Datasets:
Download runtime/minatar_synth/games/blast_buoy.py from neilkale/WeightProgramBench: direct link, hf CLI and curl.
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- Download file 4.78 kB
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https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/blast_buoy.py
- Command line
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/blast_buoy.py
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curl -L -o blast_buoy.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/blast_buoy.py
4.78 kB
| from dataclasses import dataclass | |
| import math | |
| import numpy as np | |
| HORIZON = 400 | |
| FRAMES_PER_STEP = 4 | |
| BLAST_RADIUS = 25 | |
| class Submarine: | |
| x: float | |
| y: float | |
| vx: float | |
| fire_timer: int | |
| class Bullet: | |
| x: float | |
| y: float | |
| vx: float | |
| class BlastBuoyEnvironment: | |
| score_cap = 500 | |
| 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.spawn_timer = self.combo_timer = self.shield = self.freeze = 0 | |
| self.combo = 1 | |
| self.pressed = self.terminal = False | |
| self.x, self.y = 30.0, 40.0 | |
| self.vx = self.vy = 0.0 | |
| self.submarines: list[Submarine] = [] | |
| self.bullets: list[Bullet] = [] | |
| 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: | |
| self.pressed = action == 5 | |
| self.steps += 1 | |
| reward = 0 | |
| for _ in range(FRAMES_PER_STEP): | |
| reward += self._advance_frame() | |
| if self.terminal: | |
| break | |
| self.terminal |= self.steps >= self.horizon | |
| return float(reward), self.terminal | |
| def _advance_frame(self) -> int: | |
| if self.freeze: | |
| self.freeze -= 1 | |
| return 0 | |
| self.vy = min(1.1, max(-1.1, self.vy + (0.06 if self.pressed else -0.05))) | |
| self.vx *= 0.95 | |
| self.x = min(95, max(5, self.x + self.vx)) | |
| self.y = min(87, max(13, self.y + self.vy)) | |
| if self.y in (13, 87): | |
| self.vy = 0 | |
| self.shield = max(0, self.shield - 1) | |
| if self.combo_timer: | |
| self.combo_timer -= 1 | |
| else: | |
| self.combo = 1 | |
| if not self.spawn_timer: | |
| direction = int(self.random.choice((-1, 1))) | |
| self.submarines.append(Submarine( | |
| -8 if direction > 0 else 108, | |
| self.random.uniform(13, 87), | |
| direction * self.random.uniform(0.2, 0.45), | |
| int(self.random.integers(60, 121)), | |
| )) | |
| self.spawn_timer = int(self.random.integers(50, 91)) | |
| self.spawn_timer -= 1 | |
| contact = None | |
| for sub in self.submarines: | |
| sub.x += sub.vx | |
| sub.fire_timer -= 1 | |
| if sub.fire_timer < 0 and 0 < sub.x < 100 and abs(sub.y - self.y) < 10: | |
| if math.hypot(sub.x - self.x, sub.y - self.y) > 36: | |
| direction = 1 if self.x > sub.x else -1 | |
| self.bullets.append(Bullet(sub.x + direction * 6, sub.y, direction * 0.95)) | |
| sub.fire_timer = int(self.random.integers(90, 151)) | |
| if contact is None and not self.shield and abs(sub.x - self.x) < 7.5 and abs(sub.y - self.y) < 5: | |
| contact = sub | |
| self.submarines = [sub for sub in self.submarines if -12 <= sub.x <= 112] | |
| reward = self._blast(contact) if contact is not None else 0 | |
| survivors = [] | |
| for bullet in self.bullets: | |
| bullet.x += bullet.vx | |
| if abs(bullet.x - self.x) < 5.5 and abs(bullet.y - self.y) < 4: | |
| self.terminal |= not self.shield | |
| elif -5 <= bullet.x <= 105: | |
| survivors.append(bullet) | |
| self.bullets = survivors | |
| return reward | |
| def _blast(self, center: Submarine) -> int: | |
| self.submarines.remove(center) | |
| remaining = [ | |
| sub for sub in self.submarines | |
| if math.hypot(sub.x - center.x, sub.y - center.y) >= BLAST_RADIUS | |
| ] | |
| extras = len(self.submarines) - len(remaining) | |
| self.submarines = remaining | |
| self.bullets = [ | |
| bullet for bullet in self.bullets | |
| if math.hypot(bullet.x - center.x, bullet.y - center.y) >= BLAST_RADIUS | |
| ] | |
| reward = (5 + 8 * extras) * self.combo | |
| self.combo += 1 | |
| self.combo_timer = 120 | |
| angle = math.atan2(self.y - center.y, self.x - center.x) | |
| self.vx, self.vy = 2.2 * math.cos(angle), 2.2 * math.sin(angle) | |
| self.shield = 40 | |
| self.freeze = min(8, 3 + extras) | |
| return reward | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| row, column = int(self.y) // 10, int(self.x) // 10 | |
| state[row, column, 0] = True | |
| state[row, column, 4] = self.shield > 0 | |
| for sub in self.submarines: | |
| if 0 <= sub.x < 100: | |
| state[int(sub.y) // 10, int(sub.x) // 10, 1 if sub.vx > 0 else 2] = True | |
| for bullet in self.bullets: | |
| if 0 <= bullet.x < 100: | |
| state[int(bullet.y) // 10, int(bullet.x) // 10, 3] = True | |
| for row, value in enumerate((self.steps, self.combo, self.combo_timer, self.shield, self.freeze)): | |
| for bit in range(9): | |
| state[row, bit, 5] = bool(value & (1 << bit)) | |
| state[9, :2, 5] = self.pressed, self.vy > 0 | |
| return state | |