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Download runtime/minatar_synth/games/adventure.py from neilkale/WeightProgramBench: direct link, hf CLI and curl.
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https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/adventure.py
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6.94 kB
| import numpy as np | |
| class AdventureEnvironment: | |
| """Compact Adventure: rooms, keys, carried objects, dragon, bat, and chalice return.""" | |
| score_cap = 1.0 | |
| def normalize_score(cls, raw_score: float) -> float: | |
| return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap | |
| def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_000): | |
| self.sticky_action_prob = sticky_action_prob | |
| self.horizon = horizon | |
| self.random = np.random.RandomState() | |
| self.seed(0) | |
| self.reset() | |
| def seed(self, seed: int) -> None: | |
| self.random.seed(seed) | |
| def reset(self) -> None: | |
| self.room = 0 | |
| self.player = [8, 5] | |
| self.held = None | |
| self.items = { | |
| "gold_key": [0, 5, 7], "black_key": [2, 7, 7], "white_key": [4, 2, 2], | |
| "sword": [1, 7, 2], "chalice": [5, 2, 7], "bridge": [3, 6, 2], | |
| "magnet": [5, 7, 2], | |
| } | |
| self.dragons = [[2, 5, 5], [3, 3, 7], [5, 6, 6]] | |
| self.previous_dragons = [dragon.copy() for dragon in self.dragons] | |
| self.bat = [1, 2, 8] | |
| self.previous_bat = self.bat.copy() | |
| self.castles = { | |
| 0: {"key": "gold_key", "open": False}, | |
| 2: {"key": "black_key", "open": False}, | |
| 4: {"key": "white_key", "open": False}, | |
| } | |
| self.dragon_alive = [True, True, True] | |
| self.last_action = 0 | |
| self.steps = 0 | |
| self.terminal = False | |
| 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 | |
| dropped = False | |
| if action in (1, 2, 3, 4): | |
| dy, dx = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}[action] | |
| target = [min(9, max(0, self.player[0] + dy)), min(9, max(0, self.player[1] + dx))] | |
| if self._can_move(target): | |
| self.player = target | |
| self._change_room() | |
| elif action == 5 and self.held is not None: | |
| self.items[self.held] = [self.room, *self.player] | |
| self.held = None | |
| dropped = True | |
| if not dropped: | |
| self._collect_item() | |
| self._use_magnet() | |
| self.previous_dragons = [dragon.copy() for dragon in self.dragons] | |
| self.previous_bat = self.bat.copy() | |
| self._move_dragons() | |
| self._move_bat() | |
| castle = self.castles.get(self.room) | |
| if castle and self.player[0] <= 1 and self.held == castle["key"]: | |
| castle["open"] = True | |
| if self.room == 0 and self.player[0] <= 1 and self.held == "chalice" and self.castles[0]["open"]: | |
| self.terminal = True | |
| return 1.0, True | |
| self.steps += 1 | |
| if self.steps >= self.horizon: | |
| self.terminal = True | |
| return 0.0, self.terminal | |
| def _can_move(self, target: list[int]) -> bool: | |
| if self.room != 3 or {self.player[0], target[0]} != {4, 5}: | |
| return True | |
| bridge = self.items.get("bridge") | |
| bridge_column = bridge[2] if bridge is not None and bridge[0] == 3 else None | |
| return self.held == "bridge" or bridge_column == target[1] | |
| def _change_room(self) -> None: | |
| if self.player[1] == 0 and self.room % 2 == 1: | |
| self.room -= 1 | |
| self.player[1] = 9 | |
| elif self.player[1] == 9 and self.room % 2 == 0: | |
| self.room += 1 | |
| self.player[1] = 0 | |
| elif self.player[0] == 0 and self.room >= 2: | |
| self.room -= 2 | |
| self.player[0] = 9 | |
| elif self.player[0] == 9 and self.room < 4: | |
| self.room += 2 | |
| self.player[0] = 0 | |
| def _collect_item(self) -> None: | |
| for name, location in list(self.items.items()): | |
| if location == [self.room, *self.player] and self.held is None: | |
| self.held = name | |
| del self.items[name] | |
| castle = self.castles.get(self.room) | |
| if castle and self.held == castle["key"] and self.player[0] <= 1: | |
| castle["open"] = True | |
| def _move_dragons(self) -> None: | |
| for index, dragon in enumerate(self.dragons): | |
| if not self.dragon_alive[index] or dragon[0] != self.room: | |
| continue | |
| _, row, column = dragon | |
| row += int(np.sign(self.player[0] - row)) | |
| column += int(np.sign(self.player[1] - column)) | |
| dragon[1:] = [row, column] | |
| if [row, column] == self.player: | |
| if self.held == "sword": | |
| self.dragon_alive[index] = False | |
| else: | |
| self.terminal = True | |
| def _use_magnet(self) -> None: | |
| if self.held != "magnet": | |
| return | |
| candidates = [(name, location) for name, location in self.items.items() if location[0] == self.room] | |
| if not candidates: | |
| return | |
| _, location = min(candidates, key=lambda item: abs(item[1][1] - self.player[0]) + abs(item[1][2] - self.player[1])) | |
| location[1] += int(np.sign(self.player[0] - location[1])) | |
| location[2] += int(np.sign(self.player[1] - location[2])) | |
| def _move_bat(self) -> None: | |
| if self.random.rand() >= 0.15: | |
| return | |
| self.bat[0] = int(self.random.randint(6)) | |
| self.bat[1] = int(self.random.randint(10)) | |
| self.bat[2] = int(self.random.randint(10)) | |
| if self.bat == [self.room, *self.player] and self.held is not None: | |
| name = self.held | |
| self.held = None | |
| self.items[name] = self.bat.copy() | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[*self.player, 0] = True | |
| for name, (room, row, column) in self.items.items(): | |
| if room == self.room: | |
| if name == "chalice": | |
| state[row, column, 2] = True | |
| else: | |
| state[row, column, 3] = True | |
| marker = { | |
| "gold_key": 0, | |
| "black_key": 1, | |
| "white_key": 2, | |
| "sword": 3, | |
| "bridge": 4, | |
| "magnet": 5, | |
| }[name] | |
| state[row, marker, 5] = True | |
| for alive, dragon in zip(self.dragon_alive, self.dragons, strict=True): | |
| if alive and dragon[0] == self.room: | |
| state[dragon[1], dragon[2], 1] = True | |
| for previous, alive in zip(self.previous_dragons, self.dragon_alive, strict=True): | |
| if alive and previous[0] == self.room: | |
| state[previous[1], previous[2], 4] = True | |
| if self.bat[0] == self.room: | |
| state[self.bat[1], self.bat[2], 1] = True | |
| if self.previous_bat[0] == self.room: | |
| state[self.previous_bat[1], self.previous_bat[2], 4] = True | |
| if self.room == 3: | |
| state[4, :, 1] = True | |
| bridge = self.items.get("bridge") | |
| if self.held == "bridge": | |
| state[4, self.player[1], 1] = False | |
| elif bridge is not None and bridge[0] == 3: | |
| state[4, bridge[2], 1] = False | |
| if self.room in self.castles: | |
| state[0, 4:7, 1] = not self.castles[self.room]["open"] | |
| if self.held is not None: | |
| held_marker = { | |
| "gold_key": 0, | |
| "black_key": 1, | |
| "white_key": 2, | |
| "sword": 3, | |
| "chalice": 4, | |
| "bridge": 5, | |
| "magnet": 6, | |
| }[self.held] | |
| state[8, held_marker, 5] = True | |
| state[9, self.room, 5] = True | |
| for castle_room, castle in self.castles.items(): | |
| if castle["open"]: | |
| state[7, castle_room, 5] = True | |
| return state | |