
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| 156 |
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def env_method(self, method_name, *method_args, **method_kwargs):
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| 157 |
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"""
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| 158 |
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Call instance methods of vectorized environments.
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| 159 |
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"""
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| 160 |
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if method_name == "action_masks":
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| 161 |
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# Return list of masks for all envs
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| 162 |
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masks = self.game_state.get_action_masks()
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| 163 |
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if self.use_gpu:
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| 164 |
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try:
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| 165 |
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import cupy as cp
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| 166 |
+
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| 167 |
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if isinstance(masks, cp.ndarray):
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| 168 |
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masks = cp.asnumpy(masks)
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| 169 |
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except:
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| 170 |
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pass
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| 171 |
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return [masks[i] for i in range(self.num_envs)]
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| 172 |
+
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| 173 |
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return [None] * self.num_envs
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| 174 |
+
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| 175 |
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def env_is_wrapped(self, wrapper_class, indices=None):
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| 176 |
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return [False] * self.num_envs
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| 177 |
+
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| 178 |
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def action_masks(self):
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| 179 |
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"""
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| 180 |
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Required for MaskablePPO. Returns (num_envs, action_space.n) boolean array.
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| 181 |
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"""
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| 182 |
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masks = self.game_state.get_action_masks()
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| 183 |
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if self.use_gpu:
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| 184 |
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try:
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| 185 |
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import cupy as cp
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| 186 |
+
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| 187 |
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if isinstance(masks, cp.ndarray):
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| 188 |
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masks = cp.asnumpy(masks)
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| 189 |
+
except:
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| 190 |
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pass
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| 191 |
+
return masks
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