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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 Body:
x: float
y: float
vx: float = 0
vy: float = 0
@dataclass
class Blast:
x: float
y: float
age: int = 0
@property
def radius(self) -> float:
return 25 * math.sin(self.age * 0.15)
def hits(self, x: float, y: float, tolerance: float) -> bool:
return abs(math.hypot(x - self.x, y - self.y) - self.radius) <= tolerance
class BombUpEnvironment:
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.spawn_timer = 0
self.multiplier = 1
self.pressed = self.terminal = False
self.player = Body(50, 50)
self.spawner = Body(80, 0)
self.bomb: Body | None = None
self.blast: Blast | None = None
self.rocks: list[Body] = []
@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
@staticmethod
def _bounce(body: Body) -> None:
if (body.x < 7 and body.vx < 0) or (body.x > 93 and body.vx > 0):
body.x = min(93, max(7, body.x))
body.vx *= -0.7
def _tap(self) -> None:
player = self.player
if self.bomb is None:
direction = -1 if player.vx < 0 else 1
self.bomb = Body(player.x + 2 * direction, player.y, player.vx + 0.5 * direction, player.vy)
self.multiplier = 1
return
self.blast = Blast(self.bomb.x, self.bomb.y)
dx, dy = player.x - self.bomb.x, player.y - self.bomb.y
distance_squared = max(1, dx * dx + dy * dy)
player.vx += 20 * dx / distance_squared
player.vy += 20 * dy / distance_squared
self.bomb = None
def _advance_frame(self, tap: bool) -> int:
player = self.player
scroll = (40 - player.y) * 0.3 if player.y < 40 else min(0, (60 - player.y) * 0.2)
self._bounce(player)
player.vx *= 0.99
player.vy = (player.vy + 0.02) * 0.99
player.x += player.vx
player.y += player.vy + scroll
if tap:
self._tap()
if self.bomb is not None:
bomb = self.bomb
self._bounce(bomb)
bomb.vx *= 0.98
bomb.vy = (bomb.vy + 0.15) * 0.98
bomb.x += bomb.vx
bomb.y += bomb.vy + scroll
if bomb.y > 103:
self.bomb = None
if self.blast is not None:
self.blast.age += 1
if self.blast.radius < 0:
self.blast = None
self.spawner.vx = (self.spawner.vx + self.random.uniform(-0.1, 0.1)) * 0.99
self.spawner.x += self.spawner.vx
self._bounce(self.spawner)
if self.spawn_timer == 0:
bottom = self.random.random() > (0.05 if player.y > 30 else 0.9)
y = 103 if bottom else -3
vy = -self.random.uniform(0.5, 1) if bottom else player.vy / 2
self.rocks.append(Body(self.spawner.x, y, vy=vy))
self.spawn_timer = int(self.random.integers(8, 11))
self.spawn_timer -= 1
reward = 0
remaining = []
for rock in self.rocks:
rock.y += rock.vy
rock.vy = (rock.vy + 0.01) * 0.99
rock.y += rock.vy + scroll
if self.blast is not None and self.blast.hits(rock.x, rock.y, 3.5):
reward += self.multiplier
self.multiplier += 1
continue
if abs(rock.x - player.x) < 5.5 and abs(rock.y - player.y) < 5.5:
self.terminal = True
if -50 <= rock.y <= 150:
remaining.append(rock)
self.rocks = remaining
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
row = min(9, max(0, int(self.player.y) // 10))
column = min(9, max(0, int(self.player.x) // 10))
state[row, column, 0] = True
state[row, column, 4] = self.player.vy < 0
if self.bomb is not None and 0 <= self.bomb.x < 100 and 0 <= self.bomb.y < 100:
state[int(self.bomb.y) // 10, int(self.bomb.x) // 10, 1] = True
for rock in self.rocks:
if 0 <= rock.y < 100:
state[int(rock.y) // 10, int(rock.x) // 10, 2] = True
if self.blast is not None:
for y in range(10):
for x in range(10):
state[y, x, 3] = self.blast.hits(x * 10 + 5, y * 10 + 5, 7)
for row, value in enumerate((self.steps, self.multiplier)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, :3, 5] = self.pressed, self.bomb is not None, self.player.vx < 0
return state