Class: ALEInterface
- Inherits:
-
Object
- Object
- ALEInterface
- Defined in:
- lib/ale_ruby_interface.rb
Overview
This is the main class
Instance Method Summary collapse
-
#act(action) ⇒ Object
Applies an action to the game and returns the reward.
-
#clone_state ⇒ Object
Makes a copy of the environment state.
-
#clone_system_state ⇒ Object
This makes a copy of the system and environment state, suitable for serialization.
-
#decode_state ⇒ Object
encode_staten method.
-
#delete_state(state) ⇒ Object
delete_state method.
-
#encode_state ⇒ Object
encode_staten method.
-
#encode_state_len(state) ⇒ Object
encode_state_len method.
-
#game_over ⇒ Object
Indicates if the game has ended.
-
#get_available_difficulties ⇒ Object
Returns the vector of difficulties available for the current game.
-
#get_available_modes ⇒ Object
Returns the vector of modes available for the current game.
-
#get_bool(key) ⇒ Object
Gets the value of any flag passed as parameter that has a boolean value.
-
#get_episode_frame_number ⇒ Object
Returns the current frame number since the start of the cur- rent episode.
-
#get_float(key) ⇒ Object
Gets the value of any flag passed as parameter that has a float value.
-
#get_frame_number ⇒ Object
Returns the current frame number since the loading of the ROM.
-
#get_int(key) ⇒ Object
Gets the value of any flag passed as parameter that has an integer value.
-
#get_legal_action_set ⇒ Object
Returns the vector of legal actions (all the 18 actions).
-
#get_minimal_action_set ⇒ Object
Returns the vector of the minimal set of actions needed to play the game (all actions that have some effect on the game).
-
#get_RAM ⇒ Object
Returns a vector containing current RAM content (byte-level).
-
#get_RAM_size ⇒ Object
get_RAM_size method.
-
#get_screen(screen_data = nil) ⇒ Object
Returns a matrix containing the current game screen.
-
#get_screen_dims ⇒ Object
get_screen_dims method.
-
#get_screen_grayscale(screen_data = nil) ⇒ Object
This method fills the given vector with a grayscale version of the current screen, provided in row- major order (typically yielding 210 × 160 = 33, 600 entries).
-
#get_screen_RGB ⇒ Object
This method fills the given vector with a RGB version of the current screen, provided in row, column, then colour channel order (typically yielding 210 × 160 × 3 = 100, 800 entries).
-
#get_string(key) ⇒ Object
Gets the value of any flag passed as parameter that has a string value.
-
#initialize ⇒ ALEInterface
constructor
initialize method.
-
#lives ⇒ Object
Returns the agent’s remaining number of lives.
-
#load_ROM(rom_file) ⇒ Object
TODO: load_ROM method.
-
#load_state ⇒ Object
Loads a previous saved state of the system once we have a state saved.
-
#reset_game ⇒ Object
Resets the game, but not the full system (it is not “equivalent” to un- plugging the console from electricity).
-
#restore_state(state) ⇒ Object
Reverse operation of cloneState().
-
#restore_system_state ⇒ Object
Reverse operation of cloneSystemState.
-
#save_screen_PNG(filename) ⇒ Object
Saves the current screen as a png file.
-
#save_state ⇒ Object
Saves the current state of the system if one wants to be able to recover a state in the future; e.g.
-
#set_bool(key, value) ⇒ Object
Sets the value of any flag that has a boolean type.
-
#set_difficulty(difficulty) ⇒ Object
Sets the difficulty of the game.
-
#set_float(key, value) ⇒ Object
Sets the value of any flag that has a float type.
-
#set_int(key, value) ⇒ Object
Sets the value of any flag that has an integer type.
-
#set_mode(mode) ⇒ Object
Sets the mode of the game.
-
#set_string(key, value) ⇒ Object
Sets the value of any flag that has a string type.
Constructor Details
#initialize ⇒ ALEInterface
initialize method
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# File 'lib/ale_ruby_interface.rb', line 65 def initialize # if ale.cfg doesn't exist, will create one. src = File.join(File.dirname(__FILE__), "ale.cfg") dest = './ale.cfg' if !File.exist?('./ale.cfg') FileUtils.cp(src, dest) puts "Created ale.cfg successfully" end @obj = ALELib.ALE_new end |
Instance Method Details
#act(action) ⇒ Object
Applies an action to the game and returns the reward. It is the user’s responsibility to check if the game has ended and to reset it when necessary (this method will keep pressing buttons on the game over screen).
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# File 'lib/ale_ruby_interface.rb', line 133 def act(action) ALELib.act(@obj, action.to_i) end |
#clone_state ⇒ Object
Makes a copy of the environment state. This copy does not include pseudo-randomness, making it suitable for planning purposes. By contrast, see cloneSystemState.
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# File 'lib/ale_ruby_interface.rb', line 331 def clone_state return ALELib.cloneState(@obj) end |
#clone_system_state ⇒ Object
This makes a copy of the system and environment state, suitable for serialization. This includes pseudo-randomness and so is not suitable for planning purposes.
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# File 'lib/ale_ruby_interface.rb', line 343 def clone_system_state return ALELib.cloneSystemState(@obj) end |
#decode_state ⇒ Object
encode_staten method
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# File 'lib/ale_ruby_interface.rb', line 371 def decode_state; end |
#delete_state(state) ⇒ Object
delete_state method
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# File 'lib/ale_ruby_interface.rb', line 355 def delete_state(state) ALELib.deleteState(state) end |
#encode_state ⇒ Object
encode_staten method
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# File 'lib/ale_ruby_interface.rb', line 367 def encode_state; end |
#encode_state_len(state) ⇒ Object
encode_state_len method
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# File 'lib/ale_ruby_interface.rb', line 361 def encode_state_len(state) return ALELib.encodeStateLen(state) end |
#game_over ⇒ Object
Indicates if the game has ended.
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# File 'lib/ale_ruby_interface.rb', line 139 def game_over ALELib.game_over(@obj) end |
#get_available_difficulties ⇒ Object
Returns the vector of difficulties available for the current game. This should be called only after the ROM is loaded.
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# File 'lib/ale_ruby_interface.rb', line 198 def get_available_difficulties difficulties_size = ALELib.getAvailableDifficultiesSize(@obj) difficulties = NMatrix.zeros [difficulties_size] FFI::MemoryPointer.new(:int, difficulties.size) do |p| p.put_array_of_int(0, difficulties) ALELib.getAvailableDifficulties(@obj, p) return p.read_array_of_int(difficulties_size) end end |
#get_available_modes ⇒ Object
Returns the vector of modes available for the current game. This should be called only after the ROM is loaded.
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# File 'lib/ale_ruby_interface.rb', line 178 def get_available_modes modes_size = ALELib.getAvailableModesSize(@obj) modes = NMatrix.zeros [modes_size] FFI::MemoryPointer.new(:int, modes.size) do |p| p.put_array_of_int(0, modes) ALELib.getAvailableModes(@obj, p) return p.read_array_of_int(modes_size) end end |
#get_bool(key) ⇒ Object
Gets the value of any flag passed as parameter that has a boolean value
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# File 'lib/ale_ruby_interface.rb', line 90 def get_bool(key) ALELib.getBool(@obj, key) end |
#get_episode_frame_number ⇒ Object
Returns the current frame number since the start of the cur- rent episode.
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# File 'lib/ale_ruby_interface.rb', line 229 def get_episode_frame_number ALELib.getEpisodeFrameNumber(@obj) end |
#get_float(key) ⇒ Object
Gets the value of any flag passed as parameter that has a float value
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# File 'lib/ale_ruby_interface.rb', line 96 def get_float(key) ALELib.getFloat(@obj, key) end |
#get_frame_number ⇒ Object
Returns the current frame number since the loading of the ROM.
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# File 'lib/ale_ruby_interface.rb', line 217 def get_frame_number ALELib.getFrameNumber(@obj) end |
#get_int(key) ⇒ Object
Gets the value of any flag passed as parameter that has an integer value
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# File 'lib/ale_ruby_interface.rb', line 84 def get_int(key) ALELib.getInt(@obj, key) end |
#get_legal_action_set ⇒ Object
Returns the vector of legal actions (all the 18 actions). This should be called only after the ROM is loaded.
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# File 'lib/ale_ruby_interface.rb', line 152 def get_legal_action_set act_size = ALELib.getLegalActionSize(@obj) act = NMatrix.zeros [act_size] FFI::MemoryPointer.new(:int, act.size) do |p| p.put_array_of_int(0, act) ALELib.getLegalActionSet(@obj, p) return p.read_array_of_int(act_size) end end |
#get_minimal_action_set ⇒ Object
Returns the vector of the minimal set of actions needed to play the game (all actions that have some effect on the game). This should be called only after the ROM is loaded.
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# File 'lib/ale_ruby_interface.rb', line 165 def get_minimal_action_set act_size = ALELib.getMinimalActionSize(@obj) act = NMatrix.zeros [act_size] FFI::MemoryPointer.new(:int, act.size) do |p| p.put_array_of_int(0, act) ALELib.getMinimalActionSet(@obj, p) return p.read_array_of_int(act_size) end end |
#get_RAM ⇒ Object
Returns a vector containing current RAM content (byte-level).
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# File 'lib/ale_ruby_interface.rb', line 299 def get_RAM() ram_size = ALELib.getRAMSize(@obj) FFI::MemoryPointer.new(:uint64, ram_size) do |p| ALELib.getRAM(@obj, p) return NMatrix.new( [ram_size], p.read_array_of_uint8(ram_size), dtype: :int16 ) end end |
#get_RAM_size ⇒ Object
get_RAM_size method
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# File 'lib/ale_ruby_interface.rb', line 293 def get_RAM_size ALELib.getRAMSize(@obj) end |
#get_screen(screen_data = nil) ⇒ Object
Returns a matrix containing the current game screen.
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# File 'lib/ale_ruby_interface.rb', line 243 def get_screen(screen_data = nil) # This function fills screen_data with the RAW Pixel data width = ALELib.getScreenWidth(@obj) height = ALELib.getScreenHeight(@obj) size = width * height FFI::MemoryPointer.new(:uint8, size) do |p| ALELib.getScreen(@obj, p) return NMatrix.new( [width * height], p.read_array_of_uint8(size), dtype: :int16 ) end end |
#get_screen_dims ⇒ Object
get_screen_dims method
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# File 'lib/ale_ruby_interface.rb', line 235 def get_screen_dims width = ALELib.getScreenWidth(@obj) height = ALELib.getScreenHeight(@obj) { width: width, height: height } end |
#get_screen_grayscale(screen_data = nil) ⇒ Object
This method fills the given vector with a grayscale version of the current screen, provided in row- major order (typically yielding 210 × 160 = 33, 600 entries). The vector is resized as needed. For efficiency it is recommended to initialize the vector beforehand, to make sure an allocation is not performed at each time step. Note that the grayscale value corresponds to the pixel’s luminance; for more details, consult the web.
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# File 'lib/ale_ruby_interface.rb', line 277 def get_screen_grayscale(screen_data = nil) width = ALELib.getScreenWidth(@obj) height = ALELib.getScreenHeight(@obj) size = width * height * 1 FFI::MemoryPointer.new(:uint8, size) do |p| ALELib.getScreenGrayscale(@obj, p) return NMatrix.new( [width, height, 1], p.read_array_of_uint8(size), dtype: :int16 ) end end |
#get_screen_RGB ⇒ Object
This method fills the given vector with a RGB version of the current screen, provided in row, column, then colour channel order (typically yielding 210 × 160 × 3 = 100, 800 entries). The colour channels themselves are, in order: R, G, B. For example, output_rgb_buffer[(160 * 3) * 1 + 52 * 3 + 1] corresponds to the 2nd row, 53rd column pixel’s green value. The vector is resized as needed. Still, for efficiency it is recommended to initialize the vector beforehand, to make sure an allocation is not performed at each time step.
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# File 'lib/ale_ruby_interface.rb', line 260 def get_screen_RGB() # This function fills screen_data with the data in RGB format width = ALELib.getScreenWidth(@obj) height = ALELib.getScreenHeight(@obj) size = width * height * 3 FFI::MemoryPointer.new(:uint8, size) do |p| ALELib.getScreenRGB(@obj, p) return NMatrix.new( [width, height, 3], p.read_array_of_uint8(size), dtype: :int16 ) end end |
#get_string(key) ⇒ Object
Gets the value of any flag passed as parameter that has a string value
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# File 'lib/ale_ruby_interface.rb', line 78 def get_string(key) ALELib.getString(@obj, key) end |
#lives ⇒ Object
Returns the agent’s remaining number of lives. If the game does not have the concept of lives (e.g. Freeway), this function returns 0.
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# File 'lib/ale_ruby_interface.rb', line 223 def lives ALELib.lives(@obj) end |
#load_ROM(rom_file) ⇒ Object
TODO: load_ROM method
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# File 'lib/ale_ruby_interface.rb', line 126 def load_ROM(rom_file) ALELib.loadROM(@obj, rom_file) end |
#load_state ⇒ Object
Loads a previous saved state of the system once we have a state saved.
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# File 'lib/ale_ruby_interface.rb', line 325 def load_state return ALELib.loadState(@obj) end |
#reset_game ⇒ Object
Resets the game, but not the full system (it is not “equivalent” to un- plugging the console from electricity).
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# File 'lib/ale_ruby_interface.rb', line 145 def reset_game ALELib.reset_game(@obj) end |
#restore_state(state) ⇒ Object
Reverse operation of cloneState(). This does not restore pseudo-randomness, so that repeated calls to restoreState() in the stochastic controls setting will not lead to the same outcomes. By contrast, see restoreSystemState.
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# File 'lib/ale_ruby_interface.rb', line 337 def restore_state(state) ALELib.restoreState(@obj, state) end |
#restore_system_state ⇒ Object
Reverse operation of cloneSystemState.
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# File 'lib/ale_ruby_interface.rb', line 349 def restore_system_state ALELib.restoreSystemState(@obj) end |
#save_screen_PNG(filename) ⇒ Object
Saves the current screen as a png file.
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# File 'lib/ale_ruby_interface.rb', line 313 def save_screen_PNG(filename) return ALELib.saveScreenPNG(@obj, filename) end |
#save_state ⇒ Object
Saves the current state of the system if one wants to be able to recover a state in the future; e.g. in search algorithms.
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# File 'lib/ale_ruby_interface.rb', line 319 def save_state return ALELib.saveState(@obj) end |
#set_bool(key, value) ⇒ Object
Sets the value of any flag that has a boolean type
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# File 'lib/ale_ruby_interface.rb', line 114 def set_bool(key, value) ALELib.setBool(@obj, key, value) end |
#set_difficulty(difficulty) ⇒ Object
Sets the difficulty of the game. The difficulty must be an available mode (otherwise it throws an exception). This should be called only after the ROM is loaded.
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# File 'lib/ale_ruby_interface.rb', line 211 def set_difficulty(difficulty) ALELib.set_mode(@obj, difficulty) end |
#set_float(key, value) ⇒ Object
Sets the value of any flag that has a float type
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# File 'lib/ale_ruby_interface.rb', line 120 def set_float(key, value) ALELib.setFloat(@obj, key, value) end |
#set_int(key, value) ⇒ Object
Sets the value of any flag that has an integer type
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# File 'lib/ale_ruby_interface.rb', line 108 def set_int(key, value) ALELib.setInt(@obj, key, value) end |
#set_mode(mode) ⇒ Object
Sets the mode of the game. The mode must be an available mode (otherwise it throws an exception). This should be called only after the ROM is loaded.
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# File 'lib/ale_ruby_interface.rb', line 191 def set_mode(mode) ALELib.set_mode(@obj, mode) end |
#set_string(key, value) ⇒ Object
Sets the value of any flag that has a string type
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# File 'lib/ale_ruby_interface.rb', line 102 def set_string(key, value) ALELib.setString(@obj, key, value) end |