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 a resizable GUI and 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=Peach, 2=Toad, 3=Luigi
info['pc'].speed # Horizontal velocity (signed: +right, -left)
info['pc'].y_velocity # Vertical velocity (signed: -up, +falling)
# 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']
# Episode status — always present, on reset and on every step
info['life_lost'] # bool: a life was lost this step
info['level_completed'] # bool: the level was finished
info['game_over'] # bool: out of lives
info['end_reason'] # None while running, otherwise one of:
# 'level_completed' | 'game_over'
# 'life_lost' | 'max_steps'
terminated is True for winning and for dying, so use end_reason to tell
them apart when shaping rewards.
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.
Terrain and sprite objects are separate layers
A cell can hold both terrain and a dynamic object — a subspace door standing on solid ground — so they occupy different fields. Sprites never overwrite the terrain beneath them, which is what distinguishes standing on a door from being inside it:
from smb2_gym.constants import NO_OBJECT, CoarseTileType, FineTileType
cell = semantic_map[row, col]
cell['fine_type'] # the TERRAIN here (SOLID, PLATFORM, ...)
cell['object_id'] # EnemyId of the sprite here, or NO_OBJECT (0xFF)
cell['object_fine_type'] # that sprite's type (DOOR, ENEMY, COIN, ...)
# Solid ground with something standing on it
standing_on = (semantic_map['coarse_type'] == CoarseTileType.TERRAIN) & (
semantic_map['object_id'] != NO_OBJECT
)
Objects are classified by type rather than lumped together: a subspace door reads
as DOOR/INTERACTIVE, a coin as COIN/COLLECTIBLE, and only genuinely
hostile objects as ENEMY. The same object classifies identically whether it came
from the background tile map or a sprite slot — a POW block is POW_BLOCK either
way. Unrecognised object ids fall back to ENEMY, since treating an unknown
hazard as harmless is the more dangerous mistake.
Object footprints are measured from the sprites actually being drawn, so oversized objects (a 1×3 Hawkmouth, a 1×2 Birdo) fill all the cells they occupy.
Tensor view (for ML)
info['semantic_tensor'] is the same data as a binary (15, 16, 16) uint8
array, suitable for feeding a conv net directly:
tensor = info['semantic_tensor'] # (H, W, C) uint8, values in {0, 1}
velocity = info['semantic_velocity'] # (H, W, 2) float32, normalised ~[-1, 1]
from smb2_gym.constants import COARSE_TENSOR_CHANNEL_NAMES
COARSE_TENSOR_CHANNEL_NAMES # ('terrain:EMPTY', ..., 'object:DAMAGES', 'object:LIFTABLE')
Channels are binary masks rather than category ids — ids are nominal labels, and
feeding them as numbers would imply ENEMY (15) is "more" than SOLID (1).
Each coarse category appears twice, once per layer (14 channels). Within a layer
the encoding is one-hot (exactly one terrain channel is always set); across layers
it is multi-hot, so a door on solid ground sets both terrain:TERRAIN and
object:INTERACTIVE.
Two property channels follow: object:DAMAGES (touching this hurts) and
object:LIFTABLE (can be picked up and thrown). These describe what happens on
contact, which is the decision an agent actually makes about a sprite.
Velocity is returned separately as float32, so the tensor stays a pure binary mask. Without it the map is a still frame — an agent cannot tell an enemy closing on it from one moving away. Positive X is rightward, positive Y is downward (matching row order). Concatenate if you want a single input array:
combined = np.concatenate([tensor.astype(np.float32), velocity], axis=-1) # (15, 16, 18)
PyTorch users want tensor.transpose(2, 0, 1) for (C, H, W).
Other per-object state — direction, health, object_timer, raw sprite_flags
— stays in info['enemies'] rather than becoming channels: it is useful for
reward shaping and debugging, but mostly-constant channels cost input
dimensionality without teaching a policy anything. Per-object collision is a
runtime result (it reports what just happened, and is almost always zero), so it
suits reward shaping rather than observation.
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
Interface:
- F1 or H: Toggle the on-screen controls overlay
- F2: Open the options menu
- M: Toggle the semantic map panel
- L: Toggle the legend panel
- I: Toggle the stats panel
- Tab / Shift+Tab: Cycle stats tabs (Overview, Player, Character, Enemies)
- F11: Toggle fullscreen
The window is resizable — the game view, semantic map and stats panels all reflow to fit, and the sidebar is dropped automatically on narrow windows so the game keeps usable space.
Options Menu
Press F2 for settings that can be changed mid-session. Use the arrow keys to select and change a row, click a row directly, or press its letter key.
| Option | Key | Effect |
|---|---|---|
| Frame rate | - / + |
15, 30, 60, 90, 120, 240 FPS or uncapped. Slow it down to study a jump, raise it to cross a level quickly |
| Integer scaling | S |
Snap the game view to a whole-number scale so every NES pixel is the same size, at the cost of a slightly smaller picture |
| Collision overlay | C |
Show the player's collision tiles on the semantic map |
| Map grid | G |
Grid lines between semantic map cells |
| Log rewards | O |
Print each step's reward to the terminal, useful when shaping a reward function |
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)
Development
This project uses uv for dependency management and ruff for linting and formatting.
# Set up the environment (creates .venv and installs everything)
uv sync --extra dev
# Install the git hooks, so lint and formatting run on each commit
uv run pre-commit install
# Run the test suite ('-m "not slow"' skips the long emulator runs)
uv run pytest -m "not slow"
# Lint and format by hand
uv run ruff check --fix .
uv run ruff format .
# Run every hook over the whole repo
uv run pre-commit run --all-files
CI runs the linters, the test suite on Python 3.10-3.13, and a packaging check on every push and pull request.
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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