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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
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from dataclasses import dataclass
import math
import numpy as np
HORIZON = 400
FRAMES_PER_STEP = 4
@dataclass
class Block:
x: float
y: float
width: float
class BlockStackerEnvironment:
score_cap = 50
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.stacked = 0
self.pressed = self.falling = self.terminal = False
self.angle = self.vx = self.vy = self.drift = 0.0
self.current = Block(50, 25, self.random.uniform(10, 30))
self.tower = [Block(50, 99, 99)]
@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
pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
tap = pressed and not self.pressed
self.pressed = pressed
self.steps += 1
reward = 0
for frame in range(FRAMES_PER_STEP):
reward += self._advance_frame(tap and frame == 0)
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_frame(self, tap: bool) -> int:
difficulty = 1 + self.stacked / 50
self.angle += 0.05 * difficulty
previous_y = self.current.y
if self.falling:
self.current.x += self.vx * difficulty
self.current.y += self.vy * difficulty
self.vy += 0.1
else:
swing = math.sin(self.angle)
self.current.x = 50 - 20 * math.sin(swing)
self.current.y = 5 + 20 * math.cos(swing)
if tap:
self.falling = True
self.vx, self.vy = -math.cos(self.angle), 0.0
for block in self.tower:
block.x = (block.x + self.drift) % 100
top = min(block.y for block in self.tower)
reward = 0
if self.falling:
for block in sorted(self.tower, key=lambda block: block.y):
distance = abs((self.current.x - block.x + 50) % 100 - 50)
if previous_y <= block.y - 10 <= self.current.y and distance < (self.current.width + block.width) / 2:
self.current.y = block.y - 10
self.tower.append(self.current)
self.current = Block(50, 25, self.random.uniform(10, 30))
self.falling = False
self.stacked += 1
self.drift = self.random.uniform(-1, 1) * self.stacked / 50
reward = 1
break
else:
self.terminal = self.current.y > 105
scroll = difficulty * 0.01 + max(0, 70 - top) * 0.1
for block in self.tower:
block.y += scroll
self.tower = [block for block in self.tower if block.y <= 106]
self.terminal |= not self.tower
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
for block in self.tower:
self._draw_block(state, block, 0, wraps=True)
self._draw_block(state, self.current, 2 if self.falling else 1, wraps=False)
if not self.falling:
for fraction in np.linspace(0, 1, 8):
x = 50 + (self.current.x - 50) * fraction
y = (self.current.y - 5) * fraction
state[int(y) // 10, int(x) // 10, 3] = True
if self.drift < 0:
state[:, :, 4] = state[:, :, 0]
state[9, 0, 5] = self.pressed
for row, value in enumerate((self.steps, self.stacked)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, 1, 5] = (self.vx < 0 if self.falling else math.cos(self.angle) > 0)
return state
@staticmethod
def _draw_block(state: np.ndarray, block: Block, channel: int, wraps: bool) -> None:
for row in range(10):
if row * 10 < block.y + 5 and (row + 1) * 10 > block.y - 5:
for column in range(10):
dx = column * 10 + 5 - block.x
distance = abs((dx + 50) % 100 - 50) if wraps else abs(dx)
state[row, column, channel] |= distance < block.width / 2 + 5