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DIRECTIONS = (
(-1, 0),
(-1, 1),
(0, 1),
(1, 1),
(1, 0),
(1, -1),
(0, -1),
(-1, -1),
)
POINTS = {"tank": 1_000.0, "fighter": 2_000.0, "supertank": 3_000.0, "saucer": 5_000.0}
WAVES = (
("tank", "tank", "tank", "fighter", "saucer"),
("tank", "tank", "fighter", "fighter", "saucer"),
("tank", "tank", "fighter", "supertank", "saucer"),
("tank", "fighter", "fighter", "supertank", "saucer"),
("tank", "fighter", "supertank", "supertank", "saucer"),
)
OBSTACLES = {(2, 2), (2, 7), (5, 1), (5, 8), (7, 3), (7, 6)}
SPAWNS = ((0, 1), (0, 5), (0, 9), (4, 0), (4, 9))
class BattleZoneEnvironment:
"""Radar combat with oriented movement, cover, shell dodging, and four target classes."""
score_cap = 60_000.0
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500):
self.sticky_action_prob = sticky_action_prob
self.horizon = horizon
self.random = np.random.RandomState()
self.seed(0)
self.reset()
@classmethod
def normalize_score(cls, raw_score: float) -> float:
return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
def seed(self, seed: int) -> None:
self.random.seed(seed)
def reset(self) -> None:
self.player = [9, 5]
self.previous_player = self.player.copy()
self.direction = 0
self.lives = 5
self.wave = 0
self.steps = 0
self.total_score = 0.0
self.bonus_awarded = False
self.player_shell: list[int] | None = None
self.enemy_shells: list[list[int]] = []
self.last_action = 0
self.terminal = False
self._start_wave()
def _start_wave(self) -> None:
self.enemies = [
{"kind": kind, "position": [*SPAWNS[index]], "previous": [*SPAWNS[index]]}
for index, kind in enumerate(WAVES[self.wave])
]
def act(self, action: int) -> tuple[float, bool]:
if self.terminal:
return 0.0, True
if self.random.rand() < self.sticky_action_prob:
action = self.last_action
self.last_action = action
self.previous_player = self.player.copy()
if action == 1:
self.direction = (self.direction - 1) % 8
elif action == 3:
self.direction = (self.direction + 1) % 8
elif action in (2, 4):
multiplier = 1 if action == 2 else -1
row_delta, column_delta = DIRECTIONS[self.direction]
target = [self.player[0] + multiplier * row_delta, self.player[1] + multiplier * column_delta]
if self._open(target):
self.player = target
elif action == 5 and self.player_shell is None:
row_delta, column_delta = DIRECTIONS[self.direction]
self.player_shell = [self.player[0], self.player[1], row_delta, column_delta, 9]
self._move_enemies()
self._move_shells()
reward = self._resolve_player_shell()
self._resolve_enemy_shells()
self._enemy_fire()
self.steps += 1
if self.total_score >= 50_000 and not self.bonus_awarded:
self.lives += 1
self.bonus_awarded = True
if not self.enemies:
self.wave += 1
if self.wave == len(WAVES):
self.terminal = True
else:
self._start_wave()
if self.steps >= self.horizon:
self.terminal = True
return reward, self.terminal
@staticmethod
def _open(position: list[int]) -> bool:
return 0 <= position[0] < 10 and 0 <= position[1] < 10 and tuple(position) not in OBSTACLES
def _move_enemies(self) -> None:
for enemy in self.enemies:
enemy["previous"] = list(enemy["position"])
kind = str(enemy["kind"])
if kind == "saucer":
enemy["position"][1] = (enemy["position"][1] + 1) % 10
continue
interval = {"tank": 3, "fighter": 2, "supertank": 1}[kind]
if self.steps % interval != 0:
continue
position = list(enemy["position"])
row_delta = int(np.sign(self.player[0] - position[0]))
column_delta = int(np.sign(self.player[1] - position[1]))
if kind == "fighter" and self.steps % 4 < 2:
column_delta = -column_delta or 1
candidates = ([position[0] + row_delta, position[1] + column_delta], [position[0] + row_delta, position[1]])
for target in candidates:
if self._open(target) and target != self.player:
enemy["position"] = target
break
def _move_shells(self) -> None:
if self.player_shell is not None:
self.player_shell[0] += self.player_shell[2]
self.player_shell[1] += self.player_shell[3]
self.player_shell[4] -= 1
if not self._open(self.player_shell[:2]) or self.player_shell[4] <= 0:
self.player_shell = None
remaining = []
for shell in self.enemy_shells:
shell[0] += shell[2]
shell[1] += shell[3]
shell[4] -= 1
if self._open(shell[:2]) and shell[4] > 0:
remaining.append(shell)
self.enemy_shells = remaining
def _resolve_player_shell(self) -> float:
if self.player_shell is None:
return 0.0
hit = next((enemy for enemy in self.enemies if enemy["position"] == self.player_shell[:2]), None)
if hit is None:
return 0.0
self.enemies.remove(hit)
self.player_shell = None
reward = POINTS[str(hit["kind"])]
self.total_score += reward
return reward
def _resolve_enemy_shells(self) -> None:
remaining = []
for shell in self.enemy_shells:
friendly_hit = next((enemy for enemy in self.enemies if enemy["position"] == shell[:2]), None)
if friendly_hit is not None:
self.enemies.remove(friendly_hit)
elif shell[:2] == self.player:
self._lose_tank()
else:
remaining.append(shell)
self.enemy_shells = remaining
def _enemy_fire(self) -> None:
for enemy in self.enemies:
kind = str(enemy["kind"])
if kind == "saucer":
continue
interval = {"tank": 12, "fighter": 9, "supertank": 7}[kind]
if self.steps % interval != 0:
continue
position = list(enemy["position"])
row_delta = int(np.sign(self.player[0] - position[0]))
column_delta = int(np.sign(self.player[1] - position[1]))
self.enemy_shells.append([position[0], position[1], row_delta, column_delta, 10])
def _lose_tank(self) -> None:
self.lives -= 1
self.player = [9, 5]
self.previous_player = self.player.copy()
self.direction = 0
self.player_shell = None
self.enemy_shells.clear()
if self.lives <= 0:
self.terminal = True
def _in_view(self, position: list[int]) -> bool:
row_delta = int(np.sign(position[0] - self.player[0]))
column_delta = int(np.sign(position[1] - self.player[1]))
if (row_delta, column_delta) == (0, 0):
return True
target_direction = DIRECTIONS.index((row_delta, column_delta))
return min((target_direction - self.direction) % 8, (self.direction - target_direction) % 8) <= 1
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
state[*self.player, 0] = True
for enemy in self.enemies:
position = list(enemy["position"])
state[*position, 1] = True
if self._in_view(position):
state[*position, 2] = True
type_marker = {"tank": 0, "fighter": 1, "supertank": 2, "saucer": 3}[str(enemy["kind"])]
state[position[0], type_marker, 5] = True
state[*list(enemy["previous"]), 4] = True
for shell in self.enemy_shells:
state[shell[0], shell[1], 1] = True
if self.player_shell is not None:
state[self.player_shell[0], self.player_shell[1], 3] = True
state[*self.previous_player, 4] = True
for obstacle in OBSTACLES:
state[*obstacle, 5] = True
state[9, : min(10, self.lives), 5] = True
state[8, : self.wave + 1, 5] = True
state[7, self.direction, 5] = True
return state
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