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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 numpy as np
HORIZON = 400
FRAMES_PER_STEP = 4
DIRECTIONS = ((1, 0), (0.7, 0.7), (0, 1), (-0.7, 0.7),
(-1, 0), (-0.7, -0.7), (0, -1), (0.7, -0.7))
@dataclass
class Mover:
x: float
y: float
direction: int
def move(self, speed: float) -> None:
dx, dy = DIRECTIONS[self.direction]
self.x += speed * dx
self.y += speed * dy
def inside(self, low: float, high: float) -> bool:
return low <= self.x <= high and low <= self.y <= high
def clamp(self) -> None:
self.x = min(90, max(9, self.x))
self.y = min(90, max(9, self.y))
def touches(self, other: "Mover") -> bool:
return abs(self.x - other.x) < 5 and abs(self.y - other.y) < 5
@dataclass
class Cate(Mover):
entering: bool = True
class CatePEnvironment:
score_cap = 100
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.wave_count = self.wave_timer = 0
self.multiplier = 1
self.pressed = self.terminal = False
self.player = Mover(50, 50, 0)
self.shot: Mover | None = None
self.entrance: Mover | None = None
self.newest: Cate | None = None
self.cates: list[Cate] = []
@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
pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
tap = pressed and not self.pressed
self.pressed = pressed
self.steps += 1
reward = 0
for frame in range(FRAMES_PER_STEP):
reward += self._advance_frame(tap and frame == 0)
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_frame(self, tap: bool) -> int:
player = self.player
if tap or not player.inside(9, 90):
if tap and self.shot is None:
self.shot = Mover(player.x, player.y, player.direction)
self.multiplier = 1
player.clamp()
player.direction = (player.direction + 2) % 8
player.move(0.2)
if self.shot is not None:
if self.shot.inside(9, 91):
self.shot.move(1.5)
else:
self.shot = None
self._spawn()
survivors = []
reward = 0
for cate in self.cates:
cate.move(0.2)
if cate.entering:
cate.entering = not cate.inside(9, 90)
elif not cate.inside(9, 90):
corner = not 9 <= cate.x <= 90 and not 9 <= cate.y <= 90
cate.direction = (cate.direction + (4 if corner else 3)) % 8
cate.clamp()
if self.shot is not None and cate.touches(self.shot):
reward += self.multiplier
self.multiplier += 1
if self.newest is cate:
self.newest = None
else:
self.terminal |= cate.touches(player)
survivors.append(cate)
self.cates = survivors
return reward
def _spawn(self) -> None:
if self.wave_timer <= 0:
direction = int(self.random.integers(4)) * 2
offset = self.random.uniform(9, 90)
x, y = ((-3, offset), (offset, -3), (103, offset), (offset, 103))[direction // 2]
self.entrance = Mover(x, y, direction)
self.wave_count = int(self.random.integers(5, 9))
self.wave_timer = int(self.random.integers(60, 91))
if self.wave_count == 0:
self.wave_timer -= 1
if self.newest is not None and self.newest.inside(3, 97):
self.newest = None
if self.wave_count and self.newest is None and self.entrance is not None:
self.newest = Cate(self.entrance.x, self.entrance.y, self.entrance.direction)
self.cates.append(self.newest)
self.wave_count -= 1
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
for channel, movers in ((0, [self.player]), (1, self.cates), (2, [self.shot])):
for mover in movers:
if mover is not None and mover.inside(0, 99.999):
row, col = int(mover.y) // 10, int(mover.x) // 10
state[row, col, channel] = True
if isinstance(mover, Cate):
state[row, col, 3] |= mover.entering
state[(0, 9), :, 4] = True
state[:, (0, 9), 4] = True
for row, value in enumerate((self.steps, self.player.direction, self.multiplier,
self.shot.direction if self.shot is not None else 0)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, 0, 5] = self.pressed
return state
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