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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 Board:
x: float
y: float
slope: int
@dataclass
class Passenger:
x: float
y: float
kind: int
vx: float = 0
vy: float = 0
bounces: int = 0
class BoardingEnvironment:
score_cap = 250
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.cooldown = 0
self.pressed = self.ready = self.terminal = False
self.x, self.direction, self.kind = 50.0, -1, -1
self.gate = self.gate_target = 91.0
self.board_credit = 0
self.boards: list[Board] = []
self.passengers: list[Passenger] = []
for y in range(47, 88, 2):
self._add_board(y)
def _add_board(self, y: float) -> None:
x = self.random.uniform(9, 90)
if all(math.hypot(board.x - x, board.y - y) >= 16 for board in self.boards):
self.boards.append(Board(x, y, int(self.random.choice((-1, 1)))))
@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
released = self.pressed and not pressed
self.pressed = pressed
self.steps += 1
reward = 0
for frame in range(FRAMES_PER_STEP):
reward += self._advance_frame(released and frame == 0)
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_frame(self, released: bool) -> int:
for board in self.boards:
board.y -= 0.1
self.boards = [board for board in self.boards if 15 < board.y < self.gate]
self.gate_target = max(11, self.gate_target - 0.1)
self.gate += (self.gate_target - self.gate) * 0.1
if self.gate <= 12:
self.terminal = True
return 0
if self.board_credit >= 2:
self._add_board(self.gate - 3)
self.board_credit -= 2
self.cooldown = max(0, self.cooldown - 1)
boarding = self.pressed and self.ready
if boarding and not self.cooldown:
self.passengers.append(Passenger(self.x, 9, self.kind))
self.cooldown = 10
self.x += self.direction * (0.1 if boarding else 1)
if self.x < 10 or self.x > 90:
self.direction = 1 if self.x < 10 else -1
if released:
if self.ready:
self.kind *= -1
self.ready = True
reward = 0
survivors = []
for passenger in self.passengers:
self._move_passenger(passenger)
if passenger.y <= self.gate:
survivors.append(passenger)
elif (passenger.x - 50) * passenger.kind > 0:
reward += passenger.bounces
self.gate_target = min(91, self.gate_target + 2 * passenger.bounces)
self.board_credit += passenger.bounces
else:
reward -= 1 + passenger.bounces
self.gate_target -= min(20, math.sqrt(1 + passenger.bounces))
self.passengers = survivors
return reward
def _move_passenger(self, passenger: Passenger) -> None:
old_x, old_y = passenger.x, passenger.y
passenger.vx *= 0.9
passenger.vy = (passenger.vy + 0.2) * 0.9
passenger.x += passenger.vx
passenger.y += passenger.vy
for board in self.boards:
previous = old_y - board.y - board.slope * (old_x - board.x)
current = passenger.y - board.y - board.slope * (passenger.x - board.x)
if previous > 0 or current < 0 or current == previous:
continue
crossing_x = old_x + (passenger.x - old_x) * (-previous / (current - previous))
if abs(crossing_x - board.x) <= 4:
impulse = math.hypot(passenger.vx, passenger.vy) * math.sqrt(2)
passenger.vx += board.slope * impulse
passenger.vy += impulse
passenger.x += 2 * passenger.vx
passenger.y += 2 * passenger.vy
passenger.bounces += 1
break
if passenger.x < 0 or passenger.x > 99:
passenger.x = min(99, max(0, passenger.x))
passenger.vx *= -1
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
state[0, int(self.x) // 10, 0] = True
state[int(self.gate) // 10, :, 1] = True
for board in self.boards:
state[int(board.y) // 10, int(board.x) // 10, 2 if board.slope < 0 else 3] = True
for passenger in self.passengers:
state[int(passenger.y) // 10, int(passenger.x) // 10, 4 if passenger.kind < 0 else 5] = True
state[0, :4, 1] = self.kind > 0, self.direction > 0, self.ready, self.pressed
return state