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Download runtime/minatar_synth/games/atlantis.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/atlantis.py
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5.25 kB
| import numpy as np | |
| class AtlantisEnvironment: | |
| """Three fixed defense posts protect seven installations from descending formations.""" | |
| score_cap = 35_500.0 | |
| 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.installations = [True] * 7 | |
| self.shots: list[list[int | str]] = [] | |
| self.wave = 0 | |
| self.wave_step = 0 | |
| self.steps = 0 | |
| self.total_score = 0.0 | |
| self.restorations_used = 0 | |
| self.last_action = 0 | |
| self.terminal = False | |
| self.escaped = False | |
| self._start_wave() | |
| def _start_wave(self) -> None: | |
| self.enemies = [ | |
| {"row": index // 5, "column": (index * 2) % 10, "direction": 1, "bandit": index == 8} | |
| for index in range(9) | |
| ] | |
| self.previous_enemies = [[int(enemy["row"]), int(enemy["column"])] for enemy in self.enemies] | |
| self.wave_step = 0 | |
| 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 | |
| if action == 1: | |
| self.shots.append([8, 1, -1, 1, "sentry"]) | |
| elif action == 3: | |
| self.shots.append([8, 8, -1, -1, "sentry"]) | |
| elif action == 5 and self.installations[0]: | |
| self.shots.append([8, 5, -1, 0, "command"]) | |
| self.previous_enemies = [[int(enemy["row"]), int(enemy["column"])] for enemy in self.enemies] | |
| self._move_enemies() | |
| self._move_shots() | |
| reward = self._resolve_hits() | |
| self._resolve_deathrays() | |
| self.wave_step += 1 | |
| self.steps += 1 | |
| if not any(self.installations): | |
| self.escaped = True | |
| self.terminal = True | |
| elif not self.enemies: | |
| bonus = 500.0 * sum(self.installations) | |
| reward += bonus | |
| self.total_score += bonus | |
| self._restore_installations() | |
| self.wave += 1 | |
| if self.wave == 5: | |
| self.terminal = True | |
| else: | |
| self._start_wave() | |
| if self.steps >= self.horizon: | |
| self.terminal = True | |
| return reward, self.terminal | |
| def _move_enemies(self) -> None: | |
| if self.wave_step % max(1, 4 - min(self.wave, 2)) != 0: | |
| return | |
| for enemy in self.enemies: | |
| column = int(enemy["column"]) + int(enemy["direction"]) | |
| if column < 0 or column > 9: | |
| enemy["direction"] = -int(enemy["direction"]) | |
| enemy["row"] = int(enemy["row"]) + 1 | |
| column = min(9, max(0, column)) | |
| enemy["column"] = column | |
| def _move_shots(self) -> None: | |
| for shot in self.shots: | |
| shot[0] = int(shot[0]) + int(shot[2]) | |
| shot[1] = int(shot[1]) + int(shot[3]) | |
| self.shots = [shot for shot in self.shots if 0 <= int(shot[0]) < 10 and 0 <= int(shot[1]) < 10] | |
| def _resolve_hits(self) -> float: | |
| reward = 0.0 | |
| remaining_shots = [] | |
| for shot in self.shots: | |
| hit = next( | |
| (enemy for enemy in self.enemies if [enemy["row"], enemy["column"]] == shot[:2]), | |
| None, | |
| ) | |
| if hit is None: | |
| remaining_shots.append(shot) | |
| continue | |
| sentry = shot[4] == "sentry" | |
| if bool(hit["bandit"]): | |
| reward += 2_000.0 if sentry else 1_000.0 | |
| self.enemies.clear() | |
| remaining_shots = [] | |
| break | |
| reward += 200.0 if sentry else 100.0 | |
| self.enemies.remove(hit) | |
| self.shots = remaining_shots | |
| self.total_score += reward | |
| return reward | |
| def _resolve_deathrays(self) -> None: | |
| attackers = [enemy for enemy in self.enemies if int(enemy["row"]) >= 8] | |
| for enemy in attackers: | |
| live = [index for index, intact in enumerate(self.installations) if intact] | |
| if live: | |
| target = 0 if self.installations[0] else live[int(self.random.randint(len(live)))] | |
| self.installations[target] = False | |
| self.enemies.remove(enemy) | |
| def _restore_installations(self) -> None: | |
| available = int(self.total_score // 10_000) - self.restorations_used | |
| while available > 0 and not all(self.installations): | |
| target = next(index for index, intact in enumerate(self.installations) if not intact) | |
| self.installations[target] = True | |
| self.restorations_used += 1 | |
| available -= 1 | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[9, 0, 0] = True | |
| state[9, 9, 0] = True | |
| if self.installations[0]: | |
| state[9, 5, 0] = True | |
| for enemy in self.enemies: | |
| row, column = int(enemy["row"]), int(enemy["column"]) | |
| state[row, column, 1] = True | |
| state[row, column, 2] = True | |
| if bool(enemy["bandit"]): | |
| state[row, column, 5] = True | |
| for shot in self.shots: | |
| state[int(shot[0]), int(shot[1]), 3] = True | |
| for row, column in self.previous_enemies: | |
| if 0 <= row < 10 and 0 <= column < 10: | |
| state[row, column, 4] = True | |
| for index, intact in enumerate(self.installations): | |
| state[9, index + 1, 5] = intact | |
| state[8, : self.wave + 1, 5] = True | |
| return state | |