neilkale's picture
Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
7248ace verified
Raw History Blame Contribute Delete
4.97 kB
import numpy as np
HORIZON = 400
FRAMES_PER_STEP = 4
COLUMNS = 5
class CardQEnvironment:
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.player = self.random.integers(1, 14, (5, 5))
self.player[0] = [1, 3, 3, 11, 13]
self.enemy = self.random.integers(1, 14, (5, 5))
self.piles = [2, 12]
self.steps = self.last_action = self.player_pile = self.enemy_pile = 0
self.shuffle_timer = self.shuffle_count = 0
self.enemy_timer = 120.0
self.enemy_column: int | None = None
self.center = self.target = 40.0
self.multiplier = 1
self.terminal = False
@classmethod
def normalize_score(cls, score: float) -> float:
return min(max(score, 0), cls.score_cap) / cls.score_cap
def _match(self, rank: int, preferred: int) -> int | None:
for index in (preferred, 1 - preferred):
if (rank - self.piles[index]) % 13 in (1, 12):
return index
return None
def _place(self, cards: np.ndarray, column: int, pile: int) -> None:
self.piles[pile] = int(cards[0, column])
cards[:-1, column] = cards[1:, column]
cards[-1, column] = self.random.integers(1, 14)
self.shuffle_timer = self.shuffle_count = 0
def act(self, action: int) -> tuple[float, bool]:
if self.terminal:
return 0.0, True
if self.random.random() < self.sticky_action_prob:
action = self.last_action
column = action - 1 if 1 <= action <= COLUMNS and action != self.last_action else None
self.last_action = action
self.steps += 1
reward = 0
for frame in range(FRAMES_PER_STEP):
reward += self._advance_frame(column if frame == 0 else None)
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_frame(self, column: int | None) -> int:
self.shuffle_timer += 1
if self.shuffle_timer > 60:
player_can_play = any(self._match(rank, self.player_pile) is not None for rank in self.player[0])
enemy_can_play = any(self._match(rank, self.enemy_pile) is not None for rank in self.enemy[0])
if not player_can_play:
self.enemy_timer *= 0.3
self.shuffle_count += 1
if not (player_can_play or enemy_can_play) or self.shuffle_count > 2:
self.piles = self.random.integers(1, 14, 2).tolist()
self.shuffle_count = 0
self.shuffle_timer = 0
reward = 0
if column is not None:
pile = self._match(self.player[0, column], self.player_pile)
if pile is None:
self.target += 5
self.multiplier = 1
self.shuffle_timer = self.shuffle_count = 0
else:
self._place(self.player, column, pile)
self.player_pile = pile
self.target -= 5
reward = self.multiplier
self.multiplier += 1
self.enemy_timer -= 1
if self.enemy_timer < 0:
self._enemy_turn()
self.center += (self.target - self.center) * 0.1
if self.target < 16:
self.target += (16 - self.target) * 0.1
self.terminal = self.center > 94
return reward
def _enemy_turn(self) -> None:
self.enemy_timer = self.random.uniform(50, 70)
if self.enemy_column is not None:
pile = self._match(self.enemy[0, self.enemy_column], self.enemy_pile)
if pile is None:
self.enemy_timer *= 3
else:
self._place(self.enemy, self.enemy_column, pile)
self.enemy_pile = pile
self.target += 5
self.multiplier = 1
self.enemy_column = None
start = int(self.random.integers(COLUMNS))
for offset in range(COLUMNS):
column = (start + offset) % COLUMNS
pile = self._match(self.enemy[0, column], self.enemy_pile)
if pile is not None:
self.enemy_column = column
if pile != self.enemy_pile:
self.enemy_timer *= 1.5
break
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
cards = np.concatenate((self.enemy[::-1], self.player))
for bit in range(4):
state[:, :5, bit] = (cards & (1 << bit)) != 0
state[4:6, :5, 4] = True
if self.enemy_column is not None:
state[4, self.enemy_column, 5] = True
for index, rank in enumerate(self.piles):
for bit in range(4):
state[4 + index, 5, bit] = bool(rank & (1 << bit))
state[4 + index, 5, 4:6] = index == self.player_pile, index == self.enemy_pile
for row, value in enumerate((self.steps, self.multiplier, round(self.center), round(self.target),
round(self.enemy_timer), self.shuffle_timer, self.shuffle_count, self.last_action)):
for bit in range(10):
state[row, 6 + bit // 5, bit % 5] = bool(value & (1 << bit))
return state