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Download runtime/minatar_synth/games/b_walls.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_walls.py
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/b_walls.py
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curl -L -o b_walls.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/b_walls.py
3.76 kB
| from dataclasses import dataclass | |
| import numpy as np | |
| HORIZON = 400 | |
| COLUMN = 5 | |
| PLAYER_ROW = 9 | |
| PHASE_LENGTH = 6 | |
| class Wall: | |
| row: int | |
| phase: int | |
| width: int | |
| period: int | |
| direction: int | |
| def blocks(self, column: int) -> bool: | |
| return (column - self.phase) % self.period < self.width | |
| class BWallsEnvironment: | |
| score_cap = HORIZON * 2 ** (PLAYER_ROW - 1) | |
| 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.wall_clock = self.last_action = self.travel = 0 | |
| self.multiplier = 1 | |
| self.shot: int | None = None | |
| self.terminal = False | |
| self.walls: list[Wall] = [] | |
| self._spawn(3) | |
| self._spawn(0) | |
| def _spawn(self, row: int) -> None: | |
| width = int(self.random.integers(1, 3)) | |
| period = width + int(self.random.integers(2, 5)) | |
| self.walls.append(Wall(row, int(self.random.integers(period)), width, period, | |
| int(self.random.choice((-1, 1))))) | |
| def normalize_score(cls, score: float) -> float: | |
| return min(max(score, 0), cls.score_cap) / cls.score_cap | |
| def stopped(self) -> bool: | |
| return self.wall_clock // PHASE_LENGTH % 2 == 1 | |
| 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 and self.shot is None: | |
| self.shot = PLAYER_ROW | |
| self.multiplier = 1 | |
| self.last_action = action | |
| self.steps += 1 | |
| moving = not self.stopped | |
| if moving: | |
| for wall in self.walls: | |
| wall.phase = (wall.phase + wall.direction) % wall.period | |
| near_launch = self.shot is not None and self.shot >= 7 | |
| if near_launch or self.steps % (5 if self.steps < 200 else 4) == 0: | |
| self.travel += 1 | |
| for wall in self.walls: | |
| wall.row += 1 | |
| if self.travel % 3 == 0: | |
| self._spawn(0) | |
| reward = 0 | |
| if self.shot is not None: | |
| self.shot -= 1 | |
| if self.shot < 0 or any(wall.row == self.shot and wall.blocks(COLUMN) for wall in self.walls): | |
| self.shot = None | |
| else: | |
| for wall in self.walls: | |
| if wall.row - 1 == self.shot: | |
| reward = self.multiplier | |
| self.multiplier *= 2 | |
| self.walls.remove(wall) | |
| break | |
| if moving and self.shot < max((wall.row for wall in self.walls), default=-2) + 1: | |
| self.shot = None | |
| if self.shot is None: | |
| self.wall_clock += 1 | |
| self.terminal = any(wall.row == PLAYER_ROW and wall.blocks(COLUMN) for wall in self.walls) | |
| self.walls = [wall for wall in self.walls if wall.row <= PLAYER_ROW] | |
| self.terminal |= self.steps >= self.horizon | |
| return float(reward), self.terminal | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[PLAYER_ROW, COLUMN, 0] = True | |
| if self.shot is not None: | |
| state[self.shot, COLUMN, 3] = True | |
| for wall in self.walls: | |
| for column in range(10): | |
| state[wall.row, column, 1] = wall.blocks(column) | |
| state[wall.row, column, 4] = (column - wall.phase - wall.direction) % wall.period < wall.width | |
| if wall.row > 0: | |
| state[wall.row - 1, COLUMN, 2] = True | |
| for row, value in enumerate((self.steps, self.wall_clock % (2 * PHASE_LENGTH), | |
| self.travel % 3, self.multiplier, self.last_action)): | |
| for bit in range(10): | |
| state[row, bit, 5] = bool(value & (1 << bit)) | |
| return state | |