neilkale's picture
Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
7248ace verified
Raw History Blame Contribute Delete
4.78 kB
from dataclasses import dataclass
import math
import numpy as np
HORIZON = 400
FRAMES_PER_STEP = 4
BLAST_RADIUS = 25
@dataclass
class Submarine:
x: float
y: float
vx: float
fire_timer: int
@dataclass
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] = []
@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:
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