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7248ace | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 | from dataclasses import dataclass
import math
import numpy as np
HORIZON = 400
FRAMES_PER_STEP = 4
BLAST_RADIUS = 25
@dataclass
class Submarine:
x: float
y: float
vx: float
fire_timer: int
@dataclass
class Bullet:
x: float
y: float
vx: float
class BlastBuoyEnvironment:
score_cap = 500
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
self.sticky_action_prob = sticky_action_prob
self.horizon = min(horizon, HORIZON)
self.seed(0)
self.reset()
def seed(self, seed: int) -> None:
self.random = np.random.default_rng(seed)
def reset(self) -> None:
self.steps = self.spawn_timer = self.combo_timer = self.shield = self.freeze = 0
self.combo = 1
self.pressed = self.terminal = False
self.x, self.y = 30.0, 40.0
self.vx = self.vy = 0.0
self.submarines: list[Submarine] = []
self.bullets: list[Bullet] = []
@classmethod
def normalize_score(cls, score: float) -> float:
return min(max(score, 0), cls.score_cap) / cls.score_cap
def act(self, action: int) -> tuple[float, bool]:
if self.terminal:
return 0.0, True
if self.random.random() >= self.sticky_action_prob:
self.pressed = action == 5
self.steps += 1
reward = 0
for _ in range(FRAMES_PER_STEP):
reward += self._advance_frame()
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_frame(self) -> int:
if self.freeze:
self.freeze -= 1
return 0
self.vy = min(1.1, max(-1.1, self.vy + (0.06 if self.pressed else -0.05)))
self.vx *= 0.95
self.x = min(95, max(5, self.x + self.vx))
self.y = min(87, max(13, self.y + self.vy))
if self.y in (13, 87):
self.vy = 0
self.shield = max(0, self.shield - 1)
if self.combo_timer:
self.combo_timer -= 1
else:
self.combo = 1
if not self.spawn_timer:
direction = int(self.random.choice((-1, 1)))
self.submarines.append(Submarine(
-8 if direction > 0 else 108,
self.random.uniform(13, 87),
direction * self.random.uniform(0.2, 0.45),
int(self.random.integers(60, 121)),
))
self.spawn_timer = int(self.random.integers(50, 91))
self.spawn_timer -= 1
contact = None
for sub in self.submarines:
sub.x += sub.vx
sub.fire_timer -= 1
if sub.fire_timer < 0 and 0 < sub.x < 100 and abs(sub.y - self.y) < 10:
if math.hypot(sub.x - self.x, sub.y - self.y) > 36:
direction = 1 if self.x > sub.x else -1
self.bullets.append(Bullet(sub.x + direction * 6, sub.y, direction * 0.95))
sub.fire_timer = int(self.random.integers(90, 151))
if contact is None and not self.shield and abs(sub.x - self.x) < 7.5 and abs(sub.y - self.y) < 5:
contact = sub
self.submarines = [sub for sub in self.submarines if -12 <= sub.x <= 112]
reward = self._blast(contact) if contact is not None else 0
survivors = []
for bullet in self.bullets:
bullet.x += bullet.vx
if abs(bullet.x - self.x) < 5.5 and abs(bullet.y - self.y) < 4:
self.terminal |= not self.shield
elif -5 <= bullet.x <= 105:
survivors.append(bullet)
self.bullets = survivors
return reward
def _blast(self, center: Submarine) -> int:
self.submarines.remove(center)
remaining = [
sub for sub in self.submarines
if math.hypot(sub.x - center.x, sub.y - center.y) >= BLAST_RADIUS
]
extras = len(self.submarines) - len(remaining)
self.submarines = remaining
self.bullets = [
bullet for bullet in self.bullets
if math.hypot(bullet.x - center.x, bullet.y - center.y) >= BLAST_RADIUS
]
reward = (5 + 8 * extras) * self.combo
self.combo += 1
self.combo_timer = 120
angle = math.atan2(self.y - center.y, self.x - center.x)
self.vx, self.vy = 2.2 * math.cos(angle), 2.2 * math.sin(angle)
self.shield = 40
self.freeze = min(8, 3 + extras)
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
row, column = int(self.y) // 10, int(self.x) // 10
state[row, column, 0] = True
state[row, column, 4] = self.shield > 0
for sub in self.submarines:
if 0 <= sub.x < 100:
state[int(sub.y) // 10, int(sub.x) // 10, 1 if sub.vx > 0 else 2] = True
for bullet in self.bullets:
if 0 <= bullet.x < 100:
state[int(bullet.y) // 10, int(bullet.x) // 10, 3] = True
for row, value in enumerate((self.steps, self.combo, self.combo_timer, self.shield, self.freeze)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, :2, 5] = self.pressed, self.vy > 0
return state
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