Super Mario Bros 2 (Europe) Gymnasium Environment
Project description
smb2-gym
A Gymnasium environment for Super Mario Bros 2 (Europe/Doki Doki Panic version) using TetaNES emulator Python bindings. Perfect for reinforcement learning experiments and research.
Features:
- Curated action sets for faster training (
simple,complex) - Comprehensive game state via info dict (50+ properties) and a semantic tile map
- Multiple initialisation modes (character/level, custom ROMs, save states)
- Human-playable interface with keyboard controls
- Up to 350+ and 750+ FPS rendered and non-rendered respectively
Installation
pip install smb2-gym
Quick Start
Basic Usage
from smb2_gym import SuperMarioBros2Env
from smb2_gym.app import InitConfig
# Create environment with character/level mode
config = InitConfig(level="1-1", character="luigi")
env = SuperMarioBros2Env(
init_config=config,
render_mode="human", # "human" or None
action_type="simple" # "simple" (12), "complex" (16), or "all" (256)
)
# Reset environment
obs, info = env.reset()
# Run game loop
for _ in range(1000):
action = env.action_space.sample()
obs, reward, terminated, truncated, info = env.step(action)
# Access game state from info dict
print(f"Lives: {info['pc'].lives}, Hearts: {info['pc'].hearts}")
print(f"Position: ({info['pos'].x_global}, {info['pos'].y_global})")
if terminated or truncated:
obs, info = env.reset()
env.close()
Initialisation Modes
from smb2_gym.app import InitConfig
# 1. Character/Level mode (default)
config = InitConfig(level="1-1", character="peach")
# 2. Built-in ROM variant mode
config = InitConfig(rom="prg0", save_state="level_1_1.sav")
# 3. Custom ROM mode
config = InitConfig(
rom_path="/path/to/your/smb2.nes",
save_state_path="/path/to/save.sav" # Optional
)
Info Dict Structure
The info dict uses accessor objects for organized access to game state:
# Player Character state
info['pc'].lives
info['pc'].hearts
info['pc'].cherries
info['pc'].character # 0=Mario, 1=Luigi, 2=Peach, 3=Toad
# Position
info['pos'].x_global
info['pos'].y_global
info['pos'].x_local
info['pos'].y_local
# Game state
info['game'].world
info['game'].level
info['game'].is_game_over
# Enemies/Objects/Projectiles (all sprites: enemies, items, projectiles, doors, etc.)
for enemy in info['enemies']:
if enemy.is_visible:
enemy.object_type # EnemyId enum (SHYGUY_RED, BULLET, HEART, MUSHROOM, etc.)
enemy.global_x
enemy.global_y
enemy.health
enemy.x_velocity
enemy.y_velocity
# Semantic tile map (15x16 structured array)
info['semantic']
Semantic Tile Map
The environment provides a semantic tile map representing the game world around the player as a structured 15x16 numpy array:
semantic_map = info['semantic']
# Access tile information
for row in range(15):
for col in range(16):
tile = semantic_map[row, col]
tile_id = tile['tile_id'] # Raw BackgroundTile ID
fine_type = tile['fine_type'] # Fine-grained FineTileType (SOLID, CLIMBABLE, etc.)
coarse_type = tile['coarse_type'] # Coarse-grained CoarseTileType (TERRAIN, HAZARD, etc.)
# RGB colour for visualisation
r, g, b = tile['color_r'], tile['color_g'], tile['color_b']
The semantic map provides a structured representation of the visible game world, useful for pathfinding, collision avoidance, and spatial reasoning in RL agents.
Note: There is a plan to extend the semantic map or create a separate collision_map which has the collision properties for more detailed physical interaction information.
Example Custom Reward Function
from smb2_gym import SuperMarioBros2Env
from smb2_gym.app import InitConfig
class CustomSMB2Env(SuperMarioBros2Env):
def step(self, action):
obs, reward, terminated, truncated, info = super().step(action)
# Custom reward based on x-position progress
reward = info['pos'].x_global / 100.0
# Bonus for collecting cherries
reward += info['pc'].cherries * 10
# Bonus for hearts
reward += info['pc'].hearts * 5
# Penalty for losing a life
if info.get('life_lost'):
reward -= 100
return obs, reward, terminated, truncated, info
config = InitConfig(level="1-1", character="luigi")
env = CustomSMB2Env(init_config=config, action_type="simple")
Play as Human
The package includes a human-playable interface with multiple initialisation modes:
Character/Level Mode (Default)
smb2-play --level 1-1 --char luigi --scale 3
smb2-play --level 2-3 --char peach
Built-in ROM Variant Mode
# Use specific ROM variant with save state
smb2-play --rom prg0_edited --save-state /path/to/save.sav
Custom ROM Mode
# Use your own ROM file
smb2-play --custom-rom /path/to/smb2.nes
# Use custom ROM with save state
smb2-play --custom-rom /path/to/smb2.nes --custom-state /path/to/save.sav
# Start from beginning without save state
smb2-play --custom-rom /path/to/smb2.nes --no-save-state
Controls
Primary Controls:
- Arrow Keys: Move
- Z: A button (Jump)
- X: B button (Pick up/Throw)
- Enter: Start
- Right Shift: Select
- P: Pause
- R: Reset
- ESC: Quit
Save States:
- F5: Save state
- F9: Load state
CLI Options
Character/Level Mode:
--level: Level to play (1-1 through 7-2, default: 1-1)--char: Character (mario, luigi, peach, toad, default: luigi)
Built-in ROM Mode:
--rom: ROM variant (prg0, prg0_edited)--save-state: Save state filename
Custom ROM Mode:
--custom-rom: Path to custom ROM file--custom-state: Path to custom save state (optional)--no-save-state: Start from beginning without loading save state
Display:
--scale: Display scale factor (1-4, default: 3)
Disclaimer
This project is for educational and research purposes only. Users must provide their own legally obtained ROM files.
Acknowledgements
This project builds upon invaluable reverse-engineering work from the SMB2 community:
- Xkeeper's SMB2 Disassembly - Comprehensive disassembly and documentation of Super Mario Bros 2's code and mechanics
- Data Crystal SMB2 RAM Map - Detailed RAM address mappings and game state documentation
These resources were essential for understanding the game's internals and implementing the state tracking features in this library.
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