Datasets:
Download runtime/minatar_synth/games/boxing.py from neilkale/WeightProgramBench: direct link, hf CLI and curl.
- Browser
- Download file 5.51 kB
-
https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/boxing.py
- Command line
-
hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/boxing.py
-
curl -L -o boxing.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/boxing.py
5.51 kB
| import numpy as np | |
| DELTAS = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)} | |
| class BoxingEnvironment: | |
| """Two-minute top-down bout with guarded jabs, power punches, and counter windows.""" | |
| score_cap = 100.0 | |
| def __init__(self, sticky_action_prob: float = 0.1, round_steps: int = 120): | |
| self.sticky_action_prob = sticky_action_prob | |
| self.round_steps = round_steps | |
| self.random = np.random.RandomState() | |
| self.seed(0) | |
| self.reset() | |
| def normalize_score(cls, raw_score: float) -> float: | |
| return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap | |
| def seed(self, seed: int) -> None: | |
| self.random.seed(seed) | |
| def reset(self) -> None: | |
| self.player = [5, 2] | |
| self.opponent = [5, 7] | |
| self.previous_player = self.player.copy() | |
| self.previous_opponent = self.opponent.copy() | |
| self.player_score = 0 | |
| self.opponent_score = 0 | |
| self.player_recovery = 0 | |
| self.opponent_recovery = 0 | |
| self.player_punch: list[int] | None = None | |
| self.opponent_punch: list[int] | None = None | |
| self.steps = 0 | |
| self.last_action = 0 | |
| self.terminal = False | |
| def act(self, action: int) -> tuple[float, bool]: | |
| if self.terminal: | |
| return 0.0, True | |
| if self.random.rand() < self.sticky_action_prob: | |
| action = self.last_action | |
| self.last_action = action | |
| self.previous_player = self.player.copy() | |
| self.previous_opponent = self.opponent.copy() | |
| self.player_punch = None | |
| self.opponent_punch = None | |
| reward = 0.0 | |
| if action in DELTAS: | |
| self._move(self.player, self.opponent, action) | |
| elif action == 5 and self.player_recovery == 0: | |
| scored = self._punch(self.player, self.opponent, defender_is_player=False) | |
| reward = float(min(scored, 100 - self.player_score)) | |
| self.player_score += int(reward) | |
| self.player_recovery = 2 | |
| if self.player_score >= 100: | |
| self.player_score = 100 | |
| self.terminal = True | |
| return reward, True | |
| if self.steps < 60 or self.steps % 2 == 0: | |
| self._opponent_action() | |
| self.player_recovery = max(0, self.player_recovery - 1) | |
| self.opponent_recovery = max(0, self.opponent_recovery - 1) | |
| self.steps += 1 | |
| if self.opponent_score >= 100 or self.steps >= self.round_steps: | |
| self.opponent_score = min(100, self.opponent_score) | |
| self.terminal = True | |
| return reward, self.terminal | |
| def _move(boxer: list[int], other: list[int], action: int) -> None: | |
| row_delta, column_delta = DELTAS[action] | |
| target = [boxer[0] + row_delta, boxer[1] + column_delta] | |
| if 1 <= target[0] <= 8 and 1 <= target[1] <= 8 and target != other: | |
| boxer[:] = target | |
| def _punch(self, attacker: list[int], defender: list[int], defender_is_player: bool) -> int: | |
| row_distance = abs(attacker[0] - defender[0]) | |
| column_distance = abs(attacker[1] - defender[1]) | |
| distance = max(row_distance, column_distance) | |
| if distance > 2: | |
| return 0 | |
| recovery = self.player_recovery if defender_is_player else self.opponent_recovery | |
| angled = row_distance > 0 and column_distance > 0 | |
| if not angled and recovery == 0: | |
| return 0 | |
| points = 2 if distance == 1 else 1 | |
| punch_cell = [ | |
| attacker[0] + int(np.sign(defender[0] - attacker[0])), | |
| attacker[1] + int(np.sign(defender[1] - attacker[1])), | |
| ] | |
| if defender_is_player: | |
| self.opponent_punch = punch_cell | |
| else: | |
| self.player_punch = punch_cell | |
| self._push(attacker, defender) | |
| return points | |
| def _push(attacker: list[int], defender: list[int]) -> None: | |
| row_delta = int(np.sign(defender[0] - attacker[0])) | |
| column_delta = int(np.sign(defender[1] - attacker[1])) | |
| target = [ | |
| int(np.clip(defender[0] + row_delta, 1, 8)), | |
| int(np.clip(defender[1] + column_delta, 1, 8)), | |
| ] | |
| if target != attacker: | |
| defender[:] = target | |
| def _opponent_action(self) -> None: | |
| row_distance = abs(self.opponent[0] - self.player[0]) | |
| column_distance = abs(self.opponent[1] - self.player[1]) | |
| if max(row_distance, column_distance) <= 2 and self.opponent_recovery == 0: | |
| self.opponent_score += self._punch(self.opponent, self.player, defender_is_player=True) | |
| self.opponent_recovery = 2 | |
| return | |
| candidates = [] | |
| for action in DELTAS: | |
| row_delta, column_delta = DELTAS[action] | |
| target = [self.opponent[0] + row_delta, self.opponent[1] + column_delta] | |
| if not (1 <= target[0] <= 8 and 1 <= target[1] <= 8) or target == self.player: | |
| continue | |
| distance = max(abs(target[0] - self.player[0]), abs(target[1] - self.player[1])) | |
| angled_bonus = -1 if target[0] != self.player[0] and target[1] != self.player[1] else 0 | |
| candidates.append((distance + angled_bonus, self.random.rand(), action)) | |
| if candidates: | |
| self._move(self.opponent, self.player, min(candidates)[2]) | |
| def state(self) -> np.ndarray: | |
| state = np.zeros((10, 10, 6), dtype=bool) | |
| state[*self.player, 0] = True | |
| state[*self.opponent, 1] = True | |
| state[*self.opponent, 2] = True | |
| if self.player_punch is not None: | |
| state[*self.player_punch, 3] = True | |
| state[*self.previous_player, 4] = True | |
| state[*self.previous_opponent, 4] = True | |
| state[9, : min(10, (self.player_score + 9) // 10), 5] = True | |
| state[8, : min(10, (self.opponent_score + 9) // 10), 5] = True | |
| remaining = max(0, self.round_steps - self.steps) | |
| state[7, : min(10, (remaining + 11) // 12), 5] = True | |
| state[6, : self.player_recovery, 5] = True | |
| return state | |