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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 | from dataclasses import dataclass
import math
import numpy as np
HORIZON = 400
FRAMES_PER_STEP = 4
PLAYER_X = 35
SCROLL = 0.6
@dataclass
class Rock:
x: float
y: float
width: float
height: float
bore: int = 0
@property
def threshold(self) -> int:
return round(math.sqrt(self.width * self.height) / (SCROLL / 0.5))
def contains(self, y: float) -> bool:
return abs(self.x - PLAYER_X) < self.width / 2 + 2 and abs(self.y - y) < self.height / 2 + 2
@dataclass
class Enemy:
x: float
y: float
vx: float
class BoreCometEnvironment:
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.freeze = 0
self.pressed = self.terminal = self.was_in_rock = False
self.y, self.vy = 30.0, 0.0
self.next_rock, self.next_enemy = 20.0, 60
self.rocks: list[Rock] = []
self.enemies: list[Enemy] = []
@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
rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None)
if rock is not None and not self.pressed:
self.terminal = True
return 0
reward = 0
if self.pressed:
self.vy -= 0.06 if rock is not None else 0.11
if rock is not None:
rock.bore += 1
reward += 1
if rock.bore >= rock.threshold:
reward += rock.threshold + self._blast(15 + (rock.width + rock.height) / 4, 3)
self.rocks.remove(rock)
rock = None
self.vy = min(1.8, max(-1.5, self.vy + 0.05))
self.y += self.vy * (0.45 if rock is not None else 1)
if self.y < 10:
self.y, self.vy = 10, 0
if self.was_in_rock and rock is None and self.pressed:
reward += self._blast(22, 2)
self.was_in_rock = rock is not None
self._spawn()
for obstacle in self.rocks:
obstacle.x -= SCROLL
self.rocks = [obstacle for obstacle in self.rocks if obstacle.x >= -20]
for enemy in self.enemies:
enemy.x += enemy.vx
if rock is None and math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) < 5:
self.terminal = True
self.enemies = [enemy for enemy in self.enemies if enemy.x >= -8]
self.terminal |= self.y > 91
return reward
def _blast(self, radius: float, freeze: int) -> int:
survivors = [enemy for enemy in self.enemies if math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) >= radius]
kills = len(self.enemies) - len(survivors)
self.enemies = survivors
if kills or freeze == 3:
self.freeze = max(self.freeze, min(8, freeze + kills))
return 3 * kills**2
def _spawn(self) -> None:
self.next_rock -= SCROLL
if self.next_rock < 0:
self.rocks.append(Rock(112, self.random.uniform(25, 75), self.random.uniform(14, 30), self.random.uniform(10, 22)))
self.next_rock = self.random.uniform(30, 55)
self.next_enemy -= 1
if self.next_enemy < 0:
self.enemies.append(Enemy(105, self.random.uniform(8, 84), -SCROLL - self.random.uniform(0.2, 0.5)))
self.next_enemy = int(self.random.integers(50, 91))
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
row = int(self.y) // 10
state[row, 3, 0] = True
state[row, 3, 4] = self.pressed
state[9, :, 3] = True
for rock in self.rocks:
for row in range(10):
if abs(row * 10 + 5 - rock.y) < rock.height / 2 + 5:
for column in range(10):
state[row, column, 1] |= abs(column * 10 + 5 - rock.x) < rock.width / 2 + 5
for enemy in self.enemies:
if 0 <= enemy.x < 100:
state[int(enemy.y) // 10, int(enemy.x) // 10, 2] = True
active_rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None)
for row, value in enumerate((self.steps, self.freeze, active_rock.bore if active_rock else 0)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, :2, 5] = self.vy < 0, self.was_in_rock
return state
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