Datasets:
Download runtime/minatar_synth/games/arcfire.py from neilkale/WeightProgramBench: direct link, hf CLI and curl.
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- Download file 4.53 kB
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https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/arcfire.py
- Command line
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/arcfire.py
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curl -L -o arcfire.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/arcfire.py
4.53 kB
| from math import atan2, cos, hypot, pi, sin, sqrt | |
| import numpy as np | |
| HORIZON = 400 | |
| SECTORS = 24 | |
| MAX_CHARGE = 12 | |
| SPAWN_INTERVAL = 6 | |
| CENTER = (5, 5) | |
| MAX_ENEMIES = (HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL | |
| class ArcfireEnvironment: | |
| score_cap = MAX_ENEMIES * (MAX_ENEMIES + 1) // 2 | |
| 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.player = CENTER | |
| self.steps = self.last_action = self.aim = self.charge = self.arc_start = 0 | |
| self.multiplier = 1 | |
| self.spawn_index = int(self.random.integers(36)) | |
| self.enemies: list[tuple[int, int]] = [] | |
| self.shot: tuple[int, int, int, int] | None = None | |
| self.terminal = False | |
| def normalize_score(cls, score: float) -> float: | |
| return min(max(score, 0), cls.score_cap) / cls.score_cap | |
| def _range(width: int) -> int: | |
| return max(3, round(9 / sqrt(width))) | |
| def _in_arc(self, cell: tuple[int, int], start: int, width: int, radius: int) -> bool: | |
| dy, dx = cell[0] - self.player[0], cell[1] - self.player[1] | |
| direction = atan2(dy, dx) * SECTORS / (2 * pi) | |
| return (direction - start) % SECTORS <= width and abs(hypot(dx, dy) - radius) <= 0.75 | |
| def act(self, action: int) -> tuple[float, bool]: | |
| if self.terminal: | |
| return 0.0, True | |
| if self.random.random() < self.sticky_action_prob: | |
| action = self.last_action | |
| self.steps += 1 | |
| self.aim = (self.aim + 1) % SECTORS | |
| if action == 5 and self.last_action != 5: | |
| self.charge, self.arc_start, self.multiplier = 1, self.aim, 1 | |
| elif action == 5 and self.charge: | |
| self.charge += 1 | |
| if self.charge > MAX_CHARGE: | |
| self.charge = 0 | |
| elif self.charge: | |
| width = self.charge | |
| reach = self._range(width) | |
| if self.shot is None: | |
| self.shot = (self.arc_start, width, reach, 1) | |
| angle = (self.arc_start + width / 2) * 2 * pi / SECTORS | |
| stride = reach / 2 | |
| row, column = self.player | |
| self.player = (max(1, min(8, row + round(stride * sin(angle)))), | |
| max(1, min(8, column + round(stride * cos(angle))))) | |
| self.charge = 0 | |
| self.last_action = action | |
| if self.steps % SPAWN_INTERVAL == 1: | |
| if self.random.random() < 0.1: | |
| self.spawn_index = int(self.random.integers(36)) | |
| else: | |
| self.spawn_index = (self.spawn_index + int(self.random.integers(-1, 2))) % 36 | |
| side, offset = divmod(self.spawn_index, 9) | |
| self.enemies.append(((0, offset), (offset, 9), (9, 9 - offset), (9 - offset, 0))[side]) | |
| if self.steps % 3 == 0: | |
| self.enemies = [(row + int(np.sign(CENTER[0] - row)), column + int(np.sign(CENTER[1] - column))) | |
| for row, column in self.enemies] | |
| reward = 0 | |
| if self.shot is not None: | |
| start, width, reach, radius = self.shot | |
| survivors = [] | |
| for cell in self.enemies: | |
| if self._in_arc(cell, start, width, radius): | |
| reward += self.multiplier | |
| self.multiplier += 1 | |
| else: | |
| survivors.append(cell) | |
| self.enemies = survivors | |
| self.shot = (start, width, reach, radius + 1) if radius < reach else None | |
| self.terminal = any(cell in (CENTER, self.player) for cell in self.enemies) | |
| self.terminal |= self.steps >= self.horizon | |
| return float(reward), self.terminal | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[*self.player, 0] = True | |
| for cell in self.enemies: | |
| state[*cell, 1] = True | |
| state[*CENTER, 2] = True | |
| for row in range(10): | |
| for column in range(10): | |
| cell = row, column | |
| if self.shot is not None: | |
| start, width, _, radius = self.shot | |
| state[row, column, 3] = self._in_arc(cell, start, width, radius) | |
| if self.charge: | |
| state[row, column, 4] = self._in_arc(cell, self.arc_start, self.charge, self._range(self.charge)) | |
| values = (self.steps, self.aim, self.charge, self.arc_start, self.multiplier, | |
| self.spawn_index, int(self.last_action == 5), *(self.shot or (0, 0, 0, 0))) | |
| offset = 0 | |
| for value, width in zip(values, (9, 5, 4, 5, 7, 6, 1, 5, 4, 4, 4), strict=True): | |
| for bit in range(width): | |
| state[offset // 10, offset % 10, 5] = bool(value & (1 << bit)) | |
| offset += 1 | |
| return state | |