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Download runtime/minatar_synth/games/asteroids.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/asteroids.py
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/asteroids.py
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curl -L -o asteroids.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/asteroids.py
5.3 kB
| import numpy as np | |
| DIRECTIONS = ( | |
| (-1, 0), | |
| (-1, 1), | |
| (0, 1), | |
| (1, 1), | |
| (1, 0), | |
| (1, -1), | |
| (0, -1), | |
| (-1, -1), | |
| ) | |
| POINTS = {3: 20.0, 2: 50.0, 1: 100.0} | |
| class AsteroidsEnvironment: | |
| """Momentum, wraparound, fragmentation, and risky hyperspace on a torus.""" | |
| score_cap = 6_240.0 | |
| 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() | |
| 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.ship = [5, 5] | |
| self.previous_ship = self.ship.copy() | |
| self.velocity = [0, 0] | |
| self.direction = 0 | |
| self.shots: list[list[int]] = [] | |
| self.wave = 0 | |
| self.lives = 4 | |
| self.steps = 0 | |
| self.last_action = 0 | |
| self.terminal = False | |
| self._start_wave() | |
| def _start_wave(self) -> None: | |
| starts = ((0, 0, 1, 1), (0, 9, 1, -1), (9, 0, -1, 1), (9, 9, -1, -1)) | |
| self.asteroids = [ | |
| {"row": row, "column": column, "dr": dr, "dc": dc, "size": 3} | |
| for row, column, dr, dc in starts | |
| ] | |
| self.previous_asteroids = [[int(asteroid["row"]), int(asteroid["column"])] for asteroid in self.asteroids] | |
| 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_ship = self.ship.copy() | |
| if action == 1: | |
| self.direction = (self.direction - 1) % 8 | |
| elif action == 3: | |
| self.direction = (self.direction + 1) % 8 | |
| elif action == 2: | |
| thrust = DIRECTIONS[self.direction] | |
| self.velocity[0] = int(np.clip(self.velocity[0] + thrust[0], -1, 1)) | |
| self.velocity[1] = int(np.clip(self.velocity[1] + thrust[1], -1, 1)) | |
| elif action == 4: | |
| self.ship = [int(self.random.randint(10)), int(self.random.randint(10))] | |
| self.velocity = [0, 0] | |
| elif action == 5: | |
| dr, dc = DIRECTIONS[self.direction] | |
| self.shots.append([self.ship[0], self.ship[1], dr, dc, 12]) | |
| if action != 4: | |
| self.ship[0] = (self.ship[0] + self.velocity[0]) % 10 | |
| self.ship[1] = (self.ship[1] + self.velocity[1]) % 10 | |
| self.previous_asteroids = [[int(asteroid["row"]), int(asteroid["column"])] for asteroid in self.asteroids] | |
| self._move_asteroids() | |
| self._move_shots() | |
| reward = self._resolve_shots() | |
| if any([asteroid["row"], asteroid["column"]] == self.ship for asteroid in self.asteroids): | |
| self._lose_ship() | |
| self.steps += 1 | |
| if not self.asteroids: | |
| self.wave += 1 | |
| if self.wave == 3: | |
| self.terminal = True | |
| else: | |
| self._start_wave() | |
| if self.steps >= self.horizon: | |
| self.terminal = True | |
| return reward, self.terminal | |
| def _move_asteroids(self) -> None: | |
| for asteroid in self.asteroids: | |
| asteroid["row"] = (int(asteroid["row"]) + int(asteroid["dr"])) % 10 | |
| asteroid["column"] = (int(asteroid["column"]) + int(asteroid["dc"])) % 10 | |
| def _move_shots(self) -> None: | |
| for shot in self.shots: | |
| shot[0] = (shot[0] + shot[2]) % 10 | |
| shot[1] = (shot[1] + shot[3]) % 10 | |
| shot[4] -= 1 | |
| self.shots = [shot for shot in self.shots if shot[4] > 0] | |
| def _resolve_shots(self) -> float: | |
| reward = 0.0 | |
| remaining_shots = [] | |
| for shot in self.shots: | |
| hit = next( | |
| (asteroid for asteroid in self.asteroids if [asteroid["row"], asteroid["column"]] == shot[:2]), | |
| None, | |
| ) | |
| if hit is None: | |
| remaining_shots.append(shot) | |
| continue | |
| self.asteroids.remove(hit) | |
| size = int(hit["size"]) | |
| reward += POINTS[size] | |
| if size > 1: | |
| for turn in (-1, 1): | |
| direction = DIRECTIONS.index((int(hit["dr"]), int(hit["dc"]))) | |
| dr, dc = DIRECTIONS[(direction + turn) % 8] | |
| self.asteroids.append({ | |
| "row": int(hit["row"]), | |
| "column": int(hit["column"]), | |
| "dr": dr, | |
| "dc": dc, | |
| "size": size - 1, | |
| }) | |
| self.shots = remaining_shots | |
| return reward | |
| def _lose_ship(self) -> None: | |
| self.lives -= 1 | |
| self.ship = [5, 5] | |
| self.previous_ship = self.ship.copy() | |
| self.velocity = [0, 0] | |
| self.shots.clear() | |
| if self.lives <= 0: | |
| self.terminal = True | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[*self.ship, 0] = True | |
| for asteroid in self.asteroids: | |
| row, column = int(asteroid["row"]), int(asteroid["column"]) | |
| state[row, column, 1] = True | |
| state[row, column, 2] = True | |
| size = int(asteroid["size"]) | |
| state[row, (column + size - 1) % 10, 5] = True | |
| for shot in self.shots: | |
| state[shot[0], shot[1], 3] = True | |
| for row, column in self.previous_asteroids: | |
| state[row, column, 4] = True | |
| state[*self.previous_ship, 4] = True | |
| state[9, : self.lives, 5] = True | |
| state[8, : self.wave + 1, 5] = True | |
| velocity_marker = (self.velocity[0] + 1) * 3 + self.velocity[1] + 1 | |
| state[7, velocity_marker, 5] = True | |
| state[6, self.direction, 5] = True | |
| return state | |