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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
HALF_PI = math.pi / 2
def wrap(angle: float) -> float:
return (angle + math.pi) % math.tau - math.pi
@dataclass
class Wall:
angle: float
width: float
y: float
floating: bool
bonus: bool
def projection(self, player_angle: float, rear: bool = False) -> tuple[float, float]:
relative = player_angle - self.angle + (math.pi if rear else 0)
start = max(-HALF_PI, min(HALF_PI, wrap(relative - self.width / 2)))
end = max(-HALF_PI, min(HALF_PI, wrap(relative + self.width / 2)))
radius = 48 if self.floating else 44
return 50 + math.sin(start) * radius, 50 + math.sin(end) * radius
class CTowerEnvironment:
score_cap = 5000
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 = 0
self.pressed = self.terminal = False
self.angle, self.y, self.speed = 0.0, 80.0, 3.0
self.angular_velocity = -1.0
self.direction = -1
self.next_wall = 0.0
self.next_bonus = self.multiplier = 1
self.walls: list[Wall] = []
@property
def player_x(self) -> float:
return 50 + 30 * self.angular_velocity
@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 = 0.0
for _ in range(FRAMES_PER_STEP):
reward += self._advance_frame()
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return reward, self.terminal
def _advance_frame(self) -> float:
self.speed += ((9 if self.pressed else 1) - self.speed) * 0.2
self.angular_velocity += (self.direction - self.angular_velocity) * 0.2
self.y = max(80, self.y - 0.01)
self.angle = wrap(self.angle + self.angular_velocity * 0.05)
scroll = self.speed * 0.3
self.next_wall -= scroll
if self.next_wall < 0:
self.next_bonus -= 1
bonus = self.next_bonus < 0
if bonus:
self.next_bonus = int(self.random.integers(9, 13))
self.walls.append(Wall(self.random.uniform(0, math.tau),
self.random.uniform(math.pi / 4, HALF_PI),
-5, bonus or self.random.random() < 0.3, bonus))
self.next_wall += self.random.uniform(30, 40)
for wall in self.walls:
wall.y += scroll
left, right = wall.projection(self.angle)
if left >= right or not (left - 3 < self.player_x < right + 3 and self.y - 3 < wall.y < self.y + 8):
continue
if wall.bonus:
self.multiplier += 1
wall.bonus = False
elif not wall.floating:
self.angle = wrap(wall.angle - self.direction * (wall.width / 2 + 0.7))
self.direction *= -1
self.y = min(99, wall.y + 6)
self.walls = [wall for wall in self.walls if wall.y <= 105]
self.terminal = self.y > 97
return scroll * self.multiplier
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
state[int(self.y) // 10, int(self.player_x) // 10, 0] = True
for wall in self.walls:
if 0 <= wall.y < 100:
row = int(wall.y) // 10
for rear in (False, True):
left, right = wall.projection(self.angle, rear)
if left < right:
channel = 4 if rear else 3 if wall.bonus else 2 if wall.floating else 1
state[row, int(left) // 10:int(right) // 10 + 1, channel] = True
for row, value in enumerate((self.steps, self.multiplier, round(self.speed * 10))):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, :2, 5] = self.pressed, self.direction > 0
return state