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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
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import numpy as np
ACTIONS = {
1: (0, -1),
2: (-1, 0),
3: (0, 1),
4: (1, 0),
}
class AmidarEnvironment:
"""Trace a rectilinear maze while avoiding deterministic patrol enemies."""
score_cap = 9.0
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 600):
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, 0]
self.previous_player = self.player.copy()
self.enemies = [[0, 0], [0, 9], [9, 9]]
self.previous_enemies = [position.copy() for position in self.enemies]
self.enemy_directions = [4, 1, 2]
self.painted_edges: set[tuple[tuple[int, int], tuple[int, int]]] = set()
self.completed_boxes: set[tuple[int, int]] = set()
self.shadow_timer = 0
self.shadow_uses = 3
self.last_action = 0
self.steps = 0
self.terminal = False
@staticmethod
def _on_path(position: list[int] | tuple[int, int]) -> bool:
row, column = position
return 0 <= row < 10 and 0 <= column < 10 and (row % 3 == 0 or column % 3 == 0)
@staticmethod
def _edge(first: list[int], second: list[int]) -> tuple[tuple[int, int], tuple[int, int]]:
return tuple(sorted((tuple(first), tuple(second))))
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 == 5 and self.shadow_uses > 0 and self.shadow_timer == 0:
self.shadow_uses -= 1
self.shadow_timer = 12
elif action in ACTIONS:
row_delta, column_delta = ACTIONS[action]
target = [self.player[0] + row_delta, self.player[1] + column_delta]
if self._on_path(target):
self.player = target
if self.player != self.previous_player:
self.painted_edges.add(self._edge(self.previous_player, self.player))
reward = self._complete_boxes()
self.previous_enemies = [position.copy() for position in self.enemies]
if self.shadow_timer == 0:
for index in range(len(self.enemies)):
self._move_enemy(index)
if self.shadow_timer == 0 and any(enemy == self.player for enemy in self.enemies):
self.terminal = True
self.shadow_timer = max(0, self.shadow_timer - 1)
self.steps += 1
if len(self.completed_boxes) == 9 or self.steps >= self.horizon:
self.terminal = True
return reward, self.terminal
def _move_enemy(self, index: int) -> None:
direction = self.enemy_directions[index]
preferences = (direction, {1: 2, 2: 3, 3: 4, 4: 1}[direction], {1: 4, 2: 1, 3: 2, 4: 3}[direction])
for candidate_direction in preferences:
row_delta, column_delta = ACTIONS[candidate_direction]
target = [self.enemies[index][0] + row_delta, self.enemies[index][1] + column_delta]
if self._on_path(target):
self.enemies[index] = target
self.enemy_directions[index] = candidate_direction
return
def _complete_boxes(self) -> float:
reward = 0.0
for box_row in range(3):
for box_column in range(3):
box = (box_row, box_column)
if box in self.completed_boxes:
continue
top = box_row * 3
left = box_column * 3
required = set()
for offset in range(3):
required.add(self._edge([top, left + offset], [top, left + offset + 1]))
required.add(self._edge([top + 3, left + offset], [top + 3, left + offset + 1]))
required.add(self._edge([top + offset, left], [top + offset + 1, left]))
required.add(self._edge([top + offset, left + 3], [top + offset + 1, left + 3]))
if required <= self.painted_edges:
self.completed_boxes.add(box)
reward += 1.0
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
state[*self.player, 0] = True
for enemy in self.enemies:
channel = 3 if self.shadow_timer > 0 else 1
state[*enemy, channel] = True
for box_row in range(3):
for box_column in range(3):
center = (min(9, box_row * 3 + 1), min(9, box_column * 3 + 1))
if (box_row, box_column) not in self.completed_boxes:
state[*center, 2] = True
for first, second in self.painted_edges:
state[*first, 4] = True
state[*second, 4] = True
state[9, : self.shadow_uses, 5] = True
if self.shadow_timer > 0:
state[8, : min(10, self.shadow_timer), 5] = True
return state