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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
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from math import sqrt
import numpy as np
HORIZON = 400
CARDS = 6
CHAINS_PER_DEAL = 7
RED, GREEN, BLUE = range(3)
PRESSURE_LIMIT = 300
class AttackChainEnvironment:
# One chain per two steps at most, and no card reaches 200 damage.
score_cap = (HORIZON // 2) * (99 + 250) * (1 + HORIZON // 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.steps = self.pressure = self.total = self.turn = self.chains = 0
self.cooldown = self.pending = 0
self.last_type = -1
self.last_action = 0
self.multiplier = 1
self.terminal = False
self._deal()
def _deal(self) -> None:
green_left = 2
self.types = []
for _ in range(CARDS):
if green_left and self.random.random() < 0.2:
self.types.append(GREEN)
green_left -= 1
else:
self.types.append(int(self.random.choice((RED, BLUE))))
scale = 4 + sqrt(min(20, self.multiplier))
self.values = [int(value * scale) for value in self.random.integers(3, 7, size=CARDS)]
self.available = [True] * CARDS
@classmethod
def normalize_score(cls, score: float) -> float:
return min(max(score, 0), cls.score_cap) / cls.score_cap
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.last_action = action
self.steps += 1
self.pressure += 1
reward = 0
if self.cooldown:
self.cooldown = 0
self.total += self.pending
self.pending = 0
if self.total >= 100 or not any(self.available):
reward = self._settle()
elif self.pressure >= PRESSURE_LIMIT:
self.terminal = True
elif self.available[action]:
self.pressure += 4
self.available[action] = False
value, color = self.values[action], self.types[action]
if color == RED and self.turn == 0:
value = value * 5 // 4
elif color == GREEN:
value = min(value, 99 - self.total)
self.pending = value
self.cooldown = 1
self.last_type = color
self.turn += 1
self.values[action] = self.values[action] * 11 // 10 + 10
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _settle(self) -> int:
reward = self.total * self.multiplier
excess = max(0, self.total - 115)
self.pressure = max(0, self.pressure - int(excess * sqrt(excess / self.multiplier)))
returns = sum(self.total >= threshold for threshold in (100, 150, 200))
unavailable = [index for index, ready in enumerate(self.available) if not ready]
if returns and unavailable and self.last_type == BLUE:
best = max(unavailable, key=self.values.__getitem__)
self.available[best] = True
unavailable.remove(best)
returns -= 1
for index in self.random.permutation(unavailable)[:returns]:
self.available[index] = True
self.chains += 1
if not any(self.available) or self.chains == CHAINS_PER_DEAL:
self.chains = 0
self.multiplier += 1
self._deal()
self.total = self.turn = 0
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
for index, (color, value, ready) in enumerate(zip(self.types, self.values, self.available, strict=True)):
state[9, index, color] = True
state[9, index, 3] = ready
for bit in range(8):
state[bit, index, 4] = bool(value & (1 << bit))
values = (self.pressure, self.total, self.turn, self.chains, self.multiplier,
self.pending, self.cooldown, self.last_type + 1, self.steps, self.last_action)
for row, value in enumerate(values):
for bit in range(10):
state[row, bit, 5] = bool(value & (1 << bit))
return state