OpenSpiel Environment#
Integration of OpenSpiel games with the OpenEnv framework. OpenSpiel is DeepMind’s collection of 70+ game environments for RL research.
Supported Games#
This environment supports 6 games across different categories:
Single-Player Games (No Opponent)#
Catch - Move horizontally to catch a falling ball
Cliff Walking - Navigate grid without falling off cliff (Sutton & Barto benchmark)
2048 - Classic tile-merging puzzle game
Blackjack - Simplified blackjack (HIT/STAND only)
Multi-Player Games (with Bot Opponent)#
Tic-Tac-Toe - Classic 3x3 game
Kuhn Poker - 2-player simplified poker (game theory benchmark)
Quick Start#
The simplest way to use the OpenSpiel environment is through the OpenSpielEnv class:
from openspiel_env import OpenSpielEnv, OpenSpielAction
try:
# Create environment from Docker image
env = OpenSpielEnv.from_docker_image("openspiel-env:latest")
# Reset to start a new episode
result = env.reset()
print(f"Initial state: {result.observation.info_state}")
print(f"Legal actions: {result.observation.legal_actions}")
# Play until done
while not result.done:
action_id = result.observation.legal_actions[0]
result = env.step(OpenSpielAction(action_id=action_id))
print(f"Reward: {result.reward}, Done: {result.done}")
finally:
# Always clean up
env.close()
That’s it! The OpenSpielEnv.from_docker_image() method handles:
Starting the Docker container
Waiting for the server to be ready
Connecting to the environment
Container cleanup when you call
close()
Building the Docker Image#
OpenSpiel requires compilation from C++ source. The Docker build uses a pre-built base image by default to avoid long build times.
Default Build (Recommended)#
From the environment directory (envs/openspiel_env/):
# Uses pre-built base image from GHCR (fast, ~1-2 min)
docker build -t openspiel-env:latest -f server/Dockerfile .
This uses the pre-built ghcr.io/meta-pytorch/openenv-openspiel-base image which already contains compiled OpenSpiel.
Building Your Own Base Image (Optional)#
If you need to customize OpenSpiel or can’t access the pre-built image:
# Step 1: Build the base image (compiles OpenSpiel, ~30-60 min)
docker build -t openspiel-base:latest -f server/Dockerfile.openspiel-base .
# Step 2: Build the environment using your local base image
docker build -t openspiel-env:latest \
--build-arg OPENSPIEL_BASE_IMAGE=openspiel-base:latest \
-f server/Dockerfile .
Deploying to Hugging Face Spaces#
You can easily deploy your OpenEnv environment to Hugging Face Spaces using the openenv push command:
# From the environment directory (envs/openspiel_env/)
openenv push
# Or specify options
openenv push --namespace my-org --private
The openenv push command will:
Validate that the directory is an OpenEnv environment (checks for
openenv.yaml)Prepare a custom build for Hugging Face Docker space (enables web interface)
Upload to Hugging Face (ensuring you’re logged in)
Prerequisites#
Authenticate with Hugging Face: The command will prompt for login if not already authenticated
Options#
--directory,-d: Directory containing the OpenEnv environment (defaults to current directory)--repo-id,-r: Repository ID in format ‘username/repo-name’ (defaults to ‘username/env-name’ from openenv.yaml)--base-image,-b: Base Docker image to use (overrides Dockerfile FROM)--private: Deploy the space as private (default: public)
Examples#
# Push to your personal namespace (defaults to username/env-name from openenv.yaml)
openenv push
# Push to a specific repository
openenv push --repo-id my-org/openspiel-env
# Push as a private space
openenv push --private
# Combine options
openenv push --repo-id my-org/openspiel-env --private
After deployment, your space will be available at:
https://huggingface.co/spaces/<repo-id>
The deployed space includes:
Web Interface at
/web- Interactive UI for exploring the environmentAPI Documentation at
/docs- Full OpenAPI/Swagger interfaceHealth Check at
/health- Container health monitoring
Note: The default Dockerfile uses a pre-built base image with OpenSpiel already compiled, so deployment is fast and works with standard CPU hardware. If you build your own base image, compilation requires more resources and time.
Running Specific Games#
# Catch (default)
docker run -p 8000:8000 openspiel-env:latest
# Tic-Tac-Toe with random opponent
docker run -p 8000:8000 -e OPENSPIEL_GAME=tic_tac_toe openspiel-env:latest
# Kuhn Poker
docker run -p 8000:8000 -e OPENSPIEL_GAME=kuhn_poker openspiel-env:latest
# 2048
docker run -p 8000:8000 -e OPENSPIEL_GAME=2048 openspiel-env:latest
# Blackjack
docker run -p 8000:8000 -e OPENSPIEL_GAME=blackjack openspiel-env:latest
# Cliff Walking
docker run -p 8000:8000 -e OPENSPIEL_GAME=cliff_walking openspiel-env:latest
Environment Details#
Action#
OpenSpielAction: Contains the action to take
action_id(int) - Action ID to executegame_name(str) - Game name (default: “catch”)game_params(Dict) - Optional game parameters
Observation#
OpenSpielObservation: Contains the game state
info_state(List[float]) - Agent’s information state vectorlegal_actions(List[int]) - Legal action IDsgame_phase(str) - “initial”, “playing”, or “terminal”current_player_id(int) - Current player (-1 for simultaneous)opponent_last_action(Optional[int]) - Last opponent actiondone(bool) - Whether the episode has endedreward(Optional[float]) - Reward for the last action
State#
OpenSpielState: Server-side state snapshot
episode_id(str) - Unique identifier for the current episodestep_count(int) - Number of steps takengame_name(str) - Game nameagent_player(int) - Agent’s player IDopponent_policy(str) - Opponent policy namenum_players(int) - Total players
Configuration#
Environment Variables#
OPENSPIEL_GAME: Game name (default: “catch”)OPENSPIEL_AGENT_PLAYER: Player ID for agent (default: 0)OPENSPIEL_OPPONENT_POLICY: Opponent policy for multi-player gamesrandom: Uniform random (default)first: Always picks first legal actionlast: Always picks last legal action
Example: Tic-Tac-Toe with Fixed Opponent#
docker run -p 8000:8000 \
-e OPENSPIEL_GAME=tic_tac_toe \
-e OPENSPIEL_OPPONENT_POLICY=first \
openspiel-env:latest
Advanced Usage#
Connecting to an Existing Server#
If you already have an OpenSpiel environment server running:
from openspiel_env import OpenSpielEnv, OpenSpielAction
# Connect to existing server
env = OpenSpielEnv(base_url="http://localhost:8000")
# Use as normal
result = env.reset()
result = env.step(OpenSpielAction(action_id=result.observation.legal_actions[0]))
# Close connection (does NOT stop the server)
env.close()
Connecting to HuggingFace Space#
from openspiel_env import OpenSpielEnv, OpenSpielAction
# Connect to remote Space
env = OpenSpielEnv(base_url="https://your-username-openspiel.hf.space")
result = env.reset()
print(f"Game: {result.observation.game_phase}")
print(f"Legal actions: {result.observation.legal_actions}")
result = env.step(OpenSpielAction(action_id=result.observation.legal_actions[0]))
env.close()
Game-Specific Information#
1. Catch#
Type: Single-player
Action Space: 3 actions (left, stay, right)
Observation: 5x5 grid flattened (25 dimensions)
Reward: +1 for catching ball, 0 otherwise
Episode Length: ~10 steps
2. Tic-Tac-Toe#
Type: 2-player turn-based, perfect information
Players: Agent (X) vs Random Bot (O)
Action Space: 9 positions
Observation: 27 dimensions (3x3 board + game state)
Reward: +1 win, -1 loss, 0 draw/mid-game
3. Kuhn Poker#
Type: 2-player turn-based, imperfect information
Players: Agent vs Random Bot
Action Space: 2 actions (pass/fold, bet/call)
Observation: 6 dimensions (card + betting history)
Reward: Pot winnings (typically -1, 0, +1, +2)
Notes: THE benchmark for imperfect-information RL
4. Cliff Walking#
Type: Single-player grid world
Action Space: 4 actions (up, down, left, right)
Observation: Position encoding
Reward: -1 per step, -100 for falling off cliff
Notes: Classic RL benchmark from Sutton & Barto
5. 2048#
Type: Single-player puzzle
Action Space: 4 actions (up, down, left, right)
Observation: 4x4 grid with tile values
Reward: Points from merging tiles
Notes: Stochastic tile spawning
6. Blackjack#
Type: Single-player vs dealer
Action Space: 2 actions (HIT, STAND)
Observation: Player hand + dealer’s visible card
Reward: +1 win, -1 loss, 0 draw
Notes: Simplified version, no double/split
Development & Testing#
Direct Environment Testing#
Test the environment logic directly without starting the HTTP server (requires OpenSpiel installed locally):
from openspiel_env.server.openspiel_environment import OpenSpielEnvironment
from openspiel_env.models import OpenSpielAction
# Create environment directly
env = OpenSpielEnvironment(game_name="catch")
# Test reset
obs = env.reset()
print(f"Info state: {obs.info_state}")
# Test step
obs = env.step(OpenSpielAction(action_id=0))
print(f"Done: {obs.done}, Reward: {obs.reward}")
Running Locally#
Run the server locally for development (requires OpenSpiel installed):
# From the environment directory
cd envs/openspiel_env
# Install dependencies
uv venv && source .venv/bin/activate
uv pip install -e .
# Start the server
python -m uvicorn server.app:app --reload
Or using the CLI entry point:
uv run --project . server --port 8000
Automated Testing (All 6 Games)#
./test_docker_all_games.sh
This script will build and test all 6 supported games in Docker.
Project Structure#
openspiel_env/
├── __init__.py # Module exports
├── README.md # This file
├── openenv.yaml # OpenEnv manifest
├── pyproject.toml # Project metadata and dependencies
├── client.py # OpenSpielEnv client implementation
├── models.py # Action, Observation, and State models
├── test_docker_all_games.sh # Automated test script
└── server/
├── __init__.py # Server module exports
├── openspiel_environment.py # Core OpenSpielEnvironment implementation
├── opponent_policies.py # Opponent policies (random, fixed)
├── app.py # FastAPI application
├── Dockerfile # Environment container (uses pre-built base)
└── Dockerfile.openspiel-base # Base image with compiled OpenSpiel
Limitations#
Simultaneous-move games: Only agent_player=0 supported
Multi-agent training: Single agent only (no self-play yet)
Opponent policies: Random and fixed only (no MCTS yet)
Build time: Building your own base image takes ~30-60 min (compiles OpenSpiel C++). Using the pre-built image is fast (~1-2 min) and works with standard hardware.