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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
SPOKES = 6
@dataclass
class Falling:
x: float
y: float = 0
vy: float = 0
def advance(self) -> None:
self.vy += 0.02
self.y += self.vy
def near(self, x: float, y: float, radius: float) -> bool:
return math.hypot(self.x - x, self.y - y) < radius
class CatchingWheelEnvironment:
score_cap = 150
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.angle = 0.0
self.human_timer, self.obstacle_timer = 40.0, 99.0
self.multiplier = 1
self.pressed = self.terminal = False
self.baskets = [True] * SPOKES
self.humans: list[Falling] = []
self.obstacles: list[Falling] = []
@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
for _ in range(FRAMES_PER_STEP):
reward += self._advance_frame()
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _positions(self) -> list[tuple[float, float]]:
angles = (self.angle + index * math.tau / SPOKES for index in range(SPOKES))
return [(50 + 40 * math.cos(angle), 90 + 40 * math.sin(angle)) for angle in angles]
def _change_basket(self, restore: bool) -> None:
start = int(self.random.integers(SPOKES))
for offset in range(SPOKES):
index = (start + offset) % SPOKES
if self.baskets[index] != restore:
self.baskets[index] = restore
if not restore:
self.multiplier = 1
break
def _advance_frame(self) -> int:
self.obstacle_timer -= 1
if self.obstacle_timer <= 0:
self.obstacles.append(Falling(self.random.uniform(20, 80)))
self.obstacle_timer = self.random.uniform(79.2, 118.8)
for obstacle in self.obstacles:
obstacle.advance()
self.obstacles = [obstacle for obstacle in self.obstacles if obstacle.y <= 95]
if self.pressed:
self.angle = (self.angle + 0.05) % math.tau
positions = self._positions()
for index, (x, y) in enumerate(positions):
if self.baskets[index] and any(obstacle.near(x, y, 9) for obstacle in self.obstacles):
self.baskets[index] = False
self.multiplier = 1
catchable = [point for point, live in zip(positions, self.baskets) if live]
self.human_timer -= 1
if self.human_timer <= 0:
self.humans.append(Falling(self.random.uniform(10, 90)))
self.human_timer = self.random.uniform(28, 40)
reward = 0
remaining = []
for human in self.humans:
human.advance()
if any(obstacle.near(human.x, human.y, 5) for obstacle in self.obstacles):
continue
if any(human.near(x, y, 6) for x, y in catchable):
reward += self.multiplier
self.multiplier += 1
self._change_basket(restore=True)
elif human.y > 100:
self._change_basket(restore=False)
else:
remaining.append(human)
self.humans = remaining
self.terminal = not any(self.baskets)
return reward
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
state[9, 5, 0] = True
for live, (x, y) in zip(self.baskets, self._positions()):
if 0 <= y < 100:
state[int(y) // 10, int(x) // 10, 1 if live else 2] = True
for channel, objects in ((3, self.humans), (4, self.obstacles)):
for obj in objects:
if obj.y < 100:
state[int(obj.y) // 10, int(obj.x) // 10, channel] = True
for row, value in enumerate((self.steps, self.multiplier, round(self.angle * 80))):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, :SPOKES, 5] = self.baskets
state[9, SPOKES, 5] = self.pressed
return state