Update atari documentation (#330)

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Mark Towers
2023-02-15 01:30:47 +00:00
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parent 0bb8b0cc73
commit a383aa5d48
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@@ -5,7 +5,7 @@ lastpage:
# Atari
A set of Atari 2600 environments simulated through Stella and the Arcade Learning Environment.
A set of Atari 2600 environments simulated through [Stella](https://github.com/stella-emu/stella) and the [Arcade Learning Environment](https://github.com/mgbellemare/Arcade-Learning-Environment).
```{toctree}
:hidden:
@@ -77,19 +77,19 @@ atari/zaxxon
:file: atari/list.html
```
Atari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).
Atari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1) through the Stella emulator.
## AutoROM (installing the ROMs)
ALE-py doesn't include the atari ROMs (`pip install gymnasium[atari]`) which are necessary to make any of the atari environments.
To install the atari ROM, use `pip install gymnasium[accept-rom-license]` which will install AutoROM and download the ROMs, install them in the default location.
In doing so, you agree to TODO
In doing so, you agree to own a license to these Atari 2600 ROMs and agree to not distribution these ROMS.
It is possible to install the ROMs in an alternative location, [repo](https://github.com/Farama-Foundation/AutoROM) has more information.
It is possible to install the ROMs in an alternative location, [AutoROM](https://github.com/Farama-Foundation/AutoROM) has more information.
## Action Space
The action space is a subset of the following discrete set of legal actions:
Each environment will use a sub-set of the full action space listed below:
| Num | Action |
|-----|---------------|
@@ -112,21 +112,15 @@ The action space is a subset of the following discrete set of legal actions:
| 16 | DOWNRIGHTFIRE |
| 17 | DOWNLEFTFIRE |
If you use v0 or v4 and the environment is initialized via `make`, the action space will usually be much smaller since most legal actions don't have
any effect. Thus, the enumeration of the actions will differ. The action space can be expanded to the full
legal space by passing the keyword argument `full_action_space=True` to `make`.
The reduced action space of an Atari environment may depend on the "flavor" of the game. You can specify the flavor by providing
the arguments `difficulty` and `mode` when constructing the environment. This documentation only provides details on the
action spaces of default flavor choices.
By default, most environments use a smaller subset of the legal actions excluding any actions that don't have an effect in the game.
If users are interested in using all possible actions, pass the keyword argument `full_action_space=True` to `gymnasium.make`.
## Observation Space
The observation issued by an Atari environment may be:
- the RGB image that is displayed to a human player,
- a grayscale version of that image or
- the state of the 128 Bytes of RAM of the console.
The Atari environments observation can be
1. The RGB image that is displayed to a human player using `obs_type="rgb"` with observation space `Box(0, 255, (210, 160, 3), np.uint8)`
2. The grayscale version of the RGB image using `obs_type="grayscale"` with observation space `Box(0, 255, (210, 160), np.uint8)`
3. The RAM state (128 bytes) from the console using `obs_type="ram"` with observation space `Box(0, 255, (128), np.uint8)`
## Rewards
@@ -135,13 +129,17 @@ find these manuals on [AtariAge](https://atariage.com/).
## Stochasticity
It was pointed out in [[1]](#1) that Atari games are entirely deterministic. Thus, agents could achieve
As the Atari games are entirely deterministic, agents could achieve
state-of-the-art performance by simply memorizing an optimal sequence of actions while completely ignoring observations from the environment.
To avoid this, ALE implements sticky actions: Instead of always simulating the action passed to the environment, there is a small
probability that the previously executed action is used instead.
On top of this, Gymnasium implements stochastic frame skipping: In each environment step, the action is repeated for a random
number of frames. This behavior may be altered by setting the keyword argument `frameskip` to either a positive integer or
To avoid this, there are several methods to avoid this.
1. Sticky actions: Instead of always simulating the action passed to the environment, there is a small
probability that the previously executed action is used instead. In the v0 and v5 environments, the probability of
repeating an action is `25%` while in v4 environments, the probability is `0%`. Users can specify the repeat action
probability using `repeat_action_probability` to `make`.
2. Frameskipping: On each environment step, the action can be repeated for a random number of frames. This behavior
may be altered by setting the keyword argument `frameskip` to either a positive integer or
a tuple of two positive integers. If `frameskip` is an integer, frame skipping is deterministic, and in each step the action is
repeated `frameskip` many times. Otherwise, if `frameskip` is a tuple, the number of skipped frames is chosen uniformly at
random between `frameskip[0]` (inclusive) and `frameskip[1]` (exclusive) in each environment step.
@@ -149,7 +147,7 @@ random between `frameskip[0]` (inclusive) and `frameskip[1]` (exclusive) in each
## Common Arguments
When initializing Atari environments via `gymnasium.make`, you may pass some additional arguments. These work for any
Atari environment. However, legal values for `mode` and `difficulty` depend on the environment.
Atari environment.
- **mode**: `int`. Game mode, see [[2]](#2). Legal values depend on the environment and are listed in the table above.
@@ -157,22 +155,20 @@ Atari environment. However, legal values for `mode` and `difficulty` depend on t
the table above. Together with `mode`, this determines the "flavor" of the game.
- **obs_type**: `str`. This argument determines what observations are returned by the environment. Its values are:
- ram: The 128 Bytes of RAM are returned
- rgb: An RGB rendering of the game is returned
- grayscale: A grayscale rendering is returned
- "ram": The 128 Bytes of RAM are returned
- "rgb": An RGB rendering of the game is returned
- "grayscale": A grayscale rendering is returned
- **frameskip**: `int` or a tuple of two `int`s. This argument controls stochastic frame skipping, as described in the section on stochasticity.
- **repeat_action_probability**: `float`. The probability that an action sticks, as described in the section on stochasticity.
- **repeat_action_probability**: `float`. The probability that an action is repeated, also called "sticky actions", as described in the section on stochasticity.
- **full_action_space**: `bool`. If set to `True`, the action space consists of all legal actions on the console. Otherwise, the
action space will be reduced to a subset.
- **render_mode**: `str`. Specifies the rendering mode. Its values are:
- human: We'll interactively display the screen and enable game sounds. This will lock emulation to the ROMs specified FPS
- rgb_array: we'll return the `rgb` key in step metadata with the current environment RGB frame.
> It is highly recommended to specify `render_mode` during construction instead of calling `env.render()`.
> This will guarantee proper scaling, audio support, and proper framerates
- human: Display the screen and enable game sounds. This will lock emulation to the ROMs specified FPS
- rgb_array: Returns the current environment RGB frame of the environment.
## Version History and Naming Schemes
@@ -183,31 +179,31 @@ The differences are listed in the following table:
|---------|--------------|------------------------------|----------------------|
| v0 | `(2, 5,)` | `0.25` | `False` |
| v4 | `(2, 5,)` | `0.0` | `False` |
| v5 | `5` | `0.25` | `True` |
| v5 | `5` | `0.25` | `False` |
> Version v5 follows the best practices outlined in [[2]](#2). Thus, it is recommended to transition to v5 and
> customize the environment using the arguments above, if necessary.
customize the environment using the arguments above, if necessary.
For each Atari game, several different configurations are registered in Gymnasium. The naming schemes are analogous for
v0 and v4. Let us take a look at all variations of Amidar-v0 that are registered with gymnasium:
| Name | `obs_type=` | `frameskip=` | `repeat_action_probability=` | `full_action_space=` |
|----------------------------|-------------|--------------|------------------------------|----------------------|
| Amidar-v0 | `"rgb"` | `(2, 5,)` | `0.25` | `False` |
| AmidarDeterministic-v0 | `"rgb"` | `4` | `0.0` | `False` |
| AmidarNoframeskip-v0 | `"rgb"` | `1` | `0.25` | `False` |
| Amidar-ram-v0 | `"ram"` | `(2, 5,)` | `0.25` | `False` |
| Amidar-ramDeterministic-v0 | `"ram"` | `4` | `0.0` | `False` |
| Amidar-ramNoframeskip-v0 | `"ram"` | `1` | `0.25` | `False` |
| Name | `obs_type=` | `frameskip=` | `repeat_action_probability=` |
|----------------------------|-------------|--------------|------------------------------|
| Amidar-v0 | `"rgb"` | `(2, 5,)` | `0.25` |
| AmidarDeterministic-v0 | `"rgb"` | `4` | `0.0` |
| AmidarNoframeskip-v0 | `"rgb"` | `1` | `0.25` |
| Amidar-ram-v0 | `"ram"` | `(2, 5,)` | `0.25` |
| Amidar-ramDeterministic-v0 | `"ram"` | `4` | `0.0` |
| Amidar-ramNoframeskip-v0 | `"ram"` | `1` | `0.25` |
Things change in v5: The suffixes "Deterministic" and "NoFrameskip" are no longer available. Instead, you must specify the
environment configuration via arguments passed to `gymnasium.make`. Moreover, the v5 environments
are in the "ALE" namespace. The suffix "-ram" is still available. Thus, we get the following table:
| Name | `obs_type=` | `frameskip=` | `repeat_action_probability=` | `full_action_space=` |
|-------------------|-------------|--------------|------------------------------|----------------------|
| ALE/Amidar-v5 | `"rgb"` | `5` | `0.25` | `True` |
| ALE/Amidar-ram-v5 | `"ram"` | `5` | `0.25` | `True` |
| Name | `obs_type=` | `frameskip=` | `repeat_action_probability=` |
|-------------------|-------------|--------------|------------------------------|
| ALE/Amidar-v5 | `"rgb"` | `5` | `0.25` |
| ALE/Amidar-ram-v5 | `"ram"` | `5` | `0.25` |
## Flavors
@@ -216,72 +212,109 @@ game dynamics and (if a reduced action space is used) different action spaces. W
refer to the combination of difficulty level and game mode as a flavor of a game. The following table shows
the available modes and difficulty levels for different Atari games:
| Environment | Valid Modes | Default Mode |
|------------------|-------------------------------------------------|----------------|
| Adventure | `[0, 1, 2]` | `0` |
| AirRaid | `[1, ..., 8]` | `1` |
| Alien | `[0, ..., 3]` | `0` |
| Amidar | `[0]` | `0` |
| Assault | `[0]` | `0` |
| Asterix | `[0]` | `0` |
| Asteroids | `[0, ..., 31, 128]` | `0` |
| Atlantis | `[0, ..., 3]` | `0` |
| BankHeist | `[0, 4, 8, 12, 16, 20, 24, 28]` | `0` |
| BattleZone | `[1, 2, 3]` | `1` |
| BeamRider | `[0]` | `0` |
| Berzerk | `[1, 2, 3, 4, 5, 6, 7, 8, 9, 16, 17, 18]` | `1` |
| Bowling | `[0, 2, 4]` | `0` |
| Boxing | `[0]` | `0` |
| Breakout | `[0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44]` | `0` |
| Carnival | `[0]` | `0` |
| Centipede | `[22, 86]` | `22` |
| ChopperCommand | `[0, 2]` | `0` |
| CrazyClimber | `[0, ..., 3]` | `0` |
| Defender | `[1, ..., 9, 16]` | `1` |
| DemonAttack | `[1, 3, 5, 7]` | `1` |
| DoubleDunk | `[0, ..., 15]` | `0` |
| ElevatorAction | `[0]` | `0` |
| Enduro | `[0]` | `0` |
| FishingDerby | `[0]` | `0` |
| Freeway | `[0, ..., 7]` | `0` |
| Frostbite | `[0, 2]` | `0` |
| Gopher | `[0, 2]` | `0` |
| Gravitar | `[0, ..., 4]` | `0` |
| Hero | `[0, ..., 4]` | `0` |
| IceHockey | `[0, 2]` | `0` |
| Jamesbond | `[0, 1]` | `0` |
| JourneyEscape | `[0]` | `0` |
| Kangaroo | `[0, 1]` | `0` |
| Krull | `[0]` | `0` |
| KungFuMaster | `[0]` | `0` |
| MontezumaRevenge | `[0]` | `0` |
| MsPacman | `[0, ..., 3]` | `0` |
| NameThisGame | `[8, 24, 40]` | `8` |
| Phoenix | `[0]` | `0` |
| Pitfall | `[0]` | `0` |
| Pong | `[0, 1]` | `0` |
| Pooyan | `[10, 30, 50, 70]` | `10` |
| PrivateEye | `[0, ..., 4]` | `0` |
| Qbert | `[0]` | `0` |
| Riverraid | `[0]` | `0` |
| RoadRunner | `[0]` | `0` |
| Robotank | `[0]` | `0` |
| Seaquest | `[0]` | `0` |
| Skiing | `[0]` | `0` |
| Solaris | `[0]` | `0` |
| SpaceInvaders | `[0, ..., 15]` | `0` |
| StarGunner | `[0, ..., 3]` | `0` |
| Tennis | `[0, 2]` | `0` |
| TimePilot | `[0]` | `0` |
| Tutankham | `[0, 4, 8, 12]` | `0` |
| UpNDown | `[0]` | `0` |
| Venture | `[0]` | `0` |
| VideoPinball | `[0, 2]` | `0` |
| WizardOfWor | `[0]` | `0` |
| YarsRevenge | `[0, 32, 64, 96]` | `0` |
| Zaxxon | `[0, 8, 16, 24]` | `0` |
> Each game also has a valid difficulty for the opposing AI, which has a different range depending on the game. These values can have a range of 0 - n, where n can be found at [the ALE documentation](https://github.com/mgbellemare/Arcade-Learning-Environment/blob/master/docs/games.md)
| Environment | Possible Modes | Default Mode | Possible Difficulties | Default Difficulty |
|------------------|-----------------------------------------------|----------------|-------------------------|----------------------|
| Adventure | [0, 1, 2] | 0 | [0, 1, 2, 3] | 0 |
| AirRaid | [1, ..., 8] | 1 | [0] | 0 |
| Alien | [0, 1, 2, 3] | 0 | [0, 1, 2, 3] | 0 |
| Amidar | [0] | 0 | [0, 3] | 0 |
| Assault | [0] | 0 | [0] | 0 |
| Asterix | [0] | 0 | [0] | 0 |
| Asteroids | [0, ..., 31, 128] | 0 | [0, 3] | 0 |
| Atlantis | [0, 1, 2, 3] | 0 | [0] | 0 |
| Atlantis2 | [0] | 0 | [0] | 0 |
| Backgammon | [0] | 0 | [3] | 0 |
| BankHeist | [0, 4, 8, 12, 16, 20, 24, 28] | 0 | [0, 1, 2, 3] | 0 |
| BasicMath | [5, 6, 7, 8] | 5 | [0, 2, 3] | 0 |
| BattleZone | [1, 2, 3] | 1 | [0] | 0 |
| BeamRider | [0] | 0 | [0, 1] | 0 |
| Berzerk | [1, ..., 9, 16, 17, 18] | 1 | [0] | 0 |
| Blackjack | [0] | 0 | [0, 1, 2, 3] | 0 |
| Bowling | [0, 2, 4] | 0 | [0, 1] | 0 |
| Boxing | [0] | 0 | [0, 1, 2, 3] | 0 |
| Breakout | [0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44] | 0 | [0, 1] | 0 |
| Carnival | [0] | 0 | [0] | 0 |
| Casino | [0, 2, 3] | 0 | [0, 1, 2, 3] | 0 |
| Centipede | [22, 86] | 22 | [0] | 0 |
| ChopperCommand | [0, 2] | 0 | [0, 1] | 0 |
| CrazyClimber | [0, 1, 2, 3] | 0 | [0, 1] | 0 |
| Crossbow | [0, 2, 4, 6] | 0 | [0, 1] | 0 |
| Darkchambers | [0] | 0 | [0] | 0 |
| Defender | [1, ..., 9, 16] | 1 | [0, 1] | 0 |
| DemonAttack | [1, 3, 5, 7] | 1 | [0, 1] | 0 |
| DonkeyKong | [0] | 0 | [0] | 0 |
| DoubleDunk | [0, ..., 15] | 0 | [0] | 0 |
| Earthworld | [0] | 0 | [0] | 0 |
| ElevatorAction | [0] | 0 | [0] | 0 |
| Enduro | [0] | 0 | [0] | 0 |
| Entombed | [0] | 0 | [0, 2] | 0 |
| Et | [0, 1, 2] | 0 | [0, 1, 2, 3] | 0 |
| FishingDerby | [0] | 0 | [0, 1, 2, 3] | 0 |
| FlagCapture | [8, 9, 10] | 8 | [0] | 0 |
| Freeway | [0, ..., 7] | 0 | [0, 1] | 0 |
| Frogger | [0, 1, 2] | 0 | [0, 1] | 0 |
| Frostbite | [0, 2] | 0 | [0] | 0 |
| Galaxian | [1, ..., 9] | 1 | [0, 1] | 0 |
| Gopher | [0, 2] | 0 | [0, 1] | 0 |
| Gravitar | [0, 1, 2, 3, 4] | 0 | [0] | 0 |
| Hangman | [0, 1, 2, 3] | 0 | [0, 1] | 0 |
| HauntedHouse | [0, ..., 8] | 0 | [0, 1] | 0 |
| Hero | [0, 1, 2, 3, 4] | 0 | [0] | 0 |
| HumanCannonball | [0, ..., 7] | 0 | [0, 1] | 0 |
| IceHockey | [0, 2] | 0 | [0, 1, 2, 3] | 0 |
| Jamesbond | [0, 1] | 0 | [0] | 0 |
| JourneyEscape | [0] | 0 | [0, 1] | 0 |
| Kaboom | [0] | 0 | [0] | 0 |
| Kangaroo | [0, 1] | 0 | [0] | 0 |
| KeystoneKapers | [0] | 0 | [0] | 0 |
| KingKong | [0, 1, 2, 3] | 0 | [0] | 0 |
| Klax | [0, 1, 2] | 0 | [0] | 0 |
| Koolaid | [0] | 0 | [0] | 0 |
| Krull | [0] | 0 | [0] | 0 |
| KungFuMaster | [0] | 0 | [0] | 0 |
| LaserGates | [0] | 0 | [0] | 0 |
| LostLuggage | [0, 1] | 0 | [0, 1] | 0 |
| MarioBros | [0, 2, 4, 6] | 0 | [0] | 0 |
| MiniatureGolf | [0] | 0 | [0, 1] | 0 |
| MontezumaRevenge | [0] | 0 | [0] | 0 |
| MrDo | [0, 1, 2, 3] | 0 | [0] | 0 |
| MsPacman | [0, 1, 2, 3] | 0 | [0] | 0 |
| NameThisGame | [8, 24, 40] | 8 | [0, 1] | 0 |
| Othello | [0, 1, 2] | 0 | [0, 2] | 0 |
| Pacman | [0, ..., 7] | 0 | [0, 1] | 0 |
| Phoenix | [0] | 0 | [0] | 0 |
| Pitfall | [0] | 0 | [0] | 0 |
| Pitfall2 | [0] | 0 | [0] | 0 |
| Pong | [0, 1] | 0 | [0, 1, 2, 3] | 0 |
| Pooyan | [10, 30, 50, 70] | 10 | [0] | 0 |
| PrivateEye | [0, 1, 2, 3, 4] | 0 | [0, 1, 2, 3] | 0 |
| Qbert | [0] | 0 | [0, 1] | 0 |
| Riverraid | [0] | 0 | [0, 1] | 0 |
| RoadRunner | [0] | 0 | [0] | 0 |
| Robotank | [0] | 0 | [0] | 0 |
| Seaquest | [0] | 0 | [0, 1] | 0 |
| SirLancelot | [0] | 0 | [0] | 0 |
| Skiing | [0] | 0 | [0] | 0 |
| Solaris | [0] | 0 | [0] | 0 |
| SpaceInvaders | [0, ..., 15] | 0 | [0, 1] | 0 |
| SpaceWar | [6, ..., 17] | 6 | [0] | 0 |
| StarGunner | [0, 1, 2, 3] | 0 | [0] | 0 |
| Superman | [0] | 0 | [0, 1, 2, 3] | 0 |
| Surround | [0, 2] | 0 | [0, 1, 2, 3] | 0 |
| Tennis | [0, 2] | 0 | [0, 1, 2, 3] | 0 |
| Tetris | [0] | 0 | [0] | 0 |
| TimePilot | [0] | 0 | [0, 1, 2] | 0 |
| Trondead | [0] | 0 | [0, 1] | 0 |
| Turmoil | [0, ..., 8] | 0 | [0] | 0 |
| Tutankham | [0, 4, 8, 12] | 0 | [0] | 0 |
| UpNDown | [0] | 0 | [0, 1, 2, 3] | 0 |
| Venture | [0] | 0 | [0, 1, 2, 3] | 0 |
| VideoCheckers | [1, ..., 9, 11, ..., 19] | 1 | [0] | 0 |
| VideoPinball | [0, 2] | 0 | [0, 1] | 0 |
| WizardOfWor | [0] | 0 | [0, 1] | 0 |
| WordZapper | [0, ..., 23] | 0 | [0, 1, 2, 3] | 0 |
| YarsRevenge | [0, 32, 64, 96] | 0 | [0, 1] | 0 |
| Zaxxon | [0, 8, 16, 24] | 0 | [0] | 0 |
## References

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@@ -1,82 +1,94 @@
---
title: Adventure
firstpage:
---
# Adventure
```{figure} ../../_static/videos/atari/adventure.gif
:width: 120px
:name: adventure
:name: Adventure
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (250, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Adventure-v5")` |
## Description
You must find the enchanted chalice and return it to the golden castle. You can pick up various objects (keys, a sword,
a bridge, or a magnet) and have to fight or outmanoeuvre dragons.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=1).
You must find the enchanted chalice and return it to the golden castle. You can pick up various objects (keys, a sword,a bridge, or a magnet) and have to fight or outmanoeuvre dragons.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=1)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Adventure has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Adventure uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
Adventure has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| Adventure-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Adventure-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Adventure-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Adventure-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AdventureDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AdventureNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Adventure-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Adventure-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Adventure-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Adventure-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AdventureDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AdventureNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Adventure-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Adventure-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/Adventure-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Adventure | `[0, 1, 2]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Adventure-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,91 +1,82 @@
---
title: Air Raid
title: AirRaid
---
# Air Raid
# AirRaid
```{figure} ../../_static/videos/atari/air_raid.gif
:width: 120px
:name: air_raid
:name: AirRaid
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (250, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/AirRaid-v5")` |
## Description
You control a ship that can move sideways. You must protect two buildings (one on the right and one on the left side of the screen) from
flying saucers that are trying to drop bombs on them.
You control a ship that can move sideways. You must protect two buildings (one on the right and one on the left side of the screen) from flying saucers that are trying to drop bombs on them.
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
AirRaid has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As AirRaid uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | RIGHTFIRE |
| 5 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `RIGHTFIRE` |
| `5` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
AirRaid has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| AirRaid-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| AirRaid-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| AirRaid-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| AirRaid-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AirRaidDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AirRaidNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| AirRaid-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| AirRaid-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| AirRaid-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| AirRaid-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AirRaidDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AirRaidNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/AirRaid-v5 | `"rgb"` | `4` | `0.25` |
| ALE/AirRaid-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/AirRaid-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| AirRaid | `[1, ..., 8]` | `[0]` | `1` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("AirRaid-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[1, ..., 8]` | `1` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -6,83 +6,94 @@ title: Alien
```{figure} ../../_static/videos/atari/alien.gif
:width: 120px
:name: alien
:name: Alien
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Alien-v5")` |
## Description
You are stuck in a maze-like space ship with three aliens. You goal is to destroy their eggs that are scattered
all over the ship while simultaneously avoiding the aliens (they are trying to kill you). You have a flamethrower that can help you turn
them away in tricky situations. Moreover, you can occasionally collect a power-up (pulsar) that gives you the temporary ability to kill aliens.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=815).
You are stuck in a maze-like space ship with three aliens. You goal is to destroy their eggs that are scattered all over the ship while simultaneously avoiding the aliens (they are trying to kill you). You have a flamethrower that can help you turn them away in tricky situations. Moreover, you can occasionally collect a power-up (pulsar) that gives you the temporary ability to kill aliens.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=815)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Alien has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Alien uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by destroying eggs, killing aliens, using pulsars, and collecting special prizes. When you are caught
by an alien, you will lose one of your lives. The number of lives you have depends on the game flavor. For a
table of scores corresponding to the different achievements, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=815).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Alien-v5")
```
Alien has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|---------------------------|-------------|--------------|------------------------------|
| Alien-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Alien-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Alien-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Alien-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AlienDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AlienNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Alien-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Alien-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Alien-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Alien-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AlienDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AlienNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Alien-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Alien-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| Alien | `[0, ..., 3]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Alien-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -6,96 +6,87 @@ title: Amidar
```{figure} ../../_static/videos/atari/amidar.gif
:width: 120px
:name: amidar
:name: Amidar
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Amidar-v5")` |
## Description
This game is similar to Pac-Man: You are trying to visit all places on a 2-dimensional grid while simultaneously avoiding
your enemies. You can turn the tables at one point in the game: Your enemies turn into chickens and you can
catch them. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=817).
This game is similar to Pac-Man: You are trying to visit all places on a 2-dimensional grid while simultaneously avoiding your enemies. You can turn the tables at one point in the game: Your enemies turn into chickens and you can catch them.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=817)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Amidar has the action space `Discrete(10)` with the table below lists the meaning of each action's meanings.
As Amidar uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPFIRE |
| 7 | RIGHTFIRE |
| 8 | LEFTFIRE |
| 9 | DOWNFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPFIRE` |
| `7` | `RIGHTFIRE` |
| `8` | `LEFTFIRE` |
| `9` | `DOWNFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by traversing new parts of the grid. Coloring an entire box in the maze or catching chickens gives extra points.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=817).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Amidar-v5")
```
Amidar has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Amidar-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Amidar-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Amidar-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Amidar-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AmidarDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AmidarNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Amidar-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Amidar-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Amidar-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Amidar-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AmidarDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AmidarNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Amidar-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Amidar-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Amidar | `[0]` | `[0, 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Amidar-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -6,85 +6,80 @@ title: Assault
```{figure} ../../_static/videos/atari/assault.gif
:width: 120px
:name: assault
:name: Assault
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Assault-v5")` |
## Description
You control a vehicle that can move sideways. A big mother ship circles overhead and continually deploys smaller drones.
You must destroy these enemies and dodge their attacks. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=827).
You control a vehicle that can move sideways. A big mother ship circles overhead and continually deploys smaller drones.You must destroy these enemies and dodge their attacks.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=827)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Assault has the action space `Discrete(7)` with the table below lists the meaning of each action's meanings.
As Assault uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | RIGHTFIRE |
| 6 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `RIGHTFIRE` |
| `6` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
Assault has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Assault-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Assault-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Assault-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Assault-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AssaultDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AssaultNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Assault-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Assault-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Assault-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Assault-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AssaultDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AssaultNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Assault-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Assault-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/Assault-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Assault | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Assault-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -6,95 +6,85 @@ title: Asterix
```{figure} ../../_static/videos/atari/asterix.gif
:width: 120px
:name: asterix
:name: Asterix
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Asterix-v5")` |
## Description
You are Asterix and can move horizontally (continuously) and vertically (discretely). Objects
move horizontally across the screen: lyres and other (more useful) objects. Your goal is to guide
Asterix in such a way as to avoid lyres and collect as many other objects as possible. You score points by collecting
objects and lose a life whenever you collect a lyre. You have three lives available at the beginning. If you score sufficiently
many points, you will be awarded additional points.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=3325).
You are Asterix and can move horizontally (continuously) and vertically (discretely). Objects move horizontally across the screen: lyres and other (more useful) objects. Your goal is to guideAsterix in such a way as to avoid lyres and collect as many other objects as possible. You score points by collecting objects and lose a life whenever you collect a lyre. You have three lives available at the beginning. If you score sufficiently many points, you will be awarded additional points.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=3325)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Asterix has the action space `Discrete(9)` with the table below lists the meaning of each action's meanings.
As Asterix uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | DOWNRIGHT |
| 8 | DOWNLEFT |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `UP` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `UPRIGHT` |
| `6` | `UPLEFT` |
| `7` | `DOWNRIGHT` |
| `8` | `DOWNLEFT` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
A table of scores awarded for collecting the different objects is provided on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=3325).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Asterix-v5")
```
Asterix has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
The various ways to configure the environment are described in detail in the article on Atari environments.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Asterix-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Asterix-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Asterix-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Asterix-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AsterixDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AsterixNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Asterix-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Asterix-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Asterix-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Asterix-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AsterixDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AsterixNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Asterix-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Asterix-ram-v5 | `"ram"` | `4` | `0.25` |
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Asterix | `[0]` | `[0]` | `0` |
## Difficulty and modes
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Asterix-v0")`.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -6,102 +6,92 @@ title: Asteroids
```{figure} ../../_static/videos/atari/asteroids.gif
:width: 120px
:name: asteroids
:name: Asteroids
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Asteroids-v5")` |
## Description
This is a well-known arcade game: You control a spaceship in an asteroid field and must break up asteroids by shooting
them. Once all asteroids are destroyed, you enter a new level and new asteroids will appear. You will occasionally
be attacked by a flying saucer.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=828&itemTypeID=HTMLMANUAL)
This is a well-known arcade game: You control a spaceship in an asteroid field and must break up asteroids by shooting them. Once all asteroids are destroyed, you enter a new level and new asteroids will appear. You will occasionally be attacked by a flying saucer.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=828)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Asteroids has the action space `Discrete(14)` with the table below lists the meaning of each action's meanings.
As Asteroids uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPRIGHT |
| 7 | UPLEFT |
| 8 | UPFIRE |
| 9 | RIGHTFIRE |
| 10 | LEFTFIRE |
| 11 | DOWNFIRE |
| 12 | UPRIGHTFIRE |
| 13 | UPLEFTFIRE |
| Value | Meaning |
|---------|---------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `UPFIRE` |
| `9` | `RIGHTFIRE` |
| `10` | `LEFTFIRE` |
| `11` | `DOWNFIRE` |
| `12` | `UPRIGHTFIRE` |
| `13` | `UPLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for destroying asteroids, satellites and UFOs. The smaller the asteroid, the more points you score
for destroying it.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=828&itemTypeID=HTMLMANUAL).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Asteroids-v5")
```
Asteroids has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| Asteroids-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Asteroids-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Asteroids-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Asteroids-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AsteroidsDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AsteroidsNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Asteroids-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Asteroids-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Asteroids-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Asteroids-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AsteroidsDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AsteroidsNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Asteroids-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Asteroids-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------------|--------------------|--------------|
| Asteroids | `[0, ..., 31, 128]` | `[0, 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Asteroids-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|---------------------|----------------|--------------------------|----------------------|
| `[0, ..., 31, 128]` | `0` | `[0, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -6,93 +6,84 @@ title: Atlantis
```{figure} ../../_static/videos/atari/atlantis.gif
:width: 120px
:name: atlantis
:name: Atlantis
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Atlantis-v5")` |
## Description
Your job is to defend the submerged city of Atlantis. Your enemies slowly descend towards the city and you must
destroy them before they reach striking distance. To this end, you control three defense posts.
You lose if your enemies manage to destroy all seven of Atlantis' installations. You may rebuild installations
after you have fought of a wave of enemies and scored a sufficient number of points.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=835).
Your job is to defend the submerged city of Atlantis. Your enemies slowly descend towards the city and you must destroy them before they reach striking distance. To this end, you control three defense posts.You lose if your enemies manage to destroy all seven of Atlantis' installations. You may rebuild installations after you have fought of a wave of enemies and scored a sufficient number of points.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=835)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Atlantis has the action space `Discrete(4)` with the table below lists the meaning of each action's meanings.
As Atlantis uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHTFIRE |
| 3 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHTFIRE` |
| `3` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for destroying enemies, keeping installations protected during attack waves. You score more points
if you manage to destroy your enemies with one of the outer defense posts.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=835).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Atlantis-v5")
```
Atlantis has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Atlantis-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Atlantis-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Atlantis-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Atlantis-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| AtlantisDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| AtlantisNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Atlantis-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Atlantis-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Atlantis-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Atlantis-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| AtlantisDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| AtlantisNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Atlantis-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Atlantis-ram-v5 | `"ram"` | `4` | `0.25` |
| ALE/Atlantis2-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Atlantis2-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| Atlantis | `[0, ..., 3]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Amidar-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,90 +1,99 @@
---
title: Bank Heist
title: BankHeist
---
# Bank Heist
# BankHeist
```{figure} ../../_static/videos/atari/bank_heist.gif
:width: 120px
:name: Bank Heist
:name: BankHeist
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/BankHeist-v5")` |
## Description
You are a bank robber and (naturally) want to rob as many banks as possible. You control your getaway car and must
navigate maze-like cities. The police chases you and will appear whenever you rob a bank. You may destroy police cars
by dropping sticks of dynamite. You can fill up your gas tank by entering a new city.
At the beginning of the game you have four lives. Lives are lost if you run out of gas, are caught by the police,
or run over the dynamite you have previously dropped.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=1008).
You are a bank robber and (naturally) want to rob as many banks as possible. You control your getaway car and must navigate maze-like cities. The police chases you and will appear whenever you rob a bank. You may destroy police cars by dropping sticks of dynamite. You can fill up your gas tank by entering a new city.At the beginning of the game you have four lives. Lives are lost if you run out of gas, are caught by the police,or run over the dynamite you have previously dropped.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=1008)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
BankHeist has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As BankHeist uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for robbing banks and destroying police cars. If you rob nine or more banks, and then leave the city,
you will score extra points.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=1008).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/BankHeist-v5")
```
BankHeist has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| BankHeist-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| BankHeist-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| BankHeist-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| BankHeist-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| BankHeistDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| BankHeistNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| BankHeist-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| BankHeist-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| BankHeist-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| BankHeist-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| BankHeistDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| BankHeistNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/BankHeist-v5 | `"rgb"` | `4` | `0.25` |
| ALE/BankHeist-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------------------------|--------------------|--------------|
| BankHeist | `[0, 4, 8, 12, 16, 20, 24, 28]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("BankHeist-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|---------------------------------|----------------|--------------------------|----------------------|
| `[0, 4, 8, 12, 16, 20, 24, 28]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Battle Zone
title: BattleZone
---
# Battle Zone
# BattleZone
```{figure} ../../_static/videos/atari/battle_zone.gif
:width: 120px
@@ -11,77 +11,88 @@ title: Battle Zone
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/BattleZone-v5")` |
## Description
You control a tank and must destroy enemy vehicles. This game is played in a first-person perspective and creates
a 3D illusion. A radar screen shows enemies around you. You start with 5 lives and gain up to 2 extra lives if you reach
a sufficient score.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=859&itemTypeID=HTMLMANUAL)
You control a tank and must destroy enemy vehicles. This game is played in a first-person perspective and creates a 3D illusion. A radar screen shows enemies around you. You start with 5 lives and gain up to 2 extra lives if you reach a sufficient score.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=859)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
BattleZone has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As BattleZone uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You receive points for destroying enemies.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=859&itemTypeID=HTMLMANUAL).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/BattleZone-v5")
```
BattleZone has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------------|-------------|--------------|------------------------------|
| BattleZone-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| BattleZone-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| BattleZone-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| BattleZone-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| BattleZoneDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| BattleZoneNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| BattleZone-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| BattleZone-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| BattleZone-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| BattleZone-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| BattleZoneDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| BattleZoneNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/BattleZone-v5 | `"rgb"` | `4` | `0.25` |
| ALE/BattleZone-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| BattleZone | `[1, 2, 3]` | `[0]` | `1` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("BattleZone-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[1, 2, 3]` | `1` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,15 +1,8 @@
---
layout: env
title: Beam Rider
grid:
- Action Space: Discrete(18)
- Observation Shape: (210, 160, 3)
- Observation High: 255
- Observation Low: 0
- Import: <code>gymnasium.make("ALE/BeamRider-v5")</code>
title: BeamRider
---
# Beam Rider
# BeamRider
```{figure} ../../_static/videos/atari/beam_rider.gif
:width: 120px
@@ -18,90 +11,81 @@ grid:
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/BeamRider-v5")` |
## Description
You control a space-ship that travels forward at a constant speed. You can only steer it sideways between discrete
positions. Your goal is to destroy enemy ships, avoid their attacks and dodge space debris.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_thumbs.php?SystemID=2600&SoftwareID=860&itemTypeID=MANUAL)
You control a space-ship that travels forward at a constant speed. You can only steer it sideways between discrete positions. Your goal is to destroy enemy ships, avoid their attacks and dodge space debris.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareID=860)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
BeamRider has the action space `Discrete(9)` with the table below lists the meaning of each action's meanings.
As BeamRider uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | RIGHTFIRE |
| 8 | LEFTIFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `UPRIGHT` |
| `6` | `UPLEFT` |
| `7` | `RIGHTFIRE` |
| `8` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for destroying enemies.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SystemID=2600&SoftwareID=860&itemTypeID=MANUAL).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/BeamRider-v5")
```
BeamRider has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| BeamRider-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| BeamRider-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| BeamRider-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| BeamRider-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| BeamRiderDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| BeamRiderNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| BeamRider-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| BeamRider-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| BeamRider-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| BeamRider-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| BeamRiderDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| BeamRiderNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/BeamRider-v5 | `"rgb"` | `4` | `0.25` |
| ALE/BeamRider-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| BeamRider | `[0]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("BeamRider-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,76 +11,88 @@ title: Berzerk
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Berzerk-v5")` |
## Description
You are stuck in a maze with evil robots. You must destroy them and avoid touching the walls of the maze, as this will kill you. You may be awarded extra lives after scoring a sufficient number of points, depending on the game mode.
You may also be chased by an undefeatable enemy, Evil Otto, that you must avoid. Evil Otto does not appear in the default mode.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=866&itemTypeID=HTMLMANUAL)
You are stuck in a maze with evil robots. You must destroy them and avoid touching the walls of the maze, as this will kill you. You may be awarded extra lives after scoring a sufficient number of points, depending on the game mode.You may also be chased by an undefeatable enemy, Evil Otto, that you must avoid. Evil Otto does not appear in the default mode.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=866)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Berzerk has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Berzerk uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for destroying robots.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=866&itemTypeID=HTMLMANUAL).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Berzerk-v5")
```
Berzerk has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Berzerk-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Berzerk-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Berzerk-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Berzerk-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| BerzerkDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| BerzerkNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Berzerk-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Berzerk-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Berzerk-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Berzerk-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| BerzerkDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| BerzerkNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Berzerk-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Berzerk-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------------------|--------------------|--------------|
| Berzerk | `[1, ..., 9, 16, 17, 18]` | `[0]` | `1` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Berzerk-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|---------------------------|----------------|--------------------------|----------------------|
| `[1, ..., 9, 16, 17, 18]` | `1` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,59 +11,37 @@ title: Bowling
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Bowling-v5")` |
## Description
Your goal is to score as many points as possible in the game of Bowling. A game consists of 10 frames and you have two
tries per frame. Knocking down all pins on the first try is called a "strike". Knocking down all pins on the second roll
is called a "spar". Otherwise, the frame is called "open".
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=879)
Your goal is to score as many points as possible in the game of Bowling. A game consists of 10 frames and you have two tries per frame. Knocking down all pins on the first try is called a "strike". Knocking down all pins on the second roll is called a "spar". Otherwise, the frame is called "open".
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=879)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Bowling has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As Bowling uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | DOWN |
| 4 | UPFIRE |
| 5 | DOWNFIRE |
| Value | Meaning |
|---------|------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `DOWN` |
| `4` | `UPFIRE` |
| `5` | `DOWNFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You receive points for knocking down pins. The exact score depends on whether you manage a "strike", "spare" or "open"
@@ -71,30 +49,42 @@ frame. Moreover, the points you score for one frame may depend on following fram
You can score up to 300 points in one game (if you manage to do 12 strikes).
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=879).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Bowling-v5")
```
Bowling has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Bowling-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Bowling-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Bowling-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Bowling-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| BowlingDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| BowlingNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Bowling-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Bowling-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Bowling-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Bowling-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| BowlingDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| BowlingNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Bowling-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Bowling-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Bowling | `[0, 2, 4]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Bowling-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 2, 4]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,76 +11,88 @@ title: Boxing
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Boxing-v5")` |
## Description
You fight an opponent in a boxing ring. You score points for hitting the opponent. If you score 100 points, your opponent is
knocked out.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=882).
You fight an opponent in a boxing ring. You score points for hitting the opponent. If you score 100 points, your opponent is knocked out.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=882)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Boxing has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Boxing uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by landing punches.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=882).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Boxing-v5")
```
Boxing has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Boxing-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Boxing-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Boxing-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Boxing-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| BoxingDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| BoxingNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Boxing-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Boxing-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Boxing-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Boxing-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| BoxingDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| BoxingNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Boxing-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Boxing-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Boxing | `[0]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Boxing-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,86 +11,76 @@ title: Breakout
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Breakout-v5")` |
## Description
Another famous Atari game. The dynamics are similar to pong: You move a paddle and hit the ball in a brick wall at the
top of the screen. Your goal is to destroy the brick wall. You can try to break through the wall and let the ball
wreak havoc on the other side, all on its own! You have five lives.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=889).
Another famous Atari game. The dynamics are similar to pong: You move a paddle and hit the ball in a brick wall at the top of the screen. Your goal is to destroy the brick wall. You can try to break through the wall and let the ball wreak havoc on the other side, all on its own! You have five lives.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=889)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Breakout has the action space `Discrete(4)` with the table below lists the meaning of each action's meanings.
As Breakout uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|--------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHT |
| 3 | LEFT |
| Value | Meaning |
|---------|-----------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by destroying bricks in the wall. The reward for destroying a brick depends on the color of the brick.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=889).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Breakout-v5")
```
Breakout has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Breakout-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Breakout-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Breakout-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Breakout-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| BreakoutDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| BreakoutNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Breakout-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Breakout-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Breakout-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Breakout-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| BreakoutDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| BreakoutNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Breakout-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Breakout-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------------------------------------------|--------------------|--------------|
| Breakout | `[0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Breakout-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------------------------------------|----------------|--------------------------|----------------------|
| `[0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,89 +11,79 @@ title: Carnival
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (214, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Carnival-v5")` |
## Description
This is a "shoot 'em up" game. Targets move horizontally across the screen and you must shoot them. You are
in control of a gun that can be moved horizontally. The supply of ammunition is limited and chickens may steal some bullets
from you if you don't hit them in time.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=908).
This is a "shoot 'em up" game. Targets move horizontally across the screen and you must shoot them. You are in control of a gun that can be moved horizontally. The supply of ammunition is limited and chickens may steal some bullets from you if you don't hit them in time.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=908)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Carnival has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As Carnival uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | RIGHTFIRE |
| 5 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `RIGHTFIRE` |
| `5` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by destroying targets. Points (or bullets) may be subtracted if you hit the target when it shows a minus sign.
You will score extra points if it shows a plus sign!
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=908).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Carnival-v5")
```
Carnival has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Carnival-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Carnival-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Carnival-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Carnival-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| CarnivalDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| CarnivalNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Carnival-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Carnival-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Carnival-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Carnival-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| CarnivalDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| CarnivalNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Carnival-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Carnival-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Carnival | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Carnival-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,79 +11,89 @@ title: Centipede
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Centipede-v5")` |
## Description
You are an elf and must use your magic wands to fend off spiders, fleas and centipedes. Your goal is to protect mushrooms in
an enchanted forest. If you are bitten by a spider, flea or centipede, you will be temporally paralyzed and you will
lose a magic wand. The game ends once you have lost all wands. You may receive additional wands after scoring
a sufficient number of points.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=911).
You are an elf and must use your magic wands to fend off spiders, fleas and centipedes. Your goal is to protect mushrooms in an enchanted forest. If you are bitten by a spider, flea or centipede, you will be temporally paralyzed and you will lose a magic wand. The game ends once you have lost all wands. You may receive additional wands after scoring a sufficient number of points.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=911)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Centipede has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Centipede uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (210, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by hitting centipedes, scorpions, fleas and spiders. Additional points are awarded after every round
(i.e. after you have lost a wand) for mushrooms that were not destroyed.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=911).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Centipede-v5")
```
Centipede has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| Centipede-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Centipede-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Centipede-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Centipede-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| CentipedeDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| CentipedeNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Centipede-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Centipede-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Centipede-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Centipede-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| CentipedeDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| CentipedeNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Centipede-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Centipede-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Centipede | `[22, 86]` | `[0]` | `22` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Centipede-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[22, 86]` | `22` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Chopper Command
title: ChopperCommand
---
# Chopper Command
# ChopperCommand
```{figure} ../../_static/videos/atari/chopper_command.gif
:width: 120px
@@ -11,77 +11,89 @@ title: Chopper Command
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/ChopperCommand-v5")` |
## Description
You control a helicopter and must protect truck convoys. To that end, you need to shoot down enemy aircraft.
A mini-map is displayed at the bottom of the screen.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=921).
You control a helicopter and must protect truck convoys. To that end, you need to shoot down enemy aircraft.A mini-map is displayed at the bottom of the screen.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=921)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
ChopperCommand has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As ChopperCommand uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (210, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by destroying planes and other helicopters. You score extra points at the end of every wave, depending on the number
of trucks that have survived.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=921).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/ChopperCommand-v5")
```
ChopperCommand has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------------|-------------|--------------|------------------------------|
| ChopperCommand-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| ChopperCommand-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| ChopperCommand-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| ChopperCommand-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| ChopperCommandDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| ChopperCommandNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| ChopperCommand-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| ChopperCommand-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| ChopperCommand-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| ChopperCommand-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| ChopperCommandDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| ChopperCommandNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/ChopperCommand-v5 | `"rgb"` | `4` | `0.25` |
| ALE/ChopperCommand-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|----------------|-------------|--------------------|--------------|
| ChopperCommand | `[0, 2]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("ChopperCommand-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 2]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Crazy Climber
title: CrazyClimber
---
# Crazy Climber
# CrazyClimber
```{figure} ../../_static/videos/atari/crazy_climber.gif
:width: 120px
@@ -11,93 +11,80 @@ title: Crazy Climber
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (250, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/CrazyClimber-v5")` |
## Description
You are a climber trying to reach the top of four builidings, while avoiding obstacles like closing
windows and falling objects. When you receive damage (windows closing or objects) you will fall and
lose one life; you have a total of 5 lives before the end games. At the top of each building, there's
a helicopter which you need to catch to get to the next building. The goal is to climb as fast as
possible while receiving the least amount of damage.
You are a climber trying to reach the top of four buildings, while avoiding obstacles like closing windows and falling objects. When you receive damage (windows closing or objects) you will fall and lose one life; you have a total of 5 lives before the end games. At the top of each building, there's a helicopter which you need to catch to get to the next building. The goal is to climb as fast as possible while receiving the least amount of damage.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=113).
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=113)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
CrazyClimber has the action space `Discrete(9)` with the table below lists the meaning of each action's meanings.
As CrazyClimber uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | DOWNRIGHT |
| 8 | DOWNLEFT |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `UP` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `UPRIGHT` |
| `6` | `UPLEFT` |
| `7` | `DOWNRIGHT` |
| `8` | `DOWNLEFT` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
A table of scores awarded for completing each row of a building is provided on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=113).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/CrazyClimber-v5")
```
CrazyClimber has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------------|-------------|--------------|------------------------------|
| CrazyClimber-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| CrazyClimber-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| CrazyClimber-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| CrazyClimber-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| CrazyClimberDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| CrazyClimberNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| CrazyClimber-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| CrazyClimber-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| CrazyClimber-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| CrazyClimber-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| CrazyClimberDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| CrazyClimberNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/CrazyClimber-v5 | `"rgb"` | `4` | `0.25` |
| ALE/CrazyClimber-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|--------------|---------------|--------------------|--------------|
| CrazyClimber | `[0, ..., 3]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("CrazyClimber-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,78 +11,88 @@ title: Defender
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Defender-v5")` |
## Description
Aliens attack the earth. You control a spaceship and must defend humanity by destroying alien ships and rescuing humanoids.
You have three lives and three smart bombs. You lose a live when you are shot down by an alien spaceship.
Points are scored by destroying enemies and retrieving humans that are being abducted. You have an unlimited number of
laser missiles.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=128)
Aliens attack the earth. You control a spaceship and must defend humanity by destroying alien ships and rescuing humanoids.You have three lives and three smart bombs. You lose a live when you are shot down by an alien spaceship.Points are scored by destroying enemies and retrieving humans that are being abducted. You have an unlimited number of laser missiles.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=128)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Defender has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Defender uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You receive points for destroying enemies, rescuing abducted humans and keeping humans alive.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=128).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Defender-v5")
```
Defender has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Defender-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Defender-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Defender-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Defender-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| DefenderDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| DefenderNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Defender-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Defender-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Defender-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Defender-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| DefenderDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| DefenderNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Defender-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Defender-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------------|--------------------|--------------|
| Defender | `[1, ..., 9, 16]` | `[0, 1]` | `1` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Defender-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[1, ..., 9, 16]` | `1` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Demon Attack
title: DemonAttack
---
# Demon Attack
# DemonAttack
```{figure} ../../_static/videos/atari/demon_attack.gif
:width: 120px
@@ -11,95 +11,79 @@ title: Demon Attack
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|----------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/DemonAttack-v5")` |
## Description
You are facing waves of demons in the ice planet of Krybor. Points are accumulated by destroying
demons. You begin with 3 reserve bunkers, and can increase its number (up to 6) by avoiding enemy
attacks. Each attack wave you survive without any hits, grants you a new bunker. Every time an enemy
hits you, a bunker is destroyed. When the last bunker falls, the next enemy hit will destroy you and
the game ends.
You are facing waves of demons in the ice planet of Krybor. Points are accumulated by destroying demons. You begin with 3 reserve bunkers, and can increase its number (up to 6) by avoiding enemy attacks. Each attack wave you survive without any hits, grants you a new bunker. Every time an enemy hits you, a bunker is destroyed. When the last bunker falls, the next enemy hit will destroy you and the game ends.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=135).
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=135)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
DemonAttack has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As DemonAttack uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | DOWNRIGHT |
| 8 | DOWNLEFT |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `RIGHTFIRE` |
| `5` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
Each enemy you slay gives you points. The amount of points depends on the type of demon and which
wave you are in. A detailed table of scores is provided on [the AtariAge
page](https://atariage.com/manual_html_page.php?SoftwareLabelID=135).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/DemonAttack-v5")
```
DemonAttack has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|---------------------------------|-------------|--------------|------------------------------|
| DemonAttack-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| DemonAttack-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| DemonAttack-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| DemonAttack-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| DemonAttackDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| DemonAttackNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| DemonAttack-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| DemonAttack-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| DemonAttack-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| DemonAttack-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| DemonAttackDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| DemonAttackNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/DemonAttack-v5 | `"rgb"` | `4` | `0.25` |
| ALE/DemonAttack-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|----------------|--------------------|--------------|
| DemonAttack | `[1, 3, 5, 7]` | `[0, 1]` | `1` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("DemonAttack-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[1, 3, 5, 7]` | `1` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Double Dunk
title: DoubleDunk
---
# Double Dunk
# DoubleDunk
```{figure} ../../_static/videos/atari/double_dunk.gif
:width: 120px
@@ -11,93 +11,89 @@ title: Double Dunk
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (250, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/DoubleDunk-v5")` |
## Description
You are playing a 2v2 game of basketball. At the start of each possession, you select between a set
of different plays and then execute them to either score or prevent your rivals from scoring. The
game lasts a set amount of time or until one of the teams reaches a certain score
You are playing a 2v2 game of basketball. At the start of each possession, you select between a set of different plays and then execute them to either score or prevent your rivals from scoring.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=153).
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=153)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
DoubleDunk has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As DoubleDunk uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | DOWNRIGHT |
| 8 | DOWNLEFT |
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
Scores follow the rules of basketball. You can get either 3 points, 2 points foul line) depending
from where you shoot. After a defensive foul, a successful shot from the foul line gives you 1
point.
## Arguments
## Variants
```python
env = gymnasium.make("ALE/DoubleDunk-v5")
```
DoubleDunk has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------------|-------------|--------------|------------------------------|
| DoubleDunk-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| DoubleDunk-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| DoubleDunk-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| DoubleDunk-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| DoubleDunkDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| DoubleDunkNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| DoubleDunk-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| DoubleDunk-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| DoubleDunk-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| DoubleDunk-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| DoubleDunkDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| DoubleDunkNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/DoubleDunk-v5 | `"rgb"` | `4` | `0.25` |
| ALE/DoubleDunk-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|----------------|--------------------|--------------|
| DoubleDunk | `[0, ..., 15]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("DoubleDunk-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, ..., 15]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Elevator Action
title: ElevatorAction
---
# Elevator Action
# ElevatorAction
```{figure} ../../_static/videos/atari/elevator_action.gif
:width: 120px
@@ -11,96 +11,89 @@ title: Elevator Action
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (250, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/ElevatorAction-v5")` |
## Description
You are a secret agent that must retrieve some secret documents and reach the ground level of a
building by going down an elevator/stairs. Once you reach the ground level, you are picked up and
taken to the next level. You are equipped with a gun to defend yourself against enemy agents waiting
for you in each floor. You gather points by shooting down enemy agents and visiting apartments
marked with a red door, which contain the secret documents.
You are a secret agent that must retrieve some secret documents and reach the ground level of a building by going down an elevator/stairs. Once you reach the ground level, you are picked up and taken to the next level. You are equipped with a gun to defend yourself against enemy agents waiting for you in each floor. You gather points by shooting down enemy agents and visiting apartments marked with a red door, which contain the secret documents.This is an unreleased prototype based on the arcade game.
This is an unreleased prototype based on the arcade game. Limited documentation can be found on [the AtariAge
page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=1131).
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=1131)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
ElevatorAction has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As ElevatorAction uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | DOWNRIGHT |
| 8 | DOWNLEFT |
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You start with 4 lives and are awarded 100 points for each enemy shot, and 500 points for each
secret document collected (visiting a red door). Each time you get shot you lose one life and the
game ends when losing all lives.
## Arguments
## Variants
```python
env = gymnasium.make("ALE/ElevatorAction-v5")
```
ElevatorAction has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------------|-------------|--------------|------------------------------|
| ElevatorAction-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| ElevatorAction-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| ElevatorAction-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| ElevatorAction-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| ElevatorActionDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| ElevatorActionNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| ElevatorAction-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| ElevatorAction-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| ElevatorAction-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| ElevatorAction-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| ElevatorActionDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| ElevatorActionNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/ElevatorAction-v5 | `"rgb"` | `4` | `0.25` |
| ALE/ElevatorAction-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|----------------|-------------|--------------------|--------------|
| ElevatorAction | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("ElevatorAction-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,91 +11,80 @@ title: Enduro
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (250, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Enduro-v5")` |
## Description
You are a racer in the National Enduro, a long-distance endurance race. You must overtake a certain
amount of cars each day to stay on the race. The first day you need to pass 200 cars, and 300 for
each following day. The game ends if you do not meet your overtake quota for the day.
You are a racer in the National Enduro, a long-distance endurance race. You must overtake a certain amount of cars each day to stay on the race. The first day you need to pass 200 cars, and 300 foreach following day. The game ends if you do not meet your overtake quota for the day.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=163).
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=163)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Enduro has the action space `Discrete(9)` with the table below lists the meaning of each action's meanings.
As Enduro uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | DOWNRIGHT |
| 8 | DOWNLEFT |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `DOWNRIGHT` |
| `6` | `DOWNLEFT` |
| `7` | `RIGHTFIRE` |
| `8` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You get 1 point for each vehicle you overtake.
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Enduro-v5")
```
Enduro has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Enduro-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Enduro-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Enduro-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Enduro-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| EnduroDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| EnduroNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Enduro-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Enduro-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Enduro-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Enduro-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| EnduroDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| EnduroNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Enduro-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Enduro-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Enduro | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Enduro-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,18 +11,47 @@ title: FishingDerby
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/FishingDerby-v5")` |
## Description
your objective is to catch more sunfish than your opponent. But it's not just between you and the other fisherman, as a big, black shark is lurking just below the surface, waiting to steal your catch! Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=182).
your objective is to catch more sunfish than your opponent.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=182)
## Actions
FishingDerby has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As FishingDerby uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The exact reward dynamics depend on the environment and are usually documented in the game's manual. You can
@@ -30,87 +59,42 @@ find these manuals on [AtariAge](https://atariage.com/manual_html_page.php?Softw
Atari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).
### Action Space
## Variants
The action space a subset of the following discrete set of legal actions:
FishingDerby has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Num | Action |
|-----|---------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPRIGHT |
| 7 | UPLEFT |
| 8 | DOWNRIGHT |
| 9 | DOWNLEFT |
| 10 | UPFIRE |
| 11 | RIGHTFIRE |
| 12 | LEFTFIRE |
| 13 | DOWNFIRE |
| 14 | UPRIGHTFIRE |
| 15 | UPLEFTFIRE |
| 16 | DOWNRIGHTFIRE |
| 17 | DOWNLEFTFIRE |
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------------|-------------|--------------|------------------------------|
| FishingDerby-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| FishingDerby-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| FishingDerby-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| FishingDerby-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| FishingDerbyDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| FishingDerbyNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| FishingDerby-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| FishingDerby-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| FishingDerby-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| FishingDerby-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| FishingDerbyDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| FishingDerbyNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/FishingDerby-v5 | `"rgb"` | `4` | `0.25` |
| ALE/FishingDerby-ram-v5 | `"ram"` | `4` | `0.25` |
If you use v0 or v4 and the environment is initialized via `make`, the action space will usually be much smaller since most legal actions don't have
any effect. Thus, the enumeration of the actions will differ. The action space can be expanded to the full
legal space by passing the keyword argument `full_action_space=True` to `make`.
## Difficulty and modes
The reduced action space of an Atari environment may depend on the flavor of the game. You can specify the flavor by providing
the arguments `difficulty` and `mode` when constructing the environment. This documentation only provides details on the
action spaces of default flavors.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
## Arguments
```python
env = gymnasium.make("ALE/FishingDerby-v5")
```
The various ways to configure the environment are described in detail in the article on Atari environments.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|--------------|-------------|--------------------|--------------|
| FishingDerby | `[0]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("FishingDerby-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
| Version | `frameskip=` | `repeat_action_probability=` | `full_action_space=` |
|---------|--------------|------------------------------|----------------------|
| v0 | `(2, 5,)` | `0.25` | `False` |
| v4 | `(2, 5,)` | `0.0` | `False` |
| v5 | `5` | `0.25` | `True` |
> Version v5 follows the best practices outlined in [[2]](#2). Thus, it is recommended to transition to v5 and
> customize the environment using the arguments above, if necessary.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release

View File

@@ -11,18 +11,34 @@ title: Freeway
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Freeway-v5")` |
## Description
your objective is to guide your chicken across lane after lane of busy rush hour traffic. You receive a point for every chicken that makes it to the top of the screen after crossing all the lanes of traffic. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=192).
your objective is to guide your chicken across lane after lane of busy rush hour traffic. You receive a point for every chicken that makes it to the top of the screen after crossing all the lanes of traffic.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=192)
## Actions
Freeway has the action space `Discrete(3)` with the table below lists the meaning of each action's meanings.
As Freeway uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Value | Meaning |
|---------|-----------|
| `0` | `NOOP` |
| `1` | `UP` |
| `2` | `DOWN` |
## Observations
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The exact reward dynamics depend on the environment and are usually documented in the game's manual. You can
@@ -30,87 +46,42 @@ find these manuals on [AtariAge](https://atariage.com/manual_thumbs.php?Software
Atari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).
### Action Space
## Variants
The action space a subset of the following discrete set of legal actions:
Freeway has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Num | Action |
|-----|---------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPRIGHT |
| 7 | UPLEFT |
| 8 | DOWNRIGHT |
| 9 | DOWNLEFT |
| 10 | UPFIRE |
| 11 | RIGHTFIRE |
| 12 | LEFTFIRE |
| 13 | DOWNFIRE |
| 14 | UPRIGHTFIRE |
| 15 | UPLEFTFIRE |
| 16 | DOWNRIGHTFIRE |
| 17 | DOWNLEFTFIRE |
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Freeway-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Freeway-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Freeway-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Freeway-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| FreewayDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| FreewayNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Freeway-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Freeway-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Freeway-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Freeway-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| FreewayDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| FreewayNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Freeway-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Freeway-ram-v5 | `"ram"` | `4` | `0.25` |
If you use v0 or v4 and the environment is initialized via `make`, the action space will usually be much smaller since most legal actions don't have
any effect. Thus, the enumeration of the actions will differ. The action space can be expanded to the full
legal space by passing the keyword argument `full_action_space=True` to `make`.
## Difficulty and modes
The reduced action space of an Atari environment may depend on the flavor of the game. You can specify the flavor by providing
the arguments `difficulty` and `mode` when constructing the environment. This documentation only provides details on the
action spaces of default flavors.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
## Arguments
```python
env = gymnasium.make("ALE/Freeway-v5")
```
The various ways to configure the environment are described in detail in the article on Atari environments.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| Freeway | `[0, ..., 7]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Freeway-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, ..., 7]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
|Version|`frameskip=`|`repeat_action_probability=`|`full_action_space=`|
| ----- | --------- | ------------------------- | ---------|
|v0 |`(2, 5,)` |`0.25` |`False` |
|v4 |`(2, 5,)` |`0.0` |`False` |
|v5 |`5` |`0.25` |`True` |
> Version v5 follows the best practices outlined in [[2]](#2). Thus, it is recommended to transition to v5 and
> customize the environment using the arguments above, if necessary.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release

View File

@@ -11,18 +11,47 @@ title: Frostbite
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Frostbite-v5")` |
## Description
In Frostbite, the player controls "Frostbite Bailey" who hops back and forth across across an Arctic river, changing the color of the ice blocks from white to blue. Each time he does so, a block is added to his igloo. [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=199).
In Frostbite, the player controls "Frostbite Bailey" who hops back and forth across across an Arctic river, changing the color of the ice blocks from white to blue. Each time he does so, a block is added to his igloo.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=199)
## Actions
Frostbite has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Frostbite uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The exact reward dynamics depend on the environment and are usually documented in the game's manual. You can
@@ -30,87 +59,42 @@ find these manuals on [AtariAge](https://atariage.com/manual_html_page.php?Softw
Atari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).
### Action Space
## Variants
The action space a subset of the following discrete set of legal actions:
Frostbite has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Num | Action |
|-----|---------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPRIGHT |
| 7 | UPLEFT |
| 8 | DOWNRIGHT |
| 9 | DOWNLEFT |
| 10 | UPFIRE |
| 11 | RIGHTFIRE |
| 12 | LEFTFIRE |
| 13 | DOWNFIRE |
| 14 | UPRIGHTFIRE |
| 15 | UPLEFTFIRE |
| 16 | DOWNRIGHTFIRE |
| 17 | DOWNLEFTFIRE |
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| Frostbite-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Frostbite-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Frostbite-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Frostbite-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| FrostbiteDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| FrostbiteNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Frostbite-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Frostbite-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Frostbite-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Frostbite-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| FrostbiteDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| FrostbiteNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Frostbite-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Frostbite-ram-v5 | `"ram"` | `4` | `0.25` |
If you use v0 or v4 and the environment is initialized via `make`, the action space will usually be much smaller since most legal actions don't have
any effect. Thus, the enumeration of the actions will differ. The action space can be expanded to the full
legal space by passing the keyword argument `full_action_space=True` to `make`.
## Difficulty and modes
The reduced action space of an Atari environment may depend on the flavor of the game. You can specify the flavor by providing
the arguments `difficulty` and `mode` when constructing the environment. This documentation only provides details on the
action spaces of default flavors.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
## Arguments
```python
env = gymnasium.make("ALE/Frostbite-v5")
```
The various ways to configure the environment are described in detail in the article on Atari environments.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Frostbite | `[0, 2]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Frostbite-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 2]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
| Version | `frameskip=` | `repeat_action_probability=` | `full_action_space=` |
|---------|--------------|------------------------------|----------------------|
| v0 | `(2, 5,)` | `0.25` | `False` |
| v4 | `(2, 5,)` | `0.0` | `False` |
| v5 | `5` | `0.25` | `True` |
> Version v5 follows the best practices outlined in [[2]](#2). Thus, it is recommended to transition to v5 and
> customize the environment using the arguments above, if necessary.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release

View File

@@ -11,18 +11,39 @@ title: Gopher
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Gopher-v5")` |
## Description
The player controls a shovel-wielding farmer who protects a crop of three carrots from a gopher. [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=218).
The player controls a shovel-wielding farmer who protects a crop of three carrots from a gopher.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=218)
## Actions
Gopher has the action space `Discrete(8)` with the table below lists the meaning of each action's meanings.
As Gopher uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `UPFIRE` |
| `6` | `RIGHTFIRE` |
| `7` | `LEFTFIRE` |
## Observations
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The exact reward dynamics depend on the environment and are usually documented in the game's manual. You can
@@ -30,87 +51,42 @@ find these manuals on [AtariAge](https://atariage.com/manual_html_page.php?Softw
Atari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).
### Action Space
## Variants
The action space a subset of the following discrete set of legal actions:
Gopher has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Num | Action |
|-----|---------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPRIGHT |
| 7 | UPLEFT |
| 8 | DOWNRIGHT |
| 9 | DOWNLEFT |
| 10 | UPFIRE |
| 11 | RIGHTFIRE |
| 12 | LEFTFIRE |
| 13 | DOWNFIRE |
| 14 | UPRIGHTFIRE |
| 15 | UPLEFTFIRE |
| 16 | DOWNRIGHTFIRE |
| 17 | DOWNLEFTFIRE |
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Gopher-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Gopher-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Gopher-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Gopher-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| GopherDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| GopherNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Gopher-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Gopher-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Gopher-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Gopher-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| GopherDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| GopherNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Gopher-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Gopher-ram-v5 | `"ram"` | `4` | `0.25` |
If you use v0 or v4 and the environment is initialized via `make`, the action space will usually be much smaller since most legal actions don't have
any effect. Thus, the enumeration of the actions will differ. The action space can be expanded to the full
legal space by passing the keyword argument `full_action_space=True` to `make`.
## Difficulty and modes
The reduced action space of an Atari environment may depend on the flavor of the game. You can specify the flavor by providing
the arguments `difficulty` and `mode` when constructing the environment. This documentation only provides details on the
action spaces of default flavors.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
## Arguments
```python
env = gymnasium.make("ALE/Gopher-v5")
```
The various ways to configure the environment are described in detail in the article on Atari environments.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Gopher | `[0, 2]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Gopher-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 2]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
| Version | `frameskip=` | `repeat_action_probability=` | `full_action_space=` |
|---------|--------------|------------------------------|----------------------|
| v0 | `(2, 5,)` | `0.25` | `False` |
| v4 | `(2, 5,)` | `0.0` | `False` |
| v5 | `5` | `0.25` | `True` |
> Version v5 follows the best practices outlined in [[2]](#2). Thus, it is recommended to transition to v5 and
> customize the environment using the arguments above, if necessary.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release

View File

@@ -11,18 +11,47 @@ title: Gravitar
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Gravitar-v5")` |
## Description
The player controls a small blue spacecraft. The game starts in a fictional solar system with several planets to explore. If the player moves his ship into a planet, he will be taken to a side-view landscape. Player has to destroy red bunkers [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=223).
The player controls a small blue spacecraft. The game starts in a fictional solar system with several planets to explore. If the player moves his ship into a planet, he will be taken to a side-view landscape.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=223)
## Actions
Gravitar has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Gravitar uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The exact reward dynamics depend on the environment and are usually documented in the game's manual. You can
@@ -30,87 +59,42 @@ find these manuals on [AtariAge](https://atariage.com/manual_html_page.php?Softw
Atari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).
### Action Space
## Variants
The action space a subset of the following discrete set of legal actions:
Gravitar has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Num | Action |
|-----|---------------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPRIGHT |
| 7 | UPLEFT |
| 8 | DOWNRIGHT |
| 9 | DOWNLEFT |
| 10 | UPFIRE |
| 11 | RIGHTFIRE |
| 12 | LEFTFIRE |
| 13 | DOWNFIRE |
| 14 | UPRIGHTFIRE |
| 15 | UPLEFTFIRE |
| 16 | DOWNRIGHTFIRE |
| 17 | DOWNLEFTFIRE |
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Gravitar-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Gravitar-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Gravitar-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Gravitar-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| GravitarDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| GravitarNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Gravitar-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Gravitar-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Gravitar-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Gravitar-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| GravitarDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| GravitarNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Gravitar-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Gravitar-ram-v5 | `"ram"` | `4` | `0.25` |
If you use v0 or v4 and the environment is initialized via `make`, the action space will usually be much smaller since most legal actions don't have
any effect. Thus, the enumeration of the actions will differ. The action space can be expanded to the full
legal space by passing the keyword argument `full_action_space=True` to `make`.
## Difficulty and modes
The reduced action space of an Atari environment may depend on the flavor of the game. You can specify the flavor by providing
the arguments `difficulty` and `mode` when constructing the environment. This documentation only provides details on the
action spaces of default flavors.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
## Arguments
```python
env = gymnasium.make("ALE/Gravitar-v5")
```
The various ways to configure the environment are described in detail in the article on Atari environments.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| Gravitar | `[0, ..., 4]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Gravitar-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3, 4]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
| Version | `frameskip=` | `repeat_action_probability=` | `full_action_space=` |
|---------|--------------|------------------------------|----------------------|
| v0 | `(2, 5,)` | `0.25` | `False` |
| v4 | `(2, 5,)` | `0.0` | `False` |
| v5 | `5` | `0.25` | `True` |
> Version v5 follows the best practices outlined in [[2]](#2). Thus, it is recommended to transition to v5 and
> customize the environment using the arguments above, if necessary.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release

View File

@@ -11,79 +11,89 @@ title: Hero
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Hero-v5")` |
## Description
You need to rescue miners that are stuck in a mine shaft. You have access to various tools: A propeller backpack that
allows you to fly wherever you want, sticks of dynamite that can be used to blast through walls, a laser beam to kill
vermin, and a raft to float across stretches of lava.
You have a limited amount of power. Once you run out, you lose a live.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=228)
You need to rescue miners that are stuck in a mine shaft. You have access to various tools: A propeller backpack that allows you to fly wherever you want, sticks of dynamite that can be used to blast through walls, a laser beam to kill vermin, and a raft to float across stretches of lava.You have a limited amount of power. Once you run out, you lose a live.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=228)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Hero has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Hero uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for shooting critters, rescuing miners, and dynamiting walls.
Extra points are rewarded for any power remaining after rescuing a miner.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=228).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Hero-v5")
```
Hero has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------|-------------|--------------|------------------------------|
| Hero-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Hero-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Hero-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Hero-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| HeroDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| HeroNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Hero-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Hero-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Hero-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Hero-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| HeroDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| HeroNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Hero-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Hero-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| Hero | `[0, ..., 4]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Hero-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3, 4]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,78 +11,89 @@ title: IceHockey
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/IceHockey-v5")` |
## Description
Your goal is to score as many points as possible in a standard game of Ice Hockey over a 3-minute time period. The ball is usually called "the puck".
There are 32 shot angles ranging from the extreme left to the extreme right. The angles can only aim towards the opponent's goal.
Just as in real hockey, you can pass the puck by shooting it off the sides of the rink. This can be really key when you're in position to score a goal.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=241)
Your goal is to score as many points as possible in a standard game of Ice Hockey over a 3-minute time period. The ball is usually called "the puck".There are 32 shot angles ranging from the extreme left to the extreme right. The angles can only aim towards the opponent's goal.Just as in real hockey, you can pass the puck by shooting it off the sides of the rink. This can be really key when you're in position to score a goal.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=241)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
IceHockey has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As IceHockey uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. [The general article on Atari environments](https://brosa.ca/blog/ale-release-v0.7) outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points by shooting the puck into your opponent's goal. Your opponent scores in the same manner.
There are no limits to how many points you can get per game, other than the time limit of 3-minute games.
For a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=241).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/IceHockey-v5")
```
IceHockey has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| IceHockey-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| IceHockey-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| IceHockey-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| IceHockey-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| IceHockeyDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| IceHockeyNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| IceHockey-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| IceHockey-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| IceHockey-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| IceHockey-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| IceHockeyDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| IceHockeyNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/IceHockey-v5 | `"rgb"` | `4` | `0.25` |
| ALE/IceHockey-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| IceHockey | `[0, 2]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Icehockey-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 2]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,79 +11,89 @@ title: Jamesbond
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Jamesbond-v5")` |
## Description
Your mission is to control Mr. Bond's specially designed multipurpose craft to complete a variety of missions.
The craft moves forward with a right motion and slightly back with a left motion.
An up or down motion causes the craft to jump or dive.
You can also fire by either lobbing a bomb to the bottom of the screen or firing a fixed angle shot to the top of the screen.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=250)
Your mission is to control Mr. Bond's specially designed multipurpose craft to complete a variety of missions.The craft moves forward with a right motion and slightly back with a left motion.An up or down motion causes the craft to jump or dive.You can also fire by either lobbing a bomb to the bottom of the screen or firing a fixed angle shot to the top of the screen.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=250)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Jamesbond has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Jamesbond uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. [The general article on Atari environments](https://brosa.ca/blog/ale-release-v0.7) outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The game ends when you complete the last mission or when you lose the last craft. In either case, you'll receive your final score.
There will be a rating based on your score. The highest rating in NOVICE is 006. The highest rating in AGENT is 007.
For a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=250).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Jamesbond-v5")
```
Jamesbond has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| Jamesbond-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Jamesbond-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Jamesbond-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Jamesbond-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| JamesbondDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| JamesbondNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Jamesbond-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Jamesbond-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Jamesbond-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Jamesbond-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| JamesbondDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| JamesbondNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Jamesbond-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Jamesbond-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Jamesbond | `[0, 1]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Jamesbond-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,98 +11,89 @@ title: JourneyEscape
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/JourneyEscape-v5")` |
## Description
You must lead all 5 members of JOURNEY through waves of pesky characters and backstage obstacles to the Scarab Escape Vehicle before time runs out.
You must also protect $50,000 in concert cash from grasping groupies, photographers, and promoters.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=252)
You must lead all 5 members of JOURNEY through waves of pesky characters and backstage obstacles to the Scarab Escape Vehicle before time runs out.You must also protect $50,000 in concert cash from grasping groupies, photographers, and promoters.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=252)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
JourneyEscape has the action space `Discrete(16)` with the table below lists the meaning of each action's meanings.
As JourneyEscape uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|---------------|
| 0 | NOOP |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPRIGHT |
| 7 | UPLEFT |
| 8 | DOWNRIGHT |
| 9 | DOWNLEFT |
| 11 | RIGHTFIRE |
| 12 | LEFTFIRE |
| 13 | DOWNFIRE |
| 14 | UPRIGHTFIRE |
| 15 | UPLEFTFIRE |
| 16 | DOWNRIGHTFIRE |
| 17 | DOWNLEFTFIRE |
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `UP` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `UPRIGHT` |
| `6` | `UPLEFT` |
| `7` | `DOWNRIGHT` |
| `8` | `DOWNLEFT` |
| `9` | `RIGHTFIRE` |
| `10` | `LEFTFIRE` |
| `11` | `DOWNFIRE` |
| `12` | `UPRIGHTFIRE` |
| `13` | `UPLEFTFIRE` |
| `14` | `DOWNRIGHTFIRE` |
| `15` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. [The general article on Atari environments](https://brosa.ca/blog/ale-release-v0.7) outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
At the start of the game, you will have $50,000 and 60 units of time.
Your end game score with be dependent on how much time you have remaining and who you encounter along the way.
For a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=252).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/JourneyEscape-v5")
```
JourneyEscape has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------------|-------------|--------------|------------------------------|
| JourneyEscape-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| JourneyEscape-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| JourneyEscape-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| JourneyEscape-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| JourneyEscapeDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| JourneyEscapeNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| JourneyEscape-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| JourneyEscape-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| JourneyEscape-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| JourneyEscape-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| JourneyEscapeDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| JourneyEscapeNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/JourneyEscape-v5 | `"rgb"` | `4` | `0.25` |
| ALE/JourneyEscape-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------------------|--------------|
| JourneyEscape | `[0]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("JourneyEscape-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,77 +11,89 @@ title: Kangaroo
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Kangaroo-v5")` |
## Description
The object of the game is to score as many points as you can while controlling Mother Kangaroo to rescue her precious baby. You start the game with three lives.
During this rescue mission, Mother Kangaroo encounters many obstacles. You need to help her climb ladders, pick bonus fruit, and throw punches at monkeys.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=923)
The object of the game is to score as many points as you can while controlling Mother Kangaroo to rescue her precious baby. You start the game with three lives.During this rescue mission, Mother Kangaroo encounters many obstacles. You need to help her climb ladders, pick bonus fruit, and throw punches at monkeys.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=923)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Kangaroo has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Kangaroo uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. [The general article on Atari environments](https://brosa.ca/blog/ale-release-v0.7) outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
Your score will be shown at the top right corner of the game.
Your end game score with be dependent on how much time you have remaining and who you encounter along the way.
For a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=923).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Kangaroo-v5")
```
Kangaroo has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Kangaroo-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Kangaroo-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Kangaroo-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Kangaroo-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| KangarooDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| KangarooNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Kangaroo-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Kangaroo-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Kangaroo-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Kangaroo-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| KangarooDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| KangarooNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Kangaroo-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Kangaroo-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Kangaroo | `[0, 1]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Kangaroo-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,77 +11,89 @@ title: Krull
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Krull-v5")` |
## Description
Your mission is to find and enter the Beast's Black Fortress, rescue Princess Lyssa, and destroy the Beast.
The task is not an easy one, for the location of the Black Fortress changes with each sunrise on Krull.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=267)
Your mission is to find and enter the Beast's Black Fortress, rescue Princess Lyssa, and destroy the Beast.The task is not an easy one, for the location of the Black Fortress changes with each sunrise on Krull.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=267)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
Krull has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Krull uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. [The general article on Atari environments](https://brosa.ca/blog/ale-release-v0.7) outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You will receive various scores for each monster you kill.
You can play the game until you have lost all your lives.
For a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=267).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Krull-v5")
```
Krull has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|---------------------------|-------------|--------------|------------------------------|
| Krull-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Krull-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Krull-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Krull-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| KrullDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| KrullNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Krull-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Krull-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Krull-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Krull-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| KrullDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| KrullNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Krull-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Krull-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Krull | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Krull-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Kung Fu Master
title: KungFuMaster
---
# Kung Fu Master
# KungFuMaster
```{figure} ../../_static/videos/atari/kung_fu_master.gif
:width: 120px
@@ -11,82 +11,82 @@ title: Kung Fu Master
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/KungFuMaster-v5")` |
## Description
You are a Kung-Fu Master fighting your way through the Evil Wizard's temple. Your goal is to rescue Princess Victoria, defeating various enemies along the way. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=268).
You are a Kung-Fu Master fighting your way through the Evil Wizard's temple. Your goal is to rescue Princess Victoria, defeating various enemies along the way.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=268)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
KungFuMaster has the action space `Discrete(14)` with the table below lists the meaning of each action's meanings.
As KungFuMaster uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|---------------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | DOWNRIGHT |
| 6 | DOWNLEFT |
| 7 | RIGHTFIRE |
| 8 | LEFTFIRE |
| 9 | DOWNFIRE |
| 10 | UPRIGHTFIRE |
| 11 | UPLEFTFIRE |
| 12 | DOWNRIGHTFIRE |
| 13 | DOWNLEFTFIRE |
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `UP` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `DOWNRIGHT` |
| `6` | `DOWNLEFT` |
| `7` | `RIGHTFIRE` |
| `8` | `LEFTFIRE` |
| `9` | `DOWNFIRE` |
| `10` | `UPRIGHTFIRE` |
| `11` | `UPLEFTFIRE` |
| `12` | `DOWNRIGHTFIRE` |
| `13` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
KungFuMaster has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------------|-------------|--------------|------------------------------|
| KungFuMaster-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| KungFuMaster-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| KungFuMaster-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| KungFuMaster-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| KungFuMasterDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| KungFuMasterNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| KungFuMaster-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| KungFuMaster-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| KungFuMaster-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| KungFuMaster-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| KungFuMasterDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| KungFuMasterNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/KungFuMaster-v5 | `"rgb"` | `4` | `0.25` |
| ALE/KungFuMaster-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/KungFuMaster-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|--------------|-------------|--------------------|--------------|
| KungFuMaster | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("KungFuMaster-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Montezuma Revenge
title: MontezumaRevenge
---
# Montezuma Revenge
# MontezumaRevenge
```{figure} ../../_static/videos/atari/montezuma_revenge.gif
:width: 120px
@@ -11,67 +11,84 @@ title: Montezuma Revenge
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/MontezumaRevenge-v5")` |
## Description
Your goal is to acquire Montezuma's treasure by making your way through a maze of chambers within the emperor's fortress. You must avoid deadly creatures while collecting valuables and tools which can help you escape with the treasure. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=310).
Your goal is to acquire Montezuma's treasure by making your way through a maze of chambers within the emperor's fortress. You must avoid deadly creatures while collecting valuables and tools which can help you escape with the treasure.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=310)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions
will be available in the default flavor.
MontezumaRevenge has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As MontezumaRevenge uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
MontezumaRevenge has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------------------|-------------|--------------|------------------------------|
| MontezumaRevenge-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| MontezumaRevenge-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| MontezumaRevenge-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| MontezumaRevenge-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| MontezumaRevengeDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| MontezumaRevengeNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| MontezumaRevenge-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| MontezumaRevenge-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| MontezumaRevenge-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| MontezumaRevenge-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| MontezumaRevengeDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| MontezumaRevengeNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/MontezumaRevenge-v5 | `"rgb"` | `4` | `0.25` |
| ALE/MontezumaRevenge-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/MontezumaRevenge-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|------------------|-------------|--------------------|--------------|
| MontezumaRevenge | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("MontezumaRevenge-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Ms Pacman
title: MsPacman
---
# Ms Pacman
# MsPacman
```{figure} ../../_static/videos/atari/ms_pacman.gif
:width: 120px
@@ -11,77 +11,77 @@ title: Ms Pacman
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/MsPacman-v5")` |
## Description
Your goal is to collect all of the pellets on the screen while avoiding the ghosts.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_page.php?SoftwareLabelID=924)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
MsPacman has the action space `Discrete(9)` with the table below lists the meaning of each action's meanings.
As MsPacman uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPRIGHT |
| 6 | UPLEFT |
| 7 | DOWNRIGHT |
| 8 | DOWNLEFT |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `UP` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `UPRIGHT` |
| `6` | `UPLEFT` |
| `7` | `DOWNRIGHT` |
| `8` | `DOWNLEFT` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
MsPacman has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| MsPacman-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| MsPacman-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| MsPacman-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| MsPacman-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| MsPacmanDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| MsPacmanNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| MsPacman-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| MsPacman-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| MsPacman-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| MsPacman-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| MsPacmanDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| MsPacmanNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/MsPacman-v5 | `"rgb"` | `4` | `0.25` |
| ALE/MsPacman-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/MsPacman-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| MsPacman | `[0, ..., 3]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("MsPacman-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Name This Game
title: NameThisGame
---
# Name This Game
# NameThisGame
```{figure} ../../_static/videos/atari/name_this_game.gif
:width: 120px
@@ -11,74 +11,74 @@ title: Name This Game
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/NameThisGame-v5")` |
## Description
Your goal is to defend the treasure that you have discovered. You must fight off a shark and an octopus while keeping an eye on your oxygen supply. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=323).
Your goal is to defend the treasure that you have discovered. You must fight off a shark and an octopus while keeping an eye on your oxygen supply.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=323)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
NameThisGame has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As NameThisGame uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | RIGHTFIRE |
| 5 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `RIGHTFIRE` |
| `5` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
NameThisGame has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------------|-------------|--------------|------------------------------|
| NameThisGame-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| NameThisGame-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| NameThisGame-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| NameThisGame-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| NameThisGameDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| NameThisGameNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| NameThisGame-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| NameThisGame-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| NameThisGame-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| NameThisGame-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| NameThisGameDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| NameThisGameNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/NameThisGame-v5 | `"rgb"` | `4` | `0.25` |
| ALE/NameThisGame-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/NameThisGame-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|--------------|---------------|--------------------|--------------|
| NameThisGame | `[8, 24, 40]` | `[0, 1]` | `8` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("NameThisGame-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[8, 24, 40]` | `8` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,76 +11,76 @@ title: Phoenix
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Phoenix-v5")` |
## Description
Your goal is to reach and shoot the alien pilot. On your way there, you must eliminate waves of war birds while avoiding their bombs. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=355).
Your goal is to reach and shoot the alien pilot. On your way there, you must eliminate waves of war birds while avoiding their bombs.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=355)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
Phoenix has the action space `Discrete(8)` with the table below lists the meaning of each action's meanings.
As Phoenix uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | RIGHTFIRE |
| 6 | LEFTFIRE |
| 7 | DOWNFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `RIGHTFIRE` |
| `6` | `LEFTFIRE` |
| `7` | `DOWNFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
Phoenix has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Phoenix-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Phoenix-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Phoenix-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Phoenix-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| PhoenixDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| PhoenixNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Phoenix-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Phoenix-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Phoenix-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Phoenix-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| PhoenixDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| PhoenixNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Phoenix-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Phoenix-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/Phoenix-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Phoenix | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Phoenix-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,73 +11,90 @@ title: Pitfall
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Pitfall-v5")` |
## Description
You control Pitfall Harry and are tasked with collecting all the treasures in a jungle within 20 minutes. You have three lives. The game is over if you collect all the treasures or if you die or if the time runs out.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=360)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=360)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
Pitfall has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Pitfall uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You get score points for collecting treasure, you lose points through some misfortunes like falling down a hole.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=360).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Pitfall-v5")
```
Pitfall has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Pitfall-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Pitfall-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Pitfall-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Pitfall-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| PitfallDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| PitfallNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Pitfall-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Pitfall-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Pitfall-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Pitfall-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| PitfallDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| PitfallNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Pitfall-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Pitfall-ram-v5 | `"ram"` | `4` | `0.25` |
| ALE/Pitfall2-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Pitfall2-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Pitfall | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Pitfall-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,84 +11,78 @@ title: Pong
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Pong-v5")` |
## Description
You control the right paddle, you compete against the left paddle controlled by the computer. You each try to keep deflecting the ball away from your goal and into your opponent's goal.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=587)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=587)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Pong has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As Pong uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | RIGHTFIRE |
| 5 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `RIGHTFIRE` |
| `5` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You get score points for getting the ball to pass the opponent's paddle. You lose points if the ball passes your paddle.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=587).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Pong-v5")
```
Pong has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------|-------------|--------------|------------------------------|
| Pong-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Pong-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Pong-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Pong-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| PongDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| PongNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Pong-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Pong-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Pong-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Pong-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| PongDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| PongNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Pong-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Pong-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Pong | `[0, 1]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Pong-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,84 +11,78 @@ title: Pooyan
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Pooyan-v5")` |
## Description
You are a mother pig protecting her piglets (Pooyans) from wolves. In the first scene, you can move up and down a rope. Try to shoot the worker's balloons, while guarding yourself from attacks. If the wolves reach the ground safely they will get behind and try to eat you. In the second scene, the wolves try to float up. You have to try and stop them using arrows and bait. You die if a wolf eats you, or a stone or rock hits you.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=372)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=372)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Pooyan has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As Pooyan uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | DOWN |
| 4 | UPFIRE |
| 5 | DOWNFIRE |
| Value | Meaning |
|---------|------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `DOWN` |
| `4` | `UPFIRE` |
| `5` | `DOWNFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
If you hit a balloon, wolf or stone with an arrow you score points.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=372).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Pooyan-v5")
```
Pooyan has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Pooyan-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Pooyan-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Pooyan-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Pooyan-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| PooyanDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| PooyanNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Pooyan-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Pooyan-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Pooyan-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Pooyan-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| PooyanDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| PooyanNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Pooyan-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Pooyan-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|--------------------|--------------------|--------------|
| Pooyan | `[10, 30, 50, 70]` | `[0]` | `10` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Pooyan-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|--------------------|----------------|--------------------------|----------------------|
| `[10, 30, 50, 70]` | `10` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,73 +11,88 @@ title: PrivateEye
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/PrivateEye-v5")` |
## Description
You control the French Private Eye Pierre Touche. Navigate the city streets, parks, secret passages, dead-ends and one-ways in search of the ringleader, Henri Le Fiend and his gang. You also need to find evidence and stolen goods that are scattered about. There are five cases, complete each case before its statute of limitations expires.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=376)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=376)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
PrivateEye has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As PrivateEye uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for completing your tasks like gathering evidence, nabbing questionable characters or closing cases etc. You lose points if you get hit or if your auto is on a pothole.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=376).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/PrivateEye-v5")
```
PrivateEye has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------------|-------------|--------------|------------------------------|
| PrivateEye-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| PrivateEye-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| PrivateEye-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| PrivateEye-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| PrivateEyeDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| PrivateEyeNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| PrivateEye-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| PrivateEye-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| PrivateEye-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| PrivateEye-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| PrivateEyeDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| PrivateEyeNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/PrivateEye-v5 | `"rgb"` | `4` | `0.25` |
| ALE/PrivateEye-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| PrivateEye | `[0, ..., 4]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("PrivateEye-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3, 4]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,84 +11,78 @@ title: Qbert
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Qbert-v5")` |
## Description
You are Q*bert. Your goal is to change the color of all the cubes on the pyramid to the pyramid's 'destination' color. To do this, you must hop on each cube on the pyramid one at a time while avoiding nasty creatures that lurk there.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=1224&itemTypeID=HTMLMANUAL)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=1224)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Qbert has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As Qbert uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|--------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| Value | Meaning |
|---------|-----------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for changing color of the cubes to their destination colors or by defeating enemies. You also gain points for completing a level.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=1224&itemTypeID=HTMLMANUAL).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Qbert-v5")
```
Qbert has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|---------------------------|-------------|--------------|------------------------------|
| Qbert-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Qbert-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Qbert-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Qbert-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| QbertDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| QbertNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Qbert-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Qbert-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Qbert-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Qbert-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| QbertDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| QbertNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Qbert-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Qbert-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Qbert | `[0]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Qbert-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,51 +11,47 @@ title: Riverraid
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Riverraid-v5")` |
## Description
You control a jet that flies over a river: you can move it sideways and fire missiles to destroy enemy objects. Each time an enemy object is destroyed you score points (i.e. rewards).
You control a jet that flies over a river: you can move it sideways and fire missiles to destroy enemy objects. Each time an enemy object is destroyed you score points (i.e. rewards).You lose a jet when you run out of fuel: fly over a fuel depot when you begin to run low.You lose a jet even when it collides with the river bank or one of the enemy objects (except fuel depots).The game begins with a squadron of three jets in reserve and you're given an additional jet (up to 9) for each 10,000 points you score.
You lose a jet when you run out of fuel: fly over a fuel depot when you begin to run low.
You lose a jet even when it collides with the river bank or one of the enemy objects (except fuel depots).
The game begins with a squadron of three jets in reserve and you're given an additional jet (up to 9) for each 10,000 points you score.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=409)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=409)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
Riverraid has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Riverraid uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
Score points are your only reward. You get score points each time you destroy an enemy object:
@@ -70,30 +66,42 @@ Score points are your only reward. You get score points each time you destroy an
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=409).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Riverraid-v5")
```
Riverraid has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| Riverraid-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Riverraid-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Riverraid-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Riverraid-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| RiverraidDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| RiverraidNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Riverraid-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Riverraid-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Riverraid-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Riverraid-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| RiverraidDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| RiverraidNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Riverraid-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Riverraid-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Riverraid | `[0]` | `[0,1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Riverraid-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Road Runner
title: RoadRunner
---
# Road Runner
# RoadRunner
```{figure} ../../_static/videos/atari/road_runner.gif
:width: 120px
@@ -11,54 +11,47 @@ title: Road Runner
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/RoadRunner-v0")` |
## Description
You control the Road Runner(TM) in a race; you can control the direction to run in and times to jumps.
The goal is to outrun Wile E. Coyote(TM) while avoiding the hazards of the desert.
You control the Road Runner(TM) in a race; you can control the direction to run in and times to jumps.The goal is to outrun Wile E. Coyote(TM) while avoiding the hazards of the desert.The game begins with three lives. You lose a life when the coyote catches you, picks you up in a rocket, or shoots you with a cannon. You also lose a life when a truck hits you, you hit a land mine, you fall off a cliff,or you get hit by a falling rock.You score points (i.e. rewards) by eating seeds along the road, eating steel shot, and destroying the coyote.
The game begins with three lives. You lose a life when the coyote
catches you, picks you up in a rocket, or shoots you with a cannon. You also
lose a life when a truck hits you, you hit a land mine, you fall off a cliff,
or you get hit by a falling rock.
You score points (i.e. rewards) by eating seeds along the road, eating steel shot, and
destroying the coyote.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=412)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=412)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
RoadRunner has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As RoadRunner uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
Score points are your only reward. You get score points each time you:
@@ -72,30 +65,42 @@ Score points are your only reward. You get score points each time you:
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=412).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/RoadRunner-v5")
```
RoadRunner has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------------|-------------|--------------|------------------------------|
| RoadRunner-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| RoadRunner-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| RoadRunner-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| RoadRunner-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| RoadRunnerDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| RoadRunnerNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| RoadRunner-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| RoadRunner-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| RoadRunner-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| RoadRunner-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| RoadRunnerDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| RoadRunnerNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/RoadRunner-v5 | `"rgb"` | `4` | `0.25` |
| ALE/RoadRunner-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| RoadRunner | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("RoadRunner-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Robot Tank
title: Robotank
---
# Robot Tank
# Robotank
```{figure} ../../_static/videos/atari/robotank.gif
:width: 120px
@@ -11,56 +11,47 @@ title: Robot Tank
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Robotank-v0")` |
## Description
You control your Robot Tanks to destroy enemies and avoid enemy fire.
You control your Robot Tanks to destroy enemies and avoid enemy fire.Game ends when all of your Robot Tanks are destroyed or all 12 enemy squadrons are destroyed.The game begins with one active Robot Tank and three reserves.Your Robot Tank may get lost when it is hit by enemy rocket fire - your video scrambles with static interference when this happens - or just become damaged - sensors report the damage by flashing on your control panel (look at V/C/R/T squares).You earn one bonus Robot Tank for every enemy squadron destroyed. The maximum number of bonus Robot Tanks allowed at any one time is 12.
Game ends when all of your Robot Tanks are
destroyed or all 12 enemy squadrons are destroyed.
The game begins with one active Robot Tank and three reserves.
Your Robot Tank may get lost when it is hit by enemy
rocket fire - your video scrambles with static interference when this
happens - or just become damaged - sensors report the damage by flashing on your control panel (look at V/C/R/T squares).
You earn one bonus Robot Tank for every enemy squadron destroyed. The maximum
number of bonus Robot Tanks allowed at any one time is 12.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=416)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=416)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
Robotank has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Robotank uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The number of enemies destroyed is the only reward.
@@ -71,30 +62,42 @@ A small tank appears at the top of your screen for each enemy
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=416).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Robotank-v5")
```
Robotank has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Robotank-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Robotank-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Robotank-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Robotank-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| RobotankDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| RobotankNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Robotank-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Robotank-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Robotank-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Robotank-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| RobotankDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| RobotankNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Robotank-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Robotank-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Robotank | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Robotank-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,59 +11,47 @@ title: Seaquest
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Seaquest-v0")` |
## Description
You control a sub able to move in all directions and fire torpedoes.
The goal is to retrieve as many divers as you
can, while dodging and blasting enemy subs and killer sharks; points will be awarded accordingly.
You control a sub able to move in all directions and fire torpedoes.The goal is to retrieve as many divers as you can, while dodging and blasting enemy subs and killer sharks; points will be awarded accordingly.The game begins with one sub and three waiting on the horizon. Each time you increase your score by 10,000 points, an extra sub will be delivered to yourbase. You can only have six reserve subs on the screen at one time.Your sub will explode if it collides with anything except your own divers.The sub has a limited amount of oxygen that decreases at a constant rate during the game. When the oxygen tank is almost empty, you need to surface and if you don't do it in time, your sub will blow up and you'll lose one diver. Each time you're forced to surface, with less than six divers, you lose one diver as well.
The game begins with one sub and three waiting on the horizon. Each time you
increase your score by 10,000 points, an extra sub will be delivered to your
base. You can only have six reserve subs on the screen at one time.
Your sub will explode if it collides with anything
except your own divers.
The sub has a limited amount of oxygen that decreases at a constant rate during the game. When the oxygen
tank is almost empty, you need to surface and if you don't do it in
time, yoursub will blow up and you'll lose one diver. Each time you're forced
to surface, with less than six divers, you lose one diver as well.
Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=424)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=424)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
Seaquest has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Seaquest uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
Score points are your only reward.
@@ -81,30 +69,42 @@ you're given.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=424).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Seaquest-v5")
```
Seaquest has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|------------------------------|-------------|--------------|------------------------------|
| Seaquest-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Seaquest-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Seaquest-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Seaquest-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| SeaquestDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| SeaquestNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Seaquest-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Seaquest-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Seaquest-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Seaquest-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| SeaquestDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| SeaquestNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Seaquest-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Seaquest-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Seaquest | `[0]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Seaquest-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -2,7 +2,7 @@
title: Skiing
---
# Skiings
# Skiing
```{figure} ../../_static/videos/atari/skiing.gif
:width: 120px
@@ -11,91 +11,76 @@ title: Skiing
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Skiing-v0")` |
## Description
You control a skier who can move sideways.
You control a skier who can move sideways.The goal is to run through all gates (between the poles) in the fastest time.You are penalized five seconds for each gate you miss.If you hit a gate or a tree, your skier will jump back up and keep going.
The goal is to run through all gates (between the poles) in the fastest time.
You are penalized five seconds for each gate you miss.
If you hit a gate or a tree, your skier will jump back up
and keep going. But you do lose time, so be careful!
Detailed documentation can be found on [the AtariAge page [SLALOM RACING section]](https://atariage.com/manual_html_page.php?SoftwareLabelID=434)
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=434)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend
on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
Skiing has the action space `Discrete(3)` with the table below lists the meaning of each action's meanings.
As Skiing uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|--------|
| 0 | NOOP |
| 1 | RIGHT |
| 2 | LEFT |
| Value | Meaning |
|---------|-----------|
| `0` | `NOOP` |
| `1` | `RIGHT` |
| `2` | `LEFT` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
Seconds are your only rewards - negative rewards and penalties (e.g. missing a gate) are assigned as additional seconds.
For a more detailed documentation, see [the AtariAge page [SLALOM RACING section]](https://atariage.com/manual_html_page.php?SoftwareLabelID=434).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Skiing-v5")
```
Skiing has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Skiing-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Skiing-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Skiing-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Skiing-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| SkiingDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| SkiingNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Skiing-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Skiing-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Skiing-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Skiing-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| SkiingDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| SkiingNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Skiing-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Skiing-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Skiing | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Skiing-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,71 +11,87 @@ title: Solaris
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Solaris-v5")` |
## Description
You control a spaceship. Blast enemies before they can blast you. You can warp to different sectors. You have to defend Federation planets, and destroy Zylon forces. Keep track of your fuel, if you run out you lose a life. Warp to a Federation planet to refuel. The game ends if all your ships are destroyed or if you reach the Solaris planet. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=450)
You control a spaceship. Blast enemies before they can blast you. You can warp to different sectors. You have to defend Federation planets, and destroy Zylon forces. Keep track of your fuel, if you run out you lose a life. Warp to a Federation planet to refuel. The game ends if all your ships are destroyed or if you reach the Solaris planet.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=450)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
Solaris has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Solaris uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You gain points for destroying enemies, rescuing cadets, making it through a corridor, destroying enemy planets etc. For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=450).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Solaris-v5")
```
Solaris has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Solaris-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Solaris-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Solaris-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Solaris-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| SolarisDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| SolarisNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Solaris-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Solaris-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Solaris-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Solaris-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| SolarisDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| SolarisNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Solaris-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Solaris-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Solaris | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Solaris-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,82 +11,77 @@ title: SpaceInvaders
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/SpaceInvaders-v5")` |
## Description
Your objective is to destroy the space invaders by shooting your laser cannon at them before they reach the Earth. The game ends when all your lives are lost after taking enemy fire, or when they reach the earth. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=460)
Your objective is to destroy the space invaders by shooting your laser cannon at them before they reach the Earth. The game ends when all your lives are lost after taking enemy fire, or when they reach the earth.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=460)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
SpaceInvaders has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As SpaceInvaders uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | RIGHTFIRE |
| 5 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `RIGHTFIRE` |
| `5` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You gain points for destroying space invaders. The invaders in the back rows are worth more points. For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=460).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/SpaceInvaders-v5")
```
SpaceInvaders has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------------|-------------|--------------|------------------------------|
| SpaceInvaders-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| SpaceInvaders-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| SpaceInvaders-ramDeterministic-v0 | `"ram"` | `3` | `0.25` |
| SpaceInvaders-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| SpaceInvadersDeterministic-v0 | `"rgb"` | `3` | `0.25` |
| SpaceInvadersNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| SpaceInvaders-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| SpaceInvaders-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| SpaceInvaders-ramDeterministic-v4 | `"ram"` | `3` | `0.0` |
| SpaceInvaders-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| SpaceInvadersDeterministic-v4 | `"rgb"` | `3` | `0.0` |
| SpaceInvadersNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/SpaceInvaders-v5 | `"rgb"` | `4` | `0.25` |
| ALE/SpaceInvaders-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|---------------|----------------|--------------------|--------------|
| SpaceInvaders | `[0, ..., 15]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("SpaceInvaders-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, ..., 15]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,82 +11,87 @@ title: StarGunner
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|---------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/StarGunner-v5")` |
## Description
Stop the alien invasion by shooting down alien saucers and creatures while avoiding bombs. More details can be found on [the Atari Mania page](http://www.atarimania.com/game-atari-2600-vcs-stargunner_16921.html)
Stop the alien invasion by shooting down alien saucers and creatures while avoiding bombs.
For a more detailed documentation, see [the AtariAge page](http://www.atarimania.com/game-atari-2600-vcs-stargunner_16921.html)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
StarGunner has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As StarGunner uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Num | Action |
|-----|--------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for destroying enemies. You get bonus points for clearing a wave and a level. For a more detailed documentation, see [the Atari Mania page](http://www.atarimania.com/game-atari-2600-vcs-stargunner_16921.html).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/StarGunner-v5")
```
StarGunner has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|--------------------------------|-------------|--------------|------------------------------|
| StarGunner-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| StarGunner-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| StarGunner-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| StarGunner-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| StarGunnerDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| StarGunnerNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| StarGunner-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| StarGunner-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| StarGunner-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| StarGunner-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| StarGunnerDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| StarGunnerNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/StarGunner-v5 | `"rgb"` | `4` | `0.25` |
| ALE/StarGunner-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|---------------|--------------------|--------------|
| StarGunner | `[0, ..., 3]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("StarGunner-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 1, 2, 3]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,72 +11,87 @@ title: Tennis
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Tennis-v5")` |
## Description
You control the orange player playing against a computer-controlled blue player. The game follows the rules of tennis.
The first player to win at least 6 games with a margin of at least two games wins the match. If the score is tied at 6-6, the first player to go 2 games up wins the match. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=555)
You control the orange player playing against a computer-controlled blue player. The game follows the rules of tennis.The first player to win at least 6 games with a margin of at least two games wins the match. If the score is tied at 6-6, the first player to go 2 games up wins the match.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=555)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
Even if you use v0 or v4 or specify `full_action_space=False` during initialization, all actions will be available in the default flavor.
Tennis has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Tennis uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
The scoring is as per the sport of tennis, played till one set. For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=555).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/Tennis-v5")
```
Tennis has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Tennis-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Tennis-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Tennis-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Tennis-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| TennisDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| TennisNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Tennis-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Tennis-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Tennis-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Tennis-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| TennisDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| TennisNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Tennis-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Tennis-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Tennis | `[0, 2]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Tennis-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 2]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,85 +11,81 @@ title: TimePilot
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/TimePilot-v5")` |
## Description
You control an aircraft. Use it to destroy your enemies. As you progress in the game, you encounter enemies with technology that is increasingly from the future. More details can be found on [the Atari Mania page](http://www.atarimania.com/game-atari-2600-vcs-time-pilot_8038.html)
You control an aircraft. Use it to destroy your enemies. As you progress in the game, you encounter enemies with technology that is increasingly from the future.
For a more detailed documentation, see [the AtariAge page](http://www.atarimania.com/game-atari-2600-vcs-time-pilot_8038.html)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment.
However, if you use v0 or v4 or specify `full_action_space=False` during initialization, only a reduced
number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of `mode` and `difficulty`). The reduced action space for the default
flavor looks like this:
TimePilot has the action space `Discrete(10)` with the table below lists the meaning of each action's meanings.
As TimePilot uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPFIRE |
| 7 | RIGHTFIRE |
| 8 | LEFTFIRE |
| 9 | DOWNFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPFIRE` |
| `7` | `RIGHTFIRE` |
| `8` | `LEFTFIRE` |
| `9` | `DOWNFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
instead. The respective observation spaces are
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
respectively. The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
### Rewards
You score points for destroying enemies, gaining more points for difficult enemies. For a more detailed documentation, see [the Atari Mania page](http://www.atarimania.com/game-atari-2600-vcs-time-pilot_8038.html).
## Arguments
## Variants
```python
env = gymnasium.make("ALE/TimePilot-v5")
```
TimePilot has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| TimePilot-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| TimePilot-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| TimePilot-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| TimePilot-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| TimePilotDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| TimePilotNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| TimePilot-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| TimePilot-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| TimePilot-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| TimePilot-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| TimePilotDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| TimePilotNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/TimePilot-v5 | `"rgb"` | `4` | `0.25` |
| ALE/TimePilot-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| TimePilot | `[0]` | `[0, 1, 2]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "NoFrameskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("TimePilot-v0")`.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1, 2]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,76 +11,76 @@ title: Tutankham
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|--------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Tutankham-v5")` |
## Description
Your goal is to rack up points by finding treasures in the mazes of the tomb while eliminating its guardians. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=572).
Your goal is to rack up points by finding treasures in the mazes of the tomb while eliminating its guardians.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SoftwareLabelID=572)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
Tutankham has the action space `Discrete(8)` with the table below lists the meaning of each action's meanings.
As Tutankham uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | UP |
| 2 | RIGHT |
| 3 | LEFT |
| 4 | DOWN |
| 5 | UPFIRE |
| 6 | RIGHTFIRE |
| 7 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `UP` |
| `2` | `RIGHT` |
| `3` | `LEFT` |
| `4` | `DOWN` |
| `5` | `UPFIRE` |
| `6` | `RIGHTFIRE` |
| `7` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
Tutankham has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-------------------------------|-------------|--------------|------------------------------|
| Tutankham-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Tutankham-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Tutankham-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Tutankham-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| TutankhamDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| TutankhamNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Tutankham-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Tutankham-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Tutankham-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Tutankham-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| TutankhamDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| TutankhamNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Tutankham-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Tutankham-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/Tutankham-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Tutankham | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Tutankham-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 4, 8, 12]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Up n' Down
title: UpNDown
---
# Up n' Down
# UpNDown
```{figure} ../../_static/videos/atari/up_n_down.gif
:width: 120px
@@ -11,75 +11,74 @@ title: Up n' Down
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/UpNDown-v5")` |
## Description
Your goal is to steer your baja bugger to collect prizes and eliminate opponents. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=574).
Your goal is to steer your baja bugger to collect prizes and eliminate opponents.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=574)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
UpNDown has the action space `Discrete(6)` with the table below lists the meaning of each action's meanings.
As UpNDown uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | DOWN |
| 4 | UPFIRE |
| 5 | DOWNFIRE |
| Value | Meaning |
|---------|------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `DOWN` |
| `4` | `UPFIRE` |
| `5` | `DOWNFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
UpNDown has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| UpNDown-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| UpNDown-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| UpNDown-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| UpNDown-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| UpNDownDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| UpNDownNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| UpNDown-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| UpNDown-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| UpNDown-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| UpNDown-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| UpNDownDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| UpNDownNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/UpNDown-v5 | `"rgb"` | `4` | `0.25` |
| ALE/UpNDown-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
```python
env = gymnasium.make("ALE/UpNDown-v5")
```
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| UpNDown | `[0]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("UpNDown-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -11,67 +11,84 @@ title: Venture
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Venture-v5")` |
## Description
Your goal is to capture the treasure in every chamber of the dungeon while eliminating the monsters. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=576).
Your goal is to capture the treasure in every chamber of the dungeon while eliminating the monsters.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=576)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. Even if you use v0 or v4 or specify full_action_space=False during initialization, all actions will be available in the default flavor.
Venture has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Venture uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
Venture has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|-----------------------------|-------------|--------------|------------------------------|
| Venture-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Venture-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Venture-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Venture-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| VentureDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| VentureNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Venture-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Venture-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Venture-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Venture-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| VentureDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| VentureNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Venture-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Venture-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/Venture-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Venture | `[0]` | `[0, ..., 3]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Venture-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1, 2, 3]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Video Pinball
title: VideoPinball
---
# Video Pinball
# VideoPinball
```{figure} ../../_static/videos/atari/video_pinball.gif
:width: 120px
@@ -11,79 +11,77 @@ title: Video Pinball
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/VideoPinball-v5")` |
## Description
Your goal is to keep the ball in play as long as possible and to score as many points as possible. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=588).
Your goal is to keep the ball in play as long as possible and to score as many points as possible.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=588)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
VideoPinball has the action space `Discrete(9)` with the table below lists the meaning of each action's meanings.
As VideoPinball uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPFIRE |
| 7 | RIGHTFIRE |
| 8 | LEFTFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPFIRE` |
| `7` | `RIGHTFIRE` |
| `8` | `LEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
VideoPinball has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------------|-------------|--------------|------------------------------|
| VideoPinball-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| VideoPinball-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| VideoPinball-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| VideoPinball-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| VideoPinballDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| VideoPinballNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| VideoPinball-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| VideoPinball-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| VideoPinball-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| VideoPinball-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| VideoPinballDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| VideoPinballNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/VideoPinball-v5 | `"rgb"` | `4` | `0.25` |
| ALE/VideoPinball-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/'VideoPinball-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|--------------|---------------|--------------------|--------------|
| VideoPinball | `[0, ..., 2]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("VideoPinball-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 2]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -1,8 +1,8 @@
---
title: Wizard of Wor
title: WizardOfWor
---
# Wizard of Wor
# WizardOfWor
```{figure} ../../_static/videos/atari/wizard_of_wor.gif
:width: 120px
@@ -11,80 +11,78 @@ title: Wizard of Wor
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|----------------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/WizardOfWor-v5")` |
## Description
Your goal is to beat the Wizard using your laser and radar scanner. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=598).
Your goal is to beat the Wizard using your laser and radar scanner.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=598)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. However, if you use v0 or v4 or specify full_action_space=False during initialization, only a reduced number of actions (those that are meaningful in this game) are available. The reduced action space may depend on the flavor of the environment (the combination of mode and difficulty). The reduced action space for the default flavor looks like this:
WizardOfWor has the action space `Discrete(10)` with the table below lists the meaning of each action's meanings.
As WizardOfWor uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`.
| Num | Action |
|-----|-----------|
| 0 | NOOP |
| 1 | FIRE |
| 2 | UP |
| 3 | RIGHT |
| 4 | LEFT |
| 5 | DOWN |
| 6 | UPFIRE |
| 7 | RIGHTFIRE |
| 8 | LEFTFIRE |
| 9 | DOWNFIRE |
| Value | Meaning |
|---------|-------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPFIRE` |
| `7` | `RIGHTFIRE` |
| `8` | `LEFTFIRE` |
| `9` | `DOWNFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
WizardOfWor has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|---------------------------------|-------------|--------------|------------------------------|
| WizardOfWor-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| WizardOfWor-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| WizardOfWor-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| WizardOfWor-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| WizardOfWorDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| WizardOfWorNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| WizardOfWor-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| WizardOfWor-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| WizardOfWor-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| WizardOfWor-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| WizardOfWorDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| WizardOfWorNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/WizardOfWor-v5 | `"rgb"` | `4` | `0.25` |
| ALE/WizardOfWor-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/WizardOfWor-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|--------------|-------------|--------------------|--------------|
| VideoPinball | `[0]` | `[0, 1]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("WizardOfWor-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -0,0 +1,94 @@
---
title: YarsRevenge
---
# YarsRevenge
```{figure} ../../_static/videos/atari/yars_revenge.gif
:width: 120px
:name: YarsRevenge
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
## Description
The objective is to break a path through the shield and destroy the Qotile with a blast from the Zorlon Cannon.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_page.php?SoftwareLabelID=603&currentPage=1&maxPages=12)
## Actions
YarsRevenge has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As YarsRevenge uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
## Variants
YarsRevenge has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|---------------------------------|-------------|--------------|------------------------------|
| YarsRevenge-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| YarsRevenge-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| YarsRevenge-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| YarsRevenge-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| YarsRevengeDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| YarsRevengeNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| YarsRevenge-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| YarsRevenge-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| YarsRevenge-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| YarsRevenge-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| YarsRevengeDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| YarsRevengeNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/YarsRevenge-v5 | `"rgb"` | `4` | `0.25` |
| ALE/YarsRevenge-ram-v5 | `"ram"` | `4` | `0.25` |
## Difficulty and modes
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 32, 64, 96]` | `0` | `[0, 1]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release

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@@ -1,6 +1,5 @@
---
title: Zaxxon
lastpage:
---
# Zaxxon
@@ -12,65 +11,84 @@ lastpage:
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
| | |
|-------------------|-----------------------------------|
| Action Space | Discrete(18) |
| Observation Space | (210, 160, 3) |
| Observation High | 255 |
| Observation Low | 0 |
| Import | `gymnasium.make("ALE/Zaxxon-v5")` |
## Description
Your goal is to stop the evil robot Zaxxon and its armies from enslaving the galaxy by piloting your fighter and shooting enemies. Detailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=606).
Your goal is to stop the evil robot Zaxxon and its armies from enslaving the galaxy by piloting your fighter and shooting enemies.
For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=606)
## Actions
By default, all actions that can be performed on an Atari 2600 are available in this environment. Even if you use v0 or v4 or specify full_action_space=False during initialization, all actions will be available in the default flavor.
Zaxxon has the action space `Discrete(18)` with the table below lists the meaning of each action's meanings.
As Zaxxon uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`.
| Value | Meaning |
|---------|-----------------|
| `0` | `NOOP` |
| `1` | `FIRE` |
| `2` | `UP` |
| `3` | `RIGHT` |
| `4` | `LEFT` |
| `5` | `DOWN` |
| `6` | `UPRIGHT` |
| `7` | `UPLEFT` |
| `8` | `DOWNRIGHT` |
| `9` | `DOWNLEFT` |
| `10` | `UPFIRE` |
| `11` | `RIGHTFIRE` |
| `12` | `LEFTFIRE` |
| `13` | `DOWNFIRE` |
| `14` | `UPRIGHTFIRE` |
| `15` | `UPLEFTFIRE` |
| `16` | `DOWNRIGHTFIRE` |
| `17` | `DOWNLEFTFIRE` |
## Observations
By default, the environment returns the RGB image that is displayed to human players as an observation. However, it is
possible to observe
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- The 128 Bytes of RAM of the console
- A grayscale image
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
instead. The respective observation spaces are
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
- `Box([0 ... 0], [255 ... 255], (128,), uint8)`
- `Box([[0 ... 0]
...
[0 ... 0]], [[255 ... 255]
...
[255 ... 255]], (250, 160), uint8)
`
## Variants
The general article on Atari environments outlines different ways to instantiate corresponding environments
via `gymnasium.make`.
Zaxxon has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
## Arguments
| Env-id | obs_type= | frameskip= | repeat_action_probability= |
|----------------------------|-------------|--------------|------------------------------|
| Zaxxon-v0 | `"rgb"` | `(2, 5)` | `0.25` |
| Zaxxon-ram-v0 | `"ram"` | `(2, 5)` | `0.25` |
| Zaxxon-ramDeterministic-v0 | `"ram"` | `4` | `0.25` |
| Zaxxon-ramNoFrameskip-v0 | `"ram"` | `1` | `0.25` |
| ZaxxonDeterministic-v0 | `"rgb"` | `4` | `0.25` |
| ZaxxonNoFrameskip-v0 | `"rgb"` | `1` | `0.25` |
| Zaxxon-v4 | `"rgb"` | `(2, 5)` | `0.0` |
| Zaxxon-ram-v4 | `"ram"` | `(2, 5)` | `0.0` |
| Zaxxon-ramDeterministic-v4 | `"ram"` | `4` | `0.0` |
| Zaxxon-ramNoFrameskip-v4 | `"ram"` | `1` | `0.0` |
| ZaxxonDeterministic-v4 | `"rgb"` | `4` | `0.0` |
| ZaxxonNoFrameskip-v4 | `"rgb"` | `1` | `0.0` |
| ALE/Zaxxon-v5 | `"rgb"` | `4` | `0.25` |
| ALE/Zaxxon-ram-v5 | `"ram"` | `4` | `0.25` |
```python
env = gymnasium.make("ALE/Zaxxon-v5")
```
## Difficulty and modes
The various ways to configure the environment are described in detail in the article on Atari environments.
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
| Environment | Valid Modes | Valid Difficulties | Default Mode |
|-------------|-------------|--------------------|--------------|
| Zaxxon | `[0]` | `[0]` | `0` |
You may use the suffix "-ram" to switch to the RAM observation space. In v0 and v4, the suffixes "Deterministic" and "Noframeskip"
are available. These are no longer supported in v5. In order to obtain equivalent behavior, pass keyword arguments to `gymnasium.make` as outlined in
the general article on Atari environments.
The versions v0 and v4 are not contained in the "ALE" namespace. I.e. they are instantiated via `gymnasium.make("Zaxxon-v0")`
| Available Modes | Default Mode | Available Difficulties | Default Difficulty |
|-------------------|----------------|--------------------------|----------------------|
| `[0, 8, 16, 24]` | `0` | `[0]` | `0` |
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the
general article on Atari environments.
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The entire action space is used by default. The environments are now in the "ALE" namespace.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release (1.0.0)
* v0: Initial versions release

View File

@@ -0,0 +1,312 @@
{
"adventure": {
"env_description": "You must find the enchanted chalice and return it to the golden castle. You can pick up various objects (keys, a sword,a bridge, or a magnet) and have to fight or outmanoeuvre dragons.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=1",
"reward_description": ""
},
"air_raid": {
"env_description": "You control a ship that can move sideways. You must protect two buildings (one on the right and one on the left side of the screen) from flying saucers that are trying to drop bombs on them.",
"atariage_url": "",
"reward_description": ""
},
"alien": {
"env_description": "You are stuck in a maze-like space ship with three aliens. You goal is to destroy their eggs that are scattered all over the ship while simultaneously avoiding the aliens (they are trying to kill you). You have a flamethrower that can help you turn them away in tricky situations. Moreover, you can occasionally collect a power-up (pulsar) that gives you the temporary ability to kill aliens.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=815",
"reward_description": "### Rewards\n\nYou score points by destroying eggs, killing aliens, using pulsars, and collecting special prizes. When you are caught\nby an alien, you will lose one of your lives. The number of lives you have depends on the game flavor. For a\ntable of scores corresponding to the different achievements, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=815).\n"
},
"amidar": {
"env_description": "This game is similar to Pac-Man: You are trying to visit all places on a 2-dimensional grid while simultaneously avoiding your enemies. You can turn the tables at one point in the game: Your enemies turn into chickens and you can catch them.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=817",
"reward_description": "### Rewards\n\nYou score points by traversing new parts of the grid. Coloring an entire box in the maze or catching chickens gives extra points.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=817).\n"
},
"assault": {
"env_description": "You control a vehicle that can move sideways. A big mother ship circles overhead and continually deploys smaller drones.You must destroy these enemies and dodge their attacks.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=827",
"reward_description": ""
},
"asterix": {
"env_description": "You are Asterix and can move horizontally (continuously) and vertically (discretely). Objects move horizontally across the screen: lyres and other (more useful) objects. Your goal is to guideAsterix in such a way as to avoid lyres and collect as many other objects as possible. You score points by collecting objects and lose a life whenever you collect a lyre. You have three lives available at the beginning. If you score sufficiently many points, you will be awarded additional points.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=3325",
"reward_description": "### Rewards\n\nA table of scores awarded for collecting the different objects is provided on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=3325).\n"
},
"asteroids": {
"env_description": "This is a well-known arcade game: You control a spaceship in an asteroid field and must break up asteroids by shooting them. Once all asteroids are destroyed, you enter a new level and new asteroids will appear. You will occasionally be attacked by a flying saucer.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=828",
"reward_description": "### Rewards\n\nYou score points for destroying asteroids, satellites and UFOs. The smaller the asteroid, the more points you score\nfor destroying it.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=828&itemTypeID=HTMLMANUAL).\n"
},
"atlantis": {
"env_description": "Your job is to defend the submerged city of Atlantis. Your enemies slowly descend towards the city and you must destroy them before they reach striking distance. To this end, you control three defense posts.You lose if your enemies manage to destroy all seven of Atlantis' installations. You may rebuild installations after you have fought of a wave of enemies and scored a sufficient number of points.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=835",
"reward_description": "### Rewards\n\nYou score points for destroying enemies, keeping installations protected during attack waves. You score more points\nif you manage to destroy your enemies with one of the outer defense posts.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=835).\n"
},
"bank_heist": {
"env_description": "You are a bank robber and (naturally) want to rob as many banks as possible. You control your getaway car and must navigate maze-like cities. The police chases you and will appear whenever you rob a bank. You may destroy police cars by dropping sticks of dynamite. You can fill up your gas tank by entering a new city.At the beginning of the game you have four lives. Lives are lost if you run out of gas, are caught by the police,or run over the dynamite you have previously dropped.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=1008",
"reward_description": "### Rewards\n\nYou score points for robbing banks and destroying police cars. If you rob nine or more banks, and then leave the city,\nyou will score extra points.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=1008).\n"
},
"battle_zone": {
"env_description": "You control a tank and must destroy enemy vehicles. This game is played in a first-person perspective and creates a 3D illusion. A radar screen shows enemies around you. You start with 5 lives and gain up to 2 extra lives if you reach a sufficient score.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=859",
"reward_description": "### Rewards\n\nYou receive points for destroying enemies.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=859&itemTypeID=HTMLMANUAL).\n"
},
"beam_rider": {
"env_description": "You control a space-ship that travels forward at a constant speed. You can only steer it sideways between discrete positions. Your goal is to destroy enemy ships, avoid their attacks and dodge space debris.",
"atariage_url": "https://atariage.com/manual_thumbs.php?SoftwareID=860",
"reward_description": "### Rewards\n\nYou score points for destroying enemies.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_thumbs.php?SystemID=2600&SoftwareID=860&itemTypeID=MANUAL).\n"
},
"berzerk": {
"env_description": "You are stuck in a maze with evil robots. You must destroy them and avoid touching the walls of the maze, as this will kill you. You may be awarded extra lives after scoring a sufficient number of points, depending on the game mode.You may also be chased by an undefeatable enemy, Evil Otto, that you must avoid. Evil Otto does not appear in the default mode.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=866",
"reward_description": "### Rewards\n\nYou score points for destroying robots.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=866&itemTypeID=HTMLMANUAL).\n"
},
"bowling": {
"env_description": "Your goal is to score as many points as possible in the game of Bowling. A game consists of 10 frames and you have two tries per frame. Knocking down all pins on the first try is called a \"strike\". Knocking down all pins on the second roll is called a \"spar\". Otherwise, the frame is called \"open\".",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=879",
"reward_description": "### Rewards\n\nYou receive points for knocking down pins. The exact score depends on whether you manage a \"strike\", \"spare\" or \"open\"\nframe. Moreover, the points you score for one frame may depend on following frames.\nYou can score up to 300 points in one game (if you manage to do 12 strikes).\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=879).\n"
},
"boxing": {
"env_description": "You fight an opponent in a boxing ring. You score points for hitting the opponent. If you score 100 points, your opponent is knocked out.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=882",
"reward_description": "### Rewards\n\nYou score points by landing punches.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=882).\n"
},
"breakout": {
"env_description": "Another famous Atari game. The dynamics are similar to pong: You move a paddle and hit the ball in a brick wall at the top of the screen. Your goal is to destroy the brick wall. You can try to break through the wall and let the ball wreak havoc on the other side, all on its own! You have five lives.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=889",
"reward_description": "### Rewards\n\nYou score points by destroying bricks in the wall. The reward for destroying a brick depends on the color of the brick.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=889).\n"
},
"carnival": {
"env_description": "This is a \"shoot 'em up\" game. Targets move horizontally across the screen and you must shoot them. You are in control of a gun that can be moved horizontally. The supply of ammunition is limited and chickens may steal some bullets from you if you don't hit them in time.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=908",
"reward_description": "### Rewards\n\nYou score points by destroying targets. Points (or bullets) may be subtracted if you hit the target when it shows a minus sign.\nYou will score extra points if it shows a plus sign!\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=908).\n"
},
"centipede": {
"env_description": "You are an elf and must use your magic wands to fend off spiders, fleas and centipedes. Your goal is to protect mushrooms in an enchanted forest. If you are bitten by a spider, flea or centipede, you will be temporally paralyzed and you will lose a magic wand. The game ends once you have lost all wands. You may receive additional wands after scoring a sufficient number of points.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=911",
"reward_description": "### Rewards\n\nYou score points by hitting centipedes, scorpions, fleas and spiders. Additional points are awarded after every round\n(i.e. after you have lost a wand) for mushrooms that were not destroyed.\nDetailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=911).\n"
},
"chopper_command": {
"env_description": "You control a helicopter and must protect truck convoys. To that end, you need to shoot down enemy aircraft.A mini-map is displayed at the bottom of the screen.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=921",
"reward_description": "### Rewards\n\nYou score points by destroying planes and other helicopters. You score extra points at the end of every wave, depending on the number\nof trucks that have survived.\nDetailed documentation can be found on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareID=921).\n"
},
"crazy_climber": {
"env_description": "You are a climber trying to reach the top of four buildings, while avoiding obstacles like closing windows and falling objects. When you receive damage (windows closing or objects) you will fall and lose one life; you have a total of 5 lives before the end games. At the top of each building, there's a helicopter which you need to catch to get to the next building. The goal is to climb as fast as possible while receiving the least amount of damage.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=113",
"reward_description": "### Rewards\n\nA table of scores awarded for completing each row of a building is provided on [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=113).\n"
},
"defender": {
"env_description": "Aliens attack the earth. You control a spaceship and must defend humanity by destroying alien ships and rescuing humanoids.You have three lives and three smart bombs. You lose a live when you are shot down by an alien spaceship.Points are scored by destroying enemies and retrieving humans that are being abducted. You have an unlimited number of laser missiles.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=128",
"reward_description": "### Rewards\n\nYou receive points for destroying enemies, rescuing abducted humans and keeping humans alive.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=128).\n"
},
"demon_attack": {
"env_description": "You are facing waves of demons in the ice planet of Krybor. Points are accumulated by destroying demons. You begin with 3 reserve bunkers, and can increase its number (up to 6) by avoiding enemy attacks. Each attack wave you survive without any hits, grants you a new bunker. Every time an enemy hits you, a bunker is destroyed. When the last bunker falls, the next enemy hit will destroy you and the game ends.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=135",
"reward_description": "### Rewards\n\nEach enemy you slay gives you points. The amount of points depends on the type of demon and which\nwave you are in. A detailed table of scores is provided on [the AtariAge\npage](https://atariage.com/manual_html_page.php?SoftwareLabelID=135).\n"
},
"double_dunk": {
"env_description": "You are playing a 2v2 game of basketball. At the start of each possession, you select between a set of different plays and then execute them to either score or prevent your rivals from scoring.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=153",
"reward_description": "### Rewards\n\nScores follow the rules of basketball. You can get either 3 points, 2 points foul line) depending\nfrom where you shoot. After a defensive foul, a successful shot from the foul line gives you 1\npoint.\n"
},
"elevator_action": {
"env_description": "You are a secret agent that must retrieve some secret documents and reach the ground level of a building by going down an elevator/stairs. Once you reach the ground level, you are picked up and taken to the next level. You are equipped with a gun to defend yourself against enemy agents waiting for you in each floor. You gather points by shooting down enemy agents and visiting apartments marked with a red door, which contain the secret documents.This is an unreleased prototype based on the arcade game.",
"atariage_url": "https://atariage.com/manual_thumbs.php?SoftwareLabelID=1131",
"reward_description": "### Rewards\n\nYou start with 4 lives and are awarded 100 points for each enemy shot, and 500 points for each\nsecret document collected (visiting a red door). Each time you get shot you lose one life and the\ngame ends when losing all lives.\n"
},
"enduro": {
"env_description": "You are a racer in the National Enduro, a long-distance endurance race. You must overtake a certain amount of cars each day to stay on the race. The first day you need to pass 200 cars, and 300 foreach following day. The game ends if you do not meet your overtake quota for the day.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=163",
"reward_description": "### Rewards\n\nYou get 1 point for each vehicle you overtake.\n"
},
"fishing_derby": {
"env_description": "your objective is to catch more sunfish than your opponent.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=182",
"reward_description": "### Rewards\n\nThe exact reward dynamics depend on the environment and are usually documented in the game's manual. You can\nfind these manuals on [AtariAge](https://atariage.com/manual_html_page.php?SoftwareLabelID=182).\n\nAtari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).\n"
},
"freeway": {
"env_description": "your objective is to guide your chicken across lane after lane of busy rush hour traffic. You receive a point for every chicken that makes it to the top of the screen after crossing all the lanes of traffic.",
"atariage_url": "https://atariage.com/manual_thumbs.php?SoftwareLabelID=192",
"reward_description": "### Rewards\n\nThe exact reward dynamics depend on the environment and are usually documented in the game's manual. You can\nfind these manuals on [AtariAge](https://atariage.com/manual_thumbs.php?SoftwareLabelID=192).\n\nAtari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).\n"
},
"frostbite": {
"env_description": "In Frostbite, the player controls \"Frostbite Bailey\" who hops back and forth across across an Arctic river, changing the color of the ice blocks from white to blue. Each time he does so, a block is added to his igloo.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=199",
"reward_description": "### Rewards\n\nThe exact reward dynamics depend on the environment and are usually documented in the game's manual. You can\nfind these manuals on [AtariAge](https://atariage.com/manual_html_page.php?SoftwareLabelID=199).\n\nAtari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).\n"
},
"gopher": {
"env_description": "The player controls a shovel-wielding farmer who protects a crop of three carrots from a gopher.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=218",
"reward_description": "### Rewards\n\nThe exact reward dynamics depend on the environment and are usually documented in the game's manual. You can\nfind these manuals on [AtariAge](https://atariage.com/manual_html_page.php?SoftwareLabelID=218).\n\nAtari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).\n"
},
"gravitar": {
"env_description": "The player controls a small blue spacecraft. The game starts in a fictional solar system with several planets to explore. If the player moves his ship into a planet, he will be taken to a side-view landscape.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=223",
"reward_description": "### Rewards\n\nThe exact reward dynamics depend on the environment and are usually documented in the game's manual. You can\nfind these manuals on [AtariAge](https://atariage.com/manual_html_page.php?SoftwareLabelID=223).\n\nAtari environments are simulated via the Arcade Learning Environment (ALE) [[1]](#1).\n"
},
"hero": {
"env_description": "You need to rescue miners that are stuck in a mine shaft. You have access to various tools: A propeller backpack that allows you to fly wherever you want, sticks of dynamite that can be used to blast through walls, a laser beam to kill vermin, and a raft to float across stretches of lava.You have a limited amount of power. Once you run out, you lose a live.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=228",
"reward_description": "### Rewards\n\nYou score points for shooting critters, rescuing miners, and dynamiting walls.\nExtra points are rewarded for any power remaining after rescuing a miner.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=228).\n"
},
"ice_hockey": {
"env_description": "Your goal is to score as many points as possible in a standard game of Ice Hockey over a 3-minute time period. The ball is usually called \"the puck\".There are 32 shot angles ranging from the extreme left to the extreme right. The angles can only aim towards the opponent's goal.Just as in real hockey, you can pass the puck by shooting it off the sides of the rink. This can be really key when you're in position to score a goal.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=241",
"reward_description": "### Rewards\n\nYou score points by shooting the puck into your opponent's goal. Your opponent scores in the same manner.\nThere are no limits to how many points you can get per game, other than the time limit of 3-minute games.\nFor a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=241).\n"
},
"jamesbond": {
"env_description": "Your mission is to control Mr. Bond's specially designed multipurpose craft to complete a variety of missions.The craft moves forward with a right motion and slightly back with a left motion.An up or down motion causes the craft to jump or dive.You can also fire by either lobbing a bomb to the bottom of the screen or firing a fixed angle shot to the top of the screen.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=250",
"reward_description": "### Rewards\n\nThe game ends when you complete the last mission or when you lose the last craft. In either case, you'll receive your final score.\nThere will be a rating based on your score. The highest rating in NOVICE is 006. The highest rating in AGENT is 007.\nFor a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=250).\n"
},
"journey_escape": {
"env_description": "You must lead all 5 members of JOURNEY through waves of pesky characters and backstage obstacles to the Scarab Escape Vehicle before time runs out.You must also protect $50,000 in concert cash from grasping groupies, photographers, and promoters.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=252",
"reward_description": "### Rewards\n\nAt the start of the game, you will have $50,000 and 60 units of time.\nYour end game score with be dependent on how much time you have remaining and who you encounter along the way.\nFor a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=252).\n"
},
"kangaroo": {
"env_description": "The object of the game is to score as many points as you can while controlling Mother Kangaroo to rescue her precious baby. You start the game with three lives.During this rescue mission, Mother Kangaroo encounters many obstacles. You need to help her climb ladders, pick bonus fruit, and throw punches at monkeys.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=923",
"reward_description": "### Rewards\n\nYour score will be shown at the top right corner of the game.\nYour end game score with be dependent on how much time you have remaining and who you encounter along the way.\nFor a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=923).\n"
},
"krull": {
"env_description": "Your mission is to find and enter the Beast's Black Fortress, rescue Princess Lyssa, and destroy the Beast.The task is not an easy one, for the location of the Black Fortress changes with each sunrise on Krull.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=267",
"reward_description": "### Rewards\n\nYou will receive various scores for each monster you kill.\nYou can play the game until you have lost all your lives.\nFor a more detailed documentation, consult [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=267).\n"
},
"kung_fu_master": {
"env_description": "You are a Kung-Fu Master fighting your way through the Evil Wizard's temple. Your goal is to rescue Princess Victoria, defeating various enemies along the way.",
"atariage_url": "https://atariage.com/manual_thumbs.php?SoftwareLabelID=268",
"reward_description": ""
},
"montezuma_revenge": {
"env_description": "Your goal is to acquire Montezuma's treasure by making your way through a maze of chambers within the emperor's fortress. You must avoid deadly creatures while collecting valuables and tools which can help you escape with the treasure.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=310",
"reward_description": ""
},
"ms_pacman": {
"env_description": "Your goal is to collect all of the pellets on the screen while avoiding the ghosts.",
"atariage_url": "https://atariage.com/manual_page.php?SoftwareLabelID=924",
"reward_description": ""
},
"name_this_game": {
"env_description": "Your goal is to defend the treasure that you have discovered. You must fight off a shark and an octopus while keeping an eye on your oxygen supply.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=323",
"reward_description": ""
},
"phoenix": {
"env_description": "Your goal is to reach and shoot the alien pilot. On your way there, you must eliminate waves of war birds while avoiding their bombs.",
"atariage_url": "https://atariage.com/manual_thumbs.php?SoftwareLabelID=355",
"reward_description": ""
},
"pitfall": {
"env_description": "You control Pitfall Harry and are tasked with collecting all the treasures in a jungle within 20 minutes. You have three lives. The game is over if you collect all the treasures or if you die or if the time runs out.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=360",
"reward_description": "### Rewards\n\nYou get score points for collecting treasure, you lose points through some misfortunes like falling down a hole.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=360).\n"
},
"pong": {
"env_description": "You control the right paddle, you compete against the left paddle controlled by the computer. You each try to keep deflecting the ball away from your goal and into your opponent's goal.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=587",
"reward_description": "### Rewards\n\nYou get score points for getting the ball to pass the opponent's paddle. You lose points if the ball passes your paddle.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=587).\n"
},
"pooyan": {
"env_description": "You are a mother pig protecting her piglets (Pooyans) from wolves. In the first scene, you can move up and down a rope. Try to shoot the worker's balloons, while guarding yourself from attacks. If the wolves reach the ground safely they will get behind and try to eat you. In the second scene, the wolves try to float up. You have to try and stop them using arrows and bait. You die if a wolf eats you, or a stone or rock hits you.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=372",
"reward_description": "### Rewards\n\nIf you hit a balloon, wolf or stone with an arrow you score points.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=372).\n"
},
"private_eye": {
"env_description": "You control the French Private Eye Pierre Touche. Navigate the city streets, parks, secret passages, dead-ends and one-ways in search of the ringleader, Henri Le Fiend and his gang. You also need to find evidence and stolen goods that are scattered about. There are five cases, complete each case before its statute of limitations expires.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=376",
"reward_description": "### Rewards\n\nYou score points for completing your tasks like gathering evidence, nabbing questionable characters or closing cases etc. You lose points if you get hit or if your auto is on a pothole.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=376).\n"
},
"qbert": {
"env_description": "You are Q*bert. Your goal is to change the color of all the cubes on the pyramid to the pyramid's 'destination' color. To do this, you must hop on each cube on the pyramid one at a time while avoiding nasty creatures that lurk there.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareID=1224",
"reward_description": "### Rewards\n\nYou score points for changing color of the cubes to their destination colors or by defeating enemies. You also gain points for completing a level.\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SystemID=2600&SoftwareID=1224&itemTypeID=HTMLMANUAL).\n"
},
"riverraid": {
"env_description": "You control a jet that flies over a river: you can move it sideways and fire missiles to destroy enemy objects. Each time an enemy object is destroyed you score points (i.e. rewards).You lose a jet when you run out of fuel: fly over a fuel depot when you begin to run low.You lose a jet even when it collides with the river bank or one of the enemy objects (except fuel depots).The game begins with a squadron of three jets in reserve and you're given an additional jet (up to 9) for each 10,000 points you score.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=409",
"reward_description": "### Rewards\n\nScore points are your only reward. You get score points each time you destroy an enemy object:\n\n| Enemy Object | Score Points |\n|--------------|--------------|\n| Tanker | 30 |\n| Helicopter | 60 |\n| Fuel Depot | 80 |\n| Jet | 100 |\n| Bridge | 500 |\n\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=409).\n"
},
"road_runner": {
"env_description": "You control the Road Runner(TM) in a race; you can control the direction to run in and times to jumps.The goal is to outrun Wile E. Coyote(TM) while avoiding the hazards of the desert.The game begins with three lives. You lose a life when the coyote catches you, picks you up in a rocket, or shoots you with a cannon. You also lose a life when a truck hits you, you hit a land mine, you fall off a cliff,or you get hit by a falling rock.You score points (i.e. rewards) by eating seeds along the road, eating steel shot, and destroying the coyote.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=412",
"reward_description": "### Rewards\n\nScore points are your only reward. You get score points each time you:\n\n| actions | points |\n|-------------------------------------------------------|--------|\n| eat a pile of birdseed | 100 |\n| eat steel shot | 100 |\n| get the coyote hit by a mine (cannonball, rock, etc.) | 200 |\n| get the coyote hit by a truck | 1000 |\n\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=412).\n"
},
"robotank": {
"env_description": "You control your Robot Tanks to destroy enemies and avoid enemy fire.Game ends when all of your Robot Tanks are destroyed or all 12 enemy squadrons are destroyed.The game begins with one active Robot Tank and three reserves.Your Robot Tank may get lost when it is hit by enemy rocket fire - your video scrambles with static interference when this happens - or just become damaged - sensors report the damage by flashing on your control panel (look at V/C/R/T squares).You earn one bonus Robot Tank for every enemy squadron destroyed. The maximum number of bonus Robot Tanks allowed at any one time is 12.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=416",
"reward_description": "### Rewards\n\nThe number of enemies destroyed is the only reward.\n\nA small tank appears at the top of your screen for each enemy\n you destroy. A square with the number 12 appears each time a squadron of twelve enemies are\n destroyed.\n\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=416).\n"
},
"seaquest": {
"env_description": "You control a sub able to move in all directions and fire torpedoes.The goal is to retrieve as many divers as you can, while dodging and blasting enemy subs and killer sharks; points will be awarded accordingly.The game begins with one sub and three waiting on the horizon. Each time you increase your score by 10,000 points, an extra sub will be delivered to yourbase. You can only have six reserve subs on the screen at one time.Your sub will explode if it collides with anything except your own divers.The sub has a limited amount of oxygen that decreases at a constant rate during the game. When the oxygen tank is almost empty, you need to surface and if you don't do it in time, your sub will blow up and you'll lose one diver. Each time you're forced to surface, with less than six divers, you lose one diver as well.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=424",
"reward_description": "### Rewards\n\nScore points are your only reward.\n\nBlasting enemy sub and killer shark is worth\n20 points. Every time you surface with six divers, the value of enemy subs\nand killer sharks increases by 10, up to a maximum of 90 points each.\n\nRescued divers start at 50 points each. Then, their point value increases by 50, every\ntime you surface, up to a maximum of 1000 points each.\n\nYou'll be further rewarded with bonus points for all the oxygen you have remaining the\nmoment you surface. The more oxygen you have left, the more bonus points\nyou're given.\n\nFor a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=424).\n"
},
"skiing": {
"env_description": "You control a skier who can move sideways.The goal is to run through all gates (between the poles) in the fastest time.You are penalized five seconds for each gate you miss.If you hit a gate or a tree, your skier will jump back up and keep going.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=434",
"reward_description": "### Rewards\n\nSeconds are your only rewards - negative rewards and penalties (e.g. missing a gate) are assigned as additional seconds.\n\nFor a more detailed documentation, see [the AtariAge page [SLALOM RACING section]](https://atariage.com/manual_html_page.php?SoftwareLabelID=434).\n"
},
"solaris": {
"env_description": "You control a spaceship. Blast enemies before they can blast you. You can warp to different sectors. You have to defend Federation planets, and destroy Zylon forces. Keep track of your fuel, if you run out you lose a life. Warp to a Federation planet to refuel. The game ends if all your ships are destroyed or if you reach the Solaris planet.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=450",
"reward_description": "### Rewards\n\nYou gain points for destroying enemies, rescuing cadets, making it through a corridor, destroying enemy planets etc. For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=450).\n"
},
"space_invaders": {
"env_description": "Your objective is to destroy the space invaders by shooting your laser cannon at them before they reach the Earth. The game ends when all your lives are lost after taking enemy fire, or when they reach the earth.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=460",
"reward_description": "### Rewards\n\nYou gain points for destroying space invaders. The invaders in the back rows are worth more points. For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=460).\n"
},
"star_gunner": {
"env_description": "Stop the alien invasion by shooting down alien saucers and creatures while avoiding bombs.",
"atariage_url": "http://www.atarimania.com/game-atari-2600-vcs-stargunner_16921.html",
"reward_description": "### Rewards\n\nYou score points for destroying enemies. You get bonus points for clearing a wave and a level. For a more detailed documentation, see [the Atari Mania page](http://www.atarimania.com/game-atari-2600-vcs-stargunner_16921.html).\n"
},
"tennis": {
"env_description": "You control the orange player playing against a computer-controlled blue player. The game follows the rules of tennis.The first player to win at least 6 games with a margin of at least two games wins the match. If the score is tied at 6-6, the first player to go 2 games up wins the match.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=555",
"reward_description": "### Rewards\n\nThe scoring is as per the sport of tennis, played till one set. For a more detailed documentation, see [the AtariAge page](https://atariage.com/manual_html_page.php?SoftwareLabelID=555).\n"
},
"time_pilot": {
"env_description": "You control an aircraft. Use it to destroy your enemies. As you progress in the game, you encounter enemies with technology that is increasingly from the future.",
"atariage_url": "http://www.atarimania.com/game-atari-2600-vcs-time-pilot_8038.html",
"reward_description": "### Rewards\n\nYou score points for destroying enemies, gaining more points for difficult enemies. For a more detailed documentation, see [the Atari Mania page](http://www.atarimania.com/game-atari-2600-vcs-time-pilot_8038.html).\n"
},
"tutankham": {
"env_description": "Your goal is to rack up points by finding treasures in the mazes of the tomb while eliminating its guardians.",
"atariage_url": "https://atariage.com/manual_thumbs.php?SoftwareLabelID=572",
"reward_description": ""
},
"up_n_down": {
"env_description": "Your goal is to steer your baja bugger to collect prizes and eliminate opponents.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=574",
"reward_description": ""
},
"venture": {
"env_description": "Your goal is to capture the treasure in every chamber of the dungeon while eliminating the monsters.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=576",
"reward_description": ""
},
"video_pinball": {
"env_description": "Your goal is to keep the ball in play as long as possible and to score as many points as possible.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=588",
"reward_description": ""
},
"wizard_of_wor": {
"env_description": "Your goal is to beat the Wizard using your laser and radar scanner.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=598",
"reward_description": ""
},
"yars_revenge": {
"env_description": "The objective is to break a path through the shield and destroy the Qotile with a blast from the Zorlon Cannon.",
"atariage_url": "https://atariage.com/manual_page.php?SoftwareLabelID=603&currentPage=1&maxPages=12",
"reward_description": ""
},
"zaxxon": {
"env_description": "Your goal is to stop the evil robot Zaxxon and its armies from enslaving the galaxy by piloting your fighter and shooting enemies.",
"atariage_url": "https://atariage.com/manual_html_page.php?SoftwareLabelID=606",
"reward_description": ""
}
}

View File

@@ -1,109 +1,226 @@
import itertools
import json
import tabulate
from ale_py.roms import utils as rom_utils
from shimmy.utils.envs_configs import LEGACY_ATARI_GAMES as ALL_ATARI_GAMES
from tqdm import tqdm
import gymnasium
def shortened_repr(lst):
assert all(isinstance(item, int) for item in lst)
assert len(set(lst)) == len(lst)
lst = sorted(lst)
# while part of the ale-py list of roms this is not part of the roms downloaded by AutoROM
exclude_envs = ["TicTacToe3D", "Videochess", "Videocube"]
if lst[-1] - lst[0] == len(lst) - 1 and len(lst) > 3:
return f"`[{lst[0]}, ..., {lst[-1]}]`"
elif len(lst) > 3 and lst[-2] - lst[0] == len(lst) - 2:
return f"`[{lst[0]}, ..., {lst[-2]}, {lst[-1]}]`"
return f"`{str(lst)}`"
# # Generate the list of all atari games on atari.md
for rom_id in sorted(ALL_ATARI_GAMES):
if rom_utils.rom_id_to_name(rom_id) not in exclude_envs:
print(f"atari/{rom_id}")
def to_gymnasium_spelling(game):
parts = game.split("_")
return "".join([part.capitalize() for part in parts])
def generate_value_ranges(values):
for a, b in itertools.groupby(enumerate(values), lambda pair: pair[1] - pair[0]):
b = list(b)
yield b[0][1], b[-1][1]
atari_envs = [
"adventure",
"air_raid",
"alien",
"amidar",
"assault",
"asterix",
"asteroids",
"atlantis",
"bank_heist",
"battle_zone",
"beam_rider",
"berzerk",
"bowling",
"boxing",
"breakout",
"carnival",
"centipede",
"chopper_command",
"crazy_climber",
"defender",
"demon_attack",
"double_dunk",
"elevator_action",
"enduro",
"fishing_derby",
"freeway",
"frostbite",
"gopher",
"gravitar",
"hero",
"ice_hockey",
"jamesbond",
"journey_escape",
"kangaroo",
"krull",
"kung_fu_master",
"montezuma_revenge",
"ms_pacman",
"name_this_game",
"phoenix",
"pitfall",
"pong",
"pooyan",
"private_eye",
"qbert",
"riverraid",
"road_runner",
"robotank",
"seaquest",
"skiing",
"solaris",
"space_invaders",
"star_gunner",
"tennis",
"time_pilot",
"tutankham",
"up_n_down",
"venture",
"video_pinball",
"wizard_of_wor",
"yars_revenge",
"zaxxon",
def shortened_repr(values):
output = []
for low, high in generate_value_ranges(values):
if high - low < 5:
output.append(", ".join(map(str, range(low, high + 1))))
else:
output.append(f"{low}, ..., {high}")
return "[" + ", ".join(output) + "]"
# # Test examples
# print(shortened_repr([0]))
# print(shortened_repr([1, 2, 3]))
# print(shortened_repr([0, 1, 2, 3]))
# print(shortened_repr([0, 4, 8, 12, 16, 20, 24, 28]))
# print(shortened_repr(list(range(32)) + [128]))
# # Generate difficult levels table on atari.md
headers = [
"Environment",
"Possible Modes",
"Default Mode",
"Possible Difficulties",
"Default Difficulty",
]
header = ["Environment", "Valid Modes", "Valid Difficulties", "Default Mode"]
rows = []
for game in tqdm(atari_envs):
env = gymnasium.make(f"ALE/{to_gymnasium_spelling(game)}-v5")
valid_modes = env.unwrapped.ale.getAvailableModes()
valid_difficulties = env.unwrapped.ale.getAvailableDifficulties()
difficulty = env.unwrapped.ale.cloneState().getDifficulty()
assert difficulty == 0, difficulty
for rom_id in tqdm(ALL_ATARI_GAMES):
env_name = rom_utils.rom_id_to_name(rom_id)
if env_name in exclude_envs:
continue
env = gymnasium.make(f"ALE/{env_name}-v5")
available_difficulties = env.ale.getAvailableDifficulties()
default_difficulty = env.ale.cloneState().getDifficulty()
available_modes = env.ale.getAvailableModes()
default_mode = env.ale.cloneState().getCurrentMode()
rows.append(
[
to_gymnasium_spelling(game),
shortened_repr(valid_modes),
shortened_repr(valid_difficulties),
f"`{env.unwrapped.ale.cloneState().getCurrentMode()}`",
env_name,
shortened_repr(available_modes),
default_mode,
shortened_repr(available_difficulties),
default_difficulty,
]
)
env.close()
print(tabulate.tabulate(rows, headers=headers, tablefmt="github"))
print(tabulate.tabulate(rows, headers=header, tablefmt="github"))
# Generate each pages results
with open("atari-docs.json") as file:
atari_data = json.load(file)
for rom_id in tqdm(ALL_ATARI_GAMES):
env_name = rom_utils.rom_id_to_name(rom_id)
if env_name in exclude_envs:
continue
env = gymnasium.make(f"ALE/{env_name}-v5")
env_data = atari_data[rom_id]
env_description = env_data["env_description"]
if env_data["atariage_url"]:
env_url = f"""
For a more detailed documentation, see [the AtariAge page]({env_data['atariage_url']})
"""
else:
env_url = ""
reward_description = env_data["reward_description"]
default_action_table = tabulate.tabulate(
[
[f"`{num}`", f"`{meaning}`"]
for num, meaning in enumerate(env.get_action_meanings())
],
headers=["Value", "Meaning"],
tablefmt="github",
)
if env.action_space.n == 18:
action_description = f"""{env_name} has the action space `{env.action_space}` with the table below lists the meaning of each action's meanings.
As {env_name} uses the full set of actions then specifying `full_action_space=True` will not modify the action space of the environment if passed to `gymnasium.make`."""
else:
action_description = f"""{env_name} has the action space `{env.action_space}` with the table below lists the meaning of each action's meanings.
As {env_name} uses a reduced set of actions for `v0`, `v4` and `v5` versions of the environment.
To enable all 18 possible actions that can be performed on an Atari 2600, specify `full_action_space=True` during
initialization or by passing `full_action_space=True` to `gymnasium.make`."""
# Environment variants
env_specs = sorted(
[
env_spec
for env_spec in gymnasium.registry.values()
if env_name in env_spec.name
],
key=lambda env_spec: f"{env_spec.version}{env_spec.name}",
)
env_variant_headers = [
"Env-id",
"obs_type=",
"frameskip=",
"repeat_action_probability=",
]
env_variant_rows = [
[
env_spec.id,
f'`"{env_spec.kwargs["obs_type"]}"`',
f'`{env_spec.kwargs["frameskip"]}`',
f'`{env_spec.kwargs["repeat_action_probability"]}`',
]
for env_spec in env_specs
]
env_variant_table = tabulate.tabulate(
env_variant_rows, headers=env_variant_headers, tablefmt="github"
)
# difficult and mode description
difficulty_mode_header = [
"Available Modes",
"Default Mode",
"Available Difficulties",
"Default Difficulty",
]
difficulty_mode_row = [
[
f"`{shortened_repr(env.ale.getAvailableModes())}`",
f"`{env.ale.cloneState().getCurrentMode()}`",
f"`{shortened_repr(env.ale.getAvailableDifficulties())}`",
f"`{env.ale.cloneState().getDifficulty()}`",
]
]
difficulty_mode_table = tabulate.tabulate(
difficulty_mode_row, headers=difficulty_mode_header, tablefmt="github"
)
env.close()
TEMPLATE = f"""---
title: {env_name}
---
# {env_name}
```{{figure}} ../../_static/videos/atari/{rom_id}.gif
:width: 120px
:name: {env_name}
```
This environment is part of the <a href='..'>Atari environments</a>. Please read that page first for general information.
## Description
{env_description}
{env_url}
## Actions
{action_description}
{default_action_table}
## Observations
Atari environment have two possible observation types, the observation space is listed below.
See variants section for the type of observation used by each environment id.
- `obs_type="rgb" -> observation_space=Box(0, 255, (210, 160, 3), np.uint8)`
- `obs_type="ram" -> observation_space=Box(0, 255, (128,), np.uint8)`
Additionally, `obs_type="grayscale"` cause the environment return a grayscale version of the rgb array for observations with the observation space being `Box(0, 255, (210, 160), np.uint8)`
{reward_description}
## Variants
{env_name} has the following variants of the environment id which have the following differences in observation,
the number of frame-skips and the repeat action probability.
{env_variant_table}
## Difficulty and modes
It is possible to specify various flavors of the environment via the keyword arguments `difficulty` and `mode`.
A flavor is a combination of a game mode and a difficulty setting. The table below lists the possible difficulty and mode values
along with the default values.
{difficulty_mode_table}
## Version History
A thorough discussion of the intricate differences between the versions and configurations can be found in the general article on Atari environments.
* v5: Stickiness was added back and stochastic frameskipping was removed. The environments are now in the "ALE" namespace.
* v4: Stickiness of actions was removed
* v0: Initial versions release
"""
with open(f"../environments/atari/{rom_id}.md", "w") as file:
file.write(TEMPLATE)