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Download runtime/minatar_synth/games/b_cannon.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/b_cannon.py
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/b_cannon.py
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curl -L -o b_cannon.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/b_cannon.py
5.1 kB
| 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)) | |
| ) | |
| 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 | |
| def player(self) -> tuple[int, int]: | |
| return PERIMETER[self.perimeter_index] | |
| 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 | |