Ejemplo n.º 1
0
def merge(*args, quiet=True):
    import retro
    known_hashes = {}
    imported_games = 0
    for game in retro.list_games():
        shafile = os.path.join(retro.get_game_path(game), 'rom.sha')
        with open(shafile) as f:
            shas = f.read().strip().split('\n')
        for ext, platform in retro.EMU_EXTENSIONS.items():
            if game.endswith('-' + platform):
                break
        for sha in shas:
            known_hashes[sha] = (game, ext)
    for rom in args:
        try:
            data, hash = groom_rom(rom)
        except IOError:
            continue
        if hash in known_hashes:
            game, ext = known_hashes[hash]
            if not quiet:
                print('Importing', game)
            with open(os.path.join(retro.get_game_path(game), 'rom%s' % ext),
                      'wb') as f:
                f.write(data)
            imported_games += 1
    if not quiet:
        print('Imported %i games' % imported_games)
Ejemplo n.º 2
0
def verify_roms():
    warnings = []
    errors = []

    for game in retro.list_games():
        w, e = verify_rom(game)
        warnings.extend(w)
        errors.extend(e)

    return warnings, errors
Ejemplo n.º 3
0
def list_states(args):
    if args.game:
        games = args.game
    else:
        games = retro.list_games()
        games.sort()
    for game in games:
        states = retro.list_states(game)
        print(game + ':')
        states.sort()
        for state in states:
            print('  ' + state)
Ejemplo n.º 4
0
def verify_json():
    warnings = []
    errors = []
    for game in retro.list_games():
        gamedir = retro.get_game_path(game)
        w, e = verify_data(game)
        warnings.extend(w)
        errors.extend(e)

        w, e = verify_scenario(game)
        warnings.extend(w)
        errors.extend(e)
    return warnings, errors
Ejemplo n.º 5
0
def scan_missing():
    missing = []
    for game in retro.list_games():
        gamedir = retro.get_game_path(game)
        if not os.path.isfile(os.path.join(gamedir, 'data.json')):
            missing.append((game, 'data.json'))
        if not os.path.isfile(os.path.join(gamedir, 'scenario.json')):
            missing.append((game, 'scenario.json'))
        if not os.path.isfile(os.path.join(gamedir, 'metadata.json')):
            missing.append((game, 'metadata.json'))
        if not retro.list_states(game):
            missing.append((game, '*.state'))
        if not os.path.isfile(os.path.join(gamedir, 'rom.sha')):
            missing.append((game, 'rom.sha'))
    return missing
Ejemplo n.º 6
0
def verify_hash_collisions():
    errors = []
    seen_hashes = {}
    for game in retro.list_games():
        gamedir = retro.get_game_path(game)
        try:
            with open(os.path.join(gamedir, 'rom.sha')) as f:
                expected_shas = f.read().strip().split('\n')
        except IOError:
            continue
        for expected_sha in expected_shas:
            seen = seen_hashes.get(expected_sha, [])
            seen.append(game)
            seen_hashes[expected_sha] = seen
    for sha, games in seen_hashes.items():
        if len(games) < 2:
            continue
        for game in games:
            errors.append((game, 'sha duplicate'))
    return [], errors
Ejemplo n.º 7
0
def main():
    parser = argparse.ArgumentParser()
    parser.add_argument('--game', help='retro game to use')
    parser.add_argument('--state', help='retro state to start from')
    parser.add_argument('--scenario',
                        help='scenario to use',
                        default='scenario')
    args = parser.parse_args()

    if args.game is None:
        print('Please specify a game with --game <game>')
        print('Available games:')
        for game in sorted(retro.list_games()):
            print(game)
        sys.exit(1)

    if args.state is None:
        print('Please specify a state with --state <state>')
        print('Available states:')
        for state in sorted(retro.list_states(args.game)):
            print(state)
        sys.exit(1)

    env = retro.make(game=args.game,
                     state=args.state,
                     use_restricted_actions=retro.ACTIONS_ALL,
                     scenario=args.scenario)
    obs = env.reset()
    screen_height, screen_width = obs.shape[:2]

    random.seed(0)

    key_handler = pyglet.window.key.KeyStateHandler()
    win_width = 2000
    win_height = win_width * screen_height // screen_width
    win = pyglet.window.Window(width=win_width, height=win_height, vsync=False)

    if hasattr(win.context, '_nscontext'):
        pixel_scale = win.context._nscontext.view().backingScaleFactor()

    win.width = win.width // pixel_scale
    win.height = win.height // pixel_scale

    joysticks = pyglet.input.get_joysticks()
    if len(joysticks) > 0:
        joystick = joysticks[0]
        joystick.open()
    else:
        joystick = None

    win.push_handlers(key_handler)

    key_previous_states = {}
    button_previous_states = {}

    steps = 0
    recorded_actions = []
    recorded_states = []

    pyglet.app.platform_event_loop.start()

    fps_display = pyglet.clock.ClockDisplay()
    clock.set_fps_limit(60)

    glEnable(GL_TEXTURE_2D)
    texture_id = GLuint(0)
    glGenTextures(1, ctypes.byref(texture_id))
    glBindTexture(GL_TEXTURE_2D, texture_id)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, screen_width, screen_height, 0,
                 GL_RGB, GL_UNSIGNED_BYTE, None)

    while not win.has_exit:
        win.dispatch_events()

        win.clear()

        keys_clicked = set()
        keys_pressed = set()
        for key_code, pressed in key_handler.items():
            if pressed:
                keys_pressed.add(key_code)

            if not key_previous_states.get(key_code, False) and pressed:
                keys_clicked.add(key_code)
            key_previous_states[key_code] = pressed

        buttons_clicked = set()
        buttons_pressed = set()
        if joystick is not None:
            for button_code, pressed in enumerate(joystick.buttons):
                if pressed:
                    buttons_pressed.add(button_code)

                if not button_previous_states.get(button_code,
                                                  False) and pressed:
                    buttons_clicked.add(button_code)
                button_previous_states[button_code] = pressed

        if keycodes.R in keys_clicked or buttoncodes.LEFT_BUMPER in buttons_clicked:
            if len(recorded_states) > 1:
                recorded_states.pop()
                steps, save_state = recorded_states.pop()
                recorded_states = recorded_states[:steps]
                recorded_actions = recorded_actions[:steps]
                env.em.set_state(save_state)

        if keycodes.ESCAPE in keys_pressed or buttoncodes.XBOX in buttons_clicked:
            # record all the actions so far to a bk2 and exit
            i = 0
            while True:
                movie_filename = 'human/%s/%s/%s-%s-%04d.bk2' % (
                    args.game, args.scenario, args.game, args.state, i)
                if not os.path.exists(movie_filename):
                    break
                i += 1
            os.makedirs(os.path.dirname(movie_filename), exist_ok=True)
            env.record_movie(movie_filename)
            env.reset()
            for step, act in enumerate(recorded_actions):
                if step % 1000 == 0:
                    print('saving %d/%d' % (step, len(recorded_actions)))
                env.step(act)
            env.stop_record()
            print('complete')
            sys.exit(1)

        inputs = {
            'A':
            keycodes.Z in keys_pressed or buttoncodes.A in buttons_pressed,
            'B':
            keycodes.X in keys_pressed or buttoncodes.B in buttons_pressed,
            'C':
            keycodes.C in keys_pressed,
            'X':
            keycodes.A in keys_pressed or buttoncodes.X in buttons_pressed,
            'Y':
            keycodes.S in keys_pressed or buttoncodes.Y in buttons_pressed,
            'Z':
            keycodes.D in keys_pressed,
            'UP':
            keycodes.UP in keys_pressed or buttoncodes.D_UP in buttons_pressed,
            'DOWN':
            keycodes.DOWN in keys_pressed
            or buttoncodes.D_DOWN in buttons_pressed,
            'LEFT':
            keycodes.LEFT in keys_pressed
            or buttoncodes.D_LEFT in buttons_pressed,
            'RIGHT':
            keycodes.RIGHT in keys_pressed
            or buttoncodes.D_RIGHT in buttons_pressed,
            'MODE':
            keycodes.TAB in keys_pressed
            or buttoncodes.SELECT in buttons_pressed,
            'START':
            keycodes.ENTER in keys_pressed
            or buttoncodes.START in buttons_pressed,
        }
        action = [inputs[b] for b in env.BUTTONS]

        if steps % SAVE_PERIOD == 0:
            recorded_states.append((steps, env.em.get_state()))
        obs, rew, done, info = env.step(action)
        recorded_actions.append(action)
        steps += 1

        glBindTexture(GL_TEXTURE_2D, texture_id)
        video_buffer = ctypes.cast(obs.tobytes(),
                                   ctypes.POINTER(ctypes.c_short))
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, obs.shape[1], obs.shape[0],
                        GL_RGB, GL_UNSIGNED_BYTE, video_buffer)

        x = 0
        y = 0
        h = win.height
        w = win.width

        pyglet.graphics.draw(
            4,
            pyglet.gl.GL_QUADS,
            ('v2f', [x, y, x + w, y, x + w, y + h, x, y + h]),
            ('t2f', [0, 1, 1, 1, 1, 0, 0, 0]),
        )

        fps_display.draw()

        win.flip()

        # process joystick events
        timeout = clock.get_sleep_time(False)
        pyglet.app.platform_event_loop.step(timeout)

        clock.tick()

    pyglet.app.platform_event_loop.stop()
Ejemplo n.º 8
0
def list_games(args):
    games = retro.list_games()
    if args.system:
        games = [game for game in games if game.endswith('-' + args.system)]
    games.sort()
    print(*games, sep='\n')
Ejemplo n.º 9
0
"""
Environments and wrappers for Sonic training.
"""

import gym
import numpy as np
import retro

from atari_wrappers import WarpFrame, FrameStack

count = 0
envs = []
for game in retro.list_games():
    if "Sonic" in game:
        for state in retro.list_states(game):
            envs.append((game, state))
            count += 1


def make_envs(stack=True, scale_rew=True, backtracking=True, num=count):
    return [
        make_env(stack=stack,
                 scale_rew=scale_rew,
                 backtracking=backtracking,
                 i=i) for i in range(num)
    ]


def make_env(stack=True, scale_rew=True, backtracking=True, i=0):
    """
    Create an environment with some standard wrappers.
import pytest
import retro
import os
import warnings as w
import subprocess

warnings = []
errors = []


@pytest.fixture(params=[g.replace('-', '_') for g in retro.list_games()])
def game(request):
    return request.param.replace('_', '-')


def error(test, info):
    global errors
    errors.append((test, info))


def warn(test, info):
    global warnings
    w.warn('%s: %s' % (test, info))
    warnings.append((test, info))


def handle(warnings, errors):
    for warning in warnings:
        warn(*warning)
    for err in errors:
        error(*err)
Ejemplo n.º 11
0
import retro

print(retro.list_games())
Ejemplo n.º 12
0
Archivo: main.py Proyecto: k-danna/a2c
def main():

    #ensure directory hierarchy is made
    dirs = ['logs', 'logs/model', 'logs/records', 'logs/tmp']
    for path in dirs:
        if not os.path.exists(path):
            os.makedirs(path)
        #clean directorys but keep hierarchy
        if not path == dirs[0] and not params.recover:
            for old_file in os.listdir(path):
                os.remove(os.path.join(path, old_file))

    #init the environment depending on the name
    if params.env_name in retro.list_games():
        #init env without recorder
        env = retro.make(game=params.env_name,
                         state=params.env_state,
                         use_restricted_actions=retro.ACTIONS_DISCRETE)
    else:
        env = gym.make(params.env_name)

    env.seed(params.seed)
    print('[+] environment %s initialized' % params.env_name)

    #since we are preprocessing state
    state = env.reset()
    n_actions = env.action_space.n  #discrete env
    state_shape = worker(None).process_state(state).shape
    print('[*] state shape: %s --> %s\n[*] actions: %s' %
          (state.shape, state_shape, n_actions))
    agent = worker(model(state_shape, n_actions, recover=params.recover))
    print('[+] worker %s' % agent.model.status)

    agent.train(env,
                episodes=params.train_episodes,
                max_steps=params.train_max_steps,
                batch_size=params.train_batch,
                print_interval=params.train_print_interval)

    #close train env, create new instance to record test games
    if params.env_name in retro.list_games():
        env.close()
        env = retro.make(game='SonicTheHedgehog-Genesis',
                         state='GreenHillZone.Act1',
                         record=os.path.join(params.out_dir, 'records'),
                         use_restricted_actions=retro.ACTIONS_DISCRETE)
    else:
        env.close()
        #func that indicates which episodes to record and write
        vc = lambda n: n in [
            int(x) for x in np.linspace(params.test_episodes - 1, 0, params.
                                        test_records)
        ]

        #wrapper that records episodes
        #fails on reset if game not done
        env = gym.wrappers.Monitor(env,
                                   directory=os.path.join(
                                       params.out_dir, 'records'),
                                   force=True,
                                   video_callable=vc)

    #test and close the env
    agent.test(env,
               episodes=params.test_episodes,
               max_steps=params.test_max_steps,
               out_dir=params.out_dir,
               print_interval=params.test_print_interval)
    env.close()