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Download runtime/minatar_synth/games/c_tower.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/c_tower.py
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hf download hf://datasets/neilkale/WeightProgramBench/runtime/minatar_synth/games/c_tower.py
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curl -L -o c_tower.py https://huggingface.co/datasets/neilkale/WeightProgramBench/resolve/main/runtime/minatar_synth/games/c_tower.py
4.11 kB
| 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 | |
| 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] = [] | |
| def player_x(self) -> float: | |
| return 50 + 30 * self.angular_velocity | |
| 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 | |