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alex csrc ale src games supported DoubleDunk.cpp
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csrc/ale/src/games/supported/DoubleDunk.cpp

/* *****************************************************************************
* A.L.E (Arcade Learning Environment)
* Copyright (c) 2009-2013 by Yavar Naddaf, Joel Veness, Marc G. Bellemare and
* the Reinforcement Learning and Artificial Intelligence Laboratory
* Released under the GNU General Public License; see License.txt for details.
*
* Based on: Stella -- "An Atari 2600 VCS Emulator"
* Copyright (c) 1995-2007 by Bradford W. Mott and the Stella team
*
* *****************************************************************************
*/
#include "DoubleDunk.hpp"
#include "../RomUtils.hpp"
namespace ale {
DoubleDunkSettings::DoubleDunkSettings() { reset(); }
/* create a new instance of the rom */
RomSettings* DoubleDunkSettings::clone() const {
return new DoubleDunkSettings(*this);
}
/* process the latest information from ALE */
void DoubleDunkSettings::step(const System& system) {
// update the reward
int my_score = getDecimalScore(0xF6, &system);
int oppt_score = getDecimalScore(0xF7, &system);
int score = my_score - oppt_score;
m_reward = score - m_score;
m_score = score;
// update terminal status
int some_value = readRam(&system, 0xFE);
m_terminal = (my_score >= 24 || oppt_score >= 24) && some_value == 0xE7;
}
/* is end of game */
bool DoubleDunkSettings::isTerminal() const { return m_terminal; };
/* get the most recently observed reward */
reward_t DoubleDunkSettings::getReward() const { return m_reward; }
/* is an action part of the minimal set? */
bool DoubleDunkSettings::isMinimal(const Action& a) const {
switch (a) {
case PLAYER_A_NOOP:
case PLAYER_A_FIRE:
case PLAYER_A_UP:
case PLAYER_A_RIGHT:
case PLAYER_A_LEFT:
case PLAYER_A_DOWN:
case PLAYER_A_UPRIGHT:
case PLAYER_A_UPLEFT:
case PLAYER_A_DOWNRIGHT:
case PLAYER_A_DOWNLEFT:
case PLAYER_A_UPFIRE:
case PLAYER_A_RIGHTFIRE:
case PLAYER_A_LEFTFIRE:
case PLAYER_A_DOWNFIRE:
case PLAYER_A_UPRIGHTFIRE:
case PLAYER_A_UPLEFTFIRE:
case PLAYER_A_DOWNRIGHTFIRE:
case PLAYER_A_DOWNLEFTFIRE:
return true;
default:
return false;
}
}
/* reset the state of the game */
void DoubleDunkSettings::reset() {
m_reward = 0;
m_score = 0;
m_terminal = false;
}
/* saves the state of the rom settings */
void DoubleDunkSettings::saveState(Serializer& ser) {
ser.putInt(m_reward);
ser.putInt(m_score);
ser.putBool(m_terminal);
}
// loads the state of the rom settings
void DoubleDunkSettings::loadState(Deserializer& ser) {
m_reward = ser.getInt();
m_score = ser.getInt();
m_terminal = ser.getBool();
}
ActionVect DoubleDunkSettings::getStartingActions() {
return {PLAYER_A_UPFIRE};
}
// returns a list of mode that the game can be played in
ModeVect DoubleDunkSettings::getAvailableModes() {
// this game has a menu that allows to define various yes/no options
// setting these options define in a way a different mode
// there are 4 relevant options, which makes 2^4=16 available modes
ModeVect modes(getNumModes());
for (unsigned int i = 0; i < modes.size(); i++) {
modes[i] = i;
}
return modes;
}
void DoubleDunkSettings::goDown(
System& system, std::unique_ptr<StellaEnvironmentWrapper>& environment) {
// this game has a menu that allows to define various yes/no options
// this function goes to the next option in the menu
int previousSelection = readRam(&system, 0xB0);
while (previousSelection == readRam(&system, 0xB0)) {
environment->act(PLAYER_A_DOWN, PLAYER_B_NOOP);
environment->act(PLAYER_A_NOOP, PLAYER_B_NOOP);
}
}
void DoubleDunkSettings::activateOption(
System& system, unsigned int bitOfInterest,
std::unique_ptr<StellaEnvironmentWrapper>& environment) {
// once we are at the proper option in the menu,
// if we want to enable it all we have to do is to go right
while ((readRam(&system, 0x80) & bitOfInterest) != bitOfInterest) {
environment->act(PLAYER_A_RIGHT, PLAYER_B_NOOP);
environment->act(PLAYER_A_NOOP, PLAYER_B_NOOP);
}
}
void DoubleDunkSettings::deactivateOption(
System& system, unsigned int bitOfInterest,
std::unique_ptr<StellaEnvironmentWrapper>& environment) {
// once we are at the proper optio in the menu,
// if we want to disable it all we have to do is to go left
while ((readRam(&system, 0x80) & bitOfInterest) == bitOfInterest) {
environment->act(PLAYER_A_LEFT, PLAYER_B_NOOP);
environment->act(PLAYER_A_NOOP, PLAYER_B_NOOP);
}
}
// set the mode of the game
// the given mode must be one returned by the previous function
void DoubleDunkSettings::setMode(
game_mode_t m, System& system,
std::unique_ptr<StellaEnvironmentWrapper> environment) {
if (m < getNumModes()) {
environment->pressSelect();
//discard the first two entries (irrelevant)
goDown(system, environment);
goDown(system, environment);
//deal with the 3 points option
if (m & 1) {
activateOption(system, 0x08, environment);
} else {
deactivateOption(system, 0x08, environment);
}
//deal with the 10 seconds option
goDown(system, environment);
if (m & 2) {
activateOption(system, 0x10, environment);
} else {
deactivateOption(system, 0x10, environment);
}
//deal with the 3 seconds option
goDown(system, environment);
if (m & 4) {
activateOption(system, 0x04, environment);
} else {
deactivateOption(system, 0x04, environment);
}
//deal with the foul option
goDown(system, environment);
if (m & 8) {
activateOption(system, 0x20, environment);
} else {
deactivateOption(system, 0x20, environment);
}
//reset the environment to apply changes.
environment->softReset();
//apply starting action
environment->act(PLAYER_A_UPFIRE, PLAYER_B_NOOP);
environment->act(PLAYER_A_NOOP, PLAYER_B_NOOP);
} else {
throw std::runtime_error("This mode doesn't currently exist for this game");
}
}
} // namespace ale