Datasets:
Download runtime/minatar_synth/games/balls_bombs.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/balls_bombs.py
- Command line
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/balls_bombs.py
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curl -L -o balls_bombs.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/balls_bombs.py
4.16 kB
| from dataclasses import dataclass | |
| import numpy as np | |
| HORIZON = 400 | |
| GROUND = 32 | |
| UNIT = 4 | |
| SPAWN_INTERVAL = 5 | |
| MAX_BALLS = (HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL | |
| class Ball: | |
| x: int | |
| y: int | |
| vx: int | |
| vy: int = 0 | |
| class BallsBombsEnvironment: | |
| score_cap = MAX_BALLS * (MAX_BALLS + 1) // 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.last_action = self.scroll = 0 | |
| self.player = 2 | |
| self.next_bomb = 6 | |
| self.bomb: int | None = None | |
| self.armed = False | |
| self.blast: tuple[int, int] | None = None | |
| self.multiplier = 1 | |
| self.balls: list[Ball] = [] | |
| self.terminal = False | |
| 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 | |
| if action == 5: | |
| self.player += 1 | |
| self.scroll = max(0, self.player - 4) | |
| if not self.armed and self.bomb is None and self.player >= self.next_bomb: | |
| self.bomb = self.scroll + 9 | |
| if self.bomb == self.player: | |
| self.armed = True | |
| self.bomb = None | |
| self.next_bomb = self.player + int(self.random.integers(9, 13)) | |
| if self.blast is not None: | |
| center, radius = self.blast | |
| self.blast = (center, radius + 1) if radius < 6 else None | |
| if self.blast is None: | |
| self.multiplier = 1 | |
| if self.steps % SPAWN_INTERVAL == 1: | |
| from_left = self.random.random() < 0.1 | |
| self.balls.append(Ball(self.scroll + (0 if from_left else 9), | |
| int(self.random.integers(5, 17)), 1 if from_left else -1)) | |
| reward = 0 | |
| survivors = [] | |
| for ball in self.balls: | |
| ball.vy += 1 | |
| ball.y += ball.vy | |
| if ball.y >= GROUND: | |
| ball.y = GROUND | |
| ball.vy = -ball.vy | |
| if self.steps % 2 == 0: | |
| ball.x += ball.vx | |
| if ball.x <= self.scroll and ball.vx < 0: | |
| ball.vx = 2 | |
| elif ball.x >= self.scroll + 9 and ball.vx > 0: | |
| ball.vx = -1 | |
| if self._in_blast(ball.y // UNIT, ball.x): | |
| reward += self.multiplier | |
| self.multiplier += 1 | |
| elif ball.x == self.player and ball.y // UNIT == GROUND // UNIT: | |
| if self.armed: | |
| self.armed = False | |
| self.blast = self.player, 1 | |
| else: | |
| self.terminal = True | |
| elif ball.x >= self.scroll - 2: | |
| survivors.append(ball) | |
| self.balls = survivors | |
| self.terminal |= self.steps >= self.horizon | |
| return float(reward), self.terminal | |
| def _in_blast(self, row: int, x: int) -> bool: | |
| if self.blast is None: | |
| return False | |
| center, radius = self.blast | |
| distance_squared = (x - center) ** 2 + (GROUND // UNIT - row) ** 2 | |
| return (radius - 0.75) ** 2 <= distance_squared <= (radius + 0.75) ** 2 | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[GROUND // UNIT, self.player - self.scroll, 0] = True | |
| for ball in self.balls: | |
| column = ball.x - self.scroll | |
| if 0 <= column < 10: | |
| row = max(0, ball.y // UNIT) | |
| state[row, column, 1] = True | |
| state[row, column, 4] |= ball.vy < 0 | |
| if self.bomb is not None and 0 <= self.bomb - self.scroll < 10: | |
| state[GROUND // UNIT, self.bomb - self.scroll, 2] = True | |
| if self.blast is not None: | |
| for row in range(9): | |
| for column in range(10): | |
| state[row, column, 3] = self._in_blast(row, column + self.scroll) | |
| values = (self.steps, self.multiplier, int(self.armed), self.player, | |
| self.next_bomb, self.last_action, 0 if self.blast is None else self.blast[1]) | |
| for row, value in enumerate(values): | |
| for bit in range(9): | |
| state[row, bit, 5] = bool(value & (1 << bit)) | |
| return state | |