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rem_gui.py
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335 lines (283 loc) · 12.7 KB
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import numpy as np
import pygame
from ocatari.core import OCAtari, UPSCALE_FACTOR
from tqdm import tqdm
from hackatari.utils import load_color_swaps
from hackatari.core import HackAtari
import atexit
"""
This script can be used to identify any RAM positions that
influence the color of a specific pixel. This can be used to
identify the values that belong to a GameObject.
"""
RAM_RENDER_WIDTH = 1000
RAM_N_COLS = 8
RAM_CELL_WIDTH = 115
RAM_CELL_HEIGHT = 45
class Renderer:
window: pygame.Surface
clock: pygame.time.Clock
env: OCAtari
def __init__(self, env_name: str, modifs: list, reward_function: str, color_swaps: dict, no_render: list = []):
self.env = HackAtari(env_name, modifs, reward_function, colorswaps=color_swaps, mode="ram", hud=True, render_mode="rgb_array",
render_oc_overlay=True, frameskip=1, obs_mode="obj")
self.env.reset(seed=42)
self.current_frame = self.env.render()
self._init_pygame(self.current_frame)
self.paused = False
self.current_keys_down = set()
self.current_mouse_pos = None
self.keys2actions = self.env.unwrapped.get_keys_to_action()
self.ram_grid_anchor_left = self.env_render_shape[0] + 28
self.ram_grid_anchor_top = 28
self.active_cell_idx = None
self.candidate_cell_ids = []
self.current_active_cell_input : str = ""
self.no_render = no_render
def _init_pygame(self, sample_image):
pygame.init()
pygame.display.set_caption("OCAtari Environment")
self.env_render_shape = sample_image.shape[:2]
window_size = (self.env_render_shape[0] + RAM_RENDER_WIDTH, self.env_render_shape[1])
self.window = pygame.display.set_mode(window_size)
self.clock = pygame.time.Clock()
self.ram_cell_id_font = pygame.font.SysFont('Pixel12x10', 25)
self.ram_cell_value_font = pygame.font.SysFont('Pixel12x10', 30)
def run(self):
self.running = True
while self.running:
self._handle_user_input()
if not self.paused:
action = self._get_action()
reward = self.env.step(action)[1]
if reward != 0:
print(reward)
pass
self.current_frame = self.env.render().copy()
self._render()
pygame.quit()
def _get_action(self):
pressed_keys = list(self.current_keys_down)
pressed_keys.sort()
pressed_keys = tuple(pressed_keys)
if pressed_keys in self.keys2actions.keys():
return self.keys2actions[pressed_keys]
else:
return 0 # NOOP
def _handle_user_input(self):
self.current_mouse_pos = np.asarray(pygame.mouse.get_pos())
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT: # window close button clicked
self.running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1: # left mouse button pressed
x = self.current_mouse_pos[0] // UPSCALE_FACTOR
y = self.current_mouse_pos[1] // UPSCALE_FACTOR
if x < 160:
self.find_causative_ram(x, y)
else:
self.active_cell_idx = self._get_cell_under_mouse()
self.current_active_cell_input = ""
elif event.button == 3: # right mouse button pressed
to_hide = self._get_cell_under_mouse()
if to_hide in self.no_render:
self.no_render.remove(to_hide)
else:
self.no_render.append(to_hide)
elif event.button == 4: # mousewheel up
cell_idx = self._get_cell_under_mouse()
if cell_idx is not None:
self._increment_ram_value_at(cell_idx)
elif event.button == 5: # mousewheel down
cell_idx = self._get_cell_under_mouse()
if cell_idx is not None:
self._decrement_ram_value_at(cell_idx)
elif event.type == pygame.KEYDOWN: # keyboard key pressed
if event.key == pygame.K_p: # 'P': pause/resume
self.paused = not self.paused
if event.key == pygame.K_r: # 'R': reset
self.env.reset()
elif event.key == pygame.K_ESCAPE and self.active_cell_idx is not None:
self._unselect_active_cell()
elif (event.key,) in self.keys2actions.keys(): # env action
self.current_keys_down.add(event.key)
elif pygame.K_0 <= event.key <= pygame.K_9: # enter digit
char = str(event.key - pygame.K_0)
if self.active_cell_idx is not None:
self.current_active_cell_input += char
elif pygame.K_KP1 <= event.key <= pygame.K_KP0: # enter digit
char = str((event.key - pygame.K_KP1 + 1) % 10)
if self.active_cell_idx is not None:
self.current_active_cell_input += char
elif event.key == pygame.K_BACKSPACE: # remove character
if self.active_cell_idx is not None:
self.current_active_cell_input = self.current_active_cell_input[:-1]
elif event.key == pygame.K_RETURN:
if self.active_cell_idx is not None:
if len(self.current_active_cell_input) > 0:
new_cell_value = int(self.current_active_cell_input)
if new_cell_value < 256:
self._set_ram_value_at(self.active_cell_idx, new_cell_value)
self._unselect_active_cell()
elif event.type == pygame.KEYUP: # keyboard key released
if (event.key,) in self.keys2actions.keys():
self.current_keys_down.remove(event.key)
def _render(self, frame=None):
self.window.fill((0, 0, 0)) # clear the entire window
self._render_atari(frame)
self._render_ram()
self._render_hover()
pygame.display.flip()
pygame.event.pump()
def _render_atari(self, frame=None):
if frame is None:
frame = self.current_frame
frame_surface = pygame.Surface(self.env_render_shape)
pygame.pixelcopy.array_to_surface(frame_surface, frame)
self.window.blit(frame_surface, (0, 0))
self.clock.tick(60)
def _render_ram(self):
ale = self.env.unwrapped.ale
ram = ale.getRAM()
for i, value in enumerate(ram):
self._render_ram_cell(i, value)
def _get_ram_value_at(self, idx: int):
ale = self.env.unwrapped.ale
ram = ale.getRAM()
return ram[idx]
def _set_ram_value_at(self, idx: int, value: int):
ale = self.env.unwrapped.ale
ale.setRAM(idx, value)
# self.current_frame = self.env.render()
# self._render()
def _set_ram(self, values):
ale = self.env.unwrapped.ale
for k, value in enumerate(values):
ale.setRAM(k, value)
def _increment_ram_value_at(self, idx: int):
value = self._get_ram_value_at(idx)
self._set_ram_value_at(idx, min(value + 1, 255))
def _decrement_ram_value_at(self, idx: int):
value = self._get_ram_value_at(idx)
self._set_ram_value_at(idx, max(value - 1, 0))
def _render_ram_cell(self, cell_idx, value):
is_active = cell_idx == self.active_cell_idx
is_candidate = cell_idx in self.candidate_cell_ids
x, y, w, h = self._get_ram_cell_rect(cell_idx)
# Render cell background
if is_active:
color = (70, 70, 30)
elif is_candidate:
color = (15, 45, 100)
else:
color = (20, 20, 20)
pygame.draw.rect(self.window, color, [x, y, w, h])
if cell_idx in self.no_render:
return
# Render cell ID label
if is_active:
color = (150, 150, 30)
elif is_candidate:
color = (20, 60, 200)
else:
color = (100, 150, 150)
text = self.ram_cell_id_font.render(str(cell_idx), True, color, None)
text_rect = text.get_rect()
text_rect.topleft = (x + 2, y + 2)
self.window.blit(text, text_rect)
# Render cell value label
if is_active:
value = self.current_active_cell_input
if value is not None:
if is_active:
color = (255, 255, 50)
elif is_candidate:
color = (30, 90, 255)
else:
color = (200, 200, 200)
text = self.ram_cell_value_font.render(str(value), True, color, None)
text_rect = text.get_rect()
text_rect.bottomright = (x + w - 2, y + h - 2)
self.window.blit(text, text_rect)
def _get_ram_cell_rect(self, idx: int):
row = idx // RAM_N_COLS
col = idx % RAM_N_COLS
x = self.ram_grid_anchor_left + col * 120
y = self.ram_grid_anchor_top + row * 50
w = RAM_CELL_WIDTH
h = RAM_CELL_HEIGHT
return x, y, w, h
def _render_hover(self):
cell_idx = self._get_cell_under_mouse()
if cell_idx is not None and cell_idx != self.active_cell_idx:
x, y, w, h = self._get_ram_cell_rect(cell_idx)
hover_surface = pygame.Surface((w, h))
hover_surface.set_alpha(60)
hover_surface.set_colorkey((0, 0, 0))
pygame.draw.rect(hover_surface, (255, 255, 255), [0, 0, w, h])
self.window.blit(hover_surface, (x, y))
def _get_cell_under_mouse(self):
x, y = self.current_mouse_pos
if x > self.ram_grid_anchor_left and y > self.ram_grid_anchor_top:
col = (x - self.ram_grid_anchor_left) // 120
row = (y - self.ram_grid_anchor_top) // 50
if col < RAM_N_COLS and row < 16:
return row * RAM_N_COLS + col
return None
def _unselect_active_cell(self):
self.active_cell_idx = None
self.current_active_cell_input = ""
def find_causative_ram(self, x, y):
"""
Goes over the entire RAM, manipulating it to observe possible changes
in the current observation. Prints the RAM entry positions that are responsible
for changes at pixel x, y.
"""
ale = self.env.unwrapped.ale
ram = ale.getRAM().copy()
self.env.step(0)
original_pixel = ale.getScreenRGB()[y, x]
self._set_ram(ram) # restore original RAM
self.candidate_cell_ids = []
for i in tqdm(range(len(ram))):
self.active_cell_idx = i
for altered_value in [0]: # adding values != 0 causes Atari to crash
self.current_active_cell_input = str(altered_value)
ale.setRAM(i, altered_value)
self.env.step(0)
new_frame = ale.getScreenRGB()
self._render()
new_pixel = new_frame[y, x]
self._set_ram(ram) # restore original RAM
if np.any(new_pixel != original_pixel):
self.candidate_cell_ids.append(i)
break
self._unselect_active_cell()
self._render()
if __name__ == "__main__":
from argparse import ArgumentParser
parser = ArgumentParser(description='Seaquest Game Argument Setter')
parser.add_argument('-g', '--game', type=str, default="Seaquest",
help='Game to be run')
parser.add_argument('-m', '--modifs', nargs='+', default=[],
help='List of the modifications to be brought to the game')
parser.add_argument('-hu', '--human', action='store_true',
help='Let user play the game.')
parser.add_argument('-nr', '--no_render', type=int, default=[],
help='Cells to not render.', nargs='+')
parser.add_argument('-cs', '--color_swaps', default='',
help='Colorswaps to be applied to the images.')
parser.add_argument('-rf','--reward_function', type=str, default='',
help="Replace the default reward fuction with new one in path rf")
args = parser.parse_args()
color_swaps = load_color_swaps(args.color_swaps)
renderer = Renderer(args.game, args.modifs, args.reward_function, color_swaps, args.no_render)
def exit_handler():
if renderer.no_render:
print("\nno_render list: ")
for i in sorted(renderer.no_render):
print(i, end=" ")
print("")
atexit.register(exit_handler)
renderer.run()