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Download runtime/minatar_synth/games/bola_thread.py from neilkale/WeightProgramBench: direct link, hf CLI and curl.
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https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/bola_thread.py
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/bola_thread.py
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curl -L -o bola_thread.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/bola_thread.py
4.27 kB
| from dataclasses import dataclass | |
| import math | |
| import numpy as np | |
| HORIZON = 400 | |
| FRAMES_PER_STEP = 4 | |
| SCROLL = 0.55 | |
| ROTATION = 0.022 | |
| class Wall: | |
| x: float | |
| gap_y: float | |
| height: float | |
| nub: bool | |
| passed: bool = False | |
| def blocked(self, y: float, margin: float = 0) -> bool: | |
| return ( | |
| abs(y - self.gap_y) + margin > self.height / 2 | |
| or self.nub and abs(y - 50) < 4 + margin | |
| ) | |
| class Beacon: | |
| x: float | |
| y: float | |
| class BolaThreadEnvironment: | |
| score_cap = 150 | |
| 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.freeze = 0 | |
| self.pressed = self.terminal = False | |
| self.angle, self.radius = 0.0, 20.0 | |
| self.next_wall, self.next_beacon = 60.0, 100 | |
| self.walls: list[Wall] = [] | |
| self.beacons: list[Beacon] = [] | |
| def balls(self) -> tuple[tuple[float, float], tuple[float, float]]: | |
| dx = math.cos(self.angle) * self.radius | |
| dy = math.sin(self.angle) * self.radius | |
| return (30 + dx, 50 + dy), (30 - dx, 50 - dy) | |
| 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.radius = max(6, self.radius - 0.6) if self.pressed else min(26, self.radius + 0.45) | |
| self.angle = (self.angle + ROTATION) % math.tau | |
| self.next_wall -= SCROLL | |
| self.next_beacon -= 1 | |
| if self.next_wall < 0: | |
| arrival_angle = self.angle + ROTATION * (108 - 30) / SCROLL | |
| nub = self.random.random() < 0.36 and abs(math.sin(arrival_angle)) > 0.8 | |
| gap_y = self.random.uniform(42, 58) | |
| height = self.random.uniform(42, 54) if nub else self.random.uniform(25, 40) | |
| self.walls.append(Wall(108, gap_y, height, nub)) | |
| self.next_wall = self.random.uniform(65, 90) | |
| if self.next_beacon < 0: | |
| self.beacons.append(Beacon(108, self.random.uniform(20, 80))) | |
| self.next_beacon = int(self.random.integers(90, 151)) | |
| reward = 0 | |
| balls = self.balls | |
| for wall in self.walls: | |
| wall.x -= SCROLL | |
| if any(abs(x - wall.x) < 4 and wall.blocked(y, margin=2) for x, y in balls): | |
| self.terminal = True | |
| return reward | |
| if not wall.passed and wall.x < 30: | |
| wall.passed = True | |
| bonus = max(1, int((self.radius - 6) // 3)) | |
| reward += bonus | |
| self.freeze = 2 + 2 * (bonus >= 3) + 2 * (bonus >= 5) | |
| self.walls = [wall for wall in self.walls if wall.x >= -5] | |
| survivors = [] | |
| for beacon in self.beacons: | |
| beacon.x -= SCROLL | |
| if any(abs(x - beacon.x) < 4.5 and abs(y - beacon.y) < 4.5 for x, y in balls): | |
| reward += 8 | |
| elif beacon.x >= -5: | |
| survivors.append(beacon) | |
| self.beacons = survivors | |
| return reward | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[5, 3, 0] = True | |
| for x, y in self.balls: | |
| state[int(y) // 10, int(x) // 10, 1] = True | |
| for wall in self.walls: | |
| if 0 <= wall.x < 100: | |
| column = int(wall.x) // 10 | |
| for row in range(10): | |
| state[row, column, 2] |= abs(10 * row + 5 - wall.gap_y) > wall.height / 2 | |
| state[4:6, column, 3] |= wall.nub | |
| for beacon in self.beacons: | |
| if 0 <= beacon.x < 100: | |
| state[int(beacon.y) // 10, int(beacon.x) // 10, 4] = True | |
| for row, value in enumerate((self.steps, round(self.radius * 10), round(self.angle * 80), self.freeze)): | |
| for bit in range(9): | |
| state[row, bit, 5] = bool(value & (1 << bit)) | |
| state[9, 0, 5] = self.pressed | |
| return state | |