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
PLAYER_X = 35
SCROLL = 0.6
@dataclass
class Rock:
x: float
y: float
width: float
height: float
bore: int = 0
@property
def threshold(self) -> int:
return round(math.sqrt(self.width * self.height) / (SCROLL / 0.5))
def contains(self, y: float) -> bool:
return abs(self.x - PLAYER_X) < self.width / 2 + 2 and abs(self.y - y) < self.height / 2 + 2
@dataclass
class Enemy:
x: float
y: float
vx: float
class BoreCometEnvironment:
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.freeze = 0
self.pressed = self.terminal = self.was_in_rock = False
self.y, self.vy = 30.0, 0.0
self.next_rock, self.next_enemy = 20.0, 60
self.rocks: list[Rock] = []
self.enemies: list[Enemy] = []
@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
rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None)
if rock is not None and not self.pressed:
self.terminal = True
return 0
reward = 0
if self.pressed:
self.vy -= 0.06 if rock is not None else 0.11
if rock is not None:
rock.bore += 1
reward += 1
if rock.bore >= rock.threshold:
reward += rock.threshold + self._blast(15 + (rock.width + rock.height) / 4, 3)
self.rocks.remove(rock)
rock = None
self.vy = min(1.8, max(-1.5, self.vy + 0.05))
self.y += self.vy * (0.45 if rock is not None else 1)
if self.y < 10:
self.y, self.vy = 10, 0
if self.was_in_rock and rock is None and self.pressed:
reward += self._blast(22, 2)
self.was_in_rock = rock is not None
self._spawn()
for obstacle in self.rocks:
obstacle.x -= SCROLL
self.rocks = [obstacle for obstacle in self.rocks if obstacle.x >= -20]
for enemy in self.enemies:
enemy.x += enemy.vx
if rock is None and math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) < 5:
self.terminal = True
self.enemies = [enemy for enemy in self.enemies if enemy.x >= -8]
self.terminal |= self.y > 91
return reward
def _blast(self, radius: float, freeze: int) -> int:
survivors = [enemy for enemy in self.enemies if math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) >= radius]
kills = len(self.enemies) - len(survivors)
self.enemies = survivors
if kills or freeze == 3:
self.freeze = max(self.freeze, min(8, freeze + kills))
return 3 * kills**2
def _spawn(self) -> None:
self.next_rock -= SCROLL
if self.next_rock < 0:
self.rocks.append(Rock(112, self.random.uniform(25, 75), self.random.uniform(14, 30), self.random.uniform(10, 22)))
self.next_rock = self.random.uniform(30, 55)
self.next_enemy -= 1
if self.next_enemy < 0:
self.enemies.append(Enemy(105, self.random.uniform(8, 84), -SCROLL - self.random.uniform(0.2, 0.5)))
self.next_enemy = int(self.random.integers(50, 91))
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
row = int(self.y) // 10
state[row, 3, 0] = True
state[row, 3, 4] = self.pressed
state[9, :, 3] = True
for rock in self.rocks:
for row in range(10):
if abs(row * 10 + 5 - rock.y) < rock.height / 2 + 5:
for column in range(10):
state[row, column, 1] |= abs(column * 10 + 5 - rock.x) < rock.width / 2 + 5
for enemy in self.enemies:
if 0 <= enemy.x < 100:
state[int(enemy.y) // 10, int(enemy.x) // 10, 2] = True
active_rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None)
for row, value in enumerate((self.steps, self.freeze, active_rock.bore if active_rock else 0)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, :2, 5] = self.vy < 0, self.was_in_rock
return state