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Download runtime/minatar_synth/games/card_q.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/card_q.py
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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 | |
| 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 | |