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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
COLUMN = 5
PLAYER_ROW = 9
PHASE_LENGTH = 6
@dataclass
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)))))
@classmethod
def normalize_score(cls, score: float) -> float:
return min(max(score, 0), cls.score_cap) / cls.score_cap
@property
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