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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
GROUND = 32
UNIT = 4
SPAWN_INTERVAL = 5
MAX_BALLS = (HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL
@dataclass
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
@classmethod
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