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Gymnasium/tests/utils/test_play.py

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from dataclasses import dataclass, field
from typing import Callable, Optional, Tuple
import numpy as np
import pygame
import pytest
from pygame import KEYDOWN, KEYUP, QUIT, event
from pygame.event import Event
import gym
from gym.utils.play import MissingKeysToAction, PlayableGame, play
RELEVANT_KEY_1 = ord("a") # 97
RELEVANT_KEY_2 = ord("d") # 100
IRRELEVANT_KEY = 1
@dataclass
class DummyEnvSpec:
id: str
class DummyPlayEnv(gym.Env):
def step(self, action):
obs = np.zeros((1, 1))
rew, done, info = 1, False, {}
return obs, rew, done, info
def reset(self, seed=None):
...
def render(self, mode="rgb_array"):
return np.zeros((1, 1))
class PlayStatus:
def __init__(self, callback: Callable):
self.data_callback = callback
self.cumulative_reward = 0
self.last_observation = None
def callback(self, obs_t, obs_tp1, action, rew, done, info):
_, obs_tp1, _, rew, _, _ = self.data_callback(
obs_t, obs_tp1, action, rew, done, info
)
self.cumulative_reward += rew
self.last_observation = obs_tp1
def dummy_keys_to_action():
return {(RELEVANT_KEY_1,): 0, (RELEVANT_KEY_2,): 1}
@pytest.fixture(autouse=True)
def close_pygame():
yield
pygame.quit()
def test_play_relevant_keys():
env = DummyPlayEnv()
game = PlayableGame(env, dummy_keys_to_action())
assert game.relevant_keys == {RELEVANT_KEY_1, RELEVANT_KEY_2}
def test_play_relevant_keys_no_mapping():
env = DummyPlayEnv()
env.spec = DummyEnvSpec("DummyPlayEnv")
with pytest.raises(MissingKeysToAction) as info:
PlayableGame(env)
def test_play_relevant_keys_with_env_attribute():
"""Env has a keys_to_action attribute"""
env = DummyPlayEnv()
env.get_keys_to_action = dummy_keys_to_action
game = PlayableGame(env)
assert game.relevant_keys == {97, 100}
def test_video_size_no_zoom():
env = DummyPlayEnv()
game = PlayableGame(env, dummy_keys_to_action())
assert game.video_size == list(env.render().shape)
def test_video_size_zoom():
env = DummyPlayEnv()
zoom = 2.2
game = PlayableGame(env, dummy_keys_to_action(), zoom)
assert game.video_size == tuple(int(shape * zoom) for shape in env.render().shape)
def test_keyboard_quit_event():
env = DummyPlayEnv()
game = PlayableGame(env, dummy_keys_to_action())
event = Event(pygame.KEYDOWN, {"key": pygame.K_ESCAPE})
assert game.running == True
game.process_event(event)
assert game.running == False
def test_pygame_quit_event():
env = DummyPlayEnv()
game = PlayableGame(env, dummy_keys_to_action())
event = Event(pygame.QUIT)
assert game.running == True
game.process_event(event)
assert game.running == False
def test_keyboard_relevant_keydown_event():
env = DummyPlayEnv()
game = PlayableGame(env, dummy_keys_to_action())
event = Event(pygame.KEYDOWN, {"key": RELEVANT_KEY_1})
game.process_event(event)
assert game.pressed_keys == [RELEVANT_KEY_1]
def test_keyboard_irrelevant_keydown_event():
env = DummyPlayEnv()
game = PlayableGame(env, dummy_keys_to_action())
event = Event(pygame.KEYDOWN, {"key": IRRELEVANT_KEY})
game.process_event(event)
assert game.pressed_keys == []
def test_keyboard_keyup_event():
env = DummyPlayEnv()
game = PlayableGame(env, dummy_keys_to_action())
event = Event(pygame.KEYDOWN, {"key": RELEVANT_KEY_1})
game.process_event(event)
event = Event(pygame.KEYUP, {"key": RELEVANT_KEY_1})
game.process_event(event)
assert game.pressed_keys == []
def test_play_loop():
# set of key events to inject into the play loop as callback
callback_events = [
Event(KEYDOWN, {"key": RELEVANT_KEY_1}),
Event(KEYDOWN, {"key": RELEVANT_KEY_1}),
Event(QUIT),
]
def callback(obs_t, obs_tp1, action, rew, done, info):
event.post(callback_events.pop(0))
return obs_t, obs_tp1, action, rew, done, info
env = DummyPlayEnv()
cumulative_env_reward = 0
for s in range(
len(callback_events)
): # we run the same number of steps executed with play()
_, rew, _, _ = env.step(None)
cumulative_env_reward += rew
env_play = DummyPlayEnv()
status = PlayStatus(callback)
play(env_play, callback=status.callback, keys_to_action=dummy_keys_to_action())
assert status.cumulative_reward == cumulative_env_reward
def test_play_loop_real_env():
SEED = 42
ENV = "CartPole-v1"
# set of key events to inject into the play loop as callback
callback_events = [
Event(KEYDOWN, {"key": RELEVANT_KEY_1}),
Event(KEYUP, {"key": RELEVANT_KEY_1}),
Event(KEYDOWN, {"key": RELEVANT_KEY_2}),
Event(KEYUP, {"key": RELEVANT_KEY_2}),
Event(KEYDOWN, {"key": RELEVANT_KEY_1}),
Event(KEYUP, {"key": RELEVANT_KEY_1}),
Event(KEYDOWN, {"key": RELEVANT_KEY_1}),
Event(KEYUP, {"key": RELEVANT_KEY_1}),
Event(KEYDOWN, {"key": RELEVANT_KEY_2}),
Event(KEYUP, {"key": RELEVANT_KEY_2}),
Event(QUIT),
]
keydown_events = [k for k in callback_events if k.type == KEYDOWN]
def callback(obs_t, obs_tp1, action, rew, done, info):
pygame_event = callback_events.pop(0)
event.post(pygame_event)
# after releasing a key, post new events until
# we have one keydown
while pygame_event.type == KEYUP:
pygame_event = callback_events.pop(0)
event.post(pygame_event)
return obs_t, obs_tp1, action, rew, done, info
env = gym.make(ENV)
env.reset(seed=SEED)
keys_to_action = dummy_keys_to_action()
# first action is 0 because at the first iteration
# we can not inject a callback event into play()
env.step(0)
for e in keydown_events:
action = keys_to_action[(e.key,)]
obs, _, _, _ = env.step(action)
env_play = gym.make(ENV)
status = PlayStatus(callback)
play(env_play, callback=status.callback, keys_to_action=keys_to_action, seed=SEED)
assert (status.last_observation == obs).all()