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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
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import numpy as np
class AssaultEnvironment:
"""Fixed-cannon wave defense with vertical/lateral fire and weapon heat."""
score_cap = 75.0
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500):
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_column = 5
self.facing = 1
self.mothership_column = 0
self.mothership_direction = 1
self.aliens: list[dict[str, int | bool]] = []
self.friendly_shots: list[list[int]] = []
self.hostile_shots: list[list[int]] = []
self.fireballs: list[list[int]] = []
self.previous_aliens: list[list[int]] = []
self.previous_hostiles: list[list[int]] = []
self.wave = 0
self.spawned = 0
self.lives = 3
self.heat = 0
self.steps = 0
self.last_action = 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
fired = False
if action == 1:
self.player_column = max(0, self.player_column - 1)
self.facing = -1
elif action == 3:
self.player_column = min(9, self.player_column + 1)
self.facing = 1
elif action == 2 and self.heat < 9:
self.friendly_shots.append([8, self.player_column, -1, 0])
fired = True
elif action == 5 and self.heat < 9:
self.friendly_shots.append([9, self.player_column, 0, self.facing])
fired = True
self.heat = min(10, self.heat + 2) if fired else max(0, self.heat - 1)
if self.heat >= 10:
self._lose_life()
self._move_mothership()
self._spawn_alien()
self.previous_aliens = [[int(alien["row"]), int(alien["column"])] for alien in self.aliens]
self.previous_hostiles = [shot[:2] for shot in self.hostile_shots + self.fireballs]
self._move_aliens()
self._move_projectiles()
reward = self._resolve_friendly_hits()
self._resolve_hostile_hits()
self._launch_hostile_weapon()
self.steps += 1
if self.spawned == 10 and not self.aliens:
self.wave += 1
if self.wave == 5:
self.terminal = True
else:
self.spawned = 0
if self.steps >= self.horizon:
self.terminal = True
return reward, self.terminal
def _move_mothership(self) -> None:
self.mothership_column += self.mothership_direction
if self.mothership_column in (0, 9):
self.mothership_direction *= -1
def _spawn_alien(self) -> None:
if self.spawned >= 10 or self.steps % 4 != 0:
return
self.aliens.append({
"row": 1,
"column": self.mothership_column,
"direction": self.mothership_direction,
"split": self.spawned % 2 == 1,
})
self.spawned += 1
def _move_aliens(self) -> None:
for alien in self.aliens:
direction = int(alien["direction"])
column = int(alien["column"]) + direction
if column < 0 or column > 9:
direction *= -1
column = min(9, max(0, column))
alien["column"] = column
alien["direction"] = direction
if self.wave % 3 == 1 and self.steps % 3 == 0:
alien["row"] = min(7, int(alien["row"]) + 1)
elif self.wave % 3 == 2 and self.random.rand() < 0.2:
alien["row"] = int(self.random.randint(1, 7))
alien["column"] = int(self.random.randint(10))
def _move_projectiles(self) -> None:
for shot in self.friendly_shots:
shot[0] += shot[2]
shot[1] += shot[3]
self.friendly_shots = [shot for shot in self.friendly_shots if 0 <= shot[0] < 10 and 0 <= shot[1] < 10]
for shot in self.hostile_shots:
shot[0] += 1
reached_base = [shot for shot in self.hostile_shots if shot[0] >= 9]
self.hostile_shots = [shot for shot in self.hostile_shots if shot[0] < 9]
for shot in reached_base:
direction = int(np.sign(self.player_column - shot[1])) or 1
self.fireballs.append([9, shot[1], 0, direction])
for fireball in self.fireballs:
fireball[1] += fireball[3]
self.fireballs = [shot for shot in self.fireballs if 0 <= shot[1] < 10]
def _resolve_friendly_hits(self) -> float:
reward = 0.0
remaining_shots = []
for shot in self.friendly_shots:
hit_fireball = next((fireball for fireball in self.fireballs if fireball[:2] == shot[:2]), None)
if hit_fireball is not None:
self.fireballs.remove(hit_fireball)
continue
hit = next((alien for alien in self.aliens if [alien["row"], alien["column"]] == shot[:2]), None)
if hit is None:
remaining_shots.append(shot)
continue
self.aliens.remove(hit)
if bool(hit["split"]):
column = int(hit["column"])
row = int(hit["row"])
for direction in (-1, 1):
self.aliens.append({"row": row, "column": column, "direction": direction, "split": False})
else:
reward += 1.0
self.friendly_shots = remaining_shots
return reward
def _resolve_hostile_hits(self) -> None:
if any(shot[:2] == [9, self.player_column] for shot in self.fireballs):
self.fireballs = [shot for shot in self.fireballs if shot[:2] != [9, self.player_column]]
self._lose_life()
def _launch_hostile_weapon(self) -> None:
if self.steps % 12 != 0 or not self.aliens:
return
lowest = max(self.aliens, key=lambda alien: int(alien["row"]))
self.hostile_shots.append([int(lowest["row"]) + 1, int(lowest["column"])])
def _lose_life(self) -> None:
self.lives -= 1
self.heat = 0
self.friendly_shots.clear()
self.hostile_shots.clear()
self.fireballs.clear()
if self.lives <= 0:
self.terminal = True
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
state[9, self.player_column, 0] = True
state[0, self.mothership_column, 1] = True
for shot in self.hostile_shots + self.fireballs:
state[shot[0], shot[1], 1] = True
for alien in self.aliens:
state[int(alien["row"]), int(alien["column"]), 2] = True
for shot in self.friendly_shots:
state[shot[0], shot[1], 3] = True
for row, column in self.previous_aliens + self.previous_hostiles:
state[row, column, 4] = True
state[9, : self.heat, 5] = True
state[8, : self.lives, 5] = True
state[7, : self.wave + 1, 5] = True
return state