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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
DIAGONAL = math.sqrt(0.5)
@dataclass
class Bar:
x: float
y: float
width: float
passed: bool = False
class CatapultEnvironment:
score_cap = 500
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 = self.passed_count = 0
self.pressed = self.terminal = False
self.x, self.y, self.vx, self.vy = 200.0, 60.0, 0.0, 0.0
self.bar_position, self.base_score, self.next_bar = -10.0, 1.0, 50.0
self.support: Bar | None = Bar(200, 60, 20, passed=True)
self.bars = [self.support]
@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
pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
tap = pressed and not self.pressed
self.pressed = pressed
self.steps += 1
reward = 0
for frame in range(FRAMES_PER_STEP):
reward += self._advance_frame(tap and frame == 0)
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_frame(self, tap: bool) -> int:
scroll = 0.05 + max(0, self.x - 30) * 0.1
slope = 1 if self.pressed else -1
self.x -= scroll
if self.support is not None:
self.bar_position -= slope * 0.2
self.base_score = max(1, self.base_score - 0.5)
self.x = self.support.x + slope * (4 - self.bar_position) * DIAGONAL
self.y = self.support.y - (4 + self.bar_position) * DIAGONAL
if abs(self.bar_position) > self.support.width * 0.65:
self.support = None
self.vx = self.vy = 0.0
elif tap and self.bar_position > 0:
self.vx = math.sqrt(self.bar_position) * DIAGONAL
self.vy = -self.vx
self.x += self.vx
self.y += self.vy
self.support = None
self.passed_count = 0
else:
self.x += self.vx
self.y += self.vy
self.vy += 0.1
self.base_score += self.vx * 0.1
if self.y > 99 or self.x < 0:
self.terminal = True
return 0
reward = 0
for bar in self.bars:
bar.x -= scroll
dx, dy = self.x - bar.x, self.y - bar.y
if self.support is None and abs(dy - slope * dx) * DIAGONAL < 4 and abs(dx + slope * dy) * DIAGONAL < bar.width / 2 + 2:
self.support = bar
offset = math.hypot(dx - slope * 4 * DIAGONAL, dy + 4 * DIAGONAL)
self.bar_position = max(-bar.width * 0.4, min(bar.width * 0.4, offset if dx <= slope * 4 * DIAGONAL else -offset))
reward += math.ceil(self.base_score)
bar.passed = True
if not bar.passed and bar.x + bar.width / 2 < self.x:
bar.passed = True
self.passed_count += 1
bonus = 10 * self.passed_count
reward += bonus
self.base_score += bonus
self.bars = [bar for bar in self.bars if bar.x >= -bar.width / 2]
self.next_bar -= scroll
if self.next_bar < 0:
width = self.random.uniform(20, 30)
self.bars.append(Bar(200 + width / 2, self.random.uniform(50, 90), width))
self.next_bar += width / 2 + self.random.uniform(30, 50)
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
row = min(9, max(0, int(self.y) // 10))
column = min(9, max(0, int(self.x) // 20))
state[row, column, 0] = True
state[row, column, 3] = self.support is not None
slope = 1 if self.pressed else -1
for bar in self.bars:
for distance in np.linspace(-bar.width / 2, bar.width / 2, 9):
x = bar.x + distance * DIAGONAL
y = bar.y + slope * distance * DIAGONAL
if 0 <= x < 200 and 0 <= y < 100:
state[int(y) // 10, int(x) // 20, 1 if bar.passed else 2] = True
for row, value in enumerate((self.steps, round((self.bar_position + 32) * 4), math.ceil(self.base_score), self.passed_count)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, :3, 4] = self.pressed, self.vy < 0, self.bar_position > 0
return state