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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
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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
@classmethod
def normalize_score(cls, score: float) -> float:
return min(max(score, 0), cls.score_cap) / cls.score_cap
@staticmethod
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