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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
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from dataclasses import dataclass
import numpy as np
HORIZON = 400
WAVE_DELAY = 8
MAX_WAVE = 4
PERIMETER = (
tuple((9, x) for x in range(10))
+ tuple((y, 9) for y in range(8, -1, -1))
+ tuple((0, x) for x in range(8, -1, -1))
+ tuple((y, 0) for y in range(1, 9))
)
@dataclass
class Ball:
row: int
column: int
dy: int
dx: int
size: int = 3
immunity: int = 0
class BCannonEnvironment:
score_cap = HORIZON // WAVE_DELAY * MAX_WAVE * 8 * 99
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.last_action = self.held = self.wave_size = self.ball_index = 0
self.perimeter_index, self.direction = 5, 1
self.wave_max, self.ball_period, self.wave_wait = 2, 3, WAVE_DELAY
self.balls: list[Ball] = []
self.rope: list[tuple[int, int]] = []
self.rope_length = 0
self.terminal = False
@property
def player(self) -> tuple[int, int]:
return PERIMETER[self.perimeter_index]
@classmethod
def normalize_score(cls, score: float) -> float:
return min(max(score, 0), cls.score_cap) / cls.score_cap
def _aim(self) -> tuple[int, int] | None:
if not self.balls:
return None
row, column = self.player
ball = min(self.balls, key=lambda item: (item.row - row) ** 2 + (item.column - column) ** 2)
return max(1, min(8, ball.row + ball.dy)), max(1, min(8, ball.column + ball.dx))
def _fire(self, target: tuple[int, int]) -> None:
row, column = self.player
dy, dx = target[0] - row, target[1] - column
scale = max(abs(dy), abs(dx))
self.rope = []
for distance in range(1, 11):
cell = row + round(dy * distance / scale), column + round(dx * distance / scale)
if not all(0 < coordinate < 9 for coordinate in cell):
break
self.rope.append(cell)
self.rope_length = 1
def _spawn_wave(self) -> None:
self.wave_size += 1
if self.wave_size > self.wave_max:
self.wave_size = 1
self.wave_max = min(MAX_WAVE, self.wave_max + 1)
self.ball_period = max(1, self.ball_period - 1)
start = int(self.random.integers(1, 3))
self.balls = [Ball(3, start + 2 * index, 1, 0) for index in range(self.wave_size)]
self.ball_index = (self.ball_index + self.wave_size) % 100
self.wave_wait = WAVE_DELAY
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
if action == 5 and self.last_action != 5:
self.direction *= -1
self.last_action = action
self.steps += 1
if action == 5:
if self.balls:
self.held += 1
target = self._aim()
if self.held == 3 and target is not None:
self._fire(target)
else:
self.held = 0
self.perimeter_index = (self.perimeter_index + self.direction) % len(PERIMETER)
reward = self._advance_balls()
if self.rope:
self.rope_length += 1
if self.rope_length > len(self.rope) + 1:
self.rope.clear()
self.rope_length = 0
if not self.balls:
self.wave_wait -= 1
if self.wave_wait == 0:
self._spawn_wave()
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_balls(self) -> int:
reward = 0
remaining = []
rope = set(self.rope[:self.rope_length])
for ball in self.balls:
if self.steps % self.ball_period == 0:
if not 0 <= ball.row + ball.dy < 10:
ball.dy *= -1
if not 0 <= ball.column + ball.dx < 10:
ball.dx *= -1
ball.row += ball.dy
ball.column += ball.dx
ball.immunity = max(0, ball.immunity - 1)
cell = ball.row, ball.column
if cell in rope and not ball.immunity:
if ball.size == 0:
reward += self.ball_index
else:
remaining.extend(Ball(*cell, -ball.dy or 1, dx, ball.size - 1, 3) for dx in (-1, 1))
self.ball_index = (self.ball_index + 2) % 100
else:
self.terminal |= cell == self.player
remaining.append(ball)
self.balls = remaining
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
state[*self.player, 0] = True
for ball in self.balls:
state[ball.row, ball.column, 1] = True
state[ball.row, ball.column, 2] |= ball.immunity > 0
for cell in self.rope[:self.rope_length]:
state[*cell, 3] = True
target = self._aim()
if target is not None:
state[*target, 4] = True
values = (self.steps, self.held, self.wave_size, self.wave_max, self.wave_wait,
self.ball_period, self.ball_index, int(self.direction > 0), int(self.last_action == 5))
for row, value in enumerate(values):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
return state