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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks

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  1. README.md +183 -0
  2. TASK_ORIGINS.json +0 -0
  3. THIRD_PARTY_NOTICES.md +76 -0
  4. data/test.jsonl +5 -0
  5. data/train.jsonl +0 -0
  6. runtime/LICENSE-Crisp +54 -0
  7. runtime/LICENSE-MinAtar +674 -0
  8. runtime/NOTICE.txt +28 -0
  9. runtime/minatar_synth/games/accel_b.py +133 -0
  10. runtime/minatar_synth/games/adventure.py +199 -0
  11. runtime/minatar_synth/games/aerial_bar.py +129 -0
  12. runtime/minatar_synth/games/alien.py +116 -0
  13. runtime/minatar_synth/games/amidar.py +133 -0
  14. runtime/minatar_synth/games/ant_lion.py +118 -0
  15. runtime/minatar_synth/games/arcfire.py +122 -0
  16. runtime/minatar_synth/games/assault.py +190 -0
  17. runtime/minatar_synth/games/asteroids.py +167 -0
  18. runtime/minatar_synth/games/atlantis.py +158 -0
  19. runtime/minatar_synth/games/attack_chain.py +118 -0
  20. runtime/minatar_synth/games/b_blast.py +121 -0
  21. runtime/minatar_synth/games/b_cannon.py +159 -0
  22. runtime/minatar_synth/games/b_math.py +98 -0
  23. runtime/minatar_synth/games/b_walls.py +118 -0
  24. runtime/minatar_synth/games/balance.py +111 -0
  25. runtime/minatar_synth/games/ball_tour.py +108 -0
  26. runtime/minatar_synth/games/balloon.py +124 -0
  27. runtime/minatar_synth/games/balls_bombs.py +129 -0
  28. runtime/minatar_synth/games/bamboo.py +108 -0
  29. runtime/minatar_synth/games/bank_heist.py +197 -0
  30. runtime/minatar_synth/games/barge_hop.py +161 -0
  31. runtime/minatar_synth/games/baroll.py +103 -0
  32. runtime/minatar_synth/games/baserunner_dash.py +113 -0
  33. runtime/minatar_synth/games/battle_zone.py +223 -0
  34. runtime/minatar_synth/games/beam_rider.py +215 -0
  35. runtime/minatar_synth/games/berzerk.py +246 -0
  36. runtime/minatar_synth/games/blade_dancer.py +130 -0
  37. runtime/minatar_synth/games/blast_buoy.py +155 -0
  38. runtime/minatar_synth/games/blaze_thrust.py +131 -0
  39. runtime/minatar_synth/games/block_stacker.py +123 -0
  40. runtime/minatar_synth/games/boarding.py +150 -0
  41. runtime/minatar_synth/games/bola_thread.py +138 -0
  42. runtime/minatar_synth/games/bomb_up.py +165 -0
  43. runtime/minatar_synth/games/bore_comet.py +150 -0
  44. runtime/minatar_synth/games/bottop.py +92 -0
  45. runtime/minatar_synth/games/bowling.py +164 -0
  46. runtime/minatar_synth/games/boxing.py +147 -0
  47. runtime/minatar_synth/games/breed_c.py +138 -0
  48. runtime/minatar_synth/games/bridge_cross.py +113 -0
  49. runtime/minatar_synth/games/bs_fish.py +111 -0
  50. runtime/minatar_synth/games/c_nodes.py +165 -0
README.md ADDED
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+ ---
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+ pretty_name: WeightProgramBench
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+ language:
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+ - en
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+ task_categories:
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+ - text-generation
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+ size_categories:
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+ - n<1K
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+ tags:
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+ - reinforcement-learning
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+ - weight-space-programming
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+ - games
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+ - benchmark
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+ configs:
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+ - config_name: default
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+ data_files:
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+ - split: train
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+ path: data/train.jsonl
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+ - split: test
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+ path: data/test.jsonl
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+ ---
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+
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+ # WeightProgramBench
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+
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+ Write the weights of a small game-playing neural network in one response,
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+ without tools. Each task provides the game rules, observation layout, game
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+ source, and network format. A CPU scorer reads numeric tensor assignments and
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+ plays the resulting policy; it never executes model-written code or trains the
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+ submitted network. Reinforcement learning can train the language model between
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+ submissions.
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+
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+ This dataset preserves the expanded MinAtar Synth v4 corpus: **317 training
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+ games and five held-out original MinAtar games**. It contains task prompts,
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+ game implementations, the frozen scorer, and source attribution. It does not
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+ contain reference solutions, model weights, or model-generated trajectories.
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+
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+ ## Splits
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+
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+ | Split | Games | Family |
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+ | --- | ---: | --- |
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+ | Train | 51 | Atari-style synthetic Python conversions |
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+ | Train | 266 | Crisp-inspired synthetic Python conversions |
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+ | Test | 5 | Original MinAtar: Asterix, Breakout, Freeway, Seaquest, Space Invaders |
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+
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+ Training environments are compact Python adaptations, not Atari ROM emulation
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+ or native Crisp gameplay. All use `10 × 10 × 6` binary observations. The five
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+ original MinAtar games have their observation channels mapped into the same
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+ six-channel input. The split holds out game identities; it does not establish
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+ that every test mechanic is absent from training.
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+
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+ ## Load the tasks
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+
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+ ```python
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+ from datasets import load_dataset
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+
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+ tasks = load_dataset("neilkale/WeightProgramBench")
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+ print(len(tasks["train"]), len(tasks["test"])) # 317, 5
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+ task = tasks["test"][0]
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+ messages = [
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+ {"role": "system", "content": task["system_prompt"]},
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+ {"role": "user", "content": task["prompt"]},
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+ ]
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+ ```
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+
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+ Each row preserves the original fields `name`, `split`, `game`, `source`,
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+ `prompt`, `system_prompt`, and `episodes`. Additional columns are:
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+
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+ - `task_id`: zero-based index in the original 322-row task file. These IDs are
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+ not renumbered within splits.
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+ - `family`: `atari_synthetic`, `crisp_synthetic`, or `minatar_original`.
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+ - `upstream_source_url` and `upstream_revision`: implementation provenance.
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+ - `native_source_url`: pinned native Crisp source, where applicable.
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+
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+ For reproducible experiments, pin the same dataset commit using `revision=`
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+ when loading tasks and downloading runtime files.
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+
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+ ## Policy and scoring
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+
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+ Every task uses a **600 → 32 → 32 → 6** network with **20,486 float32
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+ parameters**, two tanh hidden layers, and softmax-sampled actions. All parameters
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+ start at zero. The model supplies numeric tensor assignments in a fenced
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+ `edits` block, following the task's format. The scorer validates assignments
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+ with Python's AST and literal parser; it does not execute the response as Python.
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+
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+ Each submitted policy plays **1,000 episodes**:
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+
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+ - Environment seed: `1729 + episode_index`, covering `1729–2728`.
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+ - Independent action RNG seed: `7919 + episode_index`, covering `7919–8918`.
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+ - Sticky-action probability: `0.1`.
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+ - Episode limit: termination or **10,000 actions**.
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+ - Original MinAtar difficulty ramping: disabled.
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+
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+ Seeds are fixed across games and submissions. The reward is
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+ `clip(mean_game_score, 0, game_score_cap) / game_score_cap`. Each synthetic game
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+ declares its own cap. Original MinAtar caps are 1,000, except Freeway's cap of
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+ 100. These scales do not make games equally difficult. Invalid submissions
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+ receive zero. Keep raw scores alongside normalized rewards when comparing
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+ policies.
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+
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+ The frozen runtime uses **NumPy 2.3.4** and **MinAtar 1.0.15**. Policy inference
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+ and replay run on CPU. One policy's 1,000 episodes are one language-model
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+ sample, not 1,000 independent model generations.
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+
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+ ## Score a saved response locally
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+
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+ Install the replay dependencies; installing MinAtar without dependencies avoids
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+ adding optional visualization and training packages:
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+
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+ ```bash
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+ python -m pip install huggingface_hub 'numpy==2.3.4'
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+ python -m pip install --no-deps 'MinAtar==1.0.15'
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+ ```
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+
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+ Save the model's complete response, including its `edits` block, in `answer.txt`.
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+ Then evaluate it against the matching game:
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+
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+ ```python
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+ import json
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+ from pathlib import Path
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+ import sys
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+ from huggingface_hub import snapshot_download
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+
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+ snapshot = Path(snapshot_download("neilkale/WeightProgramBench", repo_type="dataset"))
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+ runtime = snapshot / "runtime"
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+ sys.path.insert(0, str(runtime))
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+ from verify import apply_edits, evaluate, score_cap
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+
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+ tasks = [json.loads(line) for line in (runtime / "tasks.jsonl").read_text().splitlines()]
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+ task = next(task for task in tasks if task["game"] == "breakout" and task["source"] == "original")
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+ answer = Path("answer.txt").read_text()
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+ weights, edit_count = apply_edits(answer)
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+ raw_score, mean_episode_length = evaluate(task["game"], task["source"], weights, task["episodes"])
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+ cap = score_cap(task["game"], task["source"])
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+ reward = min(max(raw_score, 0.0), cap) / cap
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+ print({"raw_score": raw_score, "reward": reward, "mean_episode_length": mean_episode_length})
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+ ```
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+
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+ This example raises on malformed responses so local debugging is explicit.
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+ For the benchmark's invalid-submission handling, use
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+ `verify.grade_answer(game, source, answer, episodes)`, which returns a reward
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+ and grading metadata. Full 1,000-episode replay can take several minutes,
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+ depending on the game and CPU.
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+
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+ The Trajectory integration lives in the
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+ [WeightProgramBench cookbook PR](https://github.com/Trajectorylabs/trajectory-cookbook/pull/104).
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+ Model inference and training are separate from the local scorer.
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+
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+ ## Files and integrity
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+
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+ - `data/train.jsonl`, `data/test.jsonl`: Hugging Face task splits with provenance
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+ columns added.
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+ - `runtime/tasks.jsonl`: byte-identical frozen task records in their original
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+ order, without added columns.
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+ - `runtime/minatar_synth/games/`: the 317 frozen Python training environments.
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+ - `runtime/verify.py`: frozen policy parser and CPU scorer.
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+ - `runtime/source.json`: SHA-256 digests for the original task file, scorer,
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+ and all 317 game files.
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+ - `TASK_ORIGINS.json`: per-game source mappings, pinned revisions, and prompt
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+ and implementation digests.
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+ - `THIRD_PARTY_NOTICES.md`, `runtime/NOTICE.txt`, and `runtime/LICENSE-*`:
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+ credits and applicable upstream notices.
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+
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+ Synthetic source revision: `4038830175c4201ca10e004ed4441985f2acddf2`.
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+ Frozen task-file SHA-256:
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+ `cc2d728fc3c820f217ecf43a4fdc0c9e2a5e292fcdd8b4afb0cb1d34774691e6`.
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+
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+ ## Credits and licensing
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+
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+ The weight-space programming setup follows
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+ [Rikiya Takehi, Jayden Teoh, Alex Zhang, and Omar Khattab's experiments](https://rikiyat.github.io/blog/weight-space-programming/),
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+ particularly Experiment 5. The expanded training environments come from
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+ [Trajectory Labs, Jerry Chan, and contributors to MinAtar Synth](https://github.com/Trajectorylabs/minatar-synth/tree/4038830175c4201ca10e004ed4441985f2acddf2).
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+ Crisp game designs and sources are credited to **ABA Games** and contributors,
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+ and the portable SDL/C versions to **Joyrider3774** and contributors.
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+ Original **MinAtar** is by **Kenny Young and Tian Tian**.
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+
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+ Licensing differs by component: original MinAtar source is GPL-3.0, the cited
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+ native Crisp source collections carry MIT notices, and the original experiment's
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+ prompt/log materials are attributed under CC BY 4.0. The pinned MinAtar Synth
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+ repository does not declare a license for its converted implementations. This
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+ dataset does not assert a blanket license for those files. See
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+ [THIRD_PARTY_NOTICES.md](THIRD_PARTY_NOTICES.md) for the exact scopes and source
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+ links; the original MinAtar source embedded in prompts retains its GPL scope.
TASK_ORIGINS.json ADDED
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THIRD_PARTY_NOTICES.md ADDED
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+ # Sources and credits
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+
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+ WeightProgramBench packages the existing MinAtar Synth v4 task corpus without
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+ changing its game implementations, prompts, parser, or scoring contract. Its
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+ 322 tasks comprise 51 Atari-style synthetic training games, 266 Crisp-inspired
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+ synthetic training games, and five original MinAtar held-out games. These are
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+ compact Python adaptations, not Atari ROM emulation or native Crisp gameplay.
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+
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+ [`TASK_ORIGINS.json`](TASK_ORIGINS.json) records every task's family, source,
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+ revision or package version, source digest, and prompt digest. It also retains
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+ the exact pinned native-source link from each Crisp conversion's documentation.
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+
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+ ## MinAtar Synth implementations
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+
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+ Credit Trajectory Labs, Jerry Chan, and the contributors to
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+ [MinAtar Synth](https://github.com/Trajectorylabs/minatar-synth/tree/4038830175c4201ca10e004ed4441985f2acddf2).
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+ The 317 Python training environments are pinned to commit
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+ `4038830175c4201ca10e004ed4441985f2acddf2`. The five original MinAtar environments
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+ are a separate dependency. The extra `pong.py` in the source repository is not
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+ part of this benchmark's task roster.
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+
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+ The pinned MinAtar Synth repository does not declare a license. No blanket license
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+ is asserted for the converted implementations; the notices below describe the
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+ respective upstream components and do not supply that missing declaration.
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+
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+ The 51 Atari-style conversions document mechanics and deliberate simplifications
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+ from historical Atari 2600 games and their manuals. Their documentation's
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+ historical-source notes are retained per task in `TASK_ORIGINS.json`. They use
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+ NumPy and the Python standard library, not Atari ROMs or the original MinAtar
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+ game modules. This describes their implementation and provenance, not a
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+ conclusion about the license of the converted code.
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+
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+ ## Crisp game designs and source
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+
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+ Credit **ABA Games** and the authors and contributors to its Crisp games, and
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+ **Joyrider3774** and contributors for the portable SDL/C versions. The 266
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+ conversions cite three pinned source collections:
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+
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+ | Source | Conversions | Pinned revision |
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+ | --- | ---: | --- |
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+ | [crisp-game-lib-games](https://github.com/abagames/crisp-game-lib-games) | 136 | `cfb39d2f988feb5918eb83697145b5a35adabf58` |
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+ | [crisp-game-lib-11-games](https://github.com/abagames/crisp-game-lib-11-games) | 8 | `6fea4eefe2deaa42706051d96a04ec9e36104696` |
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+ | [crisp-game-lib-portable-sdl](https://github.com/joyrider3774/crisp-game-lib-portable-sdl) | 122 | `04bc2c4cfc2853628eda25a46190bb7ac6fe216a` |
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+
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+ These source collections carry MIT licenses, Copyright 2021 or 2022 ABA Games.
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+ Their exact license texts and source links are retained in
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+ [`LICENSE-Crisp`](runtime/LICENSE-Crisp). Keep the applicable copyright and permission
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+ notices with redistributed copies or substantial portions of those sources.
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+ These source licenses are distinct from the undeclared license of the converted
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+ MinAtar Synth implementation.
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+
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+ ## Original MinAtar games
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+
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+ Credit **Kenny Young and Tian Tian**, authors of
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+ [MinAtar](https://github.com/kenjyoung/MinAtar). The five held-out tasks are
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+ `asterix`, `breakout`, `freeway`, `seaquest`, and `space_invaders`, using
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+ **MinAtar 1.0.15**. Their original source is included in their task prompts with
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+ its author headers. The package version, source-file paths, and source digests
59
+ are recorded rather than asserting an unverified Git release commit.
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+
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+ MinAtar is licensed under **GNU GPL version 3**. Its complete license text is
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+ included as [`LICENSE-MinAtar`](runtime/LICENSE-MinAtar); preserve the source notices and
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+ applicable GPL terms when distributing this material. This notice does not
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+ relicense MinAtar under the cookbook's license.
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+
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+ ## Weight-space programming experiment
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+
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+ Credit **Rikiya Takehi, Jayden Teoh, Alex Zhang, and Omar Khattab** for the
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+ [weight-space programming experiments](https://rikiyat.github.io/blog/weight-space-programming/),
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+ especially [Experiment 5: writing policy weights from scratch](https://github.com/RikiyaT/lm_understand-logs/tree/4d09ba6d6a7e891dd8063974dfe81b3d78e3494f/exp5_write_from_scratch).
71
+ The benchmark follows that one-response, no-tools weight-programming setup.
72
+ The experiment's prompt/log materials are attributed under
73
+ [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/), separately from the
74
+ GPL-licensed MinAtar source embedded in those prompts. The expanded game corpus
75
+ and model-training experiments are subsequent adaptations, not results from
76
+ the original experiment.
data/test.jsonl ADDED
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+ {"name": "space_invaders", "split": "test", "game": "space_invaders", "source": "original", "prompt": "Write from scratch the weights of a policy network that plays Space Invaders as well as possible.\n\nThere is no training, data, loss, gradients, fine-tuning, code execution, calculator, or environment feedback. This is one response. Briefly describe the strategy and hidden units, then provide the weights in the final `edits` code block.\n\nMove the cannon, shoot alien waves, and avoid aliens and enemy bullets.\n\nActions are sampled from softmax logits and have sticky-action probability 0.1.\n\nExact MinAtar 1.0.15 source (`minatar/environments/space_invaders.py`):\n```python\n################################################################################################################\n# Authors: #\n# Kenny Young (kjyoung@ualberta.ca) #\n# Tian Tian (ttian@ualberta.ca) #\n################################################################################################################\nimport numpy as np\n\n\n#####################################################################################################################\n# Constants\n#\n#####################################################################################################################\nshot_cool_down = 5\nenemy_move_interval = 12\nenemy_shot_interval = 10\n\n\n#####################################################################################################################\n# Env\n#\n# The player controls a cannon at the bottom of the screen and can shoot bullets upward at a cluster of aliens above.\n# The aliens move across the screen until one of them hits the edge, at which point they all move down and switch\n# directions. The current alien direction is indicated by 2 channels (one for left and one for right) one of which is\n# active at the location of each alien. A reward of +1 is given each time an alien is shot, and that alien is also\n# removed. The aliens will also shoot bullets back at the player. When few aliens are left, alien speed will begin to\n# increase. When only one alien is left, it will move at one cell per frame. When a wave of aliens is fully cleared a\n# new one will spawn which moves at a slightly faster speed than the last. Termination occurs when an alien or bullet\n# hits the player.\n#\n#####################################################################################################################\nclass Env:\n def __init__(self, ramping=True):\n self.channels ={\n 'cannon':0,\n 'alien':1,\n 'alien_left':2,\n 'alien_right':3,\n 'friendly_bullet':4,\n 'enemy_bullet':5\n }\n self.action_map = ['n','l','u','r','d','f']\n self.ramping = ramping\n self.random = np.random.RandomState()\n self.reset()\n\n # Update environment according to agent action\n def act(self, a):\n r = 0\n if(self.terminal):\n return r, self.terminal\n\n a = self.action_map[a]\n\n # Resolve player action\n if(a=='f' and self.shot_timer == 0):\n self.f_bullet_map[9,self.pos]=1\n self.shot_timer = shot_cool_down\n elif(a=='l'):\n self.pos = max(0, self.pos-1)\n elif(a=='r'):\n self.pos = min(9, self.pos+1)\n\n # Update Friendly Bullets\n self.f_bullet_map = np.roll(self.f_bullet_map, -1, axis=0)\n self.f_bullet_map[9,:] = 0\n\n # Update Enemy Bullets\n self.e_bullet_map = np.roll(self.e_bullet_map, 1, axis=0)\n self.e_bullet_map[0,:] = 0\n if(self.e_bullet_map[9,self.pos]):\n self.terminal = True\n\n # Update aliens\n if(self.alien_map[9,self.pos]):\n self.terminal = True\n if(self.alien_move_timer==0):\n self.alien_move_timer = min(np.count_nonzero(self.alien_map),self.enemy_move_interval)\n if((np.sum(self.alien_map[:,0])>0 and self.alien_dir<0) or (np.sum(self.alien_map[:,9])>0 and self.alien_dir>0)):\n self.alien_dir = -self.alien_dir\n if(np.sum(self.alien_map[9,:])>0):\n self.terminal = True\n self.alien_map = np.roll(self.alien_map, 1, axis=0)\n else:\n self.alien_map = np.roll(self.alien_map, self.alien_dir, axis=1)\n if(self.alien_map[9,self.pos]):\n self.terminal = True\n if(self.alien_shot_timer==0):\n self.alien_shot_timer = enemy_shot_interval\n nearest_alien = self._nearest_alien(self.pos)\n self.e_bullet_map[nearest_alien[0], nearest_alien[1]] = 1\n\n kill_locations = np.logical_and(self.alien_map,self.alien_map==self.f_bullet_map)\n\n r+=np.sum(kill_locations)\n self.alien_map[kill_locations] = self.f_bullet_map[kill_locations] = 0\n\n\n # Update various timers\n self.shot_timer -= self.shot_timer>0\n self.alien_move_timer-=1\n self.alien_shot_timer-=1\n if(np.count_nonzero(self.alien_map)==0):\n if(self.enemy_move_interval>6 and self.ramping):\n self.enemy_move_interval-=1\n self.ramp_index+=1\n self.alien_map[0:4,2:8] = 1\n return r, self.terminal\n\n # Find the alien closest to player in manhattan distance, currently used to decide which alien shoots\n def _nearest_alien(self, pos):\n search_order = [i for i in range(10)]\n search_order.sort(key=lambda x: abs(x-pos))\n for i in search_order:\n if(np.sum(self.alien_map[:,i])>0):\n return [np.max(np.where(self.alien_map[:,i]==1)),i]\n return None\n\n # Query the current level of the difficulty ramp, could be used as additional input to agent for example\n def difficulty_ramp(self):\n return self.ramp_index\n\n # Process the game-state into the 10x10xn state provided to the agent and return\n def state(self):\n state = np.zeros((10,10,len(self.channels)),dtype=bool)\n state[9,self.pos,self.channels['cannon']] = 1\n state[:,:, self.channels['alien']] = self.alien_map\n if(self.alien_dir<0):\n state[:,:, self.channels['alien_left']] = self.alien_map\n else:\n state[:,:, self.channels['alien_right']] = self.alien_map\n state[:,:, self.channels['friendly_bullet']] = self.f_bullet_map\n state[:,:, self.channels['enemy_bullet']] = self.e_bullet_map\n return state\n\n # Reset to start state for new episode\n def reset(self):\n self.pos = 5\n self.f_bullet_map = np.zeros((10,10))\n self.e_bullet_map = np.zeros((10,10))\n self.alien_map = np.zeros((10,10))\n self.alien_map[0:4,2:8] = 1\n self.alien_dir = -1\n self.enemy_move_interval = enemy_move_interval\n self.alien_move_timer = self.enemy_move_interval\n self.alien_shot_timer = enemy_shot_interval\n self.ramp_index = 0\n self.shot_timer = 0\n self.terminal = False\n\n # Dimensionality of the game-state (10x10xn)\n def state_shape(self):\n return [10,10,len(self.channels)]\n\n # Subset of actions that actually have a unique impact in this environment\n def minimal_action_set(self):\n minimal_actions = ['n','l','r','f']\n return [self.action_map.index(x) for x in minimal_actions]\n\n```\n\nInput: a row-major 10x10x6 binary grid. Index `(row * 10 + column) * 6 + channel`. Channels: player=cannon; danger=alien|enemy_bullet; reward=alien; projectile=friendly_bullet; trail=alien_left|alien_right; gauge=empty.\n\nNetwork: `h1=tanh(x@W1+b1)`, `h2=tanh(h1@W2+b2)`, `logits=h2@W3+b3`. Shapes are W1 600x32, b1 32, W2 32x32, b2 32, W3 32x6, b3 6. All 20,486 values start at zero.\n\nThe hidden evaluator runs 1,000 fixed-seed episodes, stopping each after 10,000 steps. It divides mean game score by the game's fixed cap and clips the result to [0, 1].\n\nThe final fenced block must start with `edits`. It may contain numeric assignments to indexed entries or slices of W1, b1, W2, b2, W3, and b3. Half-open Python slices and numeric lists are supported, as are `*=`, `+=`, and `-=`. Values must be finite and have absolute value at most 1e6. Example:\n```edits\nW1[12, 0] = 2.5\nb1[0:4] = -1\nW2[0:2, 0:3] = [[1, -1, 0.5], [0, 2, 0]]\nW3[:, 2] *= 2\n```\n", "system_prompt": "You directly program neural-network weights. Follow the task constraints exactly.", "episodes": 1000, "task_id": 185, "family": "minatar_original", "upstream_source_url": "https://pypi.org/project/MinAtar/1.0.15/", "upstream_revision": "MinAtar==1.0.15", "native_source_url": null}
2
+ {"name": "breakout", "split": "test", "game": "breakout", "source": "original", "prompt": "Write from scratch the weights of a policy network that plays Breakout as well as possible.\n\nThere is no training, data, loss, gradients, fine-tuning, code execution, calculator, or environment feedback. This is one response. Briefly describe the strategy and hidden units, then provide the weights in the final `edits` code block.\n\nMove the bottom-row paddle left or right to bounce the diagonal ball and break bricks.\n\nActions are sampled from softmax logits and have sticky-action probability 0.1.\n\nExact MinAtar 1.0.15 source (`minatar/environments/breakout.py`):\n```python\n################################################################################################################\n# Authors: #\n# Kenny Young (kjyoung@ualberta.ca) #\n# Tian Tian (ttian@ualberta.ca) #\n################################################################################################################\nimport numpy as np\n\n\n#####################################################################################################################\n# Env\n#\n# The player controls a paddle on the bottom of the screen and must bounce a ball tobreak 3 rows of bricks along the\n# top of the screen. A reward of +1 is given for each brick broken by the ball. When all bricks are cleared another 3\n# rows are added. The ball travels only along diagonals, when it hits the paddle it is bounced either to the left or\n# right depending on the side of the paddle hit, when it hits a wall or brick it is reflected. Termination occurs when\n# the ball hits the bottom of the screen. The balls direction is indicated by a trail channel.\n#\n#####################################################################################################################\nclass Env:\n def __init__(self, ramping=None):\n self.channels ={\n 'paddle':0,\n 'ball':1,\n 'trail':2,\n 'brick':3,\n }\n self.action_map = ['n','l','u','r','d','f']\n self.random = np.random.RandomState()\n self.reset()\n\n # Update environment according to agent action\n def act(self, a):\n r = 0\n if(self.terminal):\n return r, self.terminal\n\n a = self.action_map[a]\n\n # Resolve player action\n if(a=='l'):\n self.pos = max(0, self.pos-1)\n elif(a=='r'):\n self.pos = min(9,self.pos+1)\n\n # Update ball position\n self.last_x = self.ball_x\n self.last_y = self.ball_y\n if(self.ball_dir == 0):\n new_x = self.ball_x-1\n new_y = self.ball_y-1\n elif(self.ball_dir == 1):\n new_x = self.ball_x+1\n new_y = self.ball_y-1\n elif(self.ball_dir == 2):\n new_x = self.ball_x+1\n new_y = self.ball_y+1\n elif(self.ball_dir == 3):\n new_x = self.ball_x-1\n new_y = self.ball_y+1\n\n strike_toggle = False\n if(new_x<0 or new_x>9):\n if(new_x<0):\n new_x = 0\n if(new_x>9):\n new_x=9\n self.ball_dir=[1,0,3,2][self.ball_dir]\n if(new_y<0):\n new_y = 0\n self.ball_dir=[3,2,1,0][self.ball_dir]\n elif(self.brick_map[new_y,new_x]==1):\n strike_toggle = True\n if(not self.strike):\n r+=1\n self.strike = True\n self.brick_map[new_y,new_x]=0\n new_y = self.last_y\n self.ball_dir=[3,2,1,0][self.ball_dir]\n elif(new_y == 9):\n if(np.count_nonzero(self.brick_map)==0):\n self.brick_map[1:4,:] = 1\n if(self.ball_x == self.pos):\n self.ball_dir=[3,2,1,0][self.ball_dir]\n new_y = self.last_y\n elif(new_x == self.pos):\n self.ball_dir=[2,3,0,1][self.ball_dir]\n new_y = self.last_y\n else:\n self.terminal = True\n\n if(not strike_toggle):\n self.strike = False\n\n self.ball_x = new_x\n self.ball_y = new_y\n return r, self.terminal\n\n # Query the current level of the difficulty ramp, difficulty does not ramp in this game, so return None\n def difficulty_ramp(self):\n return None\n\n # Process the game-state into the 10x10xn state provided to the agent and return\n def state(self):\n state = np.zeros((10,10,len(self.channels)),dtype=bool)\n state[self.ball_y,self.ball_x,self.channels['ball']] = 1\n state[9,self.pos, self.channels['paddle']] = 1\n state[self.last_y,self.last_x,self.channels['trail']] = 1\n state[:,:,self.channels['brick']] = self.brick_map\n return state\n\n # Reset to start state for new episode\n def reset(self):\n self.ball_y = 3\n ball_start = self.random.randint(2)\n self.ball_x, self.ball_dir = [(0,2),(9,3)][ball_start]\n self.pos = 4\n self.brick_map = np.zeros((10,10))\n self.brick_map[1:4,:] = 1\n self.strike = False\n self.last_x = self.ball_x\n self.last_y = self.ball_y\n self.terminal = False\n\n # Dimensionality of the game-state (10x10xn)\n def state_shape(self):\n return [10,10,len(self.channels)]\n\n # Subset of actions that actually have a unique impact in this environment\n def minimal_action_set(self):\n minimal_actions = ['n','l','r']\n return [self.action_map.index(x) for x in minimal_actions]\n\n```\n\nInput: a row-major 10x10x6 binary grid. Index `(row * 10 + column) * 6 + channel`. Channels: player=paddle; danger=empty; reward=brick; projectile=ball; trail=trail; gauge=empty.\n\nNetwork: `h1=tanh(x@W1+b1)`, `h2=tanh(h1@W2+b2)`, `logits=h2@W3+b3`. Shapes are W1 600x32, b1 32, W2 32x32, b2 32, W3 32x6, b3 6. All 20,486 values start at zero.\n\nThe hidden evaluator runs 1,000 fixed-seed episodes, stopping each after 10,000 steps. It divides mean game score by the game's fixed cap and clips the result to [0, 1].\n\nThe final fenced block must start with `edits`. It may contain numeric assignments to indexed entries or slices of W1, b1, W2, b2, W3, and b3. Half-open Python slices and numeric lists are supported, as are `*=`, `+=`, and `-=`. Values must be finite and have absolute value at most 1e6. Example:\n```edits\nW1[12, 0] = 2.5\nb1[0:4] = -1\nW2[0:2, 0:3] = [[1, -1, 0.5], [0, 2, 0]]\nW3[:, 2] *= 2\n```\n", "system_prompt": "You directly program neural-network weights. Follow the task constraints exactly.", "episodes": 1000, "task_id": 241, "family": "minatar_original", "upstream_source_url": "https://pypi.org/project/MinAtar/1.0.15/", "upstream_revision": "MinAtar==1.0.15", "native_source_url": null}
3
+ {"name": "freeway", "split": "test", "game": "freeway", "source": "original", "prompt": "Write from scratch the weights of a policy network that plays Freeway as well as possible.\n\nThere is no training, data, loss, gradients, fine-tuning, code execution, calculator, or environment feedback. This is one response. Briefly describe the strategy and hidden units, then provide the weights in the final `edits` code block.\n\nMove the chicken upward through traffic and score each time it reaches the top.\n\nActions are sampled from softmax logits and have sticky-action probability 0.1.\n\nExact MinAtar 1.0.15 source (`minatar/environments/freeway.py`):\n```python\n################################################################################################################\n# Authors: #\n# Kenny Young (kjyoung@ualberta.ca) #\n# Tian Tian (ttian@ualberta.ca) #\n################################################################################################################\nimport numpy as np\n\n\n#####################################################################################################################\n# Constants\n#\n#####################################################################################################################\nplayer_speed = 3\ntime_limit = 2500\n\n\n#####################################################################################################################\n# Env\n#\n# The player begins at the bottom of the screen and motion is restricted to traveling up and down. Player speed is\n# also restricted such that the player can only move every 3 frames. A reward of +1 is given when the player reaches\n# the top of the screen, at which point the player is returned to the bottom. Cars travel horizontally on the screen\n# and teleport to the other side when the edge is reached. When hit by a car, the player is returned to the bottom of\n# the screen. Car direction and speed is indicated by 5 trail channels, the location of the trail gives direction\n# while the specific channel indicates how frequently the car moves (from once every frame to once every 5 frames).\n# Each time the player successfully reaches the top of the screen, the car speeds are randomized. Termination occurs\n# after 2500 frames have elapsed.\n#\n#####################################################################################################################\nclass Env:\n def __init__(self, ramping=None):\n self.channels ={\n 'chicken':0,\n 'car':1,\n 'speed1':2,\n 'speed2':3,\n 'speed3':4,\n 'speed4':5,\n 'speed5':6,\n }\n self.action_map = ['n','l','u','r','d','f']\n self.random = np.random.RandomState()\n self.reset()\n\n # Update environment according to agent action\n def act(self, a):\n r = 0\n if(self.terminal):\n return r, self.terminal\n\n a = self.action_map[a]\n\n if(a=='u' and self.move_timer==0):\n self.move_timer = player_speed\n self.pos = max(0, self.pos-1)\n elif(a=='d' and self.move_timer==0):\n self.move_timer = player_speed\n self.pos = min(9, self.pos+1)\n\n # Win condition\n if(self.pos==0):\n r+=1\n self._randomize_cars(initialize=False)\n self.pos = 9\n\n # Update cars\n for car in self.cars:\n if(car[0:2]==[4,self.pos]):\n self.pos = 9\n if(car[2]==0):\n car[2]=abs(car[3])\n car[0]+=1 if car[3]>0 else -1\n if(car[0]<0):\n car[0]=9\n elif(car[0]>9):\n car[0]=0\n if(car[0:2]==[4,self.pos]):\n self.pos = 9\n else:\n car[2]-=1\n\n # Update various timers\n self.move_timer-=self.move_timer>0\n self.terminate_timer-=1\n if(self.terminate_timer<0):\n self.terminal = True\n return r, self.terminal\n\n # Query the current level of the difficulty ramp, difficulty does not ramp in this game, so return None\n def difficulty_ramp(self):\n return None\n\n # Process the game-state into the 10x10xn state provided to the agent and return\n def state(self):\n state = np.zeros((10,10,len(self.channels)),dtype=bool)\n state[self.pos,4,self.channels['chicken']] = 1\n for car in self.cars:\n state[car[1],car[0], self.channels['car']] = 1\n back_x = car[0]-1 if car[3]>0 else car[0]+1\n if(back_x<0):\n back_x=9\n elif(back_x>9):\n back_x=0\n if(abs(car[3])==1):\n trail = self.channels['speed1']\n elif(abs(car[3])==2):\n trail = self.channels['speed2']\n elif(abs(car[3])==3):\n trail = self.channels['speed3']\n elif(abs(car[3])==4):\n trail = self.channels['speed4']\n elif(abs(car[3])==5):\n trail = self.channels['speed5']\n state[car[1],back_x, trail] = 1\n return state\n\n # Randomize car speeds and directions, also reset their position if initialize=True\n def _randomize_cars(self, initialize=False):\n speeds = self.random.randint(1,6,8)\n directions = np.sign(self.random.rand(8) - 0.5).astype(int)\n speeds*=directions\n if(initialize):\n self.cars = []\n for i in range(8):\n self.cars+=[[0,i+1,abs(speeds[i]),speeds[i]]]\n else:\n for i in range(8):\n self.cars[i][2:4]=[abs(speeds[i]),speeds[i]]\n\n # Reset to start state for new episode\n def reset(self):\n self._randomize_cars(initialize=True)\n self.pos = 9\n self.move_timer = player_speed\n self.terminate_timer = time_limit\n self.terminal = False\n\n # Dimensionality of the game-state (10x10xn)\n def state_shape(self):\n return [10,10,len(self.channels)]\n\n # Subset of actions that actually have a unique impact in this environment\n def minimal_action_set(self):\n minimal_actions = ['n','u','d']\n return [self.action_map.index(x) for x in minimal_actions]\n\n```\n\nInput: a row-major 10x10x6 binary grid. Index `(row * 10 + column) * 6 + channel`. Channels: player=chicken; danger=car; reward=empty; projectile=empty; trail=speed1|speed2|speed3|speed4|speed5; gauge=empty.\n\nNetwork: `h1=tanh(x@W1+b1)`, `h2=tanh(h1@W2+b2)`, `logits=h2@W3+b3`. Shapes are W1 600x32, b1 32, W2 32x32, b2 32, W3 32x6, b3 6. All 20,486 values start at zero.\n\nThe hidden evaluator runs 1,000 fixed-seed episodes, stopping each after 10,000 steps. It divides mean game score by the game's fixed cap and clips the result to [0, 1].\n\nThe final fenced block must start with `edits`. It may contain numeric assignments to indexed entries or slices of W1, b1, W2, b2, W3, and b3. Half-open Python slices and numeric lists are supported, as are `*=`, `+=`, and `-=`. Values must be finite and have absolute value at most 1e6. Example:\n```edits\nW1[12, 0] = 2.5\nb1[0:4] = -1\nW2[0:2, 0:3] = [[1, -1, 0.5], [0, 2, 0]]\nW3[:, 2] *= 2\n```\n", "system_prompt": "You directly program neural-network weights. Follow the task constraints exactly.", "episodes": 1000, "task_id": 251, "family": "minatar_original", "upstream_source_url": "https://pypi.org/project/MinAtar/1.0.15/", "upstream_revision": "MinAtar==1.0.15", "native_source_url": null}
4
+ {"name": "seaquest", "split": "test", "game": "seaquest", "source": "original", "prompt": "Write from scratch the weights of a policy network that plays Seaquest as well as possible.\n\nThere is no training, data, loss, gradients, fine-tuning, code execution, calculator, or environment feedback. This is one response. Briefly describe the strategy and hidden units, then provide the weights in the final `edits` code block.\n\nControl the submarine, shoot enemies, rescue divers, surface with divers, and manage oxygen.\n\nActions are sampled from softmax logits and have sticky-action probability 0.1.\n\nExact MinAtar 1.0.15 source (`minatar/environments/seaquest.py`):\n```python\n################################################################################################################\n# Authors: #\n# Kenny Young (kjyoung@ualberta.ca) #\n# Tian Tian (ttian@ualberta.ca) #\n################################################################################################################\nimport numpy as np\n\n\n#####################################################################################################################\n# Constants\n#\n#####################################################################################################################\nramp_interval = 100\nmax_oxygen = 200\ninit_spawn_speed = 20\ndiver_spawn_speed = 30\ninit_move_interval = 5\nshot_cool_down = 5\nenemy_shot_interval = 10\nenemy_move_interval = 5\ndiver_move_interval = 5\n\n\n#####################################################################################################################\n# Env\n#\n# The player controls a submarine consisting of two cells, front and back, to allow direction to be determined. The\n# player can also fire bullets from the front of the submarine. Enemies consist of submarines and fish, distinguished\n# by the fact that submarines shoot bullets and fish do not. A reward of +1 is given each time an enemy is struck by\n# one of the player's bullets, at which point the enemy is also removed. There are also divers which the player can\n# move onto to pick up, doing so increments a bar indicated by another channel along the bottom of the screen. The\n# player also has a limited supply of oxygen indicated by another bar in another channel. Oxygen degrades over time,\n# and is replenished whenever the player moves to the top of the screen as long as the player has at least one rescued\n# diver on board. The player can carry a maximum of 6 divers. When surfacing with less than 6, one diver is removed.\n# When surfacing with 6, all divers are removed and a reward is given for each active cell in the oxygen bar. Each\n# time the player surfaces the difficulty is increased by increasing the spawn rate and movement speed of enemies.\n# Termination occurs when the player is hit by an enemy fish, sub or bullet; or when oxygen reached 0; or when the\n# player attempts to surface with no rescued divers. Enemy and diver directions are indicated by a trail channel\n# active in their previous location to reduce partial observability.\n#\n#####################################################################################################################\nclass Env:\n def __init__(self, ramping=True):\n self.channels ={\n 'sub_front':0,\n 'sub_back':1,\n 'friendly_bullet':2,\n 'trail':3,\n 'enemy_bullet':4,\n 'enemy_fish':5,\n 'enemy_sub':6,\n 'oxygen_guage':7,\n 'diver_guage':8,\n 'diver':9\n }\n self.action_map = ['n','l','u','r','d','f']\n self.ramping = ramping\n self.random = np.random.RandomState()\n self.reset()\n\n # Update environment according to agent action\n def act(self, a):\n r = 0\n if(self.terminal):\n return r, self.terminal\n\n a = self.action_map[a]\n\n # Spawn enemy if timer is up\n if(self.e_spawn_timer==0):\n self._spawn_enemy()\n self.e_spawn_timer = self.e_spawn_speed\n\n if(self.d_spawn_timer==0):\n self._spawn_diver()\n self.d_spawn_timer = diver_spawn_speed\n\n # Resolve player action\n if(a=='f' and self.shot_timer == 0):\n self.f_bullets+=[[self.sub_x, self.sub_y, self.sub_or]]\n self.shot_timer = shot_cool_down\n elif(a=='l'):\n self.sub_x = max(0, self.sub_x-1)\n self.sub_or = False\n elif(a=='r'):\n self.sub_x = min(9, self.sub_x+1)\n self.sub_or = True\n elif(a=='u'):\n self.sub_y = max(0, self.sub_y-1)\n elif(a=='d'):\n self.sub_y = min(8, self.sub_y+1)\n\n # Update friendly Bullets\n for bullet in reversed(self.f_bullets):\n bullet[0]+=1 if bullet[2] else -1\n if(bullet[0]<0 or bullet[0]>9):\n self.f_bullets.remove(bullet)\n else:\n removed = False\n for x in self.e_fish:\n if(bullet[0:2]==x[0:2]):\n self.e_fish.remove(x)\n self.f_bullets.remove(bullet)\n r+=1\n removed = True\n break\n if(not removed):\n for x in self.e_subs:\n if(bullet[0:2]==x[0:2]):\n self.e_subs.remove(x)\n self.f_bullets.remove(bullet)\n r+=1\n break\n\n # Update divers\n for diver in reversed(self.divers):\n if(diver[0:2]==[self.sub_x,self.sub_y] and self.diver_count<6):\n self.divers.remove(diver)\n self.diver_count+=1\n else:\n if(diver[3]==0):\n diver[3]=diver_move_interval\n diver[0]+=1 if diver[2] else -1\n if(diver[0]<0 or diver[0]>9):\n self.divers.remove(diver)\n elif(diver[0:2]==[self.sub_x,self.sub_y] and self.diver_count<6):\n self.divers.remove(diver)\n self.diver_count+=1\n else:\n diver[3]-=1\n\n # Update enemy subs\n for sub in reversed(self.e_subs):\n if(sub[0:2]==[self.sub_x,self.sub_y]):\n self.terminal = True\n if(sub[3]==0):\n sub[3]=self.move_speed\n sub[0]+=1 if sub[2] else -1\n if(sub[0]<0 or sub[0]>9):\n self.e_subs.remove(sub)\n elif(sub[0:2]==[self.sub_x,self.sub_y]):\n self.terminal = True\n else:\n for x in self.f_bullets:\n if(sub[0:2]==x[0:2]):\n self.e_subs.remove(sub)\n self.f_bullets.remove(x)\n r+=1\n break\n else:\n sub[3]-=1\n if(sub[4]==0):\n sub[4]=enemy_shot_interval\n self.e_bullets+=[[sub[0] if sub[2] else sub[0], sub[1], sub[2]]]\n else:\n sub[4]-=1\n\n # Update enemy bullets\n for bullet in reversed(self.e_bullets):\n if(bullet[0:2]==[self.sub_x,self.sub_y]):\n self.terminal = True\n bullet[0]+=1 if bullet[2] else -1\n if(bullet[0]<0 or bullet[0]>9):\n self.e_bullets.remove(bullet)\n else:\n if(bullet[0:2]==[self.sub_x,self.sub_y]):\n self.terminal = True\n\n # Update enemy fish\n for fish in reversed(self.e_fish):\n if(fish[0:2]==[self.sub_x,self.sub_y]):\n self.terminal = True\n if(fish[3]==0):\n fish[3]=self.move_speed\n fish[0]+=1 if fish[2] else -1\n if(fish[0]<0 or fish[0]>9):\n self.e_fish.remove(fish)\n elif(fish[0:2]==[self.sub_x,self.sub_y]):\n self.terminal = True\n else:\n for x in self.f_bullets:\n if(fish[0:2]==x[0:2]):\n self.e_fish.remove(fish)\n self.f_bullets.remove(x)\n r+=1\n break\n else:\n fish[3]-=1\n\n # Update various timers\n self.e_spawn_timer -= self.e_spawn_timer>0\n self.d_spawn_timer -= self.d_spawn_timer>0\n self.shot_timer -= self.shot_timer>0\n if(self.oxygen<=0):\n self.terminal = True\n if(self.sub_y>0):\n self.oxygen-=1\n self.surface = False\n else:\n if(not self.surface):\n if(self.diver_count == 0):\n self.terminal = True\n else:\n r+=self._surface()\n return r, self.terminal\n\n # Called when player hits surface (top row) if they have no divers, this ends the game,\n # if they have 6 divers this gives reward proportional to the remaining oxygen and restores full oxygen\n # otherwise this reduces the number of divers and restores full oxygen\n def _surface(self):\n self.surface = True\n if(self.diver_count == 6):\n self.diver_count = 0\n r = self.oxygen*10//max_oxygen\n else:\n r = 0\n self.oxygen = max_oxygen\n self.diver_count -= 1\n if self.ramping and (self.e_spawn_speed>1 or self.move_speed>2):\n if(self.move_speed>2 and self.ramp_index%2):\n self.move_speed-=1\n if(self.e_spawn_speed>1):\n self.e_spawn_speed-=1\n self.ramp_index+=1\n return r\n\n # Spawn an enemy fish or submarine in random row and random direction,\n # if the resulting row and direction would lead to a collision, do nothing instead\n def _spawn_enemy(self):\n lr = self.random.rand() < 1/2\n is_sub = self.random.rand() < 1/3\n x = 0 if lr else 9\n y = self.random.randint(low=1, high=9)\n\n # Do not spawn in same row an opposite direction as existing\n if(any([z[1]==y and z[2]!=lr for z in self.e_subs+self.e_fish])):\n return\n if(is_sub):\n self.e_subs+=[[x,y,lr,self.move_speed,enemy_shot_interval]]\n else:\n self.e_fish+=[[x,y,lr,self.move_speed]]\n\n # Spawn a diver in random row with random direction\n def _spawn_diver(self):\n lr = self.random.rand() < 1/2\n x = 0 if lr else 9\n y = self.random.randint(low=1, high=9)\n self.divers+=[[x,y,lr,diver_move_interval]]\n\n # Query the current level of the difficulty ramp, could be used as additional input to agent for example\n def difficulty_ramp(self):\n return self.ramp_index\n\n # Process the game-state into the 10x10xn state provided to the agent and return\n def state(self):\n state = np.zeros((10,10,len(self.channels)),dtype=bool)\n state[self.sub_y,self.sub_x,self.channels['sub_front']] = 1\n back_x = self.sub_x-1 if self.sub_or else self.sub_x+1\n state[self.sub_y,back_x,self.channels['sub_back']] = 1\n state[9,0:max(0,self.oxygen)*10//max_oxygen, self.channels['oxygen_guage']] = 1\n state[9,9-self.diver_count:9, self.channels['diver_guage']] = 1\n for bullet in self.f_bullets:\n state[bullet[1],bullet[0], self.channels['friendly_bullet']] = 1\n for bullet in self.e_bullets:\n state[bullet[1],bullet[0], self.channels['enemy_bullet']] = 1\n for fish in self.e_fish:\n state[fish[1],fish[0], self.channels['enemy_fish']] = 1\n back_x = fish[0]-1 if fish[2] else fish[0]+1\n if(back_x>=0 and back_x<=9):\n state[fish[1],back_x, self.channels['trail']] = 1\n for sub in self.e_subs:\n state[sub[1],sub[0], self.channels['enemy_sub']] = 1\n back_x = sub[0]-1 if sub[2] else sub[0]+1\n if(back_x>=0 and back_x<=9):\n state[sub[1],back_x, self.channels['trail']] = 1\n for diver in self.divers:\n state[diver[1],diver[0], self.channels['diver']] = 1\n back_x = diver[0]-1 if diver[2] else diver[0]+1\n if(back_x>=0 and back_x<=9):\n state[diver[1],back_x, self.channels['trail']] = 1\n\n return state\n\n # Reset to start state for new episode\n def reset(self):\n self.oxygen = max_oxygen\n self.diver_count = 0\n self.sub_x = 5\n self.sub_y = 0\n # 0=left, 1=right\n self.sub_or = False\n self.f_bullets = []\n self.e_bullets = []\n self.e_fish = []\n self.e_subs = []\n self.divers = []\n self.e_spawn_speed = init_spawn_speed\n self.e_spawn_timer = self.e_spawn_speed\n self.d_spawn_timer = diver_spawn_speed\n self.move_speed = init_move_interval\n self.ramp_index = 0\n self.shot_timer = 0\n self.surface = True\n self.terminal = False\n\n # Dimensionality of the game-state (10x10xn)\n def state_shape(self):\n return [10,10,len(self.channels)]\n\n # Subset of actions that actually have a unique impact in this environment\n def minimal_action_set(self):\n minimal_actions = ['n','l','u','r','d','f']\n return [self.action_map.index(x) for x in minimal_actions]\n\n```\n\nInput: a row-major 10x10x6 binary grid. Index `(row * 10 + column) * 6 + channel`. Channels: player=sub_front|sub_back; danger=enemy_fish|enemy_sub|enemy_bullet; reward=enemy_fish|enemy_sub|diver; projectile=friendly_bullet; trail=trail|sub_back; gauge=oxygen_guage|diver_guage.\n\nNetwork: `h1=tanh(x@W1+b1)`, `h2=tanh(h1@W2+b2)`, `logits=h2@W3+b3`. Shapes are W1 600x32, b1 32, W2 32x32, b2 32, W3 32x6, b3 6. All 20,486 values start at zero.\n\nThe hidden evaluator runs 1,000 fixed-seed episodes, stopping each after 10,000 steps. It divides mean game score by the game's fixed cap and clips the result to [0, 1].\n\nThe final fenced block must start with `edits`. It may contain numeric assignments to indexed entries or slices of W1, b1, W2, b2, W3, and b3. Half-open Python slices and numeric lists are supported, as are `*=`, `+=`, and `-=`. Values must be finite and have absolute value at most 1e6. Example:\n```edits\nW1[12, 0] = 2.5\nb1[0:4] = -1\nW2[0:2, 0:3] = [[1, -1, 0.5], [0, 2, 0]]\nW3[:, 2] *= 2\n```\n", "system_prompt": "You directly program neural-network weights. Follow the task constraints exactly.", "episodes": 1000, "task_id": 270, "family": "minatar_original", "upstream_source_url": "https://pypi.org/project/MinAtar/1.0.15/", "upstream_revision": "MinAtar==1.0.15", "native_source_url": null}
5
+ {"name": "asterix", "split": "test", "game": "asterix", "source": "original", "prompt": "Write from scratch the weights of a policy network that plays Asterix as well as possible.\n\nThere is no training, data, loss, gradients, fine-tuning, code execution, calculator, or environment feedback. This is one response. Briefly describe the strategy and hidden units, then provide the weights in the final `edits` code block.\n\nMove in four directions to collect treasure while avoiding horizontally moving enemies.\n\nActions are sampled from softmax logits and have sticky-action probability 0.1.\n\nExact MinAtar 1.0.15 source (`minatar/environments/asterix.py`):\n```python\n################################################################################################################\n# Authors: #\n# Kenny Young (kjyoung@ualberta.ca) #\n# Tian Tian (ttian@ualberta.ca) #\n################################################################################################################\nimport numpy as np\n\n\n#####################################################################################################################\n# Constants\n#\n#####################################################################################################################\nramp_interval = 100\ninit_spawn_speed = 10\ninit_move_interval = 5\nshot_cool_down = 5\n\n\n#####################################################################################################################\n# Env\n#\n# The player can move freely along the 4 cardinal directions. Enemies and treasure spawn from the sides. A reward of\n# +1 is given for picking up treasure. Termination occurs if the player makes contact with an enemy. Enemy and\n# treasure direction are indicated by a trail channel. Difficulty is periodically increased by increasing the speed\n# and spawn rate of enemies and treasure.\n#\n#####################################################################################################################\nclass Env:\n def __init__(self, ramping=True):\n self.channels ={\n 'player':0,\n 'enemy':1,\n 'trail':2,\n 'gold':3\n }\n self.action_map = ['n','l','u','r','d','f']\n self.ramping = ramping\n self.random = np.random.RandomState()\n self.reset()\n\n # Update environment according to agent action\n def act(self, a):\n r = 0\n if(self.terminal):\n return r, self.terminal\n\n a = self.action_map[a]\n\n # Spawn enemy if timer is up\n if(self.spawn_timer==0):\n self._spawn_entity()\n self.spawn_timer = self.spawn_speed\n\n # Resolve player action\n if(a=='l'):\n self.player_x = max(0, self.player_x-1)\n elif(a=='r'):\n self.player_x = min(9, self.player_x+1)\n elif(a=='u'):\n self.player_y = max(1, self.player_y-1)\n elif(a=='d'):\n self.player_y = min(8, self.player_y+1)\n\n # Update entities\n for i in range(len(self.entities)):\n x = self.entities[i]\n if(x is not None):\n if(x[0:2]==[self.player_x,self.player_y]):\n if(self.entities[i][3]):\n self.entities[i] = None\n r+=1\n else:\n self.terminal = True\n if(self.move_timer==0):\n self.move_timer = self.move_speed\n for i in range(len(self.entities)):\n x = self.entities[i]\n if(x is not None):\n x[0]+=1 if x[2] else -1\n if(x[0]<0 or x[0]>9):\n self.entities[i] = None\n if(x[0:2]==[self.player_x,self.player_y]):\n if(self.entities[i][3]):\n self.entities[i] = None\n r+=1\n else:\n self.terminal = True\n\n # Update various timers\n self.spawn_timer -= 1\n self.move_timer -= 1\n\n\n #Ramp difficulty if interval has elapsed\n if self.ramping and (self.spawn_speed>1 or self.move_speed>1):\n if(self.ramp_timer>=0):\n self.ramp_timer-=1\n else:\n if(self.move_speed>1 and self.ramp_index%2):\n self.move_speed-=1\n if(self.spawn_speed>1):\n self.spawn_speed-=1\n self.ramp_index+=1\n self.ramp_timer=ramp_interval\n return r, self.terminal\n\n # Spawn a new enemy or treasure at a random location with random direction (if all rows are filled do nothing)\n def _spawn_entity(self):\n lr = self.random.rand() < 1/2\n is_gold = self.random.rand() < 1/3\n x = 0 if lr else 9\n slot_options = [i for i in range(len(self.entities)) if self.entities[i]==None]\n if(not slot_options):\n return\n slot = slot_options[self.random.randint(len(slot_options))]\n self.entities[slot] = [x,slot+1,lr,is_gold]\n\n # Query the current level of the difficulty ramp, could be used as additional input to agent for example\n def difficulty_ramp(self):\n return self.ramp_index\n\n # Process the game-state into the 10x10xn state provided to the agent and return\n def state(self):\n state = np.zeros((10,10,len(self.channels)),dtype=bool)\n state[self.player_y,self.player_x,self.channels['player']] = 1\n for x in self.entities:\n if(x is not None):\n c = self.channels['gold'] if x[3] else self.channels['enemy']\n state[x[1], x[0],c] = 1\n back_x = x[0]-1 if x[2] else x[0]+1\n if(back_x>=0 and back_x<=9):\n state[x[1], back_x, self.channels['trail']] = 1\n return state\n\n # Reset to start state for new episode\n def reset(self):\n self.player_x = 5\n self.player_y = 5\n self.entities = [None]*8\n self.shot_timer = 0\n self.spawn_speed = init_spawn_speed\n self.spawn_timer = self.spawn_speed\n self.move_speed = init_move_interval\n self.move_timer = self.move_speed\n self.ramp_timer = ramp_interval\n self.ramp_index = 0\n self.terminal = False\n\n # Dimensionality of the game-state (10x10xn)\n def state_shape(self):\n return [10,10,len(self.channels)]\n\n # Subset of actions that actually have a unique impact in this environment\n def minimal_action_set(self):\n minimal_actions = ['n','l','u','r','d']\n return [self.action_map.index(x) for x in minimal_actions]\n\n```\n\nInput: a row-major 10x10x6 binary grid. Index `(row * 10 + column) * 6 + channel`. Channels: player=player; danger=enemy; reward=gold; projectile=empty; trail=trail; gauge=empty.\n\nNetwork: `h1=tanh(x@W1+b1)`, `h2=tanh(h1@W2+b2)`, `logits=h2@W3+b3`. Shapes are W1 600x32, b1 32, W2 32x32, b2 32, W3 32x6, b3 6. All 20,486 values start at zero.\n\nThe hidden evaluator runs 1,000 fixed-seed episodes, stopping each after 10,000 steps. It divides mean game score by the game's fixed cap and clips the result to [0, 1].\n\nThe final fenced block must start with `edits`. It may contain numeric assignments to indexed entries or slices of W1, b1, W2, b2, W3, and b3. Half-open Python slices and numeric lists are supported, as are `*=`, `+=`, and `-=`. Values must be finite and have absolute value at most 1e6. Example:\n```edits\nW1[12, 0] = 2.5\nb1[0:4] = -1\nW2[0:2, 0:3] = [[1, -1, 0.5], [0, 2, 0]]\nW3[:, 2] *= 2\n```\n", "system_prompt": "You directly program neural-network weights. Follow the task constraints exactly.", "episodes": 1000, "task_id": 278, "family": "minatar_original", "upstream_source_url": "https://pypi.org/project/MinAtar/1.0.15/", "upstream_revision": "MinAtar==1.0.15", "native_source_url": null}
data/train.jsonl ADDED
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runtime/LICENSE-Crisp ADDED
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+ Crisp source notices
2
+ ===================
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+
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+ The following 2021 MIT notice is reproduced verbatim from:
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+ https://github.com/abagames/crisp-game-lib-games/blob/cfb39d2f988feb5918eb83697145b5a35adabf58/LICENSE.txt
6
+
7
+ MIT License
8
+
9
+ Copyright (c) 2021 ABA Games
10
+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
12
+ of this software and associated documentation files (the "Software"), to deal
13
+ in the Software without restriction, including without limitation the rights
14
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
15
+ copies of the Software, and to permit persons to whom the Software is
16
+ furnished to do so, subject to the following conditions:
17
+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
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+
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+ The following 2022 MIT notice is reproduced verbatim. Both pinned sources
30
+ below carry this same notice:
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+ https://github.com/abagames/crisp-game-lib-11-games/blob/6fea4eefe2deaa42706051d96a04ec9e36104696/LICENSE.txt
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+ https://github.com/joyrider3774/crisp-game-lib-portable-sdl/blob/04bc2c4cfc2853628eda25a46190bb7ac6fe216a/LICENSE.txt
33
+
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+ MIT License
35
+
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+ Copyright (c) 2022 ABA Games
37
+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
39
+ of this software and associated documentation files (the "Software"), to deal
40
+ in the Software without restriction, including without limitation the rights
41
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
42
+ copies of the Software, and to permit persons to whom the Software is
43
+ furnished to do so, subject to the following conditions:
44
+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
49
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
52
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
53
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
runtime/LICENSE-MinAtar ADDED
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1
+ GNU GENERAL PUBLIC LICENSE
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+ Version 3, 29 June 2007
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+
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+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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+ Everyone is permitted to copy and distribute verbatim copies
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+ of this license document, but changing it is not allowed.
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+
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+ Preamble
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+
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+ The GNU General Public License is a free, copyleft license for
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+ software and other kinds of works.
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+ The licenses for most software and other practical works are designed
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+ to take away your freedom to share and change the works. By contrast,
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+ the GNU General Public License is intended to guarantee your freedom to
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+ share and change all versions of a program--to make sure it remains free
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+ software for all its users. We, the Free Software Foundation, use the
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+ GNU General Public License for most of our software; it applies also to
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+ any other work released this way by its authors. You can apply it to
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+ for and in connection with specific products or compilations that
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+ contain the covered work, unless you entered into that arrangement,
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+ or that patent license was granted, prior to 28 March 2007.
535
+
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+ Nothing in this License shall be construed as excluding or limiting
537
+ any implied license or other defenses to infringement that may
538
+ otherwise be available to you under applicable patent law.
539
+
540
+ 12. No Surrender of Others' Freedom.
541
+
542
+ If conditions are imposed on you (whether by court order, agreement or
543
+ otherwise) that contradict the conditions of this License, they do not
544
+ excuse you from the conditions of this License. If you cannot convey a
545
+ covered work so as to satisfy simultaneously your obligations under this
546
+ License and any other pertinent obligations, then as a consequence you may
547
+ not convey it at all. For example, if you agree to terms that obligate you
548
+ to collect a royalty for further conveying from those to whom you convey
549
+ the Program, the only way you could satisfy both those terms and this
550
+ License would be to refrain entirely from conveying the Program.
551
+
552
+ 13. Use with the GNU Affero General Public License.
553
+
554
+ Notwithstanding any other provision of this License, you have
555
+ permission to link or combine any covered work with a work licensed
556
+ under version 3 of the GNU Affero General Public License into a single
557
+ combined work, and to convey the resulting work. The terms of this
558
+ License will continue to apply to the part which is the covered work,
559
+ but the special requirements of the GNU Affero General Public License,
560
+ section 13, concerning interaction through a network will apply to the
561
+ combination as such.
562
+
563
+ 14. Revised Versions of this License.
564
+
565
+ The Free Software Foundation may publish revised and/or new versions of
566
+ the GNU General Public License from time to time. Such new versions will
567
+ be similar in spirit to the present version, but may differ in detail to
568
+ address new problems or concerns.
569
+
570
+ Each version is given a distinguishing version number. If the
571
+ Program specifies that a certain numbered version of the GNU General
572
+ Public License "or any later version" applies to it, you have the
573
+ option of following the terms and conditions either of that numbered
574
+ version or of any later version published by the Free Software
575
+ Foundation. If the Program does not specify a version number of the
576
+ GNU General Public License, you may choose any version ever published
577
+ by the Free Software Foundation.
578
+
579
+ If the Program specifies that a proxy can decide which future
580
+ versions of the GNU General Public License can be used, that proxy's
581
+ public statement of acceptance of a version permanently authorizes you
582
+ to choose that version for the Program.
583
+
584
+ Later license versions may give you additional or different
585
+ permissions. However, no additional obligations are imposed on any
586
+ author or copyright holder as a result of your choosing to follow a
587
+ later version.
588
+
589
+ 15. Disclaimer of Warranty.
590
+
591
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592
+ APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593
+ HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594
+ OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595
+ THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596
+ PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597
+ IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598
+ ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599
+
600
+ 16. Limitation of Liability.
601
+
602
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603
+ WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604
+ THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605
+ GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606
+ USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607
+ DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608
+ PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609
+ EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610
+ SUCH DAMAGES.
611
+
612
+ 17. Interpretation of Sections 15 and 16.
613
+
614
+ If the disclaimer of warranty and limitation of liability provided
615
+ above cannot be given local legal effect according to their terms,
616
+ reviewing courts shall apply local law that most closely approximates
617
+ an absolute waiver of all civil liability in connection with the
618
+ Program, unless a warranty or assumption of liability accompanies a
619
+ copy of the Program in return for a fee.
620
+
621
+ END OF TERMS AND CONDITIONS
622
+
623
+ How to Apply These Terms to Your New Programs
624
+
625
+ If you develop a new program, and you want it to be of the greatest
626
+ possible use to the public, the best way to achieve this is to make it
627
+ free software which everyone can redistribute and change under these terms.
628
+
629
+ To do so, attach the following notices to the program. It is safest
630
+ to attach them to the start of each source file to most effectively
631
+ state the exclusion of warranty; and each file should have at least
632
+ the "copyright" line and a pointer to where the full notice is found.
633
+
634
+ <one line to give the program's name and a brief idea of what it does.>
635
+ Copyright (C) <year> <name of author>
636
+
637
+ This program is free software: you can redistribute it and/or modify
638
+ it under the terms of the GNU General Public License as published by
639
+ the Free Software Foundation, either version 3 of the License, or
640
+ (at your option) any later version.
641
+
642
+ This program is distributed in the hope that it will be useful,
643
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
644
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645
+ GNU General Public License for more details.
646
+
647
+ You should have received a copy of the GNU General Public License
648
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
649
+
650
+ Also add information on how to contact you by electronic and paper mail.
651
+
652
+ If the program does terminal interaction, make it output a short
653
+ notice like this when it starts in an interactive mode:
654
+
655
+ <program> Copyright (C) <year> <name of author>
656
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657
+ This is free software, and you are welcome to redistribute it
658
+ under certain conditions; type `show c' for details.
659
+
660
+ The hypothetical commands `show w' and `show c' should show the appropriate
661
+ parts of the General Public License. Of course, your program's commands
662
+ might be different; for a GUI interface, you would use an "about box".
663
+
664
+ You should also get your employer (if you work as a programmer) or school,
665
+ if any, to sign a "copyright disclaimer" for the program, if necessary.
666
+ For more information on this, and how to apply and follow the GNU GPL, see
667
+ <http://www.gnu.org/licenses/>.
668
+
669
+ The GNU General Public License does not permit incorporating your program
670
+ into proprietary programs. If your program is a subroutine library, you
671
+ may consider it more useful to permit linking proprietary applications with
672
+ the library. If this is what you want to do, use the GNU Lesser General
673
+ Public License instead of this License. But first, please read
674
+ <http://www.gnu.org/philosophy/why-not-lgpl.html>.
runtime/NOTICE.txt ADDED
@@ -0,0 +1,28 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ WeightProgramBench source notices
2
+
3
+ The 317 synthetic game implementations come from Trajectory Labs, Jerry Chan,
4
+ and contributors to https://github.com/Trajectorylabs/minatar-synth at commit
5
+ 4038830175c4201ca10e004ed4441985f2acddf2. That pinned repository does not declare a
6
+ license for the converted implementations; this notice grants none.
7
+
8
+ 266 games adapt designs and source credited to ABA Games, with portable SDL/C
9
+ versions credited to Joyrider3774 and contributors. The original collections
10
+ are https://github.com/abagames/crisp-game-lib-games,
11
+ https://github.com/abagames/crisp-game-lib-11-games, and
12
+ https://github.com/joyrider3774/crisp-game-lib-portable-sdl. Their applicable MIT
13
+ copyright and permission notices are preserved in LICENSE-Crisp.
14
+
15
+ The five original MinAtar games use MinAtar 1.0.15, by Kenny Young and Tian Tian:
16
+ https://github.com/kenjyoung/MinAtar. GPL-3.0 MinAtar source is embedded in the
17
+ original-game prompts as well as installed as a dependency. LICENSE-MinAtar
18
+ contains the full GPL text. This material is not relicensed by the cookbook.
19
+
20
+ The weight-space programming experiment is credited to Rikiya Takehi,
21
+ Jayden Teoh, Alex Zhang, and Omar Khattab:
22
+ https://rikiyat.github.io/blog/weight-space-programming/
23
+ Experiment prompt/log materials are attributed under CC BY 4.0:
24
+ https://creativecommons.org/licenses/by/4.0/
25
+ The expanded corpus and subsequent model training are separate adaptations.
26
+
27
+ The example's THIRD_PARTY_NOTICES.md and TASK_ORIGINS.json provide the complete
28
+ source mapping, pinned revisions, and prompt and implementation digests.
runtime/minatar_synth/games/accel_b.py ADDED
@@ -0,0 +1,133 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ MIN_SPAWN_STEPS = 4
8
+ MAX_MULTIPLIER = 64
9
+ PLAYER_ROW = 4
10
+
11
+
12
+ @dataclass
13
+ class Target:
14
+ row: int
15
+ column: int
16
+ fire_in: int = 0
17
+
18
+
19
+ @dataclass
20
+ class HomingShot:
21
+ row: int
22
+ column: int
23
+ target: Target
24
+ age: int = 0
25
+
26
+
27
+ class AccelBEnvironment:
28
+ score_cap = (HORIZON // MIN_SPAWN_STEPS) * 2 * MAX_MULTIPLIER
29
+
30
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
31
+ self.sticky_action_prob = sticky_action_prob
32
+ self.horizon = min(horizon, HORIZON)
33
+ self.seed(0)
34
+ self.reset()
35
+
36
+ def seed(self, seed: int) -> None:
37
+ self.random = np.random.default_rng(seed)
38
+
39
+ def reset(self) -> None:
40
+ self.steps = self.last_action = self.throttle = 0
41
+ self.spawn_in = MIN_SPAWN_STEPS
42
+ self.multiplier = 1
43
+ self.enemies: list[Target] = []
44
+ self.hostile: list[Target] = []
45
+ self.shots: list[HomingShot] = []
46
+ self.blasts: list[tuple[int, int, int]] = []
47
+ self.terminal = False
48
+
49
+ @property
50
+ def column(self) -> int:
51
+ return 1 + self.throttle // 2
52
+
53
+ @classmethod
54
+ def normalize_score(cls, score: float) -> float:
55
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
56
+
57
+ def act(self, action: int) -> tuple[float, bool]:
58
+ if self.terminal:
59
+ return 0.0, True
60
+ if self.random.random() < self.sticky_action_prob:
61
+ action = self.last_action
62
+ self.steps += 1
63
+ pressed = action == 5 and self.last_action != 5
64
+ self.last_action = action
65
+ self.throttle = min(6, self.throttle + 1) if action == 5 else max(0, self.throttle - 1)
66
+ if pressed and not (self.shots or self.blasts):
67
+ self.multiplier = 1
68
+ self.shots = [HomingShot(PLAYER_ROW, self.column, target)
69
+ for target in (*self.enemies, *self.hostile)]
70
+ self._advance_targets()
71
+ self._advance_salvo()
72
+ reward = 0
73
+ for targets in (self.enemies, self.hostile):
74
+ remaining = []
75
+ for target in targets:
76
+ if any(abs(target.row - row) <= 1 and abs(target.column - column) <= 1
77
+ for row, column, _ in self.blasts):
78
+ reward += self.multiplier
79
+ self.multiplier = min(MAX_MULTIPLIER, 2 * self.multiplier)
80
+ elif target.column >= 0:
81
+ remaining.append(target)
82
+ targets[:] = remaining
83
+ self.terminal = any((missile.row, missile.column) == (PLAYER_ROW, self.column)
84
+ for missile in self.hostile) or self.steps >= self.horizon
85
+ self.spawn_in -= 1
86
+ if self.spawn_in == 0 and not self.terminal:
87
+ self.enemies.append(Target(int(self.random.choice((1, 2, 3, 5, 6, 7, 8))), 9, 3))
88
+ self.spawn_in = max(MIN_SPAWN_STEPS, 10 - self.throttle)
89
+ return float(reward), self.terminal
90
+
91
+ def _advance_targets(self) -> None:
92
+ for enemy in self.enemies:
93
+ if self.throttle >= 3 or self.steps % 3 == 0:
94
+ enemy.column -= 1
95
+ enemy.fire_in -= 1
96
+ if enemy.fire_in == 0 and enemy.column >= 0:
97
+ self.hostile.append(Target(enemy.row, enemy.column))
98
+ for missile in self.hostile:
99
+ missile.column -= 1
100
+ if self.steps % 2 == 0:
101
+ missile.row += int(np.sign(PLAYER_ROW - missile.row))
102
+
103
+ def _advance_salvo(self) -> None:
104
+ self.blasts = [(row, column, timer - 1)
105
+ for row, column, timer in self.blasts if timer > 1]
106
+ remaining = []
107
+ for shot in self.shots:
108
+ shot.age += 1
109
+ shot.column += 1 if shot.age == 1 else int(np.sign(shot.target.column - shot.column))
110
+ if shot.age > 1:
111
+ shot.row += int(np.sign(shot.target.row - shot.row))
112
+ distance = max(abs(shot.row - shot.target.row), abs(shot.column - shot.target.column))
113
+ if distance <= 1 or shot.age >= 12:
114
+ self.blasts.append((shot.row, max(0, min(9, shot.column)), 3))
115
+ else:
116
+ remaining.append(shot)
117
+ self.shots = remaining
118
+
119
+ def state(self) -> np.ndarray:
120
+ state = np.zeros((10, 10, 6), dtype=bool)
121
+ state[PLAYER_ROW, self.column, 0] = True
122
+ for channel, targets in ((1, self.hostile), (2, self.enemies), (3, self.shots)):
123
+ for target in targets:
124
+ if 0 <= target.column < 10:
125
+ state[target.row, target.column, channel] = True
126
+ for row, column, _ in self.blasts:
127
+ state[max(0, row - 1):row + 2, max(0, column - 1):column + 2, 4] = True
128
+ values = (self.steps, self.throttle, self.spawn_in, self.multiplier,
129
+ int(self.last_action == 5), int(not (self.shots or self.blasts)))
130
+ for row, value in enumerate(values):
131
+ for bit in range(9):
132
+ state[row, bit, 5] = bool(value & (1 << bit))
133
+ return state
runtime/minatar_synth/games/adventure.py ADDED
@@ -0,0 +1,199 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ class AdventureEnvironment:
5
+ """Compact Adventure: rooms, keys, carried objects, dragon, bat, and chalice return."""
6
+
7
+ score_cap = 1.0
8
+
9
+ @classmethod
10
+ def normalize_score(cls, raw_score: float) -> float:
11
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
12
+
13
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_000):
14
+ self.sticky_action_prob = sticky_action_prob
15
+ self.horizon = horizon
16
+ self.random = np.random.RandomState()
17
+ self.seed(0)
18
+ self.reset()
19
+
20
+ def seed(self, seed: int) -> None:
21
+ self.random.seed(seed)
22
+
23
+ def reset(self) -> None:
24
+ self.room = 0
25
+ self.player = [8, 5]
26
+ self.held = None
27
+ self.items = {
28
+ "gold_key": [0, 5, 7], "black_key": [2, 7, 7], "white_key": [4, 2, 2],
29
+ "sword": [1, 7, 2], "chalice": [5, 2, 7], "bridge": [3, 6, 2],
30
+ "magnet": [5, 7, 2],
31
+ }
32
+ self.dragons = [[2, 5, 5], [3, 3, 7], [5, 6, 6]]
33
+ self.previous_dragons = [dragon.copy() for dragon in self.dragons]
34
+ self.bat = [1, 2, 8]
35
+ self.previous_bat = self.bat.copy()
36
+ self.castles = {
37
+ 0: {"key": "gold_key", "open": False},
38
+ 2: {"key": "black_key", "open": False},
39
+ 4: {"key": "white_key", "open": False},
40
+ }
41
+ self.dragon_alive = [True, True, True]
42
+ self.last_action = 0
43
+ self.steps = 0
44
+ self.terminal = False
45
+
46
+ def act(self, action: int) -> tuple[float, bool]:
47
+ if self.terminal:
48
+ return 0.0, True
49
+ if self.random.rand() < self.sticky_action_prob:
50
+ action = self.last_action
51
+ self.last_action = action
52
+ dropped = False
53
+ if action in (1, 2, 3, 4):
54
+ dy, dx = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}[action]
55
+ target = [min(9, max(0, self.player[0] + dy)), min(9, max(0, self.player[1] + dx))]
56
+ if self._can_move(target):
57
+ self.player = target
58
+ self._change_room()
59
+ elif action == 5 and self.held is not None:
60
+ self.items[self.held] = [self.room, *self.player]
61
+ self.held = None
62
+ dropped = True
63
+
64
+ if not dropped:
65
+ self._collect_item()
66
+ self._use_magnet()
67
+ self.previous_dragons = [dragon.copy() for dragon in self.dragons]
68
+ self.previous_bat = self.bat.copy()
69
+ self._move_dragons()
70
+ self._move_bat()
71
+ castle = self.castles.get(self.room)
72
+ if castle and self.player[0] <= 1 and self.held == castle["key"]:
73
+ castle["open"] = True
74
+ if self.room == 0 and self.player[0] <= 1 and self.held == "chalice" and self.castles[0]["open"]:
75
+ self.terminal = True
76
+ return 1.0, True
77
+ self.steps += 1
78
+ if self.steps >= self.horizon:
79
+ self.terminal = True
80
+ return 0.0, self.terminal
81
+
82
+ def _can_move(self, target: list[int]) -> bool:
83
+ if self.room != 3 or {self.player[0], target[0]} != {4, 5}:
84
+ return True
85
+ bridge = self.items.get("bridge")
86
+ bridge_column = bridge[2] if bridge is not None and bridge[0] == 3 else None
87
+ return self.held == "bridge" or bridge_column == target[1]
88
+
89
+ def _change_room(self) -> None:
90
+ if self.player[1] == 0 and self.room % 2 == 1:
91
+ self.room -= 1
92
+ self.player[1] = 9
93
+ elif self.player[1] == 9 and self.room % 2 == 0:
94
+ self.room += 1
95
+ self.player[1] = 0
96
+ elif self.player[0] == 0 and self.room >= 2:
97
+ self.room -= 2
98
+ self.player[0] = 9
99
+ elif self.player[0] == 9 and self.room < 4:
100
+ self.room += 2
101
+ self.player[0] = 0
102
+
103
+ def _collect_item(self) -> None:
104
+ for name, location in list(self.items.items()):
105
+ if location == [self.room, *self.player] and self.held is None:
106
+ self.held = name
107
+ del self.items[name]
108
+ castle = self.castles.get(self.room)
109
+ if castle and self.held == castle["key"] and self.player[0] <= 1:
110
+ castle["open"] = True
111
+
112
+ def _move_dragons(self) -> None:
113
+ for index, dragon in enumerate(self.dragons):
114
+ if not self.dragon_alive[index] or dragon[0] != self.room:
115
+ continue
116
+ _, row, column = dragon
117
+ row += int(np.sign(self.player[0] - row))
118
+ column += int(np.sign(self.player[1] - column))
119
+ dragon[1:] = [row, column]
120
+ if [row, column] == self.player:
121
+ if self.held == "sword":
122
+ self.dragon_alive[index] = False
123
+ else:
124
+ self.terminal = True
125
+
126
+ def _use_magnet(self) -> None:
127
+ if self.held != "magnet":
128
+ return
129
+ candidates = [(name, location) for name, location in self.items.items() if location[0] == self.room]
130
+ if not candidates:
131
+ return
132
+ _, location = min(candidates, key=lambda item: abs(item[1][1] - self.player[0]) + abs(item[1][2] - self.player[1]))
133
+ location[1] += int(np.sign(self.player[0] - location[1]))
134
+ location[2] += int(np.sign(self.player[1] - location[2]))
135
+
136
+ def _move_bat(self) -> None:
137
+ if self.random.rand() >= 0.15:
138
+ return
139
+ self.bat[0] = int(self.random.randint(6))
140
+ self.bat[1] = int(self.random.randint(10))
141
+ self.bat[2] = int(self.random.randint(10))
142
+ if self.bat == [self.room, *self.player] and self.held is not None:
143
+ name = self.held
144
+ self.held = None
145
+ self.items[name] = self.bat.copy()
146
+
147
+ def state(self) -> np.ndarray:
148
+ state = np.zeros((10, 10, 6), dtype=bool)
149
+ state[*self.player, 0] = True
150
+ for name, (room, row, column) in self.items.items():
151
+ if room == self.room:
152
+ if name == "chalice":
153
+ state[row, column, 2] = True
154
+ else:
155
+ state[row, column, 3] = True
156
+ marker = {
157
+ "gold_key": 0,
158
+ "black_key": 1,
159
+ "white_key": 2,
160
+ "sword": 3,
161
+ "bridge": 4,
162
+ "magnet": 5,
163
+ }[name]
164
+ state[row, marker, 5] = True
165
+ for alive, dragon in zip(self.dragon_alive, self.dragons, strict=True):
166
+ if alive and dragon[0] == self.room:
167
+ state[dragon[1], dragon[2], 1] = True
168
+ for previous, alive in zip(self.previous_dragons, self.dragon_alive, strict=True):
169
+ if alive and previous[0] == self.room:
170
+ state[previous[1], previous[2], 4] = True
171
+ if self.bat[0] == self.room:
172
+ state[self.bat[1], self.bat[2], 1] = True
173
+ if self.previous_bat[0] == self.room:
174
+ state[self.previous_bat[1], self.previous_bat[2], 4] = True
175
+ if self.room == 3:
176
+ state[4, :, 1] = True
177
+ bridge = self.items.get("bridge")
178
+ if self.held == "bridge":
179
+ state[4, self.player[1], 1] = False
180
+ elif bridge is not None and bridge[0] == 3:
181
+ state[4, bridge[2], 1] = False
182
+ if self.room in self.castles:
183
+ state[0, 4:7, 1] = not self.castles[self.room]["open"]
184
+ if self.held is not None:
185
+ held_marker = {
186
+ "gold_key": 0,
187
+ "black_key": 1,
188
+ "white_key": 2,
189
+ "sword": 3,
190
+ "chalice": 4,
191
+ "bridge": 5,
192
+ "magnet": 6,
193
+ }[self.held]
194
+ state[8, held_marker, 5] = True
195
+ state[9, self.room, 5] = True
196
+ for castle_room, castle in self.castles.items():
197
+ if castle["open"]:
198
+ state[7, castle_room, 5] = True
199
+ return state
runtime/minatar_synth/games/aerial_bar.py ADDED
@@ -0,0 +1,129 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ from math import cos, pi, sin
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ UNIT = 8
9
+ WATER = 72
10
+ PERIOD = 32
11
+
12
+
13
+ @dataclass
14
+ class Bar:
15
+ anchor: int
16
+ length: int
17
+ phase: int
18
+ used: bool = False
19
+
20
+ def tip(self, ceiling: int) -> tuple[int, int]:
21
+ angle = 0.85 * sin(self.phase * 2 * pi / PERIOD)
22
+ return self.anchor + round(self.length * sin(angle)), ceiling + round(self.length * cos(angle))
23
+
24
+
25
+ class AerialBarEnvironment:
26
+ score_cap = HORIZON
27
+
28
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
29
+ self.sticky_action_prob = sticky_action_prob
30
+ self.horizon = min(horizon, HORIZON)
31
+ self.seed(0)
32
+ self.reset()
33
+
34
+ def seed(self, seed: int) -> None:
35
+ self.random = np.random.default_rng(seed)
36
+
37
+ def reset(self) -> None:
38
+ self.steps = self.last_action = self.flight = 0
39
+ self.ceiling = 8
40
+ self.attached: Bar | None = Bar(32, 38, 0, True)
41
+ self.bars = [self.attached, Bar(66, int(self.random.integers(25, 34)), 0)]
42
+ self.x, self.y = self.attached.tip(self.ceiling)
43
+ self.vx = self.vy = 0
44
+ self.bounced = False
45
+ self.terminal = False
46
+
47
+ @classmethod
48
+ def normalize_score(cls, score: float) -> float:
49
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
50
+
51
+ def act(self, action: int) -> tuple[float, bool]:
52
+ if self.terminal:
53
+ return 0.0, True
54
+ if self.random.random() < self.sticky_action_prob:
55
+ action = self.last_action
56
+ pressed = action == 5 and self.last_action != 5
57
+ self.last_action = action
58
+ self.steps += 1
59
+ scroll = int(self.steps % 8 == 0) + max(0, (self.x - 40) // 8)
60
+ self.x -= scroll
61
+ for bar in self.bars:
62
+ bar.anchor -= scroll
63
+ bar.phase = (bar.phase + 1) % PERIOD
64
+ if self.bars[-1].anchor < 55:
65
+ self.bars.append(Bar(self.bars[-1].anchor + int(self.random.integers(26, 42)),
66
+ int(self.random.integers(18, 39)), int(self.random.integers(PERIOD))))
67
+
68
+ reward = 0
69
+ if self.attached is not None:
70
+ bar = self.attached
71
+ self.x, self.y = bar.tip(self.ceiling)
72
+ if pressed:
73
+ future = Bar(bar.anchor, bar.length, (bar.phase + 1) % PERIOD)
74
+ next_x, next_y = future.tip(self.ceiling)
75
+ self.vx, self.vy = next_x - self.x, next_y - self.y - 1
76
+ self.attached = None
77
+ self.flight = 0
78
+ self.bounced = False
79
+ else:
80
+ self.flight += 1
81
+ self.x += self.vx
82
+ self.y += self.vy
83
+ if action != 5 or self.steps % 5 == 0:
84
+ self.vy += 1
85
+ if action != 5 and self.steps % 4 == 0:
86
+ self.vx -= int(np.sign(self.vx))
87
+ if self.y >= WATER:
88
+ self.y = WATER - 1
89
+ self.vy = -max(1, self.vy * 3 // 2)
90
+ self.ceiling += 8
91
+ self.bounced = True
92
+ for bar in self.bars:
93
+ bar.used = False
94
+ if self.y <= self.ceiling:
95
+ self.y = self.ceiling
96
+ self.vy = max(0, -self.vy // 2)
97
+ for bar in self.bars:
98
+ x, y = bar.tip(self.ceiling)
99
+ if not bar.used and abs(self.x - x) <= 5 and abs(self.y - y) <= 5:
100
+ self.attached = bar
101
+ bar.used = True
102
+ reward = 0 if self.bounced else self.flight
103
+ self.ceiling = max(8, self.ceiling - 4)
104
+ self.x, self.y = bar.tip(self.ceiling)
105
+ break
106
+ self.bars = [bar for bar in self.bars if bar.anchor >= -24 or bar is self.attached]
107
+ self.terminal = (
108
+ (self.attached.anchor < 0 if self.attached is not None else self.x < 0)
109
+ or any(bar.tip(self.ceiling)[1] >= WATER for bar in self.bars)
110
+ or self.steps >= self.horizon
111
+ )
112
+ return float(reward), self.terminal
113
+
114
+ def state(self) -> np.ndarray:
115
+ state = np.zeros((10, 10, 6), dtype=bool)
116
+ state[min(9, self.y // UNIT), max(0, min(9, self.x // UNIT)), 0] = True
117
+ state[WATER // UNIT:, :, 1] = True
118
+ for bar in self.bars:
119
+ x, y = bar.tip(self.ceiling)
120
+ if 0 <= x < 80 and 0 <= y < 80:
121
+ state[y // UNIT, x // UNIT, 3 if bar.used else 2] = True
122
+ state[:min(10, self.ceiling // UNIT), :, 4] = True
123
+ values = (self.steps, self.flight, self.ceiling, self.x + 32, self.y,
124
+ self.vx + 16, self.vy + 64, int(self.attached is not None),
125
+ int(self.bounced), int(self.last_action == 5))
126
+ for row, value in enumerate(values):
127
+ for bit in range(10):
128
+ state[row, bit, 5] = bool(value & (1 << bit))
129
+ return state
runtime/minatar_synth/games/alien.py ADDED
@@ -0,0 +1,116 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ MAZE = np.array([
5
+ [1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
6
+ [1, 0, 0, 0, 1, 0, 0, 0, 0, 1],
7
+ [1, 0, 1, 0, 1, 0, 1, 1, 0, 1],
8
+ [1, 0, 1, 0, 0, 0, 0, 1, 0, 1],
9
+ [1, 0, 1, 1, 1, 1, 0, 1, 0, 1],
10
+ [1, 0, 0, 0, 0, 0, 0, 0, 0, 1],
11
+ [1, 1, 0, 1, 1, 0, 1, 1, 0, 1],
12
+ [1, 0, 0, 0, 1, 0, 0, 0, 0, 1],
13
+ [1, 0, 1, 0, 0, 0, 1, 0, 0, 1],
14
+ [1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
15
+ ], dtype=bool)
16
+
17
+
18
+ class AlienEnvironment:
19
+ """Maze pursuit with eggs, pulsars, and three vulnerable Alien enemies."""
20
+
21
+ score_cap = 35.0
22
+
23
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 500):
24
+ self.sticky_action_prob = sticky_action_prob
25
+ self.horizon = horizon
26
+ self.random = np.random.RandomState()
27
+ self.seed(0)
28
+ self.reset()
29
+
30
+ @classmethod
31
+ def normalize_score(cls, raw_score: float) -> float:
32
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
33
+
34
+ def seed(self, seed: int) -> None:
35
+ self.random.seed(seed)
36
+
37
+ def reset(self) -> None:
38
+ self.player = [8, 5]
39
+ self.previous_player = self.player.copy()
40
+ self.aliens = [[1, 1], [1, 8], [7, 1]]
41
+ self.previous_aliens = [position.copy() for position in self.aliens]
42
+ passages = [tuple(position) for position in np.argwhere(~MAZE)]
43
+ reserved = {tuple(self.player), *(tuple(position) for position in self.aliens)}
44
+ self.pulsars = {(3, 3), (5, 8), (8, 1)}
45
+ self.eggs = {position for position in passages if position not in reserved | self.pulsars}
46
+ self.eggs = set(sorted(self.eggs)[:20])
47
+ self.power_timer = 0
48
+ self.last_action = 0
49
+ self.steps = 0
50
+ self.terminal = False
51
+
52
+ def act(self, action: int) -> tuple[float, bool]:
53
+ if self.terminal:
54
+ return 0.0, True
55
+ if self.random.rand() < self.sticky_action_prob:
56
+ action = self.last_action
57
+ self.last_action = action
58
+ self.previous_player = self.player.copy()
59
+ delta = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}.get(action, (0, 0))
60
+ target = [self.player[0] + delta[0], self.player[1] + delta[1]]
61
+ if not MAZE[*target]:
62
+ self.player = target
63
+
64
+ reward = 0.0
65
+ position = tuple(self.player)
66
+ if position in self.eggs:
67
+ self.eggs.remove(position)
68
+ reward += 1.0
69
+ if position in self.pulsars:
70
+ self.pulsars.remove(position)
71
+ self.power_timer = 30
72
+
73
+ self.previous_aliens = [alien.copy() for alien in self.aliens]
74
+ for alien in self.aliens:
75
+ self._move_alien(alien)
76
+ defeated = []
77
+ for alien in self.aliens:
78
+ if alien == self.player:
79
+ if self.power_timer > 0:
80
+ reward += 5.0
81
+ defeated.append(alien)
82
+ else:
83
+ self.terminal = True
84
+ for alien in defeated:
85
+ self.aliens.remove(alien)
86
+ self.power_timer = max(0, self.power_timer - 1)
87
+ self.steps += 1
88
+ if not self.eggs:
89
+ self.terminal = True
90
+ if self.steps >= self.horizon:
91
+ self.terminal = True
92
+ return reward, self.terminal
93
+
94
+ def _move_alien(self, alien: list[int]) -> None:
95
+ candidates = []
96
+ for row_delta, column_delta in ((0, -1), (-1, 0), (0, 1), (1, 0)):
97
+ candidate = [alien[0] + row_delta, alien[1] + column_delta]
98
+ if not MAZE[*candidate]:
99
+ distance = abs(candidate[0] - self.player[0]) + abs(candidate[1] - self.player[1])
100
+ candidates.append((distance, self.random.rand(), candidate))
101
+ if candidates:
102
+ alien[:] = min(candidates)[2]
103
+
104
+ def state(self) -> np.ndarray:
105
+ state = np.zeros((10, 10, 6), dtype=bool)
106
+ state[*self.player, 0] = True
107
+ for alien in self.aliens:
108
+ state[*alien, 1] = True
109
+ for egg in self.eggs:
110
+ state[*egg, 2] = True
111
+ for pulsar in self.pulsars:
112
+ state[*pulsar, 3] = True
113
+ for previous in self.previous_aliens:
114
+ state[*previous, 4] = True
115
+ state[9, : min(10, (self.power_timer + 2) // 3), 5] = True
116
+ return state
runtime/minatar_synth/games/amidar.py ADDED
@@ -0,0 +1,133 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ ACTIONS = {
5
+ 1: (0, -1),
6
+ 2: (-1, 0),
7
+ 3: (0, 1),
8
+ 4: (1, 0),
9
+ }
10
+
11
+
12
+ class AmidarEnvironment:
13
+ """Trace a rectilinear maze while avoiding deterministic patrol enemies."""
14
+
15
+ score_cap = 9.0
16
+
17
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 600):
18
+ self.sticky_action_prob = sticky_action_prob
19
+ self.horizon = horizon
20
+ self.random = np.random.RandomState()
21
+ self.seed(0)
22
+ self.reset()
23
+
24
+ @classmethod
25
+ def normalize_score(cls, raw_score: float) -> float:
26
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
27
+
28
+ def seed(self, seed: int) -> None:
29
+ self.random.seed(seed)
30
+
31
+ def reset(self) -> None:
32
+ self.player = [9, 0]
33
+ self.previous_player = self.player.copy()
34
+ self.enemies = [[0, 0], [0, 9], [9, 9]]
35
+ self.previous_enemies = [position.copy() for position in self.enemies]
36
+ self.enemy_directions = [4, 1, 2]
37
+ self.painted_edges: set[tuple[tuple[int, int], tuple[int, int]]] = set()
38
+ self.completed_boxes: set[tuple[int, int]] = set()
39
+ self.shadow_timer = 0
40
+ self.shadow_uses = 3
41
+ self.last_action = 0
42
+ self.steps = 0
43
+ self.terminal = False
44
+
45
+ @staticmethod
46
+ def _on_path(position: list[int] | tuple[int, int]) -> bool:
47
+ row, column = position
48
+ return 0 <= row < 10 and 0 <= column < 10 and (row % 3 == 0 or column % 3 == 0)
49
+
50
+ @staticmethod
51
+ def _edge(first: list[int], second: list[int]) -> tuple[tuple[int, int], tuple[int, int]]:
52
+ return tuple(sorted((tuple(first), tuple(second))))
53
+
54
+ def act(self, action: int) -> tuple[float, bool]:
55
+ if self.terminal:
56
+ return 0.0, True
57
+ if self.random.rand() < self.sticky_action_prob:
58
+ action = self.last_action
59
+ self.last_action = action
60
+ self.previous_player = self.player.copy()
61
+ if action == 5 and self.shadow_uses > 0 and self.shadow_timer == 0:
62
+ self.shadow_uses -= 1
63
+ self.shadow_timer = 12
64
+ elif action in ACTIONS:
65
+ row_delta, column_delta = ACTIONS[action]
66
+ target = [self.player[0] + row_delta, self.player[1] + column_delta]
67
+ if self._on_path(target):
68
+ self.player = target
69
+ if self.player != self.previous_player:
70
+ self.painted_edges.add(self._edge(self.previous_player, self.player))
71
+
72
+ reward = self._complete_boxes()
73
+ self.previous_enemies = [position.copy() for position in self.enemies]
74
+ if self.shadow_timer == 0:
75
+ for index in range(len(self.enemies)):
76
+ self._move_enemy(index)
77
+ if self.shadow_timer == 0 and any(enemy == self.player for enemy in self.enemies):
78
+ self.terminal = True
79
+ self.shadow_timer = max(0, self.shadow_timer - 1)
80
+ self.steps += 1
81
+ if len(self.completed_boxes) == 9 or self.steps >= self.horizon:
82
+ self.terminal = True
83
+ return reward, self.terminal
84
+
85
+ def _move_enemy(self, index: int) -> None:
86
+ direction = self.enemy_directions[index]
87
+ preferences = (direction, {1: 2, 2: 3, 3: 4, 4: 1}[direction], {1: 4, 2: 1, 3: 2, 4: 3}[direction])
88
+ for candidate_direction in preferences:
89
+ row_delta, column_delta = ACTIONS[candidate_direction]
90
+ target = [self.enemies[index][0] + row_delta, self.enemies[index][1] + column_delta]
91
+ if self._on_path(target):
92
+ self.enemies[index] = target
93
+ self.enemy_directions[index] = candidate_direction
94
+ return
95
+
96
+ def _complete_boxes(self) -> float:
97
+ reward = 0.0
98
+ for box_row in range(3):
99
+ for box_column in range(3):
100
+ box = (box_row, box_column)
101
+ if box in self.completed_boxes:
102
+ continue
103
+ top = box_row * 3
104
+ left = box_column * 3
105
+ required = set()
106
+ for offset in range(3):
107
+ required.add(self._edge([top, left + offset], [top, left + offset + 1]))
108
+ required.add(self._edge([top + 3, left + offset], [top + 3, left + offset + 1]))
109
+ required.add(self._edge([top + offset, left], [top + offset + 1, left]))
110
+ required.add(self._edge([top + offset, left + 3], [top + offset + 1, left + 3]))
111
+ if required <= self.painted_edges:
112
+ self.completed_boxes.add(box)
113
+ reward += 1.0
114
+ return reward
115
+
116
+ def state(self) -> np.ndarray:
117
+ state = np.zeros((10, 10, 6), dtype=bool)
118
+ state[*self.player, 0] = True
119
+ for enemy in self.enemies:
120
+ channel = 3 if self.shadow_timer > 0 else 1
121
+ state[*enemy, channel] = True
122
+ for box_row in range(3):
123
+ for box_column in range(3):
124
+ center = (min(9, box_row * 3 + 1), min(9, box_column * 3 + 1))
125
+ if (box_row, box_column) not in self.completed_boxes:
126
+ state[*center, 2] = True
127
+ for first, second in self.painted_edges:
128
+ state[*first, 4] = True
129
+ state[*second, 4] = True
130
+ state[9, : self.shadow_uses, 5] = True
131
+ if self.shadow_timer > 0:
132
+ state[8, : min(10, self.shadow_timer), 5] = True
133
+ return state
runtime/minatar_synth/games/ant_lion.py ADDED
@@ -0,0 +1,118 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ from math import cos, pi, sin
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ ANGLES = 32
9
+
10
+
11
+ @dataclass
12
+ class EscapeBar:
13
+ angle: int
14
+ inner: int
15
+ outer: int
16
+ speed: int = 2
17
+
18
+
19
+ class AntLionEnvironment:
20
+ score_cap = HORIZON * (HORIZON + 1)
21
+
22
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
23
+ self.sticky_action_prob = sticky_action_prob
24
+ self.horizon = min(horizon, HORIZON)
25
+ self.seed(0)
26
+ self.reset()
27
+
28
+ def seed(self, seed: int) -> None:
29
+ self.random = np.random.default_rng(seed)
30
+
31
+ def reset(self) -> None:
32
+ self.angle, self.radius = 8, 32
33
+ self.steps = self.last_action = self.velocity = self.multiplier = 0
34
+ self.spawn_in = 1
35
+ self.bars: list[EscapeBar] = []
36
+ self.attached: EscapeBar | None = None
37
+ self.offset = 0
38
+ self.terminal = False
39
+
40
+ @classmethod
41
+ def normalize_score(cls, score: float) -> float:
42
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
43
+
44
+ def act(self, action: int) -> tuple[float, bool]:
45
+ if self.terminal:
46
+ return 0.0, True
47
+ if self.random.random() < self.sticky_action_prob:
48
+ action = self.last_action
49
+ self.last_action = action
50
+ self.steps += 1
51
+ if self.attached is None:
52
+ self.velocity = max(-2, min(2, self.velocity + (1 if action == 5 else -1)))
53
+ self.angle = (self.angle + self.velocity) % ANGLES
54
+ self.radius -= 2 if self.radius > 40 else 1
55
+ if self.radius <= 3:
56
+ self.terminal = True
57
+ return 0.0, True
58
+ self.spawn_in -= 1
59
+ if not self.spawn_in:
60
+ self.bars.append(EscapeBar(int(self.random.integers(ANGLES)), 42,
61
+ 42 + int(self.random.integers(8, 17))))
62
+ self.spawn_in = max(8, int(self.random.integers(14, 20)) - self.steps // 80)
63
+ remaining = []
64
+ for bar in self.bars:
65
+ if self.steps % 4 == 0:
66
+ bar.angle = (bar.angle - 1) % ANGLES
67
+ movement = bar.speed + int(bar.inner > 40)
68
+ bar.inner = max(0, bar.inner - movement)
69
+ bar.outer -= movement
70
+ if bar.outer >= 0:
71
+ remaining.append(bar)
72
+ else:
73
+ self.multiplier = max(1, self.multiplier - 1) if self.multiplier else 0
74
+ if self.attached is bar:
75
+ self.attached = None
76
+ self.bars = remaining
77
+ if self.attached is not None:
78
+ bar = self.attached
79
+ self.offset += 3
80
+ if self.steps % 5 == 0:
81
+ bar.speed = min(3, bar.speed + 1)
82
+ self.angle, self.radius = bar.angle, bar.inner + self.offset
83
+ if self.radius > bar.outer + 3:
84
+ self.attached = None
85
+ reward = 0
86
+ if self.attached is None and self.radius > 3:
87
+ for bar in self.bars:
88
+ separation = (self.angle - bar.angle) % ANGLES
89
+ if min(separation, ANGLES - separation) <= 1 and bar.inner <= self.radius <= bar.outer:
90
+ self.attached = bar
91
+ self.offset = self.radius - bar.inner
92
+ self.multiplier += 2
93
+ reward = self.multiplier
94
+ break
95
+ self.terminal = self.radius <= 3 or self.steps >= self.horizon
96
+ return float(reward), self.terminal
97
+
98
+ @staticmethod
99
+ def _cell(angle: int, radius: int) -> tuple[int, int]:
100
+ radians = angle * 2 * pi / ANGLES
101
+ return round(4.5 + sin(radians) * radius / 9), round(4.5 + cos(radians) * radius / 9)
102
+
103
+ def state(self) -> np.ndarray:
104
+ state = np.zeros((10, 10, 6), dtype=bool)
105
+ row, column = self._cell(self.angle, self.radius)
106
+ state[max(0, min(9, row)), max(0, min(9, column)), 0] = True
107
+ state[4:6, 4:6, 1] = True
108
+ for bar in self.bars:
109
+ for radius in range(bar.inner, bar.outer + 1):
110
+ row, column = self._cell(bar.angle, radius)
111
+ if 0 <= row < 10 and 0 <= column < 10:
112
+ state[row, column, 3 if bar is self.attached else 2] = True
113
+ values = (self.angle, self.radius, self.velocity + 2, self.offset,
114
+ self.multiplier, self.steps, self.spawn_in, self.last_action)
115
+ for row, value in enumerate(values):
116
+ for bit in range(10):
117
+ state[row, bit, 5] = bool(value & (1 << bit))
118
+ return state
runtime/minatar_synth/games/arcfire.py ADDED
@@ -0,0 +1,122 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from math import atan2, cos, hypot, pi, sin, sqrt
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ SECTORS = 24
8
+ MAX_CHARGE = 12
9
+ SPAWN_INTERVAL = 6
10
+ CENTER = (5, 5)
11
+ MAX_ENEMIES = (HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL
12
+
13
+
14
+ class ArcfireEnvironment:
15
+ score_cap = MAX_ENEMIES * (MAX_ENEMIES + 1) // 2
16
+
17
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
18
+ self.sticky_action_prob = sticky_action_prob
19
+ self.horizon = min(horizon, HORIZON)
20
+ self.seed(0)
21
+ self.reset()
22
+
23
+ def seed(self, seed: int) -> None:
24
+ self.random = np.random.default_rng(seed)
25
+
26
+ def reset(self) -> None:
27
+ self.player = CENTER
28
+ self.steps = self.last_action = self.aim = self.charge = self.arc_start = 0
29
+ self.multiplier = 1
30
+ self.spawn_index = int(self.random.integers(36))
31
+ self.enemies: list[tuple[int, int]] = []
32
+ self.shot: tuple[int, int, int, int] | None = None
33
+ self.terminal = False
34
+
35
+ @classmethod
36
+ def normalize_score(cls, score: float) -> float:
37
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
38
+
39
+ @staticmethod
40
+ def _range(width: int) -> int:
41
+ return max(3, round(9 / sqrt(width)))
42
+
43
+ def _in_arc(self, cell: tuple[int, int], start: int, width: int, radius: int) -> bool:
44
+ dy, dx = cell[0] - self.player[0], cell[1] - self.player[1]
45
+ direction = atan2(dy, dx) * SECTORS / (2 * pi)
46
+ return (direction - start) % SECTORS <= width and abs(hypot(dx, dy) - radius) <= 0.75
47
+
48
+ def act(self, action: int) -> tuple[float, bool]:
49
+ if self.terminal:
50
+ return 0.0, True
51
+ if self.random.random() < self.sticky_action_prob:
52
+ action = self.last_action
53
+ self.steps += 1
54
+ self.aim = (self.aim + 1) % SECTORS
55
+ if action == 5 and self.last_action != 5:
56
+ self.charge, self.arc_start, self.multiplier = 1, self.aim, 1
57
+ elif action == 5 and self.charge:
58
+ self.charge += 1
59
+ if self.charge > MAX_CHARGE:
60
+ self.charge = 0
61
+ elif self.charge:
62
+ width = self.charge
63
+ reach = self._range(width)
64
+ if self.shot is None:
65
+ self.shot = (self.arc_start, width, reach, 1)
66
+ angle = (self.arc_start + width / 2) * 2 * pi / SECTORS
67
+ stride = reach / 2
68
+ row, column = self.player
69
+ self.player = (max(1, min(8, row + round(stride * sin(angle)))),
70
+ max(1, min(8, column + round(stride * cos(angle)))))
71
+ self.charge = 0
72
+ self.last_action = action
73
+
74
+ if self.steps % SPAWN_INTERVAL == 1:
75
+ if self.random.random() < 0.1:
76
+ self.spawn_index = int(self.random.integers(36))
77
+ else:
78
+ self.spawn_index = (self.spawn_index + int(self.random.integers(-1, 2))) % 36
79
+ side, offset = divmod(self.spawn_index, 9)
80
+ self.enemies.append(((0, offset), (offset, 9), (9, 9 - offset), (9 - offset, 0))[side])
81
+ if self.steps % 3 == 0:
82
+ self.enemies = [(row + int(np.sign(CENTER[0] - row)), column + int(np.sign(CENTER[1] - column)))
83
+ for row, column in self.enemies]
84
+
85
+ reward = 0
86
+ if self.shot is not None:
87
+ start, width, reach, radius = self.shot
88
+ survivors = []
89
+ for cell in self.enemies:
90
+ if self._in_arc(cell, start, width, radius):
91
+ reward += self.multiplier
92
+ self.multiplier += 1
93
+ else:
94
+ survivors.append(cell)
95
+ self.enemies = survivors
96
+ self.shot = (start, width, reach, radius + 1) if radius < reach else None
97
+ self.terminal = any(cell in (CENTER, self.player) for cell in self.enemies)
98
+ self.terminal |= self.steps >= self.horizon
99
+ return float(reward), self.terminal
100
+
101
+ def state(self) -> np.ndarray:
102
+ state = np.zeros((10, 10, 6), dtype=bool)
103
+ state[*self.player, 0] = True
104
+ for cell in self.enemies:
105
+ state[*cell, 1] = True
106
+ state[*CENTER, 2] = True
107
+ for row in range(10):
108
+ for column in range(10):
109
+ cell = row, column
110
+ if self.shot is not None:
111
+ start, width, _, radius = self.shot
112
+ state[row, column, 3] = self._in_arc(cell, start, width, radius)
113
+ if self.charge:
114
+ state[row, column, 4] = self._in_arc(cell, self.arc_start, self.charge, self._range(self.charge))
115
+ values = (self.steps, self.aim, self.charge, self.arc_start, self.multiplier,
116
+ self.spawn_index, int(self.last_action == 5), *(self.shot or (0, 0, 0, 0)))
117
+ offset = 0
118
+ for value, width in zip(values, (9, 5, 4, 5, 7, 6, 1, 5, 4, 4, 4), strict=True):
119
+ for bit in range(width):
120
+ state[offset // 10, offset % 10, 5] = bool(value & (1 << bit))
121
+ offset += 1
122
+ return state
runtime/minatar_synth/games/assault.py ADDED
@@ -0,0 +1,190 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ class AssaultEnvironment:
5
+ """Fixed-cannon wave defense with vertical/lateral fire and weapon heat."""
6
+
7
+ score_cap = 75.0
8
+
9
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500):
10
+ self.sticky_action_prob = sticky_action_prob
11
+ self.horizon = horizon
12
+ self.random = np.random.RandomState()
13
+ self.seed(0)
14
+ self.reset()
15
+
16
+ @classmethod
17
+ def normalize_score(cls, raw_score: float) -> float:
18
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
19
+
20
+ def seed(self, seed: int) -> None:
21
+ self.random.seed(seed)
22
+
23
+ def reset(self) -> None:
24
+ self.player_column = 5
25
+ self.facing = 1
26
+ self.mothership_column = 0
27
+ self.mothership_direction = 1
28
+ self.aliens: list[dict[str, int | bool]] = []
29
+ self.friendly_shots: list[list[int]] = []
30
+ self.hostile_shots: list[list[int]] = []
31
+ self.fireballs: list[list[int]] = []
32
+ self.previous_aliens: list[list[int]] = []
33
+ self.previous_hostiles: list[list[int]] = []
34
+ self.wave = 0
35
+ self.spawned = 0
36
+ self.lives = 3
37
+ self.heat = 0
38
+ self.steps = 0
39
+ self.last_action = 0
40
+ self.terminal = False
41
+
42
+ def act(self, action: int) -> tuple[float, bool]:
43
+ if self.terminal:
44
+ return 0.0, True
45
+ if self.random.rand() < self.sticky_action_prob:
46
+ action = self.last_action
47
+ self.last_action = action
48
+ fired = False
49
+ if action == 1:
50
+ self.player_column = max(0, self.player_column - 1)
51
+ self.facing = -1
52
+ elif action == 3:
53
+ self.player_column = min(9, self.player_column + 1)
54
+ self.facing = 1
55
+ elif action == 2 and self.heat < 9:
56
+ self.friendly_shots.append([8, self.player_column, -1, 0])
57
+ fired = True
58
+ elif action == 5 and self.heat < 9:
59
+ self.friendly_shots.append([9, self.player_column, 0, self.facing])
60
+ fired = True
61
+ self.heat = min(10, self.heat + 2) if fired else max(0, self.heat - 1)
62
+ if self.heat >= 10:
63
+ self._lose_life()
64
+
65
+ self._move_mothership()
66
+ self._spawn_alien()
67
+ self.previous_aliens = [[int(alien["row"]), int(alien["column"])] for alien in self.aliens]
68
+ self.previous_hostiles = [shot[:2] for shot in self.hostile_shots + self.fireballs]
69
+ self._move_aliens()
70
+ self._move_projectiles()
71
+ reward = self._resolve_friendly_hits()
72
+ self._resolve_hostile_hits()
73
+ self._launch_hostile_weapon()
74
+ self.steps += 1
75
+ if self.spawned == 10 and not self.aliens:
76
+ self.wave += 1
77
+ if self.wave == 5:
78
+ self.terminal = True
79
+ else:
80
+ self.spawned = 0
81
+ if self.steps >= self.horizon:
82
+ self.terminal = True
83
+ return reward, self.terminal
84
+
85
+ def _move_mothership(self) -> None:
86
+ self.mothership_column += self.mothership_direction
87
+ if self.mothership_column in (0, 9):
88
+ self.mothership_direction *= -1
89
+
90
+ def _spawn_alien(self) -> None:
91
+ if self.spawned >= 10 or self.steps % 4 != 0:
92
+ return
93
+ self.aliens.append({
94
+ "row": 1,
95
+ "column": self.mothership_column,
96
+ "direction": self.mothership_direction,
97
+ "split": self.spawned % 2 == 1,
98
+ })
99
+ self.spawned += 1
100
+
101
+ def _move_aliens(self) -> None:
102
+ for alien in self.aliens:
103
+ direction = int(alien["direction"])
104
+ column = int(alien["column"]) + direction
105
+ if column < 0 or column > 9:
106
+ direction *= -1
107
+ column = min(9, max(0, column))
108
+ alien["column"] = column
109
+ alien["direction"] = direction
110
+ if self.wave % 3 == 1 and self.steps % 3 == 0:
111
+ alien["row"] = min(7, int(alien["row"]) + 1)
112
+ elif self.wave % 3 == 2 and self.random.rand() < 0.2:
113
+ alien["row"] = int(self.random.randint(1, 7))
114
+ alien["column"] = int(self.random.randint(10))
115
+
116
+ def _move_projectiles(self) -> None:
117
+ for shot in self.friendly_shots:
118
+ shot[0] += shot[2]
119
+ shot[1] += shot[3]
120
+ self.friendly_shots = [shot for shot in self.friendly_shots if 0 <= shot[0] < 10 and 0 <= shot[1] < 10]
121
+ for shot in self.hostile_shots:
122
+ shot[0] += 1
123
+ reached_base = [shot for shot in self.hostile_shots if shot[0] >= 9]
124
+ self.hostile_shots = [shot for shot in self.hostile_shots if shot[0] < 9]
125
+ for shot in reached_base:
126
+ direction = int(np.sign(self.player_column - shot[1])) or 1
127
+ self.fireballs.append([9, shot[1], 0, direction])
128
+ for fireball in self.fireballs:
129
+ fireball[1] += fireball[3]
130
+ self.fireballs = [shot for shot in self.fireballs if 0 <= shot[1] < 10]
131
+
132
+ def _resolve_friendly_hits(self) -> float:
133
+ reward = 0.0
134
+ remaining_shots = []
135
+ for shot in self.friendly_shots:
136
+ hit_fireball = next((fireball for fireball in self.fireballs if fireball[:2] == shot[:2]), None)
137
+ if hit_fireball is not None:
138
+ self.fireballs.remove(hit_fireball)
139
+ continue
140
+ hit = next((alien for alien in self.aliens if [alien["row"], alien["column"]] == shot[:2]), None)
141
+ if hit is None:
142
+ remaining_shots.append(shot)
143
+ continue
144
+ self.aliens.remove(hit)
145
+ if bool(hit["split"]):
146
+ column = int(hit["column"])
147
+ row = int(hit["row"])
148
+ for direction in (-1, 1):
149
+ self.aliens.append({"row": row, "column": column, "direction": direction, "split": False})
150
+ else:
151
+ reward += 1.0
152
+ self.friendly_shots = remaining_shots
153
+ return reward
154
+
155
+ def _resolve_hostile_hits(self) -> None:
156
+ if any(shot[:2] == [9, self.player_column] for shot in self.fireballs):
157
+ self.fireballs = [shot for shot in self.fireballs if shot[:2] != [9, self.player_column]]
158
+ self._lose_life()
159
+
160
+ def _launch_hostile_weapon(self) -> None:
161
+ if self.steps % 12 != 0 or not self.aliens:
162
+ return
163
+ lowest = max(self.aliens, key=lambda alien: int(alien["row"]))
164
+ self.hostile_shots.append([int(lowest["row"]) + 1, int(lowest["column"])])
165
+
166
+ def _lose_life(self) -> None:
167
+ self.lives -= 1
168
+ self.heat = 0
169
+ self.friendly_shots.clear()
170
+ self.hostile_shots.clear()
171
+ self.fireballs.clear()
172
+ if self.lives <= 0:
173
+ self.terminal = True
174
+
175
+ def state(self) -> np.ndarray:
176
+ state = np.zeros((10, 10, 6), dtype=bool)
177
+ state[9, self.player_column, 0] = True
178
+ state[0, self.mothership_column, 1] = True
179
+ for shot in self.hostile_shots + self.fireballs:
180
+ state[shot[0], shot[1], 1] = True
181
+ for alien in self.aliens:
182
+ state[int(alien["row"]), int(alien["column"]), 2] = True
183
+ for shot in self.friendly_shots:
184
+ state[shot[0], shot[1], 3] = True
185
+ for row, column in self.previous_aliens + self.previous_hostiles:
186
+ state[row, column, 4] = True
187
+ state[9, : self.heat, 5] = True
188
+ state[8, : self.lives, 5] = True
189
+ state[7, : self.wave + 1, 5] = True
190
+ return state
runtime/minatar_synth/games/asteroids.py ADDED
@@ -0,0 +1,167 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ DIRECTIONS = (
5
+ (-1, 0),
6
+ (-1, 1),
7
+ (0, 1),
8
+ (1, 1),
9
+ (1, 0),
10
+ (1, -1),
11
+ (0, -1),
12
+ (-1, -1),
13
+ )
14
+ POINTS = {3: 20.0, 2: 50.0, 1: 100.0}
15
+
16
+
17
+ class AsteroidsEnvironment:
18
+ """Momentum, wraparound, fragmentation, and risky hyperspace on a torus."""
19
+
20
+ score_cap = 6_240.0
21
+
22
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500):
23
+ self.sticky_action_prob = sticky_action_prob
24
+ self.horizon = horizon
25
+ self.random = np.random.RandomState()
26
+ self.seed(0)
27
+ self.reset()
28
+
29
+ @classmethod
30
+ def normalize_score(cls, raw_score: float) -> float:
31
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
32
+
33
+ def seed(self, seed: int) -> None:
34
+ self.random.seed(seed)
35
+
36
+ def reset(self) -> None:
37
+ self.ship = [5, 5]
38
+ self.previous_ship = self.ship.copy()
39
+ self.velocity = [0, 0]
40
+ self.direction = 0
41
+ self.shots: list[list[int]] = []
42
+ self.wave = 0
43
+ self.lives = 4
44
+ self.steps = 0
45
+ self.last_action = 0
46
+ self.terminal = False
47
+ self._start_wave()
48
+
49
+ def _start_wave(self) -> None:
50
+ starts = ((0, 0, 1, 1), (0, 9, 1, -1), (9, 0, -1, 1), (9, 9, -1, -1))
51
+ self.asteroids = [
52
+ {"row": row, "column": column, "dr": dr, "dc": dc, "size": 3}
53
+ for row, column, dr, dc in starts
54
+ ]
55
+ self.previous_asteroids = [[int(asteroid["row"]), int(asteroid["column"])] for asteroid in self.asteroids]
56
+
57
+ def act(self, action: int) -> tuple[float, bool]:
58
+ if self.terminal:
59
+ return 0.0, True
60
+ if self.random.rand() < self.sticky_action_prob:
61
+ action = self.last_action
62
+ self.last_action = action
63
+ self.previous_ship = self.ship.copy()
64
+ if action == 1:
65
+ self.direction = (self.direction - 1) % 8
66
+ elif action == 3:
67
+ self.direction = (self.direction + 1) % 8
68
+ elif action == 2:
69
+ thrust = DIRECTIONS[self.direction]
70
+ self.velocity[0] = int(np.clip(self.velocity[0] + thrust[0], -1, 1))
71
+ self.velocity[1] = int(np.clip(self.velocity[1] + thrust[1], -1, 1))
72
+ elif action == 4:
73
+ self.ship = [int(self.random.randint(10)), int(self.random.randint(10))]
74
+ self.velocity = [0, 0]
75
+ elif action == 5:
76
+ dr, dc = DIRECTIONS[self.direction]
77
+ self.shots.append([self.ship[0], self.ship[1], dr, dc, 12])
78
+
79
+ if action != 4:
80
+ self.ship[0] = (self.ship[0] + self.velocity[0]) % 10
81
+ self.ship[1] = (self.ship[1] + self.velocity[1]) % 10
82
+ self.previous_asteroids = [[int(asteroid["row"]), int(asteroid["column"])] for asteroid in self.asteroids]
83
+ self._move_asteroids()
84
+ self._move_shots()
85
+ reward = self._resolve_shots()
86
+ if any([asteroid["row"], asteroid["column"]] == self.ship for asteroid in self.asteroids):
87
+ self._lose_ship()
88
+ self.steps += 1
89
+ if not self.asteroids:
90
+ self.wave += 1
91
+ if self.wave == 3:
92
+ self.terminal = True
93
+ else:
94
+ self._start_wave()
95
+ if self.steps >= self.horizon:
96
+ self.terminal = True
97
+ return reward, self.terminal
98
+
99
+ def _move_asteroids(self) -> None:
100
+ for asteroid in self.asteroids:
101
+ asteroid["row"] = (int(asteroid["row"]) + int(asteroid["dr"])) % 10
102
+ asteroid["column"] = (int(asteroid["column"]) + int(asteroid["dc"])) % 10
103
+
104
+ def _move_shots(self) -> None:
105
+ for shot in self.shots:
106
+ shot[0] = (shot[0] + shot[2]) % 10
107
+ shot[1] = (shot[1] + shot[3]) % 10
108
+ shot[4] -= 1
109
+ self.shots = [shot for shot in self.shots if shot[4] > 0]
110
+
111
+ def _resolve_shots(self) -> float:
112
+ reward = 0.0
113
+ remaining_shots = []
114
+ for shot in self.shots:
115
+ hit = next(
116
+ (asteroid for asteroid in self.asteroids if [asteroid["row"], asteroid["column"]] == shot[:2]),
117
+ None,
118
+ )
119
+ if hit is None:
120
+ remaining_shots.append(shot)
121
+ continue
122
+ self.asteroids.remove(hit)
123
+ size = int(hit["size"])
124
+ reward += POINTS[size]
125
+ if size > 1:
126
+ for turn in (-1, 1):
127
+ direction = DIRECTIONS.index((int(hit["dr"]), int(hit["dc"])))
128
+ dr, dc = DIRECTIONS[(direction + turn) % 8]
129
+ self.asteroids.append({
130
+ "row": int(hit["row"]),
131
+ "column": int(hit["column"]),
132
+ "dr": dr,
133
+ "dc": dc,
134
+ "size": size - 1,
135
+ })
136
+ self.shots = remaining_shots
137
+ return reward
138
+
139
+ def _lose_ship(self) -> None:
140
+ self.lives -= 1
141
+ self.ship = [5, 5]
142
+ self.previous_ship = self.ship.copy()
143
+ self.velocity = [0, 0]
144
+ self.shots.clear()
145
+ if self.lives <= 0:
146
+ self.terminal = True
147
+
148
+ def state(self) -> np.ndarray:
149
+ state = np.zeros((10, 10, 6), dtype=bool)
150
+ state[*self.ship, 0] = True
151
+ for asteroid in self.asteroids:
152
+ row, column = int(asteroid["row"]), int(asteroid["column"])
153
+ state[row, column, 1] = True
154
+ state[row, column, 2] = True
155
+ size = int(asteroid["size"])
156
+ state[row, (column + size - 1) % 10, 5] = True
157
+ for shot in self.shots:
158
+ state[shot[0], shot[1], 3] = True
159
+ for row, column in self.previous_asteroids:
160
+ state[row, column, 4] = True
161
+ state[*self.previous_ship, 4] = True
162
+ state[9, : self.lives, 5] = True
163
+ state[8, : self.wave + 1, 5] = True
164
+ velocity_marker = (self.velocity[0] + 1) * 3 + self.velocity[1] + 1
165
+ state[7, velocity_marker, 5] = True
166
+ state[6, self.direction, 5] = True
167
+ return state
runtime/minatar_synth/games/atlantis.py ADDED
@@ -0,0 +1,158 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ class AtlantisEnvironment:
5
+ """Three fixed defense posts protect seven installations from descending formations."""
6
+
7
+ score_cap = 35_500.0
8
+
9
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500):
10
+ self.sticky_action_prob = sticky_action_prob
11
+ self.horizon = horizon
12
+ self.random = np.random.RandomState()
13
+ self.seed(0)
14
+ self.reset()
15
+
16
+ @classmethod
17
+ def normalize_score(cls, raw_score: float) -> float:
18
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
19
+
20
+ def seed(self, seed: int) -> None:
21
+ self.random.seed(seed)
22
+
23
+ def reset(self) -> None:
24
+ self.installations = [True] * 7
25
+ self.shots: list[list[int | str]] = []
26
+ self.wave = 0
27
+ self.wave_step = 0
28
+ self.steps = 0
29
+ self.total_score = 0.0
30
+ self.restorations_used = 0
31
+ self.last_action = 0
32
+ self.terminal = False
33
+ self.escaped = False
34
+ self._start_wave()
35
+
36
+ def _start_wave(self) -> None:
37
+ self.enemies = [
38
+ {"row": index // 5, "column": (index * 2) % 10, "direction": 1, "bandit": index == 8}
39
+ for index in range(9)
40
+ ]
41
+ self.previous_enemies = [[int(enemy["row"]), int(enemy["column"])] for enemy in self.enemies]
42
+ self.wave_step = 0
43
+
44
+ def act(self, action: int) -> tuple[float, bool]:
45
+ if self.terminal:
46
+ return 0.0, True
47
+ if self.random.rand() < self.sticky_action_prob:
48
+ action = self.last_action
49
+ self.last_action = action
50
+ if action == 1:
51
+ self.shots.append([8, 1, -1, 1, "sentry"])
52
+ elif action == 3:
53
+ self.shots.append([8, 8, -1, -1, "sentry"])
54
+ elif action == 5 and self.installations[0]:
55
+ self.shots.append([8, 5, -1, 0, "command"])
56
+
57
+ self.previous_enemies = [[int(enemy["row"]), int(enemy["column"])] for enemy in self.enemies]
58
+ self._move_enemies()
59
+ self._move_shots()
60
+ reward = self._resolve_hits()
61
+ self._resolve_deathrays()
62
+ self.wave_step += 1
63
+ self.steps += 1
64
+ if not any(self.installations):
65
+ self.escaped = True
66
+ self.terminal = True
67
+ elif not self.enemies:
68
+ bonus = 500.0 * sum(self.installations)
69
+ reward += bonus
70
+ self.total_score += bonus
71
+ self._restore_installations()
72
+ self.wave += 1
73
+ if self.wave == 5:
74
+ self.terminal = True
75
+ else:
76
+ self._start_wave()
77
+ if self.steps >= self.horizon:
78
+ self.terminal = True
79
+ return reward, self.terminal
80
+
81
+ def _move_enemies(self) -> None:
82
+ if self.wave_step % max(1, 4 - min(self.wave, 2)) != 0:
83
+ return
84
+ for enemy in self.enemies:
85
+ column = int(enemy["column"]) + int(enemy["direction"])
86
+ if column < 0 or column > 9:
87
+ enemy["direction"] = -int(enemy["direction"])
88
+ enemy["row"] = int(enemy["row"]) + 1
89
+ column = min(9, max(0, column))
90
+ enemy["column"] = column
91
+
92
+ def _move_shots(self) -> None:
93
+ for shot in self.shots:
94
+ shot[0] = int(shot[0]) + int(shot[2])
95
+ shot[1] = int(shot[1]) + int(shot[3])
96
+ self.shots = [shot for shot in self.shots if 0 <= int(shot[0]) < 10 and 0 <= int(shot[1]) < 10]
97
+
98
+ def _resolve_hits(self) -> float:
99
+ reward = 0.0
100
+ remaining_shots = []
101
+ for shot in self.shots:
102
+ hit = next(
103
+ (enemy for enemy in self.enemies if [enemy["row"], enemy["column"]] == shot[:2]),
104
+ None,
105
+ )
106
+ if hit is None:
107
+ remaining_shots.append(shot)
108
+ continue
109
+ sentry = shot[4] == "sentry"
110
+ if bool(hit["bandit"]):
111
+ reward += 2_000.0 if sentry else 1_000.0
112
+ self.enemies.clear()
113
+ remaining_shots = []
114
+ break
115
+ reward += 200.0 if sentry else 100.0
116
+ self.enemies.remove(hit)
117
+ self.shots = remaining_shots
118
+ self.total_score += reward
119
+ return reward
120
+
121
+ def _resolve_deathrays(self) -> None:
122
+ attackers = [enemy for enemy in self.enemies if int(enemy["row"]) >= 8]
123
+ for enemy in attackers:
124
+ live = [index for index, intact in enumerate(self.installations) if intact]
125
+ if live:
126
+ target = 0 if self.installations[0] else live[int(self.random.randint(len(live)))]
127
+ self.installations[target] = False
128
+ self.enemies.remove(enemy)
129
+
130
+ def _restore_installations(self) -> None:
131
+ available = int(self.total_score // 10_000) - self.restorations_used
132
+ while available > 0 and not all(self.installations):
133
+ target = next(index for index, intact in enumerate(self.installations) if not intact)
134
+ self.installations[target] = True
135
+ self.restorations_used += 1
136
+ available -= 1
137
+
138
+ def state(self) -> np.ndarray:
139
+ state = np.zeros((10, 10, 6), dtype=bool)
140
+ state[9, 0, 0] = True
141
+ state[9, 9, 0] = True
142
+ if self.installations[0]:
143
+ state[9, 5, 0] = True
144
+ for enemy in self.enemies:
145
+ row, column = int(enemy["row"]), int(enemy["column"])
146
+ state[row, column, 1] = True
147
+ state[row, column, 2] = True
148
+ if bool(enemy["bandit"]):
149
+ state[row, column, 5] = True
150
+ for shot in self.shots:
151
+ state[int(shot[0]), int(shot[1]), 3] = True
152
+ for row, column in self.previous_enemies:
153
+ if 0 <= row < 10 and 0 <= column < 10:
154
+ state[row, column, 4] = True
155
+ for index, intact in enumerate(self.installations):
156
+ state[9, index + 1, 5] = intact
157
+ state[8, : self.wave + 1, 5] = True
158
+ return state
runtime/minatar_synth/games/attack_chain.py ADDED
@@ -0,0 +1,118 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from math import sqrt
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ CARDS = 6
8
+ CHAINS_PER_DEAL = 7
9
+ RED, GREEN, BLUE = range(3)
10
+ PRESSURE_LIMIT = 300
11
+
12
+
13
+ class AttackChainEnvironment:
14
+ # One chain per two steps at most, and no card reaches 200 damage.
15
+ score_cap = (HORIZON // 2) * (99 + 250) * (1 + HORIZON // 2)
16
+
17
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
18
+ self.sticky_action_prob = sticky_action_prob
19
+ self.horizon = min(horizon, HORIZON)
20
+ self.seed(0)
21
+ self.reset()
22
+
23
+ def seed(self, seed: int) -> None:
24
+ self.random = np.random.default_rng(seed)
25
+
26
+ def reset(self) -> None:
27
+ self.steps = self.pressure = self.total = self.turn = self.chains = 0
28
+ self.cooldown = self.pending = 0
29
+ self.last_type = -1
30
+ self.last_action = 0
31
+ self.multiplier = 1
32
+ self.terminal = False
33
+ self._deal()
34
+
35
+ def _deal(self) -> None:
36
+ green_left = 2
37
+ self.types = []
38
+ for _ in range(CARDS):
39
+ if green_left and self.random.random() < 0.2:
40
+ self.types.append(GREEN)
41
+ green_left -= 1
42
+ else:
43
+ self.types.append(int(self.random.choice((RED, BLUE))))
44
+ scale = 4 + sqrt(min(20, self.multiplier))
45
+ self.values = [int(value * scale) for value in self.random.integers(3, 7, size=CARDS)]
46
+ self.available = [True] * CARDS
47
+
48
+ @classmethod
49
+ def normalize_score(cls, score: float) -> float:
50
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
51
+
52
+ def act(self, action: int) -> tuple[float, bool]:
53
+ if self.terminal:
54
+ return 0.0, True
55
+ if self.random.random() < self.sticky_action_prob:
56
+ action = self.last_action
57
+ self.last_action = action
58
+ self.steps += 1
59
+ self.pressure += 1
60
+ reward = 0
61
+ if self.cooldown:
62
+ self.cooldown = 0
63
+ self.total += self.pending
64
+ self.pending = 0
65
+ if self.total >= 100 or not any(self.available):
66
+ reward = self._settle()
67
+ elif self.pressure >= PRESSURE_LIMIT:
68
+ self.terminal = True
69
+ elif self.available[action]:
70
+ self.pressure += 4
71
+ self.available[action] = False
72
+ value, color = self.values[action], self.types[action]
73
+ if color == RED and self.turn == 0:
74
+ value = value * 5 // 4
75
+ elif color == GREEN:
76
+ value = min(value, 99 - self.total)
77
+ self.pending = value
78
+ self.cooldown = 1
79
+ self.last_type = color
80
+ self.turn += 1
81
+ self.values[action] = self.values[action] * 11 // 10 + 10
82
+ self.terminal |= self.steps >= self.horizon
83
+ return float(reward), self.terminal
84
+
85
+ def _settle(self) -> int:
86
+ reward = self.total * self.multiplier
87
+ excess = max(0, self.total - 115)
88
+ self.pressure = max(0, self.pressure - int(excess * sqrt(excess / self.multiplier)))
89
+ returns = sum(self.total >= threshold for threshold in (100, 150, 200))
90
+ unavailable = [index for index, ready in enumerate(self.available) if not ready]
91
+ if returns and unavailable and self.last_type == BLUE:
92
+ best = max(unavailable, key=self.values.__getitem__)
93
+ self.available[best] = True
94
+ unavailable.remove(best)
95
+ returns -= 1
96
+ for index in self.random.permutation(unavailable)[:returns]:
97
+ self.available[index] = True
98
+ self.chains += 1
99
+ if not any(self.available) or self.chains == CHAINS_PER_DEAL:
100
+ self.chains = 0
101
+ self.multiplier += 1
102
+ self._deal()
103
+ self.total = self.turn = 0
104
+ return reward
105
+
106
+ def state(self) -> np.ndarray:
107
+ state = np.zeros((10, 10, 6), dtype=bool)
108
+ for index, (color, value, ready) in enumerate(zip(self.types, self.values, self.available, strict=True)):
109
+ state[9, index, color] = True
110
+ state[9, index, 3] = ready
111
+ for bit in range(8):
112
+ state[bit, index, 4] = bool(value & (1 << bit))
113
+ values = (self.pressure, self.total, self.turn, self.chains, self.multiplier,
114
+ self.pending, self.cooldown, self.last_type + 1, self.steps, self.last_action)
115
+ for row, value in enumerate(values):
116
+ for bit in range(10):
117
+ state[row, bit, 5] = bool(value & (1 << bit))
118
+ return state
runtime/minatar_synth/games/b_blast.py ADDED
@@ -0,0 +1,121 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 300
7
+ RED_INTERVAL = 12
8
+ ORDINARY_INTERVAL = 4
9
+ MAX_RED = (HORIZON + RED_INTERVAL - 1) // RED_INTERVAL
10
+ MAX_BALLS = HORIZON // ORDINARY_INTERVAL + 10 * MAX_RED
11
+ MOVES = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}
12
+
13
+
14
+ @dataclass
15
+ class Ball:
16
+ row: int
17
+ column: int
18
+ red: bool = False
19
+
20
+
21
+ class BBlastEnvironment:
22
+ score_cap = MAX_BALLS * (MAX_BALLS + 1) // 2 + 10 * MAX_RED
23
+
24
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
25
+ self.sticky_action_prob = sticky_action_prob
26
+ self.horizon = min(horizon, HORIZON)
27
+ self.seed(0)
28
+ self.reset()
29
+
30
+ def seed(self, seed: int) -> None:
31
+ self.random = np.random.default_rng(seed)
32
+
33
+ def reset(self) -> None:
34
+ self.cursor = (5, 5)
35
+ self.center = self.cursor
36
+ self.steps = self.last_action = self.charge = self.cooldown = 0
37
+ self.balls: list[Ball] = []
38
+ self.terminal = False
39
+
40
+ @classmethod
41
+ def normalize_score(cls, score: float) -> float:
42
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
43
+
44
+ def act(self, action: int) -> tuple[float, bool]:
45
+ if self.terminal:
46
+ return 0.0, True
47
+ if self.random.random() < self.sticky_action_prob:
48
+ action = self.last_action
49
+ self.steps += 1
50
+ self.cooldown = max(0, self.cooldown - 1)
51
+ reward = 0
52
+ if action == 5:
53
+ if not self.charge:
54
+ self.center = self.cursor
55
+ self.charge = 1
56
+ elif not self.cooldown or self.steps % 3 == 0:
57
+ self.charge = min(12, self.charge + 1)
58
+ else:
59
+ if self.charge:
60
+ reward += self._blast()
61
+ if action in MOVES:
62
+ dr, dc = MOVES[action]
63
+ row, column = self.cursor
64
+ self.cursor = max(0, min(9, row + dr)), max(0, min(9, column + dc))
65
+ self.last_action = action
66
+ if self.steps % RED_INTERVAL == 1:
67
+ self.balls.append(Ball(1, int(self.random.integers(2, 8)), True))
68
+ if self.steps % ORDINARY_INTERVAL == 0:
69
+ self.balls.append(Ball(int(self.random.integers(2, 8)), int(self.random.integers(1, 9))))
70
+ if self.steps % 2 == 0:
71
+ reward += self._settle()
72
+ self.terminal |= self.steps >= self.horizon
73
+ return float(reward), self.terminal
74
+
75
+ def _blast(self) -> int:
76
+ row, column = self.center
77
+ hit = [ball for ball in self.balls
78
+ if (ball.row - row) ** 2 + (ball.column - column) ** 2 <= (self.charge / 2 + 0.5) ** 2]
79
+ removed = {id(ball) for ball in hit}
80
+ self.balls = [ball for ball in self.balls if id(ball) not in removed]
81
+ for ball in hit:
82
+ if ball.red:
83
+ self.balls.extend(Ball(max(0, min(9, ball.row + dr)), max(0, min(9, ball.column + dc)))
84
+ for dr in (-1, 0, 1) for dc in (-1, 0, 1))
85
+ self.charge = 0
86
+ self.cooldown = 6
87
+ return len(hit) * (len(hit) + 1) // 2
88
+
89
+ def _settle(self) -> int:
90
+ reward = 0
91
+ occupied: set[tuple[int, int]] = set()
92
+ for ball in sorted(self.balls, key=lambda item: -item.row):
93
+ options = [(ball.row + 1, ball.column), (ball.row, ball.column),
94
+ (ball.row, ball.column - 1), (ball.row, ball.column + 1),
95
+ (ball.row - 1, ball.column)]
96
+ for row, column in options:
97
+ if 0 <= row < 10 and 0 <= column < 10 and (row, column) not in occupied:
98
+ ball.row, ball.column = row, column
99
+ occupied.add((row, column))
100
+ break
101
+ if ball.red and ball.row == 9:
102
+ reward += 10
103
+ ball.red = False
104
+ if ball.row == 0:
105
+ self.terminal = True
106
+ return reward
107
+
108
+ def state(self) -> np.ndarray:
109
+ state = np.zeros((10, 10, 6), dtype=bool)
110
+ state[*self.cursor, 0] = True
111
+ for ball in self.balls:
112
+ state[ball.row, ball.column, 1 if ball.red else 2] = True
113
+ if self.charge:
114
+ state[*self.center, 3] = True
115
+ rows, columns = np.ogrid[:10, :10]
116
+ state[:, :, 4] = ((rows - self.center[0]) ** 2 + (columns - self.center[1]) ** 2
117
+ <= (self.charge / 2 + 0.5) ** 2)
118
+ for row, value in enumerate((self.steps, self.charge, self.cooldown, self.last_action)):
119
+ for bit in range(9):
120
+ state[row, bit, 5] = bool(value & (1 << bit))
121
+ return state
runtime/minatar_synth/games/b_cannon.py ADDED
@@ -0,0 +1,159 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ WAVE_DELAY = 8
8
+ MAX_WAVE = 4
9
+ PERIMETER = (
10
+ tuple((9, x) for x in range(10))
11
+ + tuple((y, 9) for y in range(8, -1, -1))
12
+ + tuple((0, x) for x in range(8, -1, -1))
13
+ + tuple((y, 0) for y in range(1, 9))
14
+ )
15
+
16
+
17
+ @dataclass
18
+ class Ball:
19
+ row: int
20
+ column: int
21
+ dy: int
22
+ dx: int
23
+ size: int = 3
24
+ immunity: int = 0
25
+
26
+
27
+ class BCannonEnvironment:
28
+ score_cap = HORIZON // WAVE_DELAY * MAX_WAVE * 8 * 99
29
+
30
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
31
+ self.sticky_action_prob = sticky_action_prob
32
+ self.horizon = min(horizon, HORIZON)
33
+ self.seed(0)
34
+ self.reset()
35
+
36
+ def seed(self, seed: int) -> None:
37
+ self.random = np.random.default_rng(seed)
38
+
39
+ def reset(self) -> None:
40
+ self.steps = self.last_action = self.held = self.wave_size = self.ball_index = 0
41
+ self.perimeter_index, self.direction = 5, 1
42
+ self.wave_max, self.ball_period, self.wave_wait = 2, 3, WAVE_DELAY
43
+ self.balls: list[Ball] = []
44
+ self.rope: list[tuple[int, int]] = []
45
+ self.rope_length = 0
46
+ self.terminal = False
47
+
48
+ @property
49
+ def player(self) -> tuple[int, int]:
50
+ return PERIMETER[self.perimeter_index]
51
+
52
+ @classmethod
53
+ def normalize_score(cls, score: float) -> float:
54
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
55
+
56
+ def _aim(self) -> tuple[int, int] | None:
57
+ if not self.balls:
58
+ return None
59
+ row, column = self.player
60
+ ball = min(self.balls, key=lambda item: (item.row - row) ** 2 + (item.column - column) ** 2)
61
+ return max(1, min(8, ball.row + ball.dy)), max(1, min(8, ball.column + ball.dx))
62
+
63
+ def _fire(self, target: tuple[int, int]) -> None:
64
+ row, column = self.player
65
+ dy, dx = target[0] - row, target[1] - column
66
+ scale = max(abs(dy), abs(dx))
67
+ self.rope = []
68
+ for distance in range(1, 11):
69
+ cell = row + round(dy * distance / scale), column + round(dx * distance / scale)
70
+ if not all(0 < coordinate < 9 for coordinate in cell):
71
+ break
72
+ self.rope.append(cell)
73
+ self.rope_length = 1
74
+
75
+ def _spawn_wave(self) -> None:
76
+ self.wave_size += 1
77
+ if self.wave_size > self.wave_max:
78
+ self.wave_size = 1
79
+ self.wave_max = min(MAX_WAVE, self.wave_max + 1)
80
+ self.ball_period = max(1, self.ball_period - 1)
81
+ start = int(self.random.integers(1, 3))
82
+ self.balls = [Ball(3, start + 2 * index, 1, 0) for index in range(self.wave_size)]
83
+ self.ball_index = (self.ball_index + self.wave_size) % 100
84
+ self.wave_wait = WAVE_DELAY
85
+
86
+ def act(self, action: int) -> tuple[float, bool]:
87
+ if self.terminal:
88
+ return 0.0, True
89
+ if self.random.random() < self.sticky_action_prob:
90
+ action = self.last_action
91
+ if action == 5 and self.last_action != 5:
92
+ self.direction *= -1
93
+ self.last_action = action
94
+ self.steps += 1
95
+ if action == 5:
96
+ if self.balls:
97
+ self.held += 1
98
+ target = self._aim()
99
+ if self.held == 3 and target is not None:
100
+ self._fire(target)
101
+ else:
102
+ self.held = 0
103
+ self.perimeter_index = (self.perimeter_index + self.direction) % len(PERIMETER)
104
+ reward = self._advance_balls()
105
+ if self.rope:
106
+ self.rope_length += 1
107
+ if self.rope_length > len(self.rope) + 1:
108
+ self.rope.clear()
109
+ self.rope_length = 0
110
+ if not self.balls:
111
+ self.wave_wait -= 1
112
+ if self.wave_wait == 0:
113
+ self._spawn_wave()
114
+ self.terminal |= self.steps >= self.horizon
115
+ return float(reward), self.terminal
116
+
117
+ def _advance_balls(self) -> int:
118
+ reward = 0
119
+ remaining = []
120
+ rope = set(self.rope[:self.rope_length])
121
+ for ball in self.balls:
122
+ if self.steps % self.ball_period == 0:
123
+ if not 0 <= ball.row + ball.dy < 10:
124
+ ball.dy *= -1
125
+ if not 0 <= ball.column + ball.dx < 10:
126
+ ball.dx *= -1
127
+ ball.row += ball.dy
128
+ ball.column += ball.dx
129
+ ball.immunity = max(0, ball.immunity - 1)
130
+ cell = ball.row, ball.column
131
+ if cell in rope and not ball.immunity:
132
+ if ball.size == 0:
133
+ reward += self.ball_index
134
+ else:
135
+ remaining.extend(Ball(*cell, -ball.dy or 1, dx, ball.size - 1, 3) for dx in (-1, 1))
136
+ self.ball_index = (self.ball_index + 2) % 100
137
+ else:
138
+ self.terminal |= cell == self.player
139
+ remaining.append(ball)
140
+ self.balls = remaining
141
+ return reward
142
+
143
+ def state(self) -> np.ndarray:
144
+ state = np.zeros((10, 10, 6), dtype=bool)
145
+ state[*self.player, 0] = True
146
+ for ball in self.balls:
147
+ state[ball.row, ball.column, 1] = True
148
+ state[ball.row, ball.column, 2] |= ball.immunity > 0
149
+ for cell in self.rope[:self.rope_length]:
150
+ state[*cell, 3] = True
151
+ target = self._aim()
152
+ if target is not None:
153
+ state[*target, 4] = True
154
+ values = (self.steps, self.held, self.wave_size, self.wave_max, self.wave_wait,
155
+ self.ball_period, self.ball_index, int(self.direction > 0), int(self.last_action == 5))
156
+ for row, value in enumerate(values):
157
+ for bit in range(9):
158
+ state[row, bit, 5] = bool(value & (1 << bit))
159
+ return state
runtime/minatar_synth/games/b_math.py ADDED
@@ -0,0 +1,98 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ HORIZON = 400
5
+ FULL_TIME = 60
6
+ FEEDBACK_STEPS = 3
7
+ MAX_ANSWERS = (HORIZON + FEEDBACK_STEPS) // (FEEDBACK_STEPS + 1)
8
+
9
+
10
+ class BMathEnvironment:
11
+ score_cap = 57 * MAX_ANSWERS * (MAX_ANSWERS + 1) // 2
12
+
13
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
14
+ self.sticky_action_prob = sticky_action_prob
15
+ self.horizon = min(horizon, HORIZON)
16
+ self.seed(0)
17
+ self.reset()
18
+
19
+ def seed(self, seed: int) -> None:
20
+ self.random = np.random.default_rng(seed)
21
+
22
+ def reset(self) -> None:
23
+ self.steps = self.questions = self.feedback = self.last_action = 0
24
+ self.time = FULL_TIME
25
+ self.multiplier = 1
26
+ self.correct = False
27
+ self.selected = 0
28
+ self.terminal = False
29
+ self._question()
30
+
31
+ def _question(self) -> None:
32
+ self.operation = int(self.random.integers(min(4, 1 + self.questions // 5)))
33
+ if self.operation < 2:
34
+ total = int(self.random.integers(10, 100))
35
+ part = int(self.random.integers(1, total))
36
+ self.left, self.right, self.answer = (
37
+ (part, total - part, total) if self.operation == 0 else (total, part, total - part)
38
+ )
39
+ else:
40
+ factor = int(self.random.integers(2, 10))
41
+ quotient = int(self.random.integers(2, 99 // factor + 1))
42
+ product = factor * quotient
43
+ self.left, self.right, self.answer = (
44
+ (quotient, factor, product) if self.operation == 2 else (product, factor, quotient)
45
+ )
46
+ distractors = [value for value in range(max(1, self.answer - 7), min(99, self.answer + 7) + 1)
47
+ if value != self.answer]
48
+ choices = self.random.choice(distractors, size=4, replace=False)
49
+ self.options = self.random.permutation([self.answer, *choices]).tolist()
50
+
51
+ @classmethod
52
+ def normalize_score(cls, score: float) -> float:
53
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
54
+
55
+ def act(self, action: int) -> tuple[float, bool]:
56
+ if self.terminal:
57
+ return 0.0, True
58
+ if self.random.random() < self.sticky_action_prob:
59
+ action = self.last_action
60
+ self.last_action = action
61
+ self.steps += 1
62
+ reward = 0
63
+ if self.feedback:
64
+ self.feedback -= 1
65
+ if not self.feedback:
66
+ self._question()
67
+ elif 1 <= action <= 5:
68
+ reward = (57 * self.time * self.multiplier + FULL_TIME - 1) // FULL_TIME
69
+ self.correct = self.options[action - 1] == self.answer
70
+ self.selected = action
71
+ if self.correct:
72
+ self.time += 30
73
+ if self.time >= FULL_TIME:
74
+ self.multiplier += 1
75
+ else:
76
+ self.time -= 15
77
+ self.multiplier = max(1, self.multiplier - 1)
78
+ self.time = min(FULL_TIME, self.time)
79
+ self.feedback = FEEDBACK_STEPS
80
+ self.questions += 1
81
+ self.time = max(0, self.time - 1)
82
+ self.terminal = self.time == 0 or self.steps >= self.horizon
83
+ return float(reward), self.terminal
84
+
85
+ def state(self) -> np.ndarray:
86
+ state = np.zeros((10, 10, 6), dtype=bool)
87
+ state[self.operation, 0, 0] = True
88
+ for row, value in enumerate((self.left, self.right, *self.options)):
89
+ for bit in range(8):
90
+ state[row, bit, 1] = bool(value & (1 << bit))
91
+ if self.feedback:
92
+ state[0, self.selected, 2] = True
93
+ state[int(self.correct), 0, 3] = True
94
+ for row, value in enumerate((self.time, self.multiplier, self.questions,
95
+ self.feedback, self.steps, self.last_action)):
96
+ for bit in range(9):
97
+ state[row, bit, 5] = bool(value & (1 << bit))
98
+ return state
runtime/minatar_synth/games/b_walls.py ADDED
@@ -0,0 +1,118 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ COLUMN = 5
8
+ PLAYER_ROW = 9
9
+ PHASE_LENGTH = 6
10
+
11
+
12
+ @dataclass
13
+ class Wall:
14
+ row: int
15
+ phase: int
16
+ width: int
17
+ period: int
18
+ direction: int
19
+
20
+ def blocks(self, column: int) -> bool:
21
+ return (column - self.phase) % self.period < self.width
22
+
23
+
24
+ class BWallsEnvironment:
25
+ score_cap = HORIZON * 2 ** (PLAYER_ROW - 1)
26
+
27
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
28
+ self.sticky_action_prob = sticky_action_prob
29
+ self.horizon = min(horizon, HORIZON)
30
+ self.seed(0)
31
+ self.reset()
32
+
33
+ def seed(self, seed: int) -> None:
34
+ self.random = np.random.default_rng(seed)
35
+
36
+ def reset(self) -> None:
37
+ self.steps = self.wall_clock = self.last_action = self.travel = 0
38
+ self.multiplier = 1
39
+ self.shot: int | None = None
40
+ self.terminal = False
41
+ self.walls: list[Wall] = []
42
+ self._spawn(3)
43
+ self._spawn(0)
44
+
45
+ def _spawn(self, row: int) -> None:
46
+ width = int(self.random.integers(1, 3))
47
+ period = width + int(self.random.integers(2, 5))
48
+ self.walls.append(Wall(row, int(self.random.integers(period)), width, period,
49
+ int(self.random.choice((-1, 1)))))
50
+
51
+ @classmethod
52
+ def normalize_score(cls, score: float) -> float:
53
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
54
+
55
+ @property
56
+ def stopped(self) -> bool:
57
+ return self.wall_clock // PHASE_LENGTH % 2 == 1
58
+
59
+ def act(self, action: int) -> tuple[float, bool]:
60
+ if self.terminal:
61
+ return 0.0, True
62
+ if self.random.random() < self.sticky_action_prob:
63
+ action = self.last_action
64
+ if action == 5 and self.last_action != 5 and self.shot is None:
65
+ self.shot = PLAYER_ROW
66
+ self.multiplier = 1
67
+ self.last_action = action
68
+ self.steps += 1
69
+ moving = not self.stopped
70
+ if moving:
71
+ for wall in self.walls:
72
+ wall.phase = (wall.phase + wall.direction) % wall.period
73
+
74
+ near_launch = self.shot is not None and self.shot >= 7
75
+ if near_launch or self.steps % (5 if self.steps < 200 else 4) == 0:
76
+ self.travel += 1
77
+ for wall in self.walls:
78
+ wall.row += 1
79
+ if self.travel % 3 == 0:
80
+ self._spawn(0)
81
+
82
+ reward = 0
83
+ if self.shot is not None:
84
+ self.shot -= 1
85
+ if self.shot < 0 or any(wall.row == self.shot and wall.blocks(COLUMN) for wall in self.walls):
86
+ self.shot = None
87
+ else:
88
+ for wall in self.walls:
89
+ if wall.row - 1 == self.shot:
90
+ reward = self.multiplier
91
+ self.multiplier *= 2
92
+ self.walls.remove(wall)
93
+ break
94
+ if moving and self.shot < max((wall.row for wall in self.walls), default=-2) + 1:
95
+ self.shot = None
96
+ if self.shot is None:
97
+ self.wall_clock += 1
98
+ self.terminal = any(wall.row == PLAYER_ROW and wall.blocks(COLUMN) for wall in self.walls)
99
+ self.walls = [wall for wall in self.walls if wall.row <= PLAYER_ROW]
100
+ self.terminal |= self.steps >= self.horizon
101
+ return float(reward), self.terminal
102
+
103
+ def state(self) -> np.ndarray:
104
+ state = np.zeros((10, 10, 6), dtype=bool)
105
+ state[PLAYER_ROW, COLUMN, 0] = True
106
+ if self.shot is not None:
107
+ state[self.shot, COLUMN, 3] = True
108
+ for wall in self.walls:
109
+ for column in range(10):
110
+ state[wall.row, column, 1] = wall.blocks(column)
111
+ state[wall.row, column, 4] = (column - wall.phase - wall.direction) % wall.period < wall.width
112
+ if wall.row > 0:
113
+ state[wall.row - 1, COLUMN, 2] = True
114
+ for row, value in enumerate((self.steps, self.wall_clock % (2 * PHASE_LENGTH),
115
+ self.travel % 3, self.multiplier, self.last_action)):
116
+ for bit in range(10):
117
+ state[row, bit, 5] = bool(value & (1 << bit))
118
+ return state
runtime/minatar_synth/games/balance.py ADDED
@@ -0,0 +1,111 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from math import ceil, cos, sin
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ SPAWN_INTERVAL = 6
8
+ FLOOR = 9
9
+ MIN_LENGTH = 20
10
+ MAX_LENGTH = 64
11
+
12
+
13
+ class BalanceEnvironment:
14
+ score_cap = ((HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL) * 3 * MAX_LENGTH
15
+
16
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
17
+ self.sticky_action_prob = sticky_action_prob
18
+ self.horizon = min(horizon, HORIZON)
19
+ self.seed(0)
20
+ self.reset()
21
+
22
+ def seed(self, seed: int) -> None:
23
+ self.random = np.random.default_rng(seed)
24
+
25
+ def reset(self) -> None:
26
+ self.steps = self.last_action = 0
27
+ self.base = self.cursor = 4.5
28
+ self.velocity = self.angle = self.angular_velocity = self.wind = 0.0
29
+ self.length = MIN_LENGTH
30
+ self.coin_column = float(self.random.choice((2, 7)))
31
+ self.coins: list[tuple[float, float, float]] = []
32
+ self.terminal = False
33
+
34
+ @classmethod
35
+ def normalize_score(cls, score: float) -> float:
36
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
37
+
38
+ @property
39
+ def tip(self) -> tuple[float, float]:
40
+ return FLOOR - cos(self.angle) * self.length / 8, self.base + sin(self.angle) * self.length / 8
41
+
42
+ def act(self, action: int) -> tuple[float, bool]:
43
+ if self.terminal:
44
+ return 0.0, True
45
+ if self.random.random() < self.sticky_action_prob:
46
+ action = self.last_action
47
+ self.last_action = action
48
+ self.steps += 1
49
+ self.cursor = max(0.0, min(9.0, self.cursor + (1 if action == 3 else -1 if action == 1 else 0)))
50
+ self.wind = 0.94 * (self.wind + float(self.random.uniform(-0.025, 0.025)))
51
+ self.velocity = 0.90 * (self.velocity + 0.08 * (self.cursor - self.base) - self.wind)
52
+ self.base += self.velocity
53
+ self.angular_velocity = 0.88 * (self.angular_velocity - 0.16 * self.velocity
54
+ + self.angle * self.length / 800)
55
+ self.angle += self.angular_velocity
56
+ row, column = self.tip
57
+ shift = (4.5 - column) * 0.18
58
+ self.base += shift
59
+ self.cursor = max(0.0, min(9.0, self.cursor + shift))
60
+ if row >= FLOOR - 0.25:
61
+ self.length /= 2
62
+ self.angular_velocity *= -0.5
63
+ if self.length < MIN_LENGTH:
64
+ self.terminal = True
65
+ return 0.0, True
66
+ self.angle /= 2
67
+ if self.steps % SPAWN_INTERVAL == 1:
68
+ self.coins.append((0.0, self.coin_column, float(self.random.uniform(-0.15, 0.15))))
69
+ self.coin_column = (self.coin_column + shift + float(self.random.uniform(-0.6, 0.6))) % 10
70
+
71
+ row, column = self.tip
72
+ reward = 0
73
+ remaining = []
74
+ for y, x, drift in self.coins:
75
+ y += 0.5
76
+ drift = 0.96 * (drift + self.wind / 2)
77
+ x += drift + shift
78
+ tip_hit = abs(y - row) <= 0.45 and abs(x - column) <= 0.55
79
+ fraction = (FLOOR - y) / max(0.01, FLOOR - row)
80
+ shaft_x = self.base + (column - self.base) * fraction
81
+ if tip_hit or (0 <= fraction <= 1 and abs(x - shaft_x) <= 0.45):
82
+ for _ in range(3 if tip_hit else 1):
83
+ reward += ceil(self.length)
84
+ self.length = min(MAX_LENGTH, self.length + 1)
85
+ elif y < FLOOR:
86
+ remaining.append((y, x, drift))
87
+ self.coins = remaining
88
+ self.terminal = self.steps >= self.horizon
89
+ return float(reward), self.terminal
90
+
91
+ def state(self) -> np.ndarray:
92
+ state = np.zeros((10, 10, 6), dtype=bool)
93
+ row, column = self.tip
94
+ state[min(9, max(0, round(row))), min(9, max(0, round(column))), 0] = True
95
+ state[FLOOR, :, 1] = True
96
+ for y, x, _ in self.coins:
97
+ if 0 <= round(x) < 10:
98
+ state[round(y), round(x), 2] = True
99
+ for fraction in np.linspace(0, 1, 16):
100
+ x = round(self.base + fraction * (column - self.base))
101
+ y = round(FLOOR + fraction * (row - FLOOR))
102
+ if 0 <= x < 10 and 0 <= y < 10:
103
+ state[y, x, 3] = True
104
+ state[FLOOR, round(self.cursor), 4] = True
105
+ values = (self.steps, round(self.length * 4), round(self.angle * 64) + 256,
106
+ round(self.angular_velocity * 128) + 256, round(self.velocity * 32) + 256,
107
+ round(self.wind * 512) + 256, self.last_action)
108
+ for row, value in enumerate(values):
109
+ for bit in range(10):
110
+ state[row, bit, 5] = bool(value & (1 << bit))
111
+ return state
runtime/minatar_synth/games/ball_tour.py ADDED
@@ -0,0 +1,108 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ ORBIT = (5, 6, 7, 8, 8, 8, 7, 6, 5, 4, 3, 2, 2, 2, 3, 4)
5
+ HORIZON = 500
6
+
7
+
8
+ class BallTourEnvironment:
9
+ # A ball is spawned no more often than every three columns of travel.
10
+ score_cap = 999 * ((HORIZON + 2) // 3)
11
+
12
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
13
+ self.sticky_action_prob = sticky_action_prob
14
+ self.horizon = min(horizon, HORIZON)
15
+ self.seed(0)
16
+ self.reset()
17
+
18
+ def seed(self, seed: int) -> None:
19
+ self.random = np.random.default_rng(seed)
20
+
21
+ def reset(self) -> None:
22
+ self.steps = self.distance = self.scroll_fraction = self.last_action = 0
23
+ self.next_spike = 1
24
+ self.next_ball = 2
25
+ self.multiplier = 100
26
+ self.spikes: list[tuple[int, int, int]] = []
27
+ self.balls: list[tuple[int, int]] = []
28
+ self.terminal = False
29
+
30
+ @classmethod
31
+ def normalize_score(cls, score: float) -> float:
32
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
33
+
34
+ @property
35
+ def row(self) -> int:
36
+ return ORBIT[self.steps % len(ORBIT)]
37
+
38
+ def act(self, action: int) -> tuple[float, bool]:
39
+ if self.terminal:
40
+ return 0.0, True
41
+ if self.random.random() < self.sticky_action_prob:
42
+ action = self.last_action
43
+ self.last_action = action
44
+ self.steps += 1
45
+ self.scroll_fraction += 10 if action == 5 else 1
46
+ advance, self.scroll_fraction = divmod(self.scroll_fraction, 10)
47
+ self.distance += advance
48
+ moved_spikes = []
49
+ for row, column, velocity in self.spikes:
50
+ column += advance
51
+ if column > 9:
52
+ continue
53
+ if velocity and self.steps % 4 == 0:
54
+ if not 1 <= row + velocity <= 8:
55
+ velocity = -velocity
56
+ row += velocity
57
+ moved_spikes.append((row, column, velocity))
58
+ self.spikes = moved_spikes
59
+ if self.distance == self.next_spike:
60
+ row = int(self.random.integers(1, 9))
61
+ velocity = int(self.random.choice((-1, 1))) if self.random.random() < 0.2 else 0
62
+ self.spikes.append((row, 0, velocity))
63
+ self.next_spike += int(self.random.integers(1, 6))
64
+ self.terminal = any(column == 9 and row == self.row - 1 for row, column, _ in self.spikes)
65
+ if self.terminal:
66
+ return 0.0, True
67
+ reward = 0
68
+ remaining = []
69
+ for row, column in self.balls:
70
+ column += advance
71
+ if column == 9 and row in (self.row - 1, self.row):
72
+ reward += self.multiplier // 100
73
+ self.multiplier = min(99_900, self.multiplier + 1_000)
74
+ elif column <= 9:
75
+ remaining.append((row, column))
76
+ self.balls = remaining
77
+ if self.distance == self.next_ball:
78
+ row = int(self.random.integers(2, 8))
79
+ if any(spike_row == row and column == 0 for spike_row, column, _ in self.spikes):
80
+ self.next_ball += 1
81
+ else:
82
+ self.balls.append((row, 0))
83
+ self.next_ball += int(self.random.integers(3, 8))
84
+ self.multiplier = max(100, self.multiplier - 2)
85
+ self.terminal = self.steps >= self.horizon
86
+ return float(reward), self.terminal
87
+
88
+ def state(self) -> np.ndarray:
89
+ state = np.zeros((10, 10, 6), dtype=bool)
90
+ state[self.row, 9, 0] = True
91
+ state[self.row - 1, 9, 3] = True
92
+ state[ORBIT[(self.steps + 1) % len(ORBIT)], 9, 4] = True
93
+ for row, column in self.balls:
94
+ state[row, column, 2] = True
95
+ for row, column, velocity in self.spikes:
96
+ state[row, column, 1] = True
97
+ state[row, column, 4] = velocity == 1
98
+ state[row, column, 5] = velocity == -1
99
+ gauges = ((self.steps, 9), (self.scroll_fraction, 4), (self.multiplier, 17),
100
+ (self.next_spike - self.distance, 3), (self.next_ball - self.distance, 3),
101
+ (int(self.last_action == 5), 1))
102
+ offset = 0
103
+ for value, width in gauges:
104
+ for bit in range(width):
105
+ index = offset + bit
106
+ state[index // 9, index % 9, 3] = bool(value & (1 << bit))
107
+ offset += width
108
+ return state
runtime/minatar_synth/games/balloon.py ADDED
@@ -0,0 +1,124 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ from math import hypot
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ BONUS_INTERVAL = 8
9
+ BALLOON_INTERVAL = 28
10
+ MAX_BONUSES = (HORIZON + BONUS_INTERVAL - 1) // BONUS_INTERVAL
11
+ MOVES = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}
12
+
13
+
14
+ @dataclass
15
+ class Balloon:
16
+ row: float
17
+ column: float
18
+ drift: float
19
+ rise: float = -0.24
20
+ radius: float = 1.8
21
+
22
+
23
+ @dataclass
24
+ class Bonus:
25
+ row: float
26
+ column: float
27
+ balloon: Balloon | None = None
28
+
29
+
30
+ class BalloonEnvironment:
31
+ score_cap = MAX_BONUSES * (MAX_BONUSES + 1) // 2
32
+
33
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
34
+ self.sticky_action_prob = sticky_action_prob
35
+ self.horizon = min(horizon, HORIZON)
36
+ self.seed(0)
37
+ self.reset()
38
+
39
+ def seed(self, seed: int) -> None:
40
+ self.random = np.random.default_rng(seed)
41
+
42
+ def reset(self) -> None:
43
+ self.steps = self.last_action = 0
44
+ self.cursor = (5, 5)
45
+ self.wind = (0.0, 0.0)
46
+ self.balloons: list[Balloon] = []
47
+ self.bonuses: list[Bonus] = []
48
+ self.terminal = False
49
+
50
+ @classmethod
51
+ def normalize_score(cls, score: float) -> float:
52
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
53
+
54
+ def act(self, action: int) -> tuple[float, bool]:
55
+ if self.terminal:
56
+ return 0.0, True
57
+ if self.random.random() < self.sticky_action_prob:
58
+ action = self.last_action
59
+ self.last_action = action
60
+ self.steps += 1
61
+ row, column = self.cursor
62
+ dr, dc = MOVES.get(action, (0, 0))
63
+ self.cursor = max(0, min(9, row + dr)), max(0, min(9, column + dc))
64
+ self.wind = (0.5 * self.wind[0] + 0.25 * (self.cursor[0] - row),
65
+ 0.5 * self.wind[1] + 0.25 * (self.cursor[1] - column))
66
+ if self.steps % BALLOON_INTERVAL == 1:
67
+ self.balloons.append(Balloon(9.5, float(self.random.uniform(2, 7)),
68
+ float(self.random.uniform(-0.12, 0.12))))
69
+ if self.steps % BONUS_INTERVAL == 1:
70
+ self.bonuses.append(Bonus(0.0, float(self.random.uniform(1, 8))))
71
+ for balloon in self.balloons:
72
+ if hypot(balloon.row - self.cursor[0], balloon.column - self.cursor[1]) < balloon.radius:
73
+ balloon.rise += self.wind[0]
74
+ balloon.drift += self.wind[1]
75
+ balloon.row += balloon.rise
76
+ balloon.column += balloon.drift
77
+ if not balloon.radius <= balloon.column <= 9 - balloon.radius:
78
+ balloon.column = max(balloon.radius, min(9 - balloon.radius, balloon.column))
79
+ balloon.drift *= -0.7
80
+ if balloon.row > 10 - balloon.radius and balloon.rise > 0:
81
+ balloon.rise *= -0.7
82
+ balloon.drift *= 0.9
83
+ balloon.rise += 0.15 * (-0.24 - balloon.rise)
84
+ balloon.radius -= 0.015 * hypot(balloon.drift, balloon.rise)
85
+ self.balloons = [balloon for balloon in self.balloons
86
+ if balloon.row >= balloon.radius and balloon.radius >= 0.8]
87
+ alive = {id(balloon) for balloon in self.balloons}
88
+ collected = 0
89
+ remaining = []
90
+ for bonus in self.bonuses:
91
+ if bonus.balloon is None:
92
+ bonus.row += 0.22
93
+ for balloon in self.balloons:
94
+ if hypot(balloon.row - bonus.row, balloon.column - bonus.column) < 1.3 * balloon.radius:
95
+ bonus.balloon = balloon
96
+ break
97
+ if bonus.balloon is None and bonus.row >= 10:
98
+ self.terminal = True
99
+ if bonus.balloon is not None:
100
+ if id(bonus.balloon) not in alive:
101
+ collected += 1
102
+ continue
103
+ bonus.row, bonus.column = bonus.balloon.row, bonus.balloon.column
104
+ remaining.append(bonus)
105
+ self.bonuses = remaining
106
+ self.terminal |= self.steps >= self.horizon
107
+ return float(collected * (collected + 1) // 2), self.terminal
108
+
109
+ def state(self) -> np.ndarray:
110
+ state = np.zeros((10, 10, 6), dtype=bool)
111
+ state[*self.cursor, 0] = True
112
+ rows, columns = np.ogrid[:10, :10]
113
+ for balloon in self.balloons:
114
+ state[:, :, 1] |= (rows - balloon.row) ** 2 + (columns - balloon.column) ** 2 <= balloon.radius ** 2
115
+ state[max(0, min(9, round(balloon.row + balloon.rise))),
116
+ max(0, min(9, round(balloon.column + balloon.drift))), 4] = True
117
+ for bonus in self.bonuses:
118
+ state[max(0, min(9, round(bonus.row))), round(bonus.column), 3 if bonus.balloon else 2] = True
119
+ values = (self.steps, round(self.wind[0] * 64) + 32,
120
+ round(self.wind[1] * 64) + 32, self.last_action)
121
+ for row, value in enumerate(values):
122
+ for bit in range(9):
123
+ state[row, bit, 5] = bool(value & (1 << bit))
124
+ return state
runtime/minatar_synth/games/balls_bombs.py ADDED
@@ -0,0 +1,129 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ GROUND = 32
8
+ UNIT = 4
9
+ SPAWN_INTERVAL = 5
10
+ MAX_BALLS = (HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL
11
+
12
+
13
+ @dataclass
14
+ class Ball:
15
+ x: int
16
+ y: int
17
+ vx: int
18
+ vy: int = 0
19
+
20
+
21
+ class BallsBombsEnvironment:
22
+ score_cap = MAX_BALLS * (MAX_BALLS + 1) // 2
23
+
24
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
25
+ self.sticky_action_prob = sticky_action_prob
26
+ self.horizon = min(horizon, HORIZON)
27
+ self.seed(0)
28
+ self.reset()
29
+
30
+ def seed(self, seed: int) -> None:
31
+ self.random = np.random.default_rng(seed)
32
+
33
+ def reset(self) -> None:
34
+ self.steps = self.last_action = self.scroll = 0
35
+ self.player = 2
36
+ self.next_bomb = 6
37
+ self.bomb: int | None = None
38
+ self.armed = False
39
+ self.blast: tuple[int, int] | None = None
40
+ self.multiplier = 1
41
+ self.balls: list[Ball] = []
42
+ self.terminal = False
43
+
44
+ @classmethod
45
+ def normalize_score(cls, score: float) -> float:
46
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
47
+
48
+ def act(self, action: int) -> tuple[float, bool]:
49
+ if self.terminal:
50
+ return 0.0, True
51
+ if self.random.random() < self.sticky_action_prob:
52
+ action = self.last_action
53
+ self.last_action = action
54
+ self.steps += 1
55
+ if action == 5:
56
+ self.player += 1
57
+ self.scroll = max(0, self.player - 4)
58
+ if not self.armed and self.bomb is None and self.player >= self.next_bomb:
59
+ self.bomb = self.scroll + 9
60
+ if self.bomb == self.player:
61
+ self.armed = True
62
+ self.bomb = None
63
+ self.next_bomb = self.player + int(self.random.integers(9, 13))
64
+ if self.blast is not None:
65
+ center, radius = self.blast
66
+ self.blast = (center, radius + 1) if radius < 6 else None
67
+ if self.blast is None:
68
+ self.multiplier = 1
69
+ if self.steps % SPAWN_INTERVAL == 1:
70
+ from_left = self.random.random() < 0.1
71
+ self.balls.append(Ball(self.scroll + (0 if from_left else 9),
72
+ int(self.random.integers(5, 17)), 1 if from_left else -1))
73
+ reward = 0
74
+ survivors = []
75
+ for ball in self.balls:
76
+ ball.vy += 1
77
+ ball.y += ball.vy
78
+ if ball.y >= GROUND:
79
+ ball.y = GROUND
80
+ ball.vy = -ball.vy
81
+ if self.steps % 2 == 0:
82
+ ball.x += ball.vx
83
+ if ball.x <= self.scroll and ball.vx < 0:
84
+ ball.vx = 2
85
+ elif ball.x >= self.scroll + 9 and ball.vx > 0:
86
+ ball.vx = -1
87
+ if self._in_blast(ball.y // UNIT, ball.x):
88
+ reward += self.multiplier
89
+ self.multiplier += 1
90
+ elif ball.x == self.player and ball.y // UNIT == GROUND // UNIT:
91
+ if self.armed:
92
+ self.armed = False
93
+ self.blast = self.player, 1
94
+ else:
95
+ self.terminal = True
96
+ elif ball.x >= self.scroll - 2:
97
+ survivors.append(ball)
98
+ self.balls = survivors
99
+ self.terminal |= self.steps >= self.horizon
100
+ return float(reward), self.terminal
101
+
102
+ def _in_blast(self, row: int, x: int) -> bool:
103
+ if self.blast is None:
104
+ return False
105
+ center, radius = self.blast
106
+ distance_squared = (x - center) ** 2 + (GROUND // UNIT - row) ** 2
107
+ return (radius - 0.75) ** 2 <= distance_squared <= (radius + 0.75) ** 2
108
+
109
+ def state(self) -> np.ndarray:
110
+ state = np.zeros((10, 10, 6), dtype=bool)
111
+ state[GROUND // UNIT, self.player - self.scroll, 0] = True
112
+ for ball in self.balls:
113
+ column = ball.x - self.scroll
114
+ if 0 <= column < 10:
115
+ row = max(0, ball.y // UNIT)
116
+ state[row, column, 1] = True
117
+ state[row, column, 4] |= ball.vy < 0
118
+ if self.bomb is not None and 0 <= self.bomb - self.scroll < 10:
119
+ state[GROUND // UNIT, self.bomb - self.scroll, 2] = True
120
+ if self.blast is not None:
121
+ for row in range(9):
122
+ for column in range(10):
123
+ state[row, column, 3] = self._in_blast(row, column + self.scroll)
124
+ values = (self.steps, self.multiplier, int(self.armed), self.player,
125
+ self.next_bomb, self.last_action, 0 if self.blast is None else self.blast[1])
126
+ for row, value in enumerate(values):
127
+ for bit in range(9):
128
+ state[row, bit, 5] = bool(value & (1 << bit))
129
+ return state
runtime/minatar_synth/games/bamboo.py ADDED
@@ -0,0 +1,108 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+ MIN_SPAWN_INTERVAL = 70
10
+ MAX_HARVEST = 100
11
+ TRACK_WIDTH = 200
12
+
13
+
14
+ @dataclass
15
+ class Stalk:
16
+ x: int
17
+ height: float = 0
18
+ speed: float = 1
19
+
20
+
21
+ class BambooEnvironment:
22
+ score_cap = math.ceil(HORIZON * FRAMES_PER_STEP / MIN_SPAWN_INTERVAL) * MAX_HARVEST
23
+
24
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
25
+ self.sticky_action_prob = sticky_action_prob
26
+ self.horizon = min(horizon, HORIZON)
27
+ self.seed(0)
28
+ self.reset()
29
+
30
+ def seed(self, seed: int) -> None:
31
+ self.random = np.random.default_rng(seed)
32
+
33
+ def reset(self) -> None:
34
+ self.steps = self.spawn_timer = 0
35
+ self.pressed = self.terminal = False
36
+ self.x = 190.0
37
+ self.direction = 1
38
+ self.boost = 0.0
39
+ self.stalks: list[Stalk] = []
40
+
41
+ @classmethod
42
+ def normalize_score(cls, score: float) -> float:
43
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
44
+
45
+ def act(self, action: int) -> tuple[float, bool]:
46
+ if self.terminal:
47
+ return 0.0, True
48
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
49
+ if pressed and not self.pressed:
50
+ self.direction *= -1
51
+ self.pressed = pressed
52
+ self.steps += 1
53
+ reward = 0
54
+ for _ in range(FRAMES_PER_STEP):
55
+ reward += self._advance_frame()
56
+ if self.terminal:
57
+ break
58
+ self.terminal |= self.steps >= self.horizon
59
+ return float(reward), self.terminal
60
+
61
+ def _advance_frame(self) -> int:
62
+ self.x = (self.x + self.direction * (1 + self.boost)) % TRACK_WIDTH
63
+ self.boost *= 0.9
64
+ if self.spawn_timer == 0:
65
+ self.stalks.append(Stalk(int(self.random.integers(5, 195))))
66
+ self.spawn_timer = int(self.random.integers(MIN_SPAWN_INTERVAL, 101))
67
+ self.spawn_timer -= 1
68
+
69
+ reward = 0
70
+ survivors = []
71
+ for stalk in self.stalks:
72
+ stalk.height += 0.14 * stalk.speed
73
+ distance = abs(self.x - stalk.x)
74
+ if not self.pressed and min(distance, TRACK_WIDTH - distance) <= 6:
75
+ if 5 <= stalk.height <= 25:
76
+ grade = math.ceil((stalk.height - 5) / 3)
77
+ reward += MAX_HARVEST if grade == 7 else grade**2
78
+ continue
79
+ if stalk.height > 25:
80
+ stalk.height *= 0.7
81
+ stalk.speed *= 0.6
82
+ self.direction *= -1
83
+ self.boost = min(5, self.boost + 1)
84
+ if stalk.height <= 25:
85
+ continue
86
+ if stalk.height > 50:
87
+ stalk.speed *= 0.997
88
+ if stalk.height >= 89:
89
+ self.terminal = True
90
+ survivors.append(stalk)
91
+ self.stalks = survivors
92
+ return reward
93
+
94
+ def state(self) -> np.ndarray:
95
+ state = np.zeros((10, 10, 6), dtype=bool)
96
+ column = int(self.x) // 20
97
+ state[8, column, 0] = True
98
+ state[8, column, 1] = self.direction < 0
99
+ for stalk in self.stalks:
100
+ column = stalk.x // 20
101
+ height = max(1, math.ceil(stalk.height / 10))
102
+ state[9 - height:9, column, 2] = True
103
+ state[9 - height, column, 3] |= 5 <= stalk.height <= 25
104
+ state[9 - height, column, 4] |= 23 < stalk.height <= 25
105
+ state[9, 0, 5] = self.pressed
106
+ for bit in range(9):
107
+ state[9, bit + 1, 5] = bool(self.steps & (1 << bit))
108
+ return state
runtime/minatar_synth/games/bank_heist.py ADDED
@@ -0,0 +1,197 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ ROADS = np.array([
5
+ [1, 1, 1, 0, 0, 0, 1, 1, 1, 1],
6
+ [1, 0, 1, 1, 1, 1, 1, 0, 1, 0],
7
+ [1, 0, 1, 0, 1, 0, 1, 0, 1, 0],
8
+ [1, 1, 1, 0, 1, 1, 1, 1, 1, 1],
9
+ [0, 0, 1, 0, 0, 0, 1, 0, 1, 0],
10
+ [1, 1, 1, 1, 1, 0, 1, 0, 1, 0],
11
+ [1, 0, 0, 0, 1, 0, 1, 1, 1, 0],
12
+ [1, 1, 1, 1, 1, 1, 1, 0, 1, 1],
13
+ [1, 0, 1, 0, 0, 0, 1, 0, 1, 0],
14
+ [1, 1, 1, 1, 1, 1, 1, 0, 1, 0],
15
+ ], dtype=bool)
16
+ BANK_LOCATIONS = ((1, 2), (1, 6), (3, 4), (3, 8), (5, 2), (5, 6), (7, 4), (7, 8), (9, 2))
17
+ TOWN_BONUSES = (93.0, 186.0, 279.0, 372.0)
18
+ DELTAS = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}
19
+
20
+
21
+ class BankHeistEnvironment:
22
+ """Four-town robbery route with fuel, pursuing cops, and tailpipe dynamite."""
23
+
24
+ score_cap = 4_530.0
25
+
26
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500):
27
+ self.sticky_action_prob = sticky_action_prob
28
+ self.horizon = horizon
29
+ self.random = np.random.RandomState()
30
+ self.seed(0)
31
+ self.reset()
32
+
33
+ @classmethod
34
+ def normalize_score(cls, raw_score: float) -> float:
35
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
36
+
37
+ def seed(self, seed: int) -> None:
38
+ self.random.seed(seed)
39
+
40
+ def reset(self) -> None:
41
+ self.town = 0
42
+ self.cars = 5
43
+ self.steps = 0
44
+ self.last_action = 0
45
+ self.terminal = False
46
+ self._start_town(full_fuel=True)
47
+
48
+ def _start_town(self, full_fuel: bool) -> None:
49
+ previous_fuel = getattr(self, "fuel", 100)
50
+ self.fuel = 100 if full_fuel else max(previous_fuel, 50)
51
+ self.player = [9, 0]
52
+ self.previous_player = self.player.copy()
53
+ self.direction = 3
54
+ self.cops: list[dict[str, object]] = []
55
+ self.previous_cops: list[list[int]] = []
56
+ self.dynamite: list[dict[str, int]] = []
57
+ self.robbed = 0
58
+ self.spawned_banks = 3
59
+ self.banks = set(BANK_LOCATIONS[:3])
60
+
61
+ def act(self, action: int) -> tuple[float, bool]:
62
+ if self.terminal:
63
+ return 0.0, True
64
+ if self.random.rand() < self.sticky_action_prob:
65
+ action = self.last_action
66
+ self.last_action = action
67
+ self.previous_player = self.player.copy()
68
+ if action in DELTAS:
69
+ self.direction = action
70
+ self._move_player(action)
71
+ elif action == 5 and self.fuel > 5:
72
+ row_delta, column_delta = DELTAS[self.direction]
73
+ self.dynamite.append({
74
+ "row": (self.player[0] - row_delta) % 10,
75
+ "column": (self.player[1] - column_delta) % 10,
76
+ "timer": 2,
77
+ })
78
+ self.fuel -= 5
79
+
80
+ reward = self._rob_bank()
81
+ self.previous_cops = [list(cop["position"]) for cop in self.cops]
82
+ self._move_cops()
83
+ reward += self._detonate_dynamite()
84
+ if any(list(cop["position"]) == self.player for cop in self.cops):
85
+ self._lose_car()
86
+ self.fuel -= 1
87
+ if self.fuel <= 0:
88
+ self._lose_car()
89
+ if self.player == [0, 9]:
90
+ reward += self._leave_town()
91
+ self.steps += 1
92
+ if self.steps >= self.horizon:
93
+ self.terminal = True
94
+ return reward, self.terminal
95
+
96
+ def _move_player(self, action: int) -> None:
97
+ row_delta, column_delta = DELTAS[action]
98
+ target = [self.player[0] + row_delta, self.player[1] + column_delta]
99
+ if self.player[0] in (3, 7) and target[1] < 0:
100
+ target[1] = 9
101
+ elif self.player[0] in (3, 7) and target[1] > 9:
102
+ target[1] = 0
103
+ if 0 <= target[0] < 10 and 0 <= target[1] < 10 and ROADS[*target]:
104
+ self.player = target
105
+
106
+ def _rob_bank(self) -> float:
107
+ position = tuple(self.player)
108
+ if position not in self.banks:
109
+ return 0.0
110
+ self.banks.remove(position)
111
+ self.robbed += 1
112
+ if len(self.cops) < 3:
113
+ self.cops.append({"position": [*position], "previous": [*position]})
114
+ return float(self.robbed * 10)
115
+
116
+ def _move_cops(self) -> None:
117
+ for cop in self.cops:
118
+ position = list(cop["position"])
119
+ previous = list(cop["previous"])
120
+ candidates = []
121
+ for action in DELTAS:
122
+ row_delta, column_delta = DELTAS[action]
123
+ target = [position[0] + row_delta, position[1] + column_delta]
124
+ if position[0] in (3, 7) and target[1] < 0:
125
+ target[1] = 9
126
+ elif position[0] in (3, 7) and target[1] > 9:
127
+ target[1] = 0
128
+ if 0 <= target[0] < 10 and 0 <= target[1] < 10 and ROADS[*target] and target != previous:
129
+ distance = abs(target[0] - self.player[0]) + abs(target[1] - self.player[1])
130
+ candidates.append((distance, action, target))
131
+ if candidates:
132
+ cop["previous"] = position
133
+ cop["position"] = min(candidates)[2]
134
+
135
+ def _detonate_dynamite(self) -> float:
136
+ reward = 0.0
137
+ remaining = []
138
+ for stick in self.dynamite:
139
+ stick["timer"] -= 1
140
+ if stick["timer"] > 0:
141
+ remaining.append(stick)
142
+ continue
143
+ blast = [stick["row"], stick["column"]]
144
+ if blast == self.player:
145
+ self._lose_car()
146
+ pursuit_count = len(self.cops)
147
+ value = {1: 10.0, 2: 30.0, 3: 50.0}.get(pursuit_count, 0.0)
148
+ destroyed = [cop for cop in self.cops if list(cop["position"]) == blast]
149
+ for cop in destroyed:
150
+ self.cops.remove(cop)
151
+ reward += value
152
+ if self.spawned_banks < 9:
153
+ self.banks.add(BANK_LOCATIONS[self.spawned_banks])
154
+ self.spawned_banks += 1
155
+ self.dynamite = remaining
156
+ return reward
157
+
158
+ def _lose_car(self) -> None:
159
+ self.cars -= 1
160
+ self.player = [9, 0]
161
+ self.previous_player = self.player.copy()
162
+ self.fuel = 100
163
+ self.cops.clear()
164
+ self.dynamite.clear()
165
+ if self.cars <= 0:
166
+ self.terminal = True
167
+
168
+ def _leave_town(self) -> float:
169
+ reward = TOWN_BONUSES[self.town] if self.robbed >= 9 else 0.0
170
+ full_fuel = self.robbed >= 9
171
+ if full_fuel:
172
+ self.cars += 1
173
+ self.town += 1
174
+ if self.town == 4:
175
+ self.terminal = True
176
+ else:
177
+ self._start_town(full_fuel=full_fuel)
178
+ return reward
179
+
180
+ def state(self) -> np.ndarray:
181
+ state = np.zeros((10, 10, 6), dtype=bool)
182
+ state[*self.player, 0] = True
183
+ for cop in self.cops:
184
+ state[*list(cop["position"]), 1] = True
185
+ for bank in self.banks:
186
+ state[*bank, 2] = True
187
+ state[0, 9, 2] = True
188
+ for stick in self.dynamite:
189
+ state[stick["row"], stick["column"], 3] = True
190
+ state[*self.previous_player, 4] = True
191
+ for position in self.previous_cops:
192
+ state[*position, 4] = True
193
+ state[9, : min(10, (self.fuel + 9) // 10), 5] = True
194
+ state[8, : min(10, self.cars), 5] = True
195
+ state[7, : self.town + 1, 5] = True
196
+ state[6, : min(9, self.robbed), 5] = True
197
+ return state
runtime/minatar_synth/games/barge_hop.py ADDED
@@ -0,0 +1,161 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ from itertools import combinations
3
+ import math
4
+
5
+ import numpy as np
6
+
7
+
8
+ HORIZON = 400
9
+ TIME_LIMIT = 1000
10
+ FRAMES_PER_STEP = 4
11
+
12
+
13
+ @dataclass
14
+ class Barge:
15
+ x: float
16
+ width: float
17
+ velocity: float
18
+ phase: float
19
+ frequency: float
20
+ amplitude: float
21
+ top: float = 65
22
+
23
+
24
+ class BargeHopEnvironment:
25
+ score_cap = 1000
26
+
27
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
28
+ self.sticky_action_prob = sticky_action_prob
29
+ self.horizon = min(horizon, HORIZON)
30
+ self.seed(0)
31
+ self.reset()
32
+
33
+ def seed(self, seed: int) -> None:
34
+ self.random = np.random.default_rng(seed)
35
+
36
+ def reset(self) -> None:
37
+ self.steps = self.frame = self.level = 0
38
+ self.pressed = self.terminal = False
39
+ self.remaining = float(TIME_LIMIT)
40
+ self._setup_round()
41
+
42
+ def _setup_round(self) -> None:
43
+ speed = 0.175 * (1 + math.sqrt(self.level * 0.3))
44
+ self.barges = [
45
+ Barge(
46
+ center + self.random.uniform(-4, 4),
47
+ float(self.random.integers(20, 29)),
48
+ float(self.random.choice((-1, 1))) * speed * self.random.uniform(0.9, 1.5),
49
+ self.random.uniform(0, math.tau),
50
+ self.random.uniform(0.02, 0.05),
51
+ self.random.uniform(1, 2),
52
+ )
53
+ for center in (32, 75, 118)
54
+ ]
55
+ self._return_to_dock()
56
+
57
+ def _return_to_dock(self) -> None:
58
+ self.x, self.feet = 8.0, 63.0
59
+ self.vx = self.vy = 0.0
60
+ self.grounded = True
61
+ self.support: Barge | None = None
62
+
63
+ @classmethod
64
+ def normalize_score(cls, score: float) -> float:
65
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
66
+
67
+ def act(self, action: int) -> tuple[float, bool]:
68
+ if self.terminal:
69
+ return 0.0, True
70
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
71
+ jump = pressed and not self.pressed
72
+ self.pressed = pressed
73
+ self.steps += 1
74
+ reward = 0
75
+ for frame in range(FRAMES_PER_STEP):
76
+ reward += self._advance_frame(jump and frame == 0)
77
+ if self.terminal:
78
+ break
79
+ self.terminal |= self.steps >= self.horizon
80
+ return float(reward), self.terminal
81
+
82
+ def _move_barges(self) -> None:
83
+ for barge in self.barges:
84
+ barge.x += barge.velocity
85
+ barge.top = 65 - barge.amplitude * (
86
+ 1 - math.sin(self.frame * barge.frequency + barge.phase)
87
+ )
88
+ low, high = 15 + barge.width / 2, 135 - barge.width / 2
89
+ if barge.x <= low:
90
+ barge.x, barge.velocity = low, abs(barge.velocity)
91
+ elif barge.x >= high:
92
+ barge.x, barge.velocity = high, -abs(barge.velocity)
93
+ for first, second in combinations(self.barges, 2):
94
+ gap = (first.width + second.width) / 2 - (second.x - first.x)
95
+ if gap <= 0:
96
+ continue
97
+ first.x -= gap / 2
98
+ second.x += gap / 2
99
+ if first.velocity > 0:
100
+ first.velocity *= -1
101
+ if second.velocity < 0:
102
+ second.velocity *= -1
103
+
104
+ def _advance_frame(self, jump: bool) -> int:
105
+ difficulty = 1 + self.level / 5
106
+ self.frame += 1
107
+ self.remaining -= math.sqrt(difficulty)
108
+ if self.remaining <= 0:
109
+ self.terminal = True
110
+ return 0
111
+ old_support_x = self.support.x if self.support is not None else 0
112
+ self._move_barges()
113
+ if self.grounded:
114
+ if self.support is not None:
115
+ self.x += self.support.x - old_support_x
116
+ self.feet = self.support.top
117
+ if not jump:
118
+ return 0
119
+ self.grounded = False
120
+ self.support = None
121
+ self.vx = 0.7 * math.sqrt(difficulty)
122
+ self.vy = -2.1 * math.sqrt(difficulty)
123
+ previous_feet = self.feet
124
+ self.vy += 0.15 * (0.5 if self.pressed else 1.5) * difficulty
125
+ self.x += self.vx
126
+ self.feet += self.vy
127
+ if self.vy < 0:
128
+ return 0
129
+ if self.x >= 133 and previous_feet <= 63 <= self.feet:
130
+ reward = int(120 * self.remaining / TIME_LIMIT)
131
+ self.level += 1
132
+ self.remaining = min(TIME_LIMIT, self.remaining + TIME_LIMIT / 2)
133
+ self._setup_round()
134
+ return reward
135
+ for barge in self.barges:
136
+ if abs(self.x - barge.x) <= barge.width / 2 + 3 and previous_feet <= barge.top <= self.feet:
137
+ self.support = barge
138
+ self.grounded = True
139
+ self.feet = barge.top
140
+ self.vx = self.vy = 0
141
+ return 1
142
+ if self.feet >= 71:
143
+ self._return_to_dock()
144
+ return 0
145
+
146
+ def state(self) -> np.ndarray:
147
+ state = np.zeros((10, 10, 6), dtype=bool)
148
+ column = min(9, int(self.x / 15))
149
+ row = int((self.feet - 4) / 10)
150
+ state[row, column, 0] = True
151
+ state[row, column, 4] = self.grounded
152
+ state[6, (0, 9), 1] = True
153
+ state[7:9, :, 2] = True
154
+ for barge in self.barges:
155
+ left = max(0, int((barge.x - barge.width / 2) / 15))
156
+ right = min(9, int((barge.x + barge.width / 2) / 15))
157
+ state[int(barge.top / 10), left:right + 1, 3] = True
158
+ state[int(barge.top / 10), left:right + 1, 5] |= barge.velocity < 0
159
+ state[9, :math.ceil(max(0, self.remaining) / 100), 5] = True
160
+ state[8, 0, 5] = self.pressed
161
+ return state
runtime/minatar_synth/games/baroll.py ADDED
@@ -0,0 +1,103 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ FRAMES_PER_STEP = 4
8
+ GROUND = 86
9
+
10
+
11
+ @dataclass
12
+ class Barrel:
13
+ x: float
14
+ y: float = -5
15
+ velocity: float = 0
16
+ rolling: bool = False
17
+
18
+
19
+ class BarollEnvironment:
20
+ score_cap = HORIZON * FRAMES_PER_STEP
21
+
22
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
23
+ self.sticky_action_prob = sticky_action_prob
24
+ self.horizon = min(horizon, HORIZON)
25
+ self.seed(0)
26
+ self.reset()
27
+
28
+ def seed(self, seed: int) -> None:
29
+ self.random = np.random.default_rng(seed)
30
+
31
+ def reset(self) -> None:
32
+ self.steps = self.spawn_timer = 0
33
+ self.pressed = self.terminal = self.jumping = False
34
+ self.y = float(GROUND)
35
+ self.velocity = 0.0
36
+ self.barrels: list[Barrel] = []
37
+
38
+ @classmethod
39
+ def normalize_score(cls, score: float) -> float:
40
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
41
+
42
+ def act(self, action: int) -> tuple[float, bool]:
43
+ if self.terminal:
44
+ return 0.0, True
45
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
46
+ tap = pressed and not self.pressed
47
+ self.pressed = pressed
48
+ self.steps += 1
49
+ reward = 0
50
+ for frame in range(FRAMES_PER_STEP):
51
+ self._advance_frame(tap and frame == 0)
52
+ reward += int(not pressed)
53
+ if self.terminal:
54
+ break
55
+ self.terminal |= self.steps >= self.horizon
56
+ return float(reward), self.terminal
57
+
58
+ def _advance_frame(self, tap: bool) -> None:
59
+ if self.spawn_timer == 0:
60
+ start = 100 if self.jumping else 10
61
+ self.barrels.append(Barrel(self.random.uniform(start, 200)))
62
+ self.spawn_timer = int(self.random.integers(30, 90))
63
+ self.spawn_timer -= 1
64
+ for barrel in self.barrels:
65
+ if barrel.rolling:
66
+ barrel.x -= 1
67
+ else:
68
+ barrel.velocity = (barrel.velocity + 0.2) * 0.92
69
+ barrel.y += barrel.velocity
70
+ if barrel.y > 85:
71
+ barrel.y = GROUND
72
+ barrel.rolling = True
73
+ barrel.x -= 1 if self.pressed else 2
74
+ self.barrels = [barrel for barrel in self.barrels if barrel.x > -5]
75
+
76
+ if self.jumping:
77
+ self.y += self.velocity
78
+ self.velocity += 0.1 if self.pressed else 0.2
79
+ if self.y > 85:
80
+ self.y = GROUND
81
+ self.jumping = self.pressed
82
+ self.velocity = -3 if self.pressed else 0
83
+ elif tap:
84
+ self.jumping = True
85
+ self.velocity = -3.6
86
+ self.terminal = any(
87
+ abs(barrel.x - 9) < 5 and abs(barrel.y - self.y) < 6
88
+ for barrel in self.barrels
89
+ )
90
+
91
+ def state(self) -> np.ndarray:
92
+ state = np.zeros((10, 10, 6), dtype=bool)
93
+ row = int(self.y) // 10
94
+ state[row, 0, 0] = True
95
+ state[row, 0, 4] = self.jumping and self.velocity < 0
96
+ for barrel in self.barrels:
97
+ if barrel.x >= 0 and barrel.y >= 0:
98
+ state[int(barrel.y) // 10, int(barrel.x) // 20, 2 if barrel.rolling else 1] = True
99
+ state[9, :, 3] = True
100
+ state[9, 0, 5] = self.pressed
101
+ for bit in range(9):
102
+ state[9, bit + 1, 5] = bool(self.steps & (1 << bit))
103
+ return state
runtime/minatar_synth/games/baserunner_dash.py ADDED
@@ -0,0 +1,113 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import math
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ FRAMES_PER_STEP = 8
8
+ BASES = ((50, 90), (90, 50), (50, 10), (10, 50))
9
+ LEG_LENGTH = math.dist(BASES[0], BASES[1])
10
+ RUNNER_SPEED = 0.6
11
+ BALL_SPEED = 0.3
12
+
13
+
14
+ class BaserunnerDashEnvironment:
15
+ score_cap = HORIZON * FRAMES_PER_STEP // math.ceil(LEG_LENGTH / RUNNER_SPEED)
16
+
17
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
18
+ self.sticky_action_prob = sticky_action_prob
19
+ self.horizon = min(horizon, HORIZON)
20
+ self.seed(0)
21
+ self.reset()
22
+
23
+ def seed(self, seed: int) -> None:
24
+ self.random = np.random.default_rng(seed)
25
+
26
+ def reset(self) -> None:
27
+ self.steps = 0
28
+ self.pressed = self.terminal = False
29
+ self.runner_base = 1
30
+ self.progress = 0.0
31
+ self.ball = BASES[0]
32
+ self.ball_base = 0
33
+ self.ball_target = 2
34
+ self.thrown = True
35
+
36
+ @property
37
+ def runner_target(self) -> int:
38
+ return (self.runner_base + 1) % len(BASES)
39
+
40
+ @property
41
+ def runner_position(self) -> tuple[float, float]:
42
+ x, y = BASES[self.runner_base]
43
+ target_x, target_y = BASES[self.runner_target]
44
+ fraction = self.progress / LEG_LENGTH
45
+ return x + (target_x - x) * fraction, y + (target_y - y) * fraction
46
+
47
+ @classmethod
48
+ def normalize_score(cls, score: float) -> float:
49
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
50
+
51
+ def act(self, action: int) -> tuple[float, bool]:
52
+ if self.terminal:
53
+ return 0.0, True
54
+ if self.random.random() >= self.sticky_action_prob:
55
+ self.pressed = action == 5
56
+ self.steps += 1
57
+ reward = 0
58
+ for _ in range(FRAMES_PER_STEP):
59
+ reward += self._advance_runner()
60
+ self._advance_ball()
61
+ runner_x, runner_y = self.runner_position
62
+ ball_x, ball_y = self.ball
63
+ if self.progress > 0 and not self.thrown and abs(runner_x - ball_x) < 6 and abs(runner_y - ball_y) < 6:
64
+ self.terminal = True
65
+ break
66
+ self.terminal |= self.steps >= self.horizon
67
+ return float(reward), self.terminal
68
+
69
+ def _advance_runner(self) -> int:
70
+ if not self.pressed:
71
+ self.progress = max(0, self.progress - RUNNER_SPEED)
72
+ return 0
73
+ self.progress += RUNNER_SPEED
74
+ if self.progress < LEG_LENGTH:
75
+ return 0
76
+ self.runner_base = self.runner_target
77
+ self.progress = 0.0
78
+ return 1
79
+
80
+ def _advance_ball(self) -> None:
81
+ x, y = self.ball
82
+ target = BASES[self.ball_target]
83
+ dx, dy = target[0] - x, target[1] - y
84
+ distance = math.hypot(dx, dy)
85
+ speed = BALL_SPEED * (3 if self.thrown else 1)
86
+ if distance <= speed:
87
+ self.ball = target
88
+ self.ball_base = self.ball_target
89
+ self.thrown = False
90
+ self.ball_target = self.runner_target if self.ball_base == self.runner_base else self.runner_base
91
+ return
92
+ self.ball = x + dx * speed / distance, y + dy * speed / distance
93
+ if not self.thrown and self.random.random() < 0.05:
94
+ self.thrown = True
95
+ if self.ball_base not in (self.runner_base, self.runner_target):
96
+ self.ball_target = self.runner_target
97
+
98
+ def state(self) -> np.ndarray:
99
+ state = np.zeros((10, 10, 6), dtype=bool)
100
+ for x, y in BASES:
101
+ state[y // 10, x // 10, 0] = True
102
+ runner_x, runner_y = self.runner_position
103
+ state[int(runner_y) // 10, int(runner_x) // 10, 1] = True
104
+ ball_x, ball_y = self.ball
105
+ state[int(ball_y) // 10, int(ball_x) // 10, 2 if self.thrown else 3] = True
106
+ target_x, target_y = BASES[self.ball_target]
107
+ state[target_y // 10, target_x // 10, 4] = True
108
+ for index, channel in ((self.runner_base, 4), (self.runner_target, 5)):
109
+ state[0, index, channel] = True
110
+ for bit in range(9):
111
+ state[9, bit, 5] = bool(self.steps & (1 << bit))
112
+ state[9, 9, 5] = self.pressed
113
+ return state
runtime/minatar_synth/games/battle_zone.py ADDED
@@ -0,0 +1,223 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ DIRECTIONS = (
5
+ (-1, 0),
6
+ (-1, 1),
7
+ (0, 1),
8
+ (1, 1),
9
+ (1, 0),
10
+ (1, -1),
11
+ (0, -1),
12
+ (-1, -1),
13
+ )
14
+ POINTS = {"tank": 1_000.0, "fighter": 2_000.0, "supertank": 3_000.0, "saucer": 5_000.0}
15
+ WAVES = (
16
+ ("tank", "tank", "tank", "fighter", "saucer"),
17
+ ("tank", "tank", "fighter", "fighter", "saucer"),
18
+ ("tank", "tank", "fighter", "supertank", "saucer"),
19
+ ("tank", "fighter", "fighter", "supertank", "saucer"),
20
+ ("tank", "fighter", "supertank", "supertank", "saucer"),
21
+ )
22
+ OBSTACLES = {(2, 2), (2, 7), (5, 1), (5, 8), (7, 3), (7, 6)}
23
+ SPAWNS = ((0, 1), (0, 5), (0, 9), (4, 0), (4, 9))
24
+
25
+
26
+ class BattleZoneEnvironment:
27
+ """Radar combat with oriented movement, cover, shell dodging, and four target classes."""
28
+
29
+ score_cap = 60_000.0
30
+
31
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500):
32
+ self.sticky_action_prob = sticky_action_prob
33
+ self.horizon = horizon
34
+ self.random = np.random.RandomState()
35
+ self.seed(0)
36
+ self.reset()
37
+
38
+ @classmethod
39
+ def normalize_score(cls, raw_score: float) -> float:
40
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
41
+
42
+ def seed(self, seed: int) -> None:
43
+ self.random.seed(seed)
44
+
45
+ def reset(self) -> None:
46
+ self.player = [9, 5]
47
+ self.previous_player = self.player.copy()
48
+ self.direction = 0
49
+ self.lives = 5
50
+ self.wave = 0
51
+ self.steps = 0
52
+ self.total_score = 0.0
53
+ self.bonus_awarded = False
54
+ self.player_shell: list[int] | None = None
55
+ self.enemy_shells: list[list[int]] = []
56
+ self.last_action = 0
57
+ self.terminal = False
58
+ self._start_wave()
59
+
60
+ def _start_wave(self) -> None:
61
+ self.enemies = [
62
+ {"kind": kind, "position": [*SPAWNS[index]], "previous": [*SPAWNS[index]]}
63
+ for index, kind in enumerate(WAVES[self.wave])
64
+ ]
65
+
66
+ def act(self, action: int) -> tuple[float, bool]:
67
+ if self.terminal:
68
+ return 0.0, True
69
+ if self.random.rand() < self.sticky_action_prob:
70
+ action = self.last_action
71
+ self.last_action = action
72
+ self.previous_player = self.player.copy()
73
+ if action == 1:
74
+ self.direction = (self.direction - 1) % 8
75
+ elif action == 3:
76
+ self.direction = (self.direction + 1) % 8
77
+ elif action in (2, 4):
78
+ multiplier = 1 if action == 2 else -1
79
+ row_delta, column_delta = DIRECTIONS[self.direction]
80
+ target = [self.player[0] + multiplier * row_delta, self.player[1] + multiplier * column_delta]
81
+ if self._open(target):
82
+ self.player = target
83
+ elif action == 5 and self.player_shell is None:
84
+ row_delta, column_delta = DIRECTIONS[self.direction]
85
+ self.player_shell = [self.player[0], self.player[1], row_delta, column_delta, 9]
86
+
87
+ self._move_enemies()
88
+ self._move_shells()
89
+ reward = self._resolve_player_shell()
90
+ self._resolve_enemy_shells()
91
+ self._enemy_fire()
92
+ self.steps += 1
93
+ if self.total_score >= 50_000 and not self.bonus_awarded:
94
+ self.lives += 1
95
+ self.bonus_awarded = True
96
+ if not self.enemies:
97
+ self.wave += 1
98
+ if self.wave == len(WAVES):
99
+ self.terminal = True
100
+ else:
101
+ self._start_wave()
102
+ if self.steps >= self.horizon:
103
+ self.terminal = True
104
+ return reward, self.terminal
105
+
106
+ @staticmethod
107
+ def _open(position: list[int]) -> bool:
108
+ return 0 <= position[0] < 10 and 0 <= position[1] < 10 and tuple(position) not in OBSTACLES
109
+
110
+ def _move_enemies(self) -> None:
111
+ for enemy in self.enemies:
112
+ enemy["previous"] = list(enemy["position"])
113
+ kind = str(enemy["kind"])
114
+ if kind == "saucer":
115
+ enemy["position"][1] = (enemy["position"][1] + 1) % 10
116
+ continue
117
+ interval = {"tank": 3, "fighter": 2, "supertank": 1}[kind]
118
+ if self.steps % interval != 0:
119
+ continue
120
+ position = list(enemy["position"])
121
+ row_delta = int(np.sign(self.player[0] - position[0]))
122
+ column_delta = int(np.sign(self.player[1] - position[1]))
123
+ if kind == "fighter" and self.steps % 4 < 2:
124
+ column_delta = -column_delta or 1
125
+ candidates = ([position[0] + row_delta, position[1] + column_delta], [position[0] + row_delta, position[1]])
126
+ for target in candidates:
127
+ if self._open(target) and target != self.player:
128
+ enemy["position"] = target
129
+ break
130
+
131
+ def _move_shells(self) -> None:
132
+ if self.player_shell is not None:
133
+ self.player_shell[0] += self.player_shell[2]
134
+ self.player_shell[1] += self.player_shell[3]
135
+ self.player_shell[4] -= 1
136
+ if not self._open(self.player_shell[:2]) or self.player_shell[4] <= 0:
137
+ self.player_shell = None
138
+ remaining = []
139
+ for shell in self.enemy_shells:
140
+ shell[0] += shell[2]
141
+ shell[1] += shell[3]
142
+ shell[4] -= 1
143
+ if self._open(shell[:2]) and shell[4] > 0:
144
+ remaining.append(shell)
145
+ self.enemy_shells = remaining
146
+
147
+ def _resolve_player_shell(self) -> float:
148
+ if self.player_shell is None:
149
+ return 0.0
150
+ hit = next((enemy for enemy in self.enemies if enemy["position"] == self.player_shell[:2]), None)
151
+ if hit is None:
152
+ return 0.0
153
+ self.enemies.remove(hit)
154
+ self.player_shell = None
155
+ reward = POINTS[str(hit["kind"])]
156
+ self.total_score += reward
157
+ return reward
158
+
159
+ def _resolve_enemy_shells(self) -> None:
160
+ remaining = []
161
+ for shell in self.enemy_shells:
162
+ friendly_hit = next((enemy for enemy in self.enemies if enemy["position"] == shell[:2]), None)
163
+ if friendly_hit is not None:
164
+ self.enemies.remove(friendly_hit)
165
+ elif shell[:2] == self.player:
166
+ self._lose_tank()
167
+ else:
168
+ remaining.append(shell)
169
+ self.enemy_shells = remaining
170
+
171
+ def _enemy_fire(self) -> None:
172
+ for enemy in self.enemies:
173
+ kind = str(enemy["kind"])
174
+ if kind == "saucer":
175
+ continue
176
+ interval = {"tank": 12, "fighter": 9, "supertank": 7}[kind]
177
+ if self.steps % interval != 0:
178
+ continue
179
+ position = list(enemy["position"])
180
+ row_delta = int(np.sign(self.player[0] - position[0]))
181
+ column_delta = int(np.sign(self.player[1] - position[1]))
182
+ self.enemy_shells.append([position[0], position[1], row_delta, column_delta, 10])
183
+
184
+ def _lose_tank(self) -> None:
185
+ self.lives -= 1
186
+ self.player = [9, 5]
187
+ self.previous_player = self.player.copy()
188
+ self.direction = 0
189
+ self.player_shell = None
190
+ self.enemy_shells.clear()
191
+ if self.lives <= 0:
192
+ self.terminal = True
193
+
194
+ def _in_view(self, position: list[int]) -> bool:
195
+ row_delta = int(np.sign(position[0] - self.player[0]))
196
+ column_delta = int(np.sign(position[1] - self.player[1]))
197
+ if (row_delta, column_delta) == (0, 0):
198
+ return True
199
+ target_direction = DIRECTIONS.index((row_delta, column_delta))
200
+ return min((target_direction - self.direction) % 8, (self.direction - target_direction) % 8) <= 1
201
+
202
+ def state(self) -> np.ndarray:
203
+ state = np.zeros((10, 10, 6), dtype=bool)
204
+ state[*self.player, 0] = True
205
+ for enemy in self.enemies:
206
+ position = list(enemy["position"])
207
+ state[*position, 1] = True
208
+ if self._in_view(position):
209
+ state[*position, 2] = True
210
+ type_marker = {"tank": 0, "fighter": 1, "supertank": 2, "saucer": 3}[str(enemy["kind"])]
211
+ state[position[0], type_marker, 5] = True
212
+ state[*list(enemy["previous"]), 4] = True
213
+ for shell in self.enemy_shells:
214
+ state[shell[0], shell[1], 1] = True
215
+ if self.player_shell is not None:
216
+ state[self.player_shell[0], self.player_shell[1], 3] = True
217
+ state[*self.previous_player, 4] = True
218
+ for obstacle in OBSTACLES:
219
+ state[*obstacle, 5] = True
220
+ state[9, : min(10, self.lives), 5] = True
221
+ state[8, : self.wave + 1, 5] = True
222
+ state[7, self.direction, 5] = True
223
+ return state
runtime/minatar_synth/games/beam_rider.py ADDED
@@ -0,0 +1,215 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ BEAM_COLUMNS = (1, 3, 5, 7, 9)
5
+ SECTORS = (1, 2, 4, 6)
6
+
7
+
8
+ class BeamRiderEnvironment:
9
+ """Five-beam sector defense with short lasers, scarce torpedoes, and rejuvenators."""
10
+
11
+ score_cap = 34_200.0
12
+
13
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 2_000):
14
+ self.sticky_action_prob = sticky_action_prob
15
+ self.horizon = horizon
16
+ self.random = np.random.RandomState()
17
+ self.seed(0)
18
+ self.reset()
19
+
20
+ @classmethod
21
+ def normalize_score(cls, raw_score: float) -> float:
22
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
23
+
24
+ def seed(self, seed: int) -> None:
25
+ self.random.seed(seed)
26
+
27
+ def reset(self) -> None:
28
+ self.lane = 2
29
+ self.lives = 3
30
+ self.sector_index = 0
31
+ self.steps = 0
32
+ self.last_action = 0
33
+ self.terminal = False
34
+ self._start_sector()
35
+
36
+ @property
37
+ def sector(self) -> int:
38
+ return SECTORS[self.sector_index]
39
+
40
+ def _start_sector(self) -> None:
41
+ self.torpedoes = 3
42
+ self.saucers_destroyed = 0
43
+ self.saucers_spawned = 0
44
+ self.objects: list[dict[str, int | str | bool]] = []
45
+ self.shots: list[dict[str, int | str]] = []
46
+ self.previous_objects: list[list[int]] = []
47
+ self.sector_step = 0
48
+ self.sentinel: dict[str, int | str | bool] | None = None
49
+ self.rejuvenator_spawned = False
50
+ self.chirpers_spawned = 0
51
+ self.hazard_spawned = False
52
+
53
+ def act(self, action: int) -> tuple[float, bool]:
54
+ if self.terminal:
55
+ return 0.0, True
56
+ if self.random.rand() < self.sticky_action_prob:
57
+ action = self.last_action
58
+ self.last_action = action
59
+ if action == 1:
60
+ self.lane = max(0, self.lane - 1)
61
+ elif action == 3:
62
+ self.lane = min(4, self.lane + 1)
63
+ elif action == 5:
64
+ self.shots.append({"row": 8, "lane": self.lane, "kind": "laser", "ttl": 4})
65
+ elif action == 2 and self.torpedoes > 0:
66
+ self.torpedoes -= 1
67
+ self.shots.append({"row": 8, "lane": self.lane, "kind": "torpedo", "ttl": 10})
68
+
69
+ self._spawn_objects()
70
+ self.previous_objects = [[int(obj["row"]), int(obj["lane"])] for obj in self.objects]
71
+ self._move_objects()
72
+ self._move_shots()
73
+ reward = self._resolve_shots()
74
+ self._resolve_player_contacts()
75
+ reward += self._move_sentinel()
76
+ self.sector_step += 1
77
+ self.steps += 1
78
+ if self.saucers_destroyed == 15 and self.sentinel is None:
79
+ self.sentinel = {"row": 0, "column": 0, "kind": "sentinel", "active": True}
80
+ if self.sentinel is not None and not bool(self.sentinel["active"]):
81
+ self.sector_index += 1
82
+ if self.sector_index == len(SECTORS):
83
+ self.terminal = True
84
+ else:
85
+ self._start_sector()
86
+ if self.steps >= self.horizon:
87
+ self.terminal = True
88
+ return reward, self.terminal
89
+
90
+ def _spawn_objects(self) -> None:
91
+ if self.saucers_spawned < 15 and self.sector_step % 5 == 0:
92
+ self.objects.append({"row": 0, "lane": int(self.random.randint(5)), "kind": "saucer", "red": False})
93
+ self.saucers_spawned += 1
94
+ if not self.rejuvenator_spawned and self.sector_step == 20:
95
+ self.objects.append({"row": 0, "lane": int(self.random.randint(5)), "kind": "rejuvenator", "red": False})
96
+ self.rejuvenator_spawned = True
97
+ if self.sector >= 4 and self.chirpers_spawned < 3 and self.sector_step in (12, 30, 48):
98
+ self.objects.append({"row": 0, "lane": int(self.random.randint(5)), "kind": "chirper", "red": False})
99
+ self.chirpers_spawned += 1
100
+ if self.sector >= 2 and not self.hazard_spawned and self.sector_step == 10:
101
+ kind = "debris" if self.sector < 6 else "blocker"
102
+ self.objects.append({"row": 0, "lane": int(self.random.randint(5)), "kind": kind, "red": False})
103
+ self.hazard_spawned = True
104
+
105
+ def _move_objects(self) -> None:
106
+ for obj in self.objects:
107
+ obj["row"] = int(obj["row"]) + 1
108
+ if obj["kind"] == "chirper" and int(obj["row"]) % 2 == 0:
109
+ obj["lane"] = int(np.clip(int(obj["lane"]) + self.random.choice((-1, 1)), 0, 4))
110
+ for obj in self.objects:
111
+ if obj["kind"] == "saucer" and int(obj["row"]) > 9:
112
+ obj["row"] = 0
113
+ obj["lane"] = int(self.random.randint(5))
114
+ self.objects = [obj for obj in self.objects if int(obj["row"]) <= 9 or obj["kind"] == "saucer"]
115
+
116
+ def _move_shots(self) -> None:
117
+ for shot in self.shots:
118
+ shot["row"] = int(shot["row"]) - 1
119
+ shot["ttl"] = int(shot["ttl"]) - 1
120
+ self.shots = [shot for shot in self.shots if int(shot["row"]) >= 0 and int(shot["ttl"]) > 0]
121
+
122
+ def _resolve_shots(self) -> float:
123
+ reward = 0.0
124
+ remaining = []
125
+ for shot in self.shots:
126
+ hit = next(
127
+ (obj for obj in self.objects if int(obj["row"]) == int(shot["row"]) and int(obj["lane"]) == int(shot["lane"])),
128
+ None,
129
+ )
130
+ if hit is None:
131
+ remaining.append(shot)
132
+ continue
133
+ kind = str(hit["kind"])
134
+ torpedo = shot["kind"] == "torpedo"
135
+ laser_vulnerable = kind in ("saucer", "chirper")
136
+ if kind == "rejuvenator" and not bool(hit["red"]):
137
+ hit["red"] = True
138
+ continue
139
+ if torpedo or laser_vulnerable:
140
+ self.objects.remove(hit)
141
+ if kind == "saucer":
142
+ self.saucers_destroyed += 1
143
+ reward += 100.0 * self.sector
144
+ elif kind == "chirper":
145
+ reward += 200.0 * self.sector
146
+ else:
147
+ remaining.append(shot)
148
+ self.shots = remaining
149
+ return reward
150
+
151
+ def _resolve_player_contacts(self) -> None:
152
+ contacts = [obj for obj in self.objects if int(obj["row"]) == 9 and int(obj["lane"]) == self.lane]
153
+ for obj in contacts:
154
+ self.objects.remove(obj)
155
+ if obj["kind"] == "rejuvenator" and not bool(obj["red"]):
156
+ self.lives += 1
157
+ else:
158
+ self._lose_ship()
159
+
160
+ def _move_sentinel(self) -> float:
161
+ if self.sentinel is None or not bool(self.sentinel["active"]):
162
+ return 0.0
163
+ self.sentinel["column"] = int(self.sentinel["column"]) + 1
164
+ hit = next(
165
+ (
166
+ shot
167
+ for shot in self.shots
168
+ if shot["kind"] == "torpedo"
169
+ and int(shot["row"]) == 0
170
+ and BEAM_COLUMNS[int(shot["lane"])] == int(self.sentinel["column"])
171
+ ),
172
+ None,
173
+ )
174
+ if hit is not None:
175
+ self.shots.remove(hit)
176
+ self.sentinel["active"] = False
177
+ return 500.0 * self.sector + 100.0 * self.lives
178
+ elif int(self.sentinel["column"]) > 9:
179
+ self.sentinel["active"] = False
180
+ return 0.0
181
+
182
+ def _lose_ship(self) -> None:
183
+ self.lives -= 1
184
+ self.lane = 2
185
+ self.shots.clear()
186
+ if self.lives <= 0:
187
+ self.terminal = True
188
+
189
+ def state(self) -> np.ndarray:
190
+ state = np.zeros((10, 10, 6), dtype=bool)
191
+ state[9, BEAM_COLUMNS[self.lane], 0] = True
192
+ for obj in self.objects:
193
+ row, column = int(obj["row"]), BEAM_COLUMNS[int(obj["lane"])]
194
+ dangerous = obj["kind"] != "rejuvenator" or bool(obj["red"])
195
+ if dangerous:
196
+ state[row, column, 1] = True
197
+ if obj["kind"] in ("saucer", "chirper") or (obj["kind"] == "rejuvenator" and not bool(obj["red"])):
198
+ state[row, column, 2] = True
199
+ marker = {"saucer": 0, "chirper": 1, "debris": 2, "blocker": 3, "rejuvenator": 4}[str(obj["kind"])]
200
+ state[row, marker, 5] = True
201
+ if self.sentinel is not None and bool(self.sentinel["active"]):
202
+ state[0, min(9, int(self.sentinel["column"])), 2] = True
203
+ for shot in self.shots:
204
+ row, column = int(shot["row"]), BEAM_COLUMNS[int(shot["lane"])]
205
+ state[row, column, 3] = True
206
+ if shot["kind"] == "torpedo":
207
+ state[row, column, 5] = True
208
+ for row, lane in self.previous_objects:
209
+ if 0 <= row < 10:
210
+ state[row, BEAM_COLUMNS[lane], 4] = True
211
+ state[9, : min(10, self.lives), 5] = True
212
+ state[8, : self.torpedoes, 5] = True
213
+ state[7, : self.sector_index + 1, 5] = True
214
+ state[6, : min(10, (15 - self.saucers_destroyed + 1) // 2), 5] = True
215
+ return state
runtime/minatar_synth/games/berzerk.py ADDED
@@ -0,0 +1,246 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ DELTAS = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}
5
+ OPENINGS = {(0, 5), (9, 5), (5, 0), (5, 9)}
6
+ BASE_INTERIOR = {(2, 2), (2, 3), (2, 4), (4, 7), (5, 7), (6, 7), (7, 2), (7, 3)}
7
+ SPAWN_CANDIDATES = ((1, 1), (1, 8), (4, 4), (7, 7), (8, 1), (3, 8), (6, 2))
8
+
9
+
10
+ def room_walls(room: int) -> set[tuple[int, int]]:
11
+ boundary = {
12
+ (row, column)
13
+ for row in range(10)
14
+ for column in range(10)
15
+ if row in (0, 9) or column in (0, 9)
16
+ } - OPENINGS
17
+ interior = BASE_INTERIOR
18
+ for _ in range(room):
19
+ interior = {(column, 9 - row) for row, column in interior}
20
+ return boundary | interior
21
+
22
+
23
+ class BerzerkEnvironment:
24
+ """Four electrified mazes with robot crossfire and invincible Evil Otto pressure."""
25
+
26
+ score_cap = 1_200.0
27
+
28
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_000):
29
+ self.sticky_action_prob = sticky_action_prob
30
+ self.horizon = horizon
31
+ self.random = np.random.RandomState()
32
+ self.seed(0)
33
+ self.reset()
34
+
35
+ @classmethod
36
+ def normalize_score(cls, raw_score: float) -> float:
37
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
38
+
39
+ def seed(self, seed: int) -> None:
40
+ self.random.seed(seed)
41
+
42
+ def reset(self) -> None:
43
+ self.room = 0
44
+ self.lives = 3
45
+ self.steps = 0
46
+ self.last_action = 0
47
+ self.death_this_step = False
48
+ self.terminal = False
49
+ self._start_room([9, 5])
50
+
51
+ def _start_room(self, entry: list[int]) -> None:
52
+ self.walls = room_walls(self.room)
53
+ self.player = entry.copy()
54
+ self.previous_player = self.player.copy()
55
+ self.aim = 2
56
+ available = [position for position in SPAWN_CANDIDATES if position not in self.walls and list(position) != self.player]
57
+ self.robots = [list(position) for position in available[:5]]
58
+ self.previous_robots = [robot.copy() for robot in self.robots]
59
+ self.player_shot: list[int] | None = None
60
+ self.robot_shots: list[list[int]] = []
61
+ self.otto: list[int] | None = None
62
+ self.room_steps = 0
63
+ self.clear_bonus_awarded = False
64
+
65
+ def act(self, action: int) -> tuple[float, bool]:
66
+ if self.terminal:
67
+ return 0.0, True
68
+ if self.random.rand() < self.sticky_action_prob:
69
+ action = self.last_action
70
+ self.last_action = action
71
+ self.death_this_step = False
72
+ self.previous_player = self.player.copy()
73
+ if action in DELTAS:
74
+ self.aim = action
75
+ if self._move_player(action):
76
+ self.steps += 1
77
+ return 0.0, self.terminal
78
+ elif action == 5 and self.player_shot is None:
79
+ row_delta, column_delta = DELTAS[self.aim]
80
+ self.player_shot = [self.player[0], self.player[1], row_delta, column_delta, 8]
81
+
82
+ self.previous_robots = [robot.copy() for robot in self.robots]
83
+ reward = self._move_robots()
84
+ self._move_shots()
85
+ reward += self._resolve_player_shot()
86
+ reward += self._resolve_robot_shots()
87
+ self._spawn_and_move_otto()
88
+ reward += self._resolve_otto()
89
+ if not self.robots and not self.clear_bonus_awarded:
90
+ reward += 50.0
91
+ self.clear_bonus_awarded = True
92
+ self.room_steps += 1
93
+ self.steps += 1
94
+ if self.steps >= self.horizon:
95
+ self.terminal = True
96
+ return reward, self.terminal
97
+
98
+ def _move_player(self, action: int) -> bool:
99
+ row_delta, column_delta = DELTAS[action]
100
+ target = [self.player[0] + row_delta, self.player[1] + column_delta]
101
+ if not (0 <= target[0] < 10 and 0 <= target[1] < 10):
102
+ if tuple(self.player) in OPENINGS:
103
+ self.room += 1
104
+ if self.room == 4:
105
+ self.terminal = True
106
+ else:
107
+ opposite = {1: [5, 9], 2: [9, 5], 3: [5, 0], 4: [0, 5]}[action]
108
+ self._start_room(opposite)
109
+ return True
110
+ return False
111
+ if tuple(target) in self.walls:
112
+ self._lose_life()
113
+ elif target in self.robots or target == self.otto:
114
+ self._lose_life()
115
+ else:
116
+ self.player = target
117
+ return False
118
+
119
+ def _move_robots(self) -> float:
120
+ if self.room_steps % 2 != 0:
121
+ return 0.0
122
+ reward = 0.0
123
+ for robot in self.robots.copy():
124
+ row_delta = int(np.sign(self.player[0] - robot[0]))
125
+ column_delta = int(np.sign(self.player[1] - robot[1]))
126
+ target = [robot[0] + row_delta, robot[1] + column_delta]
127
+ if tuple(target) in self.walls:
128
+ if robot in self.robots:
129
+ self.robots.remove(robot)
130
+ reward += 50.0
131
+ elif target in self.robots:
132
+ if robot in self.robots:
133
+ self.robots.remove(robot)
134
+ reward += 50.0
135
+ if target in self.robots:
136
+ self.robots.remove(target)
137
+ reward += 50.0
138
+ elif target == self.player:
139
+ self._lose_life()
140
+ elif robot in self.robots:
141
+ robot[:] = target
142
+ if self.room_steps % 8 == 0:
143
+ for robot in self.robots:
144
+ row_delta = int(np.sign(self.player[0] - robot[0]))
145
+ column_delta = int(np.sign(self.player[1] - robot[1]))
146
+ self.robot_shots.append([robot[0], robot[1], row_delta, column_delta, 8])
147
+ return reward
148
+
149
+ def _move_shots(self) -> None:
150
+ if self.player_shot is not None:
151
+ self.player_shot[0] += self.player_shot[2]
152
+ self.player_shot[1] += self.player_shot[3]
153
+ self.player_shot[4] -= 1
154
+ if (
155
+ self.player_shot[4] <= 0
156
+ or not (0 <= self.player_shot[0] < 10 and 0 <= self.player_shot[1] < 10)
157
+ or tuple(self.player_shot[:2]) in self.walls
158
+ ):
159
+ self.player_shot = None
160
+ remaining = []
161
+ for shot in self.robot_shots:
162
+ shot[0] += shot[2]
163
+ shot[1] += shot[3]
164
+ shot[4] -= 1
165
+ if shot[4] > 0 and 0 <= shot[0] < 10 and 0 <= shot[1] < 10 and tuple(shot[:2]) not in self.walls:
166
+ remaining.append(shot)
167
+ self.robot_shots = remaining
168
+
169
+ def _resolve_player_shot(self) -> float:
170
+ if self.player_shot is None:
171
+ return 0.0
172
+ hit = next((robot for robot in self.robots if robot == self.player_shot[:2]), None)
173
+ if hit is None:
174
+ return 0.0
175
+ self.robots.remove(hit)
176
+ self.player_shot = None
177
+ return 50.0
178
+
179
+ def _resolve_robot_shots(self) -> float:
180
+ reward = 0.0
181
+ remaining = []
182
+ for shot in self.robot_shots:
183
+ hit = next((robot for robot in self.robots if robot == shot[:2]), None)
184
+ if hit is not None:
185
+ self.robots.remove(hit)
186
+ reward += 50.0
187
+ elif shot[:2] == self.player:
188
+ self._lose_life()
189
+ else:
190
+ remaining.append(shot)
191
+ self.robot_shots = remaining
192
+ return reward
193
+
194
+ def _spawn_and_move_otto(self) -> None:
195
+ if self.otto is None and self.room_steps >= 40:
196
+ self.otto = [9, 5]
197
+ if self.otto is None or self.room_steps % 2 != 0:
198
+ return
199
+ self.otto[0] += int(np.sign(self.player[0] - self.otto[0]))
200
+ self.otto[1] += int(np.sign(self.player[1] - self.otto[1]))
201
+
202
+ def _resolve_otto(self) -> float:
203
+ if self.otto is None:
204
+ return 0.0
205
+ reward = 0.0
206
+ hit = next((robot for robot in self.robots if robot == self.otto), None)
207
+ if hit is not None:
208
+ self.robots.remove(hit)
209
+ reward += 50.0
210
+ if self.otto == self.player:
211
+ self._lose_life()
212
+ return reward
213
+
214
+ def _lose_life(self) -> None:
215
+ if self.death_this_step:
216
+ return
217
+ self.death_this_step = True
218
+ self.lives -= 1
219
+ self.player = [9, 5]
220
+ self.previous_player = self.player.copy()
221
+ self.player_shot = None
222
+ self.robot_shots.clear()
223
+ if self.lives <= 0:
224
+ self.terminal = True
225
+
226
+ def state(self) -> np.ndarray:
227
+ state = np.zeros((10, 10, 6), dtype=bool)
228
+ state[*self.player, 0] = True
229
+ for robot in self.robots:
230
+ state[*robot, 1] = True
231
+ state[*robot, 2] = True
232
+ for shot in self.robot_shots:
233
+ state[shot[0], shot[1], 1] = True
234
+ if self.otto is not None:
235
+ state[*self.otto, 1] = True
236
+ if self.player_shot is not None:
237
+ state[self.player_shot[0], self.player_shot[1], 3] = True
238
+ state[*self.previous_player, 4] = True
239
+ for robot in self.previous_robots:
240
+ state[*robot, 4] = True
241
+ for wall in self.walls:
242
+ state[*wall, 5] = True
243
+ state[9, : self.lives, 5] = True
244
+ state[8, : self.room + 1, 5] = True
245
+ state[7, self.aim, 5] = True
246
+ return state
runtime/minatar_synth/games/blade_dancer.py ADDED
@@ -0,0 +1,130 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+ PLAYER_X = 35
10
+ GROUND = 80
11
+ JUMP_DURATION = 30
12
+
13
+
14
+ @dataclass
15
+ class Enemy:
16
+ x: float
17
+ y: float
18
+ size: float
19
+
20
+
21
+ class BladeDancerEnvironment:
22
+ score_cap = 100
23
+
24
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
25
+ self.sticky_action_prob = sticky_action_prob
26
+ self.horizon = min(horizon, HORIZON)
27
+ self.seed(0)
28
+ self.reset()
29
+
30
+ def seed(self, seed: int) -> None:
31
+ self.random = np.random.default_rng(seed)
32
+
33
+ def reset(self) -> None:
34
+ self.steps = 0
35
+ self.pressed = self.terminal = False
36
+ self.jump_ticks = 0.0
37
+ self.y = float(GROUND)
38
+ self.angle = math.pi / 2
39
+ self.length = 10.0
40
+ self.multiplier = 1
41
+ self.enemies: list[Enemy] = []
42
+ self.platforms = [(0.0, 200.0)]
43
+
44
+ @classmethod
45
+ def normalize_score(cls, score: float) -> float:
46
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
47
+
48
+ def act(self, action: int) -> tuple[float, bool]:
49
+ if self.terminal:
50
+ return 0.0, True
51
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
52
+ if pressed and not self.pressed and not self.jump_ticks:
53
+ self.jump_ticks = JUMP_DURATION
54
+ self.multiplier = 1
55
+ self.pressed = pressed
56
+ self.steps += 1
57
+ reward = 0
58
+ for _ in range(FRAMES_PER_STEP):
59
+ reward += self._advance_frame()
60
+ if self.terminal:
61
+ break
62
+ self.terminal |= self.steps >= self.horizon
63
+ return float(reward), self.terminal
64
+
65
+ def _sword_vector(self) -> tuple[float, float]:
66
+ return self.length * math.cos(self.angle), self.length * math.sin(self.angle)
67
+
68
+ def _advance_frame(self) -> int:
69
+ if self.jump_ticks:
70
+ self.jump_ticks = max(0, self.jump_ticks - (0.5 if self.pressed else 1))
71
+ progress = self.jump_ticks / JUMP_DURATION
72
+ self.y = GROUND - math.sin(progress * math.pi) * 30
73
+ self.angle = self.angle - 0.3 if self.jump_ticks else math.pi / 2
74
+ self.length = 8 + (1 - progress) * 22 if self.jump_ticks else 10
75
+
76
+ if not self.enemies or self.random.random() < 0.04:
77
+ if len(self.enemies) == 32:
78
+ self.enemies.pop(0)
79
+ self.enemies.append(Enemy(205, self.random.uniform(30, 75), self.random.uniform(3, 6)))
80
+ reward = 0
81
+ survivors = []
82
+ sword_x, sword_y = self._sword_vector()
83
+ sword_radius = 2.5 if self.jump_ticks else 1
84
+ for enemy in self.enemies:
85
+ enemy.x -= 1
86
+ dx, dy = enemy.x - PLAYER_X, enemy.y - (self.y - 4)
87
+ fraction = min(1, max(0, (dx * sword_x + dy * sword_y) / self.length**2))
88
+ distance = math.hypot(dx - fraction * sword_x, dy - fraction * sword_y)
89
+ radius = enemy.size / 2
90
+ if distance <= radius + sword_radius:
91
+ reward += self.multiplier
92
+ self.multiplier += 1
93
+ continue
94
+ if abs(dx) < 2 + radius and abs(enemy.y - self.y) < 4 + radius:
95
+ self.terminal = True
96
+ if enemy.x >= -10:
97
+ survivors.append(enemy)
98
+ self.enemies = survivors
99
+
100
+ self.platforms = [(left - 1, right - 1) for left, right in self.platforms if right >= 1]
101
+ end = self.platforms[-1][1]
102
+ if end < 200:
103
+ gap = self.random.uniform(15, 30) if self.random.random() < 0.32 else 0
104
+ length = self.random.uniform(30, 100) if gap else self.random.uniform(50, 150)
105
+ self.platforms.append((end + gap, end + gap + length))
106
+ if not self.jump_ticks and not any(left <= PLAYER_X <= right for left, right in self.platforms):
107
+ self.terminal = True
108
+ return reward
109
+
110
+ def state(self) -> np.ndarray:
111
+ state = np.zeros((10, 10, 6), dtype=bool)
112
+ row, column = int(self.y) // 10, PLAYER_X // 20
113
+ state[row, column, 0] = True
114
+ state[row, column, 4] = self.jump_ticks > 0
115
+ sword_x, sword_y = self._sword_vector()
116
+ for fraction in np.linspace(0, 1, 12):
117
+ y = int(self.y - 4 + fraction * sword_y) // 10
118
+ x = int(PLAYER_X + fraction * sword_x) // 20
119
+ state[y, x, 1] = True
120
+ for enemy in self.enemies:
121
+ if 0 <= enemy.x < 200:
122
+ state[int(enemy.y) // 10, int(enemy.x) // 20, 2] = True
123
+ for column in range(10):
124
+ x = 20 * column + PLAYER_X % 20
125
+ state[8, column, 3] = any(left <= x <= right for left, right in self.platforms)
126
+ state[9, 0, 5] = self.pressed
127
+ for row, value in enumerate((int(self.jump_ticks * 2), self.multiplier, self.steps)):
128
+ for bit in range(9):
129
+ state[row, bit, 5] = bool(value & (1 << bit))
130
+ return state
runtime/minatar_synth/games/blast_buoy.py ADDED
@@ -0,0 +1,155 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+ BLAST_RADIUS = 25
10
+
11
+
12
+ @dataclass
13
+ class Submarine:
14
+ x: float
15
+ y: float
16
+ vx: float
17
+ fire_timer: int
18
+
19
+
20
+ @dataclass
21
+ class Bullet:
22
+ x: float
23
+ y: float
24
+ vx: float
25
+
26
+
27
+ class BlastBuoyEnvironment:
28
+ score_cap = 500
29
+
30
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
31
+ self.sticky_action_prob = sticky_action_prob
32
+ self.horizon = min(horizon, HORIZON)
33
+ self.seed(0)
34
+ self.reset()
35
+
36
+ def seed(self, seed: int) -> None:
37
+ self.random = np.random.default_rng(seed)
38
+
39
+ def reset(self) -> None:
40
+ self.steps = self.spawn_timer = self.combo_timer = self.shield = self.freeze = 0
41
+ self.combo = 1
42
+ self.pressed = self.terminal = False
43
+ self.x, self.y = 30.0, 40.0
44
+ self.vx = self.vy = 0.0
45
+ self.submarines: list[Submarine] = []
46
+ self.bullets: list[Bullet] = []
47
+
48
+ @classmethod
49
+ def normalize_score(cls, score: float) -> float:
50
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
51
+
52
+ def act(self, action: int) -> tuple[float, bool]:
53
+ if self.terminal:
54
+ return 0.0, True
55
+ if self.random.random() >= self.sticky_action_prob:
56
+ self.pressed = action == 5
57
+ self.steps += 1
58
+ reward = 0
59
+ for _ in range(FRAMES_PER_STEP):
60
+ reward += self._advance_frame()
61
+ if self.terminal:
62
+ break
63
+ self.terminal |= self.steps >= self.horizon
64
+ return float(reward), self.terminal
65
+
66
+ def _advance_frame(self) -> int:
67
+ if self.freeze:
68
+ self.freeze -= 1
69
+ return 0
70
+ self.vy = min(1.1, max(-1.1, self.vy + (0.06 if self.pressed else -0.05)))
71
+ self.vx *= 0.95
72
+ self.x = min(95, max(5, self.x + self.vx))
73
+ self.y = min(87, max(13, self.y + self.vy))
74
+ if self.y in (13, 87):
75
+ self.vy = 0
76
+
77
+ self.shield = max(0, self.shield - 1)
78
+ if self.combo_timer:
79
+ self.combo_timer -= 1
80
+ else:
81
+ self.combo = 1
82
+
83
+ if not self.spawn_timer:
84
+ direction = int(self.random.choice((-1, 1)))
85
+ self.submarines.append(Submarine(
86
+ -8 if direction > 0 else 108,
87
+ self.random.uniform(13, 87),
88
+ direction * self.random.uniform(0.2, 0.45),
89
+ int(self.random.integers(60, 121)),
90
+ ))
91
+ self.spawn_timer = int(self.random.integers(50, 91))
92
+ self.spawn_timer -= 1
93
+
94
+ contact = None
95
+ for sub in self.submarines:
96
+ sub.x += sub.vx
97
+ sub.fire_timer -= 1
98
+ if sub.fire_timer < 0 and 0 < sub.x < 100 and abs(sub.y - self.y) < 10:
99
+ if math.hypot(sub.x - self.x, sub.y - self.y) > 36:
100
+ direction = 1 if self.x > sub.x else -1
101
+ self.bullets.append(Bullet(sub.x + direction * 6, sub.y, direction * 0.95))
102
+ sub.fire_timer = int(self.random.integers(90, 151))
103
+ if contact is None and not self.shield and abs(sub.x - self.x) < 7.5 and abs(sub.y - self.y) < 5:
104
+ contact = sub
105
+
106
+ self.submarines = [sub for sub in self.submarines if -12 <= sub.x <= 112]
107
+ reward = self._blast(contact) if contact is not None else 0
108
+
109
+ survivors = []
110
+ for bullet in self.bullets:
111
+ bullet.x += bullet.vx
112
+ if abs(bullet.x - self.x) < 5.5 and abs(bullet.y - self.y) < 4:
113
+ self.terminal |= not self.shield
114
+ elif -5 <= bullet.x <= 105:
115
+ survivors.append(bullet)
116
+ self.bullets = survivors
117
+ return reward
118
+
119
+ def _blast(self, center: Submarine) -> int:
120
+ self.submarines.remove(center)
121
+ remaining = [
122
+ sub for sub in self.submarines
123
+ if math.hypot(sub.x - center.x, sub.y - center.y) >= BLAST_RADIUS
124
+ ]
125
+ extras = len(self.submarines) - len(remaining)
126
+ self.submarines = remaining
127
+ self.bullets = [
128
+ bullet for bullet in self.bullets
129
+ if math.hypot(bullet.x - center.x, bullet.y - center.y) >= BLAST_RADIUS
130
+ ]
131
+ reward = (5 + 8 * extras) * self.combo
132
+ self.combo += 1
133
+ self.combo_timer = 120
134
+ angle = math.atan2(self.y - center.y, self.x - center.x)
135
+ self.vx, self.vy = 2.2 * math.cos(angle), 2.2 * math.sin(angle)
136
+ self.shield = 40
137
+ self.freeze = min(8, 3 + extras)
138
+ return reward
139
+
140
+ def state(self) -> np.ndarray:
141
+ state = np.zeros((10, 10, 6), dtype=bool)
142
+ row, column = int(self.y) // 10, int(self.x) // 10
143
+ state[row, column, 0] = True
144
+ state[row, column, 4] = self.shield > 0
145
+ for sub in self.submarines:
146
+ if 0 <= sub.x < 100:
147
+ state[int(sub.y) // 10, int(sub.x) // 10, 1 if sub.vx > 0 else 2] = True
148
+ for bullet in self.bullets:
149
+ if 0 <= bullet.x < 100:
150
+ state[int(bullet.y) // 10, int(bullet.x) // 10, 3] = True
151
+ for row, value in enumerate((self.steps, self.combo, self.combo_timer, self.shield, self.freeze)):
152
+ for bit in range(9):
153
+ state[row, bit, 5] = bool(value & (1 << bit))
154
+ state[9, :2, 5] = self.pressed, self.vy > 0
155
+ return state
runtime/minatar_synth/games/blaze_thrust.py ADDED
@@ -0,0 +1,131 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+
10
+
11
+ @dataclass
12
+ class Bubble:
13
+ x: float
14
+ y: float
15
+ size: float
16
+
17
+
18
+ class BlazeThrustEnvironment:
19
+ score_cap = 250
20
+
21
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
22
+ self.sticky_action_prob = sticky_action_prob
23
+ self.horizon = min(horizon, HORIZON)
24
+ self.seed(0)
25
+ self.reset()
26
+
27
+ def seed(self, seed: int) -> None:
28
+ self.random = np.random.default_rng(seed)
29
+
30
+ def reset(self) -> None:
31
+ self.steps = self.hold_time = 0
32
+ self.pressed = self.terminal = False
33
+ self.x, self.y = 50.0, 90.0
34
+ self.vx = self.vy = 0.0
35
+ self.size = 9.0
36
+ self.multiplier = 1
37
+ self.next_bubble = self.random.uniform(10, 40)
38
+ self.winds = [(0.0, self.random.uniform(20, 40))]
39
+ self.bubbles: list[Bubble] = []
40
+
41
+ @classmethod
42
+ def normalize_score(cls, score: float) -> float:
43
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
44
+
45
+ def act(self, action: int) -> tuple[float, bool]:
46
+ if self.terminal:
47
+ return 0.0, True
48
+ if self.random.random() >= self.sticky_action_prob:
49
+ self.pressed = action == 5
50
+ self.steps += 1
51
+ reward = 0
52
+ for _ in range(FRAMES_PER_STEP):
53
+ reward += self._advance_frame()
54
+ if self.terminal:
55
+ break
56
+ self.terminal |= self.steps >= self.horizon
57
+ return float(reward), self.terminal
58
+
59
+ def _wind_left(self, y: float) -> bool:
60
+ return any(top <= y <= bottom for top, bottom in self.winds)
61
+
62
+ def _advance_frame(self) -> int:
63
+ self.vy += -0.1 if self.pressed else 0.1
64
+ self.hold_time = self.hold_time + 1 if self.pressed else max(0, self.hold_time - 3)
65
+ scroll = max(0, (60 - self.y) * 0.1)
66
+ self.x += self.vx
67
+ self.y += self.vy + scroll
68
+ self.vx *= 0.95
69
+ self.vy *= 0.95
70
+ if self.x < 5:
71
+ self.x, self.vx = 10, abs(self.vx) * 0.5
72
+ elif self.x > 95:
73
+ self.x, self.vx = 90, -abs(self.vx) * 0.5
74
+ if self.y > 95:
75
+ self.y, self.vy = 90, -abs(self.vy) * 0.3
76
+
77
+ if scroll:
78
+ self.winds = [(top + scroll, bottom + scroll) for top, bottom in self.winds if top + scroll < 120]
79
+ top = self.winds[0][0]
80
+ if top >= 0:
81
+ bottom = top - self.random.uniform(20, 40)
82
+ self.winds.insert(0, (bottom - self.random.uniform(20, 40), bottom))
83
+ self.vx += self.size * (-0.02 if self._wind_left(self.y) else 0.02)
84
+ self.size *= 1 - 0.0016 * (1 + self.hold_time * 0.01)
85
+ if self.size <= 2:
86
+ self.terminal = True
87
+ return 0
88
+
89
+ reward = self._advance_bubbles(scroll)
90
+ if scroll and len(self.bubbles) < 15:
91
+ self.next_bubble -= scroll
92
+ if self.next_bubble <= 0:
93
+ size = self.random.uniform(3, 9)
94
+ self.bubbles.append(Bubble(self.random.uniform(10, 90), -size, size))
95
+ self.next_bubble = self.random.uniform(5, 55)
96
+ return reward
97
+
98
+ def _advance_bubbles(self, scroll: float) -> int:
99
+ reward = 0
100
+ remaining = []
101
+ for bubble in self.bubbles:
102
+ bubble.y += scroll + 0.3 - (bubble.size - 3) * 0.015
103
+ bubble.x += bubble.size * (-0.02 if self._wind_left(bubble.y) else 0.02)
104
+ bubble.x = min(95, max(5, bubble.x))
105
+ if math.hypot(bubble.x - self.x, bubble.y - self.y) <= bubble.size + self.size:
106
+ reward += self.multiplier
107
+ self.multiplier = min(16, self.multiplier + 1)
108
+ self.size = min(25, self.size + bubble.size * 0.2)
109
+ elif bubble.y > 120:
110
+ self.multiplier = 1
111
+ else:
112
+ remaining.append(bubble)
113
+ self.bubbles = remaining
114
+ return reward
115
+
116
+ def state(self) -> np.ndarray:
117
+ state = np.zeros((10, 10, 6), dtype=bool)
118
+ row, column = int(self.y) // 10, int(self.x) // 10
119
+ state[row, column, 0] = True
120
+ state[row, column, 4] = self.vy < 0
121
+ for row in range(10):
122
+ state[row, :, 1 if self._wind_left(10 * row + 5) else 2] = True
123
+ for bubble in self.bubbles:
124
+ if 0 <= bubble.y < 100:
125
+ state[int(bubble.y) // 10, int(bubble.x) // 10, 3] = True
126
+ for row, value in enumerate((round(self.size * 10), self.multiplier, self.hold_time, self.steps)):
127
+ for bit in range(10):
128
+ state[row, bit, 5] = bool(value & (1 << bit))
129
+ state[row + 4, 0, 5] = bool(value & 1024)
130
+ state[9, 0, 5] = self.pressed
131
+ return state
runtime/minatar_synth/games/block_stacker.py ADDED
@@ -0,0 +1,123 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+
10
+
11
+ @dataclass
12
+ class Block:
13
+ x: float
14
+ y: float
15
+ width: float
16
+
17
+
18
+ class BlockStackerEnvironment:
19
+ score_cap = 50
20
+
21
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
22
+ self.sticky_action_prob = sticky_action_prob
23
+ self.horizon = min(horizon, HORIZON)
24
+ self.seed(0)
25
+ self.reset()
26
+
27
+ def seed(self, seed: int) -> None:
28
+ self.random = np.random.default_rng(seed)
29
+
30
+ def reset(self) -> None:
31
+ self.steps = self.stacked = 0
32
+ self.pressed = self.falling = self.terminal = False
33
+ self.angle = self.vx = self.vy = self.drift = 0.0
34
+ self.current = Block(50, 25, self.random.uniform(10, 30))
35
+ self.tower = [Block(50, 99, 99)]
36
+
37
+ @classmethod
38
+ def normalize_score(cls, score: float) -> float:
39
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
40
+
41
+ def act(self, action: int) -> tuple[float, bool]:
42
+ if self.terminal:
43
+ return 0.0, True
44
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
45
+ tap = pressed and not self.pressed
46
+ self.pressed = pressed
47
+ self.steps += 1
48
+ reward = 0
49
+ for frame in range(FRAMES_PER_STEP):
50
+ reward += self._advance_frame(tap and frame == 0)
51
+ if self.terminal:
52
+ break
53
+ self.terminal |= self.steps >= self.horizon
54
+ return float(reward), self.terminal
55
+
56
+ def _advance_frame(self, tap: bool) -> int:
57
+ difficulty = 1 + self.stacked / 50
58
+ self.angle += 0.05 * difficulty
59
+ previous_y = self.current.y
60
+ if self.falling:
61
+ self.current.x += self.vx * difficulty
62
+ self.current.y += self.vy * difficulty
63
+ self.vy += 0.1
64
+ else:
65
+ swing = math.sin(self.angle)
66
+ self.current.x = 50 - 20 * math.sin(swing)
67
+ self.current.y = 5 + 20 * math.cos(swing)
68
+ if tap:
69
+ self.falling = True
70
+ self.vx, self.vy = -math.cos(self.angle), 0.0
71
+
72
+ for block in self.tower:
73
+ block.x = (block.x + self.drift) % 100
74
+ top = min(block.y for block in self.tower)
75
+ reward = 0
76
+ if self.falling:
77
+ for block in sorted(self.tower, key=lambda block: block.y):
78
+ distance = abs((self.current.x - block.x + 50) % 100 - 50)
79
+ if previous_y <= block.y - 10 <= self.current.y and distance < (self.current.width + block.width) / 2:
80
+ self.current.y = block.y - 10
81
+ self.tower.append(self.current)
82
+ self.current = Block(50, 25, self.random.uniform(10, 30))
83
+ self.falling = False
84
+ self.stacked += 1
85
+ self.drift = self.random.uniform(-1, 1) * self.stacked / 50
86
+ reward = 1
87
+ break
88
+ else:
89
+ self.terminal = self.current.y > 105
90
+ scroll = difficulty * 0.01 + max(0, 70 - top) * 0.1
91
+ for block in self.tower:
92
+ block.y += scroll
93
+ self.tower = [block for block in self.tower if block.y <= 106]
94
+ self.terminal |= not self.tower
95
+ return reward
96
+
97
+ def state(self) -> np.ndarray:
98
+ state = np.zeros((10, 10, 6), dtype=bool)
99
+ for block in self.tower:
100
+ self._draw_block(state, block, 0, wraps=True)
101
+ self._draw_block(state, self.current, 2 if self.falling else 1, wraps=False)
102
+ if not self.falling:
103
+ for fraction in np.linspace(0, 1, 8):
104
+ x = 50 + (self.current.x - 50) * fraction
105
+ y = (self.current.y - 5) * fraction
106
+ state[int(y) // 10, int(x) // 10, 3] = True
107
+ if self.drift < 0:
108
+ state[:, :, 4] = state[:, :, 0]
109
+ state[9, 0, 5] = self.pressed
110
+ for row, value in enumerate((self.steps, self.stacked)):
111
+ for bit in range(9):
112
+ state[row, bit, 5] = bool(value & (1 << bit))
113
+ state[9, 1, 5] = (self.vx < 0 if self.falling else math.cos(self.angle) > 0)
114
+ return state
115
+
116
+ @staticmethod
117
+ def _draw_block(state: np.ndarray, block: Block, channel: int, wraps: bool) -> None:
118
+ for row in range(10):
119
+ if row * 10 < block.y + 5 and (row + 1) * 10 > block.y - 5:
120
+ for column in range(10):
121
+ dx = column * 10 + 5 - block.x
122
+ distance = abs((dx + 50) % 100 - 50) if wraps else abs(dx)
123
+ state[row, column, channel] |= distance < block.width / 2 + 5
runtime/minatar_synth/games/boarding.py ADDED
@@ -0,0 +1,150 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+
10
+
11
+ @dataclass
12
+ class Board:
13
+ x: float
14
+ y: float
15
+ slope: int
16
+
17
+
18
+ @dataclass
19
+ class Passenger:
20
+ x: float
21
+ y: float
22
+ kind: int
23
+ vx: float = 0
24
+ vy: float = 0
25
+ bounces: int = 0
26
+
27
+
28
+ class BoardingEnvironment:
29
+ score_cap = 250
30
+
31
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
32
+ self.sticky_action_prob = sticky_action_prob
33
+ self.horizon = min(horizon, HORIZON)
34
+ self.seed(0)
35
+ self.reset()
36
+
37
+ def seed(self, seed: int) -> None:
38
+ self.random = np.random.default_rng(seed)
39
+
40
+ def reset(self) -> None:
41
+ self.steps = self.cooldown = 0
42
+ self.pressed = self.ready = self.terminal = False
43
+ self.x, self.direction, self.kind = 50.0, -1, -1
44
+ self.gate = self.gate_target = 91.0
45
+ self.board_credit = 0
46
+ self.boards: list[Board] = []
47
+ self.passengers: list[Passenger] = []
48
+ for y in range(47, 88, 2):
49
+ self._add_board(y)
50
+
51
+ def _add_board(self, y: float) -> None:
52
+ x = self.random.uniform(9, 90)
53
+ if all(math.hypot(board.x - x, board.y - y) >= 16 for board in self.boards):
54
+ self.boards.append(Board(x, y, int(self.random.choice((-1, 1)))))
55
+
56
+ @classmethod
57
+ def normalize_score(cls, score: float) -> float:
58
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
59
+
60
+ def act(self, action: int) -> tuple[float, bool]:
61
+ if self.terminal:
62
+ return 0.0, True
63
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
64
+ released = self.pressed and not pressed
65
+ self.pressed = pressed
66
+ self.steps += 1
67
+ reward = 0
68
+ for frame in range(FRAMES_PER_STEP):
69
+ reward += self._advance_frame(released and frame == 0)
70
+ if self.terminal:
71
+ break
72
+ self.terminal |= self.steps >= self.horizon
73
+ return float(reward), self.terminal
74
+
75
+ def _advance_frame(self, released: bool) -> int:
76
+ for board in self.boards:
77
+ board.y -= 0.1
78
+ self.boards = [board for board in self.boards if 15 < board.y < self.gate]
79
+ self.gate_target = max(11, self.gate_target - 0.1)
80
+ self.gate += (self.gate_target - self.gate) * 0.1
81
+ if self.gate <= 12:
82
+ self.terminal = True
83
+ return 0
84
+ if self.board_credit >= 2:
85
+ self._add_board(self.gate - 3)
86
+ self.board_credit -= 2
87
+
88
+ self.cooldown = max(0, self.cooldown - 1)
89
+ boarding = self.pressed and self.ready
90
+ if boarding and not self.cooldown:
91
+ self.passengers.append(Passenger(self.x, 9, self.kind))
92
+ self.cooldown = 10
93
+ self.x += self.direction * (0.1 if boarding else 1)
94
+ if self.x < 10 or self.x > 90:
95
+ self.direction = 1 if self.x < 10 else -1
96
+ if released:
97
+ if self.ready:
98
+ self.kind *= -1
99
+ self.ready = True
100
+
101
+ reward = 0
102
+ survivors = []
103
+ for passenger in self.passengers:
104
+ self._move_passenger(passenger)
105
+ if passenger.y <= self.gate:
106
+ survivors.append(passenger)
107
+ elif (passenger.x - 50) * passenger.kind > 0:
108
+ reward += passenger.bounces
109
+ self.gate_target = min(91, self.gate_target + 2 * passenger.bounces)
110
+ self.board_credit += passenger.bounces
111
+ else:
112
+ reward -= 1 + passenger.bounces
113
+ self.gate_target -= min(20, math.sqrt(1 + passenger.bounces))
114
+ self.passengers = survivors
115
+ return reward
116
+
117
+ def _move_passenger(self, passenger: Passenger) -> None:
118
+ old_x, old_y = passenger.x, passenger.y
119
+ passenger.vx *= 0.9
120
+ passenger.vy = (passenger.vy + 0.2) * 0.9
121
+ passenger.x += passenger.vx
122
+ passenger.y += passenger.vy
123
+ for board in self.boards:
124
+ previous = old_y - board.y - board.slope * (old_x - board.x)
125
+ current = passenger.y - board.y - board.slope * (passenger.x - board.x)
126
+ if previous > 0 or current < 0 or current == previous:
127
+ continue
128
+ crossing_x = old_x + (passenger.x - old_x) * (-previous / (current - previous))
129
+ if abs(crossing_x - board.x) <= 4:
130
+ impulse = math.hypot(passenger.vx, passenger.vy) * math.sqrt(2)
131
+ passenger.vx += board.slope * impulse
132
+ passenger.vy += impulse
133
+ passenger.x += 2 * passenger.vx
134
+ passenger.y += 2 * passenger.vy
135
+ passenger.bounces += 1
136
+ break
137
+ if passenger.x < 0 or passenger.x > 99:
138
+ passenger.x = min(99, max(0, passenger.x))
139
+ passenger.vx *= -1
140
+
141
+ def state(self) -> np.ndarray:
142
+ state = np.zeros((10, 10, 6), dtype=bool)
143
+ state[0, int(self.x) // 10, 0] = True
144
+ state[int(self.gate) // 10, :, 1] = True
145
+ for board in self.boards:
146
+ state[int(board.y) // 10, int(board.x) // 10, 2 if board.slope < 0 else 3] = True
147
+ for passenger in self.passengers:
148
+ state[int(passenger.y) // 10, int(passenger.x) // 10, 4 if passenger.kind < 0 else 5] = True
149
+ state[0, :4, 1] = self.kind > 0, self.direction > 0, self.ready, self.pressed
150
+ return state
runtime/minatar_synth/games/bola_thread.py ADDED
@@ -0,0 +1,138 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+ SCROLL = 0.55
10
+ ROTATION = 0.022
11
+
12
+
13
+ @dataclass
14
+ class Wall:
15
+ x: float
16
+ gap_y: float
17
+ height: float
18
+ nub: bool
19
+ passed: bool = False
20
+
21
+ def blocked(self, y: float, margin: float = 0) -> bool:
22
+ return (
23
+ abs(y - self.gap_y) + margin > self.height / 2
24
+ or self.nub and abs(y - 50) < 4 + margin
25
+ )
26
+
27
+
28
+ @dataclass
29
+ class Beacon:
30
+ x: float
31
+ y: float
32
+
33
+
34
+ class BolaThreadEnvironment:
35
+ score_cap = 150
36
+
37
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
38
+ self.sticky_action_prob = sticky_action_prob
39
+ self.horizon = min(horizon, HORIZON)
40
+ self.seed(0)
41
+ self.reset()
42
+
43
+ def seed(self, seed: int) -> None:
44
+ self.random = np.random.default_rng(seed)
45
+
46
+ def reset(self) -> None:
47
+ self.steps = self.freeze = 0
48
+ self.pressed = self.terminal = False
49
+ self.angle, self.radius = 0.0, 20.0
50
+ self.next_wall, self.next_beacon = 60.0, 100
51
+ self.walls: list[Wall] = []
52
+ self.beacons: list[Beacon] = []
53
+
54
+ @property
55
+ def balls(self) -> tuple[tuple[float, float], tuple[float, float]]:
56
+ dx = math.cos(self.angle) * self.radius
57
+ dy = math.sin(self.angle) * self.radius
58
+ return (30 + dx, 50 + dy), (30 - dx, 50 - dy)
59
+
60
+ @classmethod
61
+ def normalize_score(cls, score: float) -> float:
62
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
63
+
64
+ def act(self, action: int) -> tuple[float, bool]:
65
+ if self.terminal:
66
+ return 0.0, True
67
+ if self.random.random() >= self.sticky_action_prob:
68
+ self.pressed = action == 5
69
+ self.steps += 1
70
+ reward = 0
71
+ for _ in range(FRAMES_PER_STEP):
72
+ reward += self._advance_frame()
73
+ if self.terminal:
74
+ break
75
+ self.terminal |= self.steps >= self.horizon
76
+ return float(reward), self.terminal
77
+
78
+ def _advance_frame(self) -> int:
79
+ if self.freeze:
80
+ self.freeze -= 1
81
+ return 0
82
+ self.radius = max(6, self.radius - 0.6) if self.pressed else min(26, self.radius + 0.45)
83
+ self.angle = (self.angle + ROTATION) % math.tau
84
+ self.next_wall -= SCROLL
85
+ self.next_beacon -= 1
86
+ if self.next_wall < 0:
87
+ arrival_angle = self.angle + ROTATION * (108 - 30) / SCROLL
88
+ nub = self.random.random() < 0.36 and abs(math.sin(arrival_angle)) > 0.8
89
+ gap_y = self.random.uniform(42, 58)
90
+ height = self.random.uniform(42, 54) if nub else self.random.uniform(25, 40)
91
+ self.walls.append(Wall(108, gap_y, height, nub))
92
+ self.next_wall = self.random.uniform(65, 90)
93
+ if self.next_beacon < 0:
94
+ self.beacons.append(Beacon(108, self.random.uniform(20, 80)))
95
+ self.next_beacon = int(self.random.integers(90, 151))
96
+
97
+ reward = 0
98
+ balls = self.balls
99
+ for wall in self.walls:
100
+ wall.x -= SCROLL
101
+ if any(abs(x - wall.x) < 4 and wall.blocked(y, margin=2) for x, y in balls):
102
+ self.terminal = True
103
+ return reward
104
+ if not wall.passed and wall.x < 30:
105
+ wall.passed = True
106
+ bonus = max(1, int((self.radius - 6) // 3))
107
+ reward += bonus
108
+ self.freeze = 2 + 2 * (bonus >= 3) + 2 * (bonus >= 5)
109
+ self.walls = [wall for wall in self.walls if wall.x >= -5]
110
+ survivors = []
111
+ for beacon in self.beacons:
112
+ beacon.x -= SCROLL
113
+ if any(abs(x - beacon.x) < 4.5 and abs(y - beacon.y) < 4.5 for x, y in balls):
114
+ reward += 8
115
+ elif beacon.x >= -5:
116
+ survivors.append(beacon)
117
+ self.beacons = survivors
118
+ return reward
119
+
120
+ def state(self) -> np.ndarray:
121
+ state = np.zeros((10, 10, 6), dtype=bool)
122
+ state[5, 3, 0] = True
123
+ for x, y in self.balls:
124
+ state[int(y) // 10, int(x) // 10, 1] = True
125
+ for wall in self.walls:
126
+ if 0 <= wall.x < 100:
127
+ column = int(wall.x) // 10
128
+ for row in range(10):
129
+ state[row, column, 2] |= abs(10 * row + 5 - wall.gap_y) > wall.height / 2
130
+ state[4:6, column, 3] |= wall.nub
131
+ for beacon in self.beacons:
132
+ if 0 <= beacon.x < 100:
133
+ state[int(beacon.y) // 10, int(beacon.x) // 10, 4] = True
134
+ for row, value in enumerate((self.steps, round(self.radius * 10), round(self.angle * 80), self.freeze)):
135
+ for bit in range(9):
136
+ state[row, bit, 5] = bool(value & (1 << bit))
137
+ state[9, 0, 5] = self.pressed
138
+ return state
runtime/minatar_synth/games/bomb_up.py ADDED
@@ -0,0 +1,165 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+
10
+
11
+ @dataclass
12
+ class Body:
13
+ x: float
14
+ y: float
15
+ vx: float = 0
16
+ vy: float = 0
17
+
18
+
19
+ @dataclass
20
+ class Blast:
21
+ x: float
22
+ y: float
23
+ age: int = 0
24
+
25
+ @property
26
+ def radius(self) -> float:
27
+ return 25 * math.sin(self.age * 0.15)
28
+
29
+ def hits(self, x: float, y: float, tolerance: float) -> bool:
30
+ return abs(math.hypot(x - self.x, y - self.y) - self.radius) <= tolerance
31
+
32
+
33
+ class BombUpEnvironment:
34
+ score_cap = 250
35
+
36
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
37
+ self.sticky_action_prob = sticky_action_prob
38
+ self.horizon = min(horizon, HORIZON)
39
+ self.seed(0)
40
+ self.reset()
41
+
42
+ def seed(self, seed: int) -> None:
43
+ self.random = np.random.default_rng(seed)
44
+
45
+ def reset(self) -> None:
46
+ self.steps = self.spawn_timer = 0
47
+ self.multiplier = 1
48
+ self.pressed = self.terminal = False
49
+ self.player = Body(50, 50)
50
+ self.spawner = Body(80, 0)
51
+ self.bomb: Body | None = None
52
+ self.blast: Blast | None = None
53
+ self.rocks: list[Body] = []
54
+
55
+ @classmethod
56
+ def normalize_score(cls, score: float) -> float:
57
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
58
+
59
+ def act(self, action: int) -> tuple[float, bool]:
60
+ if self.terminal:
61
+ return 0.0, True
62
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
63
+ tap = pressed and not self.pressed
64
+ self.pressed = pressed
65
+ self.steps += 1
66
+ reward = 0
67
+ for frame in range(FRAMES_PER_STEP):
68
+ reward += self._advance_frame(tap and frame == 0)
69
+ if self.terminal:
70
+ break
71
+ self.terminal |= self.steps >= self.horizon
72
+ return float(reward), self.terminal
73
+
74
+ @staticmethod
75
+ def _bounce(body: Body) -> None:
76
+ if (body.x < 7 and body.vx < 0) or (body.x > 93 and body.vx > 0):
77
+ body.x = min(93, max(7, body.x))
78
+ body.vx *= -0.7
79
+
80
+ def _tap(self) -> None:
81
+ player = self.player
82
+ if self.bomb is None:
83
+ direction = -1 if player.vx < 0 else 1
84
+ self.bomb = Body(player.x + 2 * direction, player.y, player.vx + 0.5 * direction, player.vy)
85
+ self.multiplier = 1
86
+ return
87
+ self.blast = Blast(self.bomb.x, self.bomb.y)
88
+ dx, dy = player.x - self.bomb.x, player.y - self.bomb.y
89
+ distance_squared = max(1, dx * dx + dy * dy)
90
+ player.vx += 20 * dx / distance_squared
91
+ player.vy += 20 * dy / distance_squared
92
+ self.bomb = None
93
+
94
+ def _advance_frame(self, tap: bool) -> int:
95
+ player = self.player
96
+ scroll = (40 - player.y) * 0.3 if player.y < 40 else min(0, (60 - player.y) * 0.2)
97
+ self._bounce(player)
98
+ player.vx *= 0.99
99
+ player.vy = (player.vy + 0.02) * 0.99
100
+ player.x += player.vx
101
+ player.y += player.vy + scroll
102
+ if tap:
103
+ self._tap()
104
+ if self.bomb is not None:
105
+ bomb = self.bomb
106
+ self._bounce(bomb)
107
+ bomb.vx *= 0.98
108
+ bomb.vy = (bomb.vy + 0.15) * 0.98
109
+ bomb.x += bomb.vx
110
+ bomb.y += bomb.vy + scroll
111
+ if bomb.y > 103:
112
+ self.bomb = None
113
+ if self.blast is not None:
114
+ self.blast.age += 1
115
+ if self.blast.radius < 0:
116
+ self.blast = None
117
+
118
+ self.spawner.vx = (self.spawner.vx + self.random.uniform(-0.1, 0.1)) * 0.99
119
+ self.spawner.x += self.spawner.vx
120
+ self._bounce(self.spawner)
121
+ if self.spawn_timer == 0:
122
+ bottom = self.random.random() > (0.05 if player.y > 30 else 0.9)
123
+ y = 103 if bottom else -3
124
+ vy = -self.random.uniform(0.5, 1) if bottom else player.vy / 2
125
+ self.rocks.append(Body(self.spawner.x, y, vy=vy))
126
+ self.spawn_timer = int(self.random.integers(8, 11))
127
+ self.spawn_timer -= 1
128
+
129
+ reward = 0
130
+ remaining = []
131
+ for rock in self.rocks:
132
+ rock.y += rock.vy
133
+ rock.vy = (rock.vy + 0.01) * 0.99
134
+ rock.y += rock.vy + scroll
135
+ if self.blast is not None and self.blast.hits(rock.x, rock.y, 3.5):
136
+ reward += self.multiplier
137
+ self.multiplier += 1
138
+ continue
139
+ if abs(rock.x - player.x) < 5.5 and abs(rock.y - player.y) < 5.5:
140
+ self.terminal = True
141
+ if -50 <= rock.y <= 150:
142
+ remaining.append(rock)
143
+ self.rocks = remaining
144
+ return reward
145
+
146
+ def state(self) -> np.ndarray:
147
+ state = np.zeros((10, 10, 6), dtype=bool)
148
+ row = min(9, max(0, int(self.player.y) // 10))
149
+ column = min(9, max(0, int(self.player.x) // 10))
150
+ state[row, column, 0] = True
151
+ state[row, column, 4] = self.player.vy < 0
152
+ if self.bomb is not None and 0 <= self.bomb.x < 100 and 0 <= self.bomb.y < 100:
153
+ state[int(self.bomb.y) // 10, int(self.bomb.x) // 10, 1] = True
154
+ for rock in self.rocks:
155
+ if 0 <= rock.y < 100:
156
+ state[int(rock.y) // 10, int(rock.x) // 10, 2] = True
157
+ if self.blast is not None:
158
+ for y in range(10):
159
+ for x in range(10):
160
+ state[y, x, 3] = self.blast.hits(x * 10 + 5, y * 10 + 5, 7)
161
+ for row, value in enumerate((self.steps, self.multiplier)):
162
+ for bit in range(9):
163
+ state[row, bit, 5] = bool(value & (1 << bit))
164
+ state[9, :3, 5] = self.pressed, self.bomb is not None, self.player.vx < 0
165
+ return state
runtime/minatar_synth/games/bore_comet.py ADDED
@@ -0,0 +1,150 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+ PLAYER_X = 35
10
+ SCROLL = 0.6
11
+
12
+
13
+ @dataclass
14
+ class Rock:
15
+ x: float
16
+ y: float
17
+ width: float
18
+ height: float
19
+ bore: int = 0
20
+
21
+ @property
22
+ def threshold(self) -> int:
23
+ return round(math.sqrt(self.width * self.height) / (SCROLL / 0.5))
24
+
25
+ def contains(self, y: float) -> bool:
26
+ return abs(self.x - PLAYER_X) < self.width / 2 + 2 and abs(self.y - y) < self.height / 2 + 2
27
+
28
+
29
+ @dataclass
30
+ class Enemy:
31
+ x: float
32
+ y: float
33
+ vx: float
34
+
35
+
36
+ class BoreCometEnvironment:
37
+ score_cap = 500
38
+
39
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
40
+ self.sticky_action_prob = sticky_action_prob
41
+ self.horizon = min(horizon, HORIZON)
42
+ self.seed(0)
43
+ self.reset()
44
+
45
+ def seed(self, seed: int) -> None:
46
+ self.random = np.random.default_rng(seed)
47
+
48
+ def reset(self) -> None:
49
+ self.steps = self.freeze = 0
50
+ self.pressed = self.terminal = self.was_in_rock = False
51
+ self.y, self.vy = 30.0, 0.0
52
+ self.next_rock, self.next_enemy = 20.0, 60
53
+ self.rocks: list[Rock] = []
54
+ self.enemies: list[Enemy] = []
55
+
56
+ @classmethod
57
+ def normalize_score(cls, score: float) -> float:
58
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
59
+
60
+ def act(self, action: int) -> tuple[float, bool]:
61
+ if self.terminal:
62
+ return 0.0, True
63
+ if self.random.random() >= self.sticky_action_prob:
64
+ self.pressed = action == 5
65
+ self.steps += 1
66
+ reward = 0
67
+ for _ in range(FRAMES_PER_STEP):
68
+ reward += self._advance_frame()
69
+ if self.terminal:
70
+ break
71
+ self.terminal |= self.steps >= self.horizon
72
+ return float(reward), self.terminal
73
+
74
+ def _advance_frame(self) -> int:
75
+ if self.freeze:
76
+ self.freeze -= 1
77
+ return 0
78
+ rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None)
79
+ if rock is not None and not self.pressed:
80
+ self.terminal = True
81
+ return 0
82
+
83
+ reward = 0
84
+ if self.pressed:
85
+ self.vy -= 0.06 if rock is not None else 0.11
86
+ if rock is not None:
87
+ rock.bore += 1
88
+ reward += 1
89
+ if rock.bore >= rock.threshold:
90
+ reward += rock.threshold + self._blast(15 + (rock.width + rock.height) / 4, 3)
91
+ self.rocks.remove(rock)
92
+ rock = None
93
+ self.vy = min(1.8, max(-1.5, self.vy + 0.05))
94
+ self.y += self.vy * (0.45 if rock is not None else 1)
95
+ if self.y < 10:
96
+ self.y, self.vy = 10, 0
97
+ if self.was_in_rock and rock is None and self.pressed:
98
+ reward += self._blast(22, 2)
99
+ self.was_in_rock = rock is not None
100
+
101
+ self._spawn()
102
+ for obstacle in self.rocks:
103
+ obstacle.x -= SCROLL
104
+ self.rocks = [obstacle for obstacle in self.rocks if obstacle.x >= -20]
105
+ for enemy in self.enemies:
106
+ enemy.x += enemy.vx
107
+ if rock is None and math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) < 5:
108
+ self.terminal = True
109
+ self.enemies = [enemy for enemy in self.enemies if enemy.x >= -8]
110
+ self.terminal |= self.y > 91
111
+ return reward
112
+
113
+ def _blast(self, radius: float, freeze: int) -> int:
114
+ survivors = [enemy for enemy in self.enemies if math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) >= radius]
115
+ kills = len(self.enemies) - len(survivors)
116
+ self.enemies = survivors
117
+ if kills or freeze == 3:
118
+ self.freeze = max(self.freeze, min(8, freeze + kills))
119
+ return 3 * kills**2
120
+
121
+ def _spawn(self) -> None:
122
+ self.next_rock -= SCROLL
123
+ if self.next_rock < 0:
124
+ self.rocks.append(Rock(112, self.random.uniform(25, 75), self.random.uniform(14, 30), self.random.uniform(10, 22)))
125
+ self.next_rock = self.random.uniform(30, 55)
126
+ self.next_enemy -= 1
127
+ if self.next_enemy < 0:
128
+ self.enemies.append(Enemy(105, self.random.uniform(8, 84), -SCROLL - self.random.uniform(0.2, 0.5)))
129
+ self.next_enemy = int(self.random.integers(50, 91))
130
+
131
+ def state(self) -> np.ndarray:
132
+ state = np.zeros((10, 10, 6), dtype=bool)
133
+ row = int(self.y) // 10
134
+ state[row, 3, 0] = True
135
+ state[row, 3, 4] = self.pressed
136
+ state[9, :, 3] = True
137
+ for rock in self.rocks:
138
+ for row in range(10):
139
+ if abs(row * 10 + 5 - rock.y) < rock.height / 2 + 5:
140
+ for column in range(10):
141
+ state[row, column, 1] |= abs(column * 10 + 5 - rock.x) < rock.width / 2 + 5
142
+ for enemy in self.enemies:
143
+ if 0 <= enemy.x < 100:
144
+ state[int(enemy.y) // 10, int(enemy.x) // 10, 2] = True
145
+ active_rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None)
146
+ for row, value in enumerate((self.steps, self.freeze, active_rock.bore if active_rock else 0)):
147
+ for bit in range(9):
148
+ state[row, bit, 5] = bool(value & (1 << bit))
149
+ state[9, :2, 5] = self.vy < 0, self.was_in_rock
150
+ return state
runtime/minatar_synth/games/bottop.py ADDED
@@ -0,0 +1,92 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ FRAMES_PER_STEP = 4
8
+
9
+
10
+ @dataclass
11
+ class Spike:
12
+ x: float
13
+ y: float
14
+
15
+
16
+ class BottopEnvironment:
17
+ score_cap = HORIZON * FRAMES_PER_STEP / 10
18
+
19
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
20
+ self.sticky_action_prob = sticky_action_prob
21
+ self.horizon = min(horizon, HORIZON)
22
+ self.seed(0)
23
+ self.reset()
24
+
25
+ def seed(self, seed: int) -> None:
26
+ self.random = np.random.default_rng(seed)
27
+
28
+ def reset(self) -> None:
29
+ self.steps = 0
30
+ self.spawn_distance = self.height = self.velocity = 0.0
31
+ self.jumping = self.pressed = self.terminal = False
32
+ self.spikes: list[Spike] = []
33
+
34
+ @classmethod
35
+ def normalize_score(cls, score: float) -> float:
36
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
37
+
38
+ def act(self, action: int) -> tuple[float, bool]:
39
+ if self.terminal:
40
+ return 0.0, True
41
+ if self.random.random() >= self.sticky_action_prob:
42
+ self.pressed = action == 5
43
+ self.steps += 1
44
+ frames = 0
45
+ for _ in range(FRAMES_PER_STEP):
46
+ self._advance_frame()
47
+ frames += 1
48
+ if self.terminal:
49
+ break
50
+ self.terminal |= self.steps >= self.horizon
51
+ return frames / 10, self.terminal
52
+
53
+ def _advance_frame(self) -> None:
54
+ self.spawn_distance -= 1
55
+ if self.spawn_distance < 0:
56
+ if self.random.random() < 0.33:
57
+ y = float(self.random.choice((8, 92)))
58
+ else:
59
+ y = self.random.uniform(8, 92)
60
+ self.spikes.append(Spike(103, y))
61
+ self.spawn_distance += self.random.uniform(30, 60)
62
+ for spike in self.spikes:
63
+ spike.x -= 1
64
+ self.spikes = [spike for spike in self.spikes if spike.x > -3]
65
+
66
+ if not self.jumping and self.pressed:
67
+ self.jumping = True
68
+ self.velocity = 3
69
+ if self.jumping:
70
+ self.velocity -= 0.1 if self.pressed else 0.3
71
+ self.height += self.velocity
72
+ if self.height < 0:
73
+ self.height = self.velocity = 0
74
+ self.jumping = False
75
+ top, bottom = 8 + self.height, 92 - self.height
76
+ self.terminal = any(
77
+ abs(spike.x - 9) < 6 and min(abs(spike.y - top), abs(spike.y - bottom)) < 6
78
+ for spike in self.spikes
79
+ )
80
+
81
+ def state(self) -> np.ndarray:
82
+ state = np.zeros((10, 10, 6), dtype=bool)
83
+ state[int(8 + self.height) // 10, 0, 0] = True
84
+ state[int(92 - self.height) // 10, 0, 1] = True
85
+ for spike in self.spikes:
86
+ if 0 <= spike.x < 100:
87
+ state[int(spike.y) // 10, int(spike.x) // 10, 2] = True
88
+ state[(0, 9), :, 3] = True
89
+ state[0, :3, 4] = self.pressed, self.jumping, self.velocity > 0
90
+ for bit in range(9):
91
+ state[9, bit, 5] = bool(self.steps & (1 << bit))
92
+ return state
runtime/minatar_synth/games/bowling.py ADDED
@@ -0,0 +1,164 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ PIN_POSITIONS = ((4, 6), (3, 7), (5, 7), (2, 8), (4, 8), (6, 8), (1, 9), (3, 9), (5, 9), (7, 9))
5
+
6
+
7
+ class BowlingEnvironment:
8
+ """Ten-frame steerable bowling with standard strike, spare, and tenth-frame scoring."""
9
+
10
+ score_cap = 300.0
11
+
12
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 500):
13
+ self.sticky_action_prob = sticky_action_prob
14
+ self.horizon = horizon
15
+ self.random = np.random.RandomState()
16
+ self.seed(0)
17
+ self.reset()
18
+
19
+ @classmethod
20
+ def normalize_score(cls, raw_score: float) -> float:
21
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
22
+
23
+ def seed(self, seed: int) -> None:
24
+ self.random.seed(seed)
25
+
26
+ def reset(self) -> None:
27
+ self.bowler_row = 4
28
+ self.ball: list[int] | None = None
29
+ self.previous_ball: list[int] | None = None
30
+ self.hook = 0
31
+ self.standing = set(range(10))
32
+ self.frames: list[list[int]] = [[] for _ in range(10)]
33
+ self.frame = 0
34
+ self.confirmed_score = 0
35
+ self.steps = 0
36
+ self.last_action = 0
37
+ self.terminal = False
38
+
39
+ def act(self, action: int) -> tuple[float, bool]:
40
+ if self.terminal:
41
+ return 0.0, True
42
+ if self.random.rand() < self.sticky_action_prob:
43
+ action = self.last_action
44
+ self.last_action = action
45
+ if self.ball is None:
46
+ if action == 2:
47
+ self.bowler_row = max(1, self.bowler_row - 1)
48
+ elif action == 4:
49
+ self.bowler_row = min(7, self.bowler_row + 1)
50
+ elif action == 5:
51
+ self.ball = [self.bowler_row, 0]
52
+ self.previous_ball = self.ball.copy()
53
+ self.hook = 0
54
+ else:
55
+ self.previous_ball = self.ball.copy()
56
+ if action == 2:
57
+ self.ball[0] = max(1, self.ball[0] - 1)
58
+ self.hook = max(-1, self.hook - 1)
59
+ elif action == 4:
60
+ self.ball[0] = min(7, self.ball[0] + 1)
61
+ self.hook = min(1, self.hook + 1)
62
+ self.ball[1] += 1
63
+ if self.ball[1] >= 9:
64
+ previous_score = self.confirmed_score
65
+ self._finish_roll()
66
+ self.confirmed_score = self._score_available()
67
+ reward = float(self.confirmed_score - previous_score)
68
+ self.steps += 1
69
+ return reward, self.terminal
70
+ self.steps += 1
71
+ if self.steps >= self.horizon:
72
+ self.terminal = True
73
+ return 0.0, self.terminal
74
+
75
+ def _finish_roll(self) -> None:
76
+ knocked = self._knocked_pins()
77
+ self.standing -= knocked
78
+ pinfall = len(knocked)
79
+ frame_rolls = self.frames[self.frame]
80
+ frame_rolls.append(pinfall)
81
+ self.ball = None
82
+ self.previous_ball = None
83
+ self.hook = 0
84
+ if self.frame < 9:
85
+ if pinfall == 10 or len(frame_rolls) == 2:
86
+ self.frame += 1
87
+ self.standing = set(range(10))
88
+ return
89
+ if len(frame_rolls) == 1:
90
+ if pinfall == 10:
91
+ self.standing = set(range(10))
92
+ elif len(frame_rolls) == 2:
93
+ if frame_rolls[0] == 10:
94
+ if pinfall == 10:
95
+ self.standing = set(range(10))
96
+ elif sum(frame_rolls) == 10:
97
+ self.standing = set(range(10))
98
+ else:
99
+ self.terminal = True
100
+ else:
101
+ self.terminal = True
102
+
103
+ def _knocked_pins(self) -> set[int]:
104
+ if not self.standing or self.ball is None:
105
+ return set()
106
+ entry_row = self.ball[0]
107
+ if self.standing == set(range(10)) and entry_row == 4 and self.hook != 0:
108
+ return self.standing.copy()
109
+ knocked = {
110
+ index
111
+ for index in self.standing
112
+ if abs(PIN_POSITIONS[index][0] - entry_row) <= 1
113
+ }
114
+ if self.hook < 0:
115
+ knocked |= {index for index in self.standing if PIN_POSITIONS[index][0] < entry_row and abs(PIN_POSITIONS[index][0] - entry_row) <= 2}
116
+ elif self.hook > 0:
117
+ knocked |= {index for index in self.standing if PIN_POSITIONS[index][0] > entry_row and abs(PIN_POSITIONS[index][0] - entry_row) <= 2}
118
+ return knocked
119
+
120
+ def _score_available(self) -> int:
121
+ flattened = [roll for frame in self.frames for roll in frame]
122
+ score = 0
123
+ cursor = 0
124
+ for frame_index in range(9):
125
+ frame = self.frames[frame_index]
126
+ if not frame:
127
+ break
128
+ if frame[0] == 10:
129
+ if cursor + 2 >= len(flattened):
130
+ break
131
+ score += 10 + flattened[cursor + 1] + flattened[cursor + 2]
132
+ cursor += 1
133
+ elif len(frame) == 2 and sum(frame) == 10:
134
+ if cursor + 2 >= len(flattened):
135
+ break
136
+ score += 10 + flattened[cursor + 2]
137
+ cursor += 2
138
+ elif len(frame) == 2:
139
+ score += sum(frame)
140
+ cursor += 2
141
+ else:
142
+ break
143
+ tenth = self.frames[9]
144
+ if self.frame == 9 or self.terminal:
145
+ score += sum(tenth)
146
+ return score
147
+
148
+ def state(self) -> np.ndarray:
149
+ state = np.zeros((10, 10, 6), dtype=bool)
150
+ state[self.bowler_row, 0, 0] = True
151
+ state[0, :, 1] = True
152
+ state[9, :, 1] = True
153
+ for index in self.standing:
154
+ state[*PIN_POSITIONS[index], 2] = True
155
+ if self.ball is not None:
156
+ state[*self.ball, 3] = True
157
+ if self.previous_ball is not None:
158
+ state[*self.previous_ball, 4] = True
159
+ state[9, : self.frame + 1, 5] = True
160
+ state[8, : min(10, len(self.frames[self.frame]) + 1), 5] = True
161
+ score_bucket = min(9, self.confirmed_score // 30)
162
+ state[7, : score_bucket + 1, 5] = True
163
+ state[6, self.hook + 1, 5] = True
164
+ return state
runtime/minatar_synth/games/boxing.py ADDED
@@ -0,0 +1,147 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ DELTAS = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}
5
+
6
+
7
+ class BoxingEnvironment:
8
+ """Two-minute top-down bout with guarded jabs, power punches, and counter windows."""
9
+
10
+ score_cap = 100.0
11
+
12
+ def __init__(self, sticky_action_prob: float = 0.1, round_steps: int = 120):
13
+ self.sticky_action_prob = sticky_action_prob
14
+ self.round_steps = round_steps
15
+ self.random = np.random.RandomState()
16
+ self.seed(0)
17
+ self.reset()
18
+
19
+ @classmethod
20
+ def normalize_score(cls, raw_score: float) -> float:
21
+ return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
22
+
23
+ def seed(self, seed: int) -> None:
24
+ self.random.seed(seed)
25
+
26
+ def reset(self) -> None:
27
+ self.player = [5, 2]
28
+ self.opponent = [5, 7]
29
+ self.previous_player = self.player.copy()
30
+ self.previous_opponent = self.opponent.copy()
31
+ self.player_score = 0
32
+ self.opponent_score = 0
33
+ self.player_recovery = 0
34
+ self.opponent_recovery = 0
35
+ self.player_punch: list[int] | None = None
36
+ self.opponent_punch: list[int] | None = None
37
+ self.steps = 0
38
+ self.last_action = 0
39
+ self.terminal = False
40
+
41
+ def act(self, action: int) -> tuple[float, bool]:
42
+ if self.terminal:
43
+ return 0.0, True
44
+ if self.random.rand() < self.sticky_action_prob:
45
+ action = self.last_action
46
+ self.last_action = action
47
+ self.previous_player = self.player.copy()
48
+ self.previous_opponent = self.opponent.copy()
49
+ self.player_punch = None
50
+ self.opponent_punch = None
51
+ reward = 0.0
52
+ if action in DELTAS:
53
+ self._move(self.player, self.opponent, action)
54
+ elif action == 5 and self.player_recovery == 0:
55
+ scored = self._punch(self.player, self.opponent, defender_is_player=False)
56
+ reward = float(min(scored, 100 - self.player_score))
57
+ self.player_score += int(reward)
58
+ self.player_recovery = 2
59
+ if self.player_score >= 100:
60
+ self.player_score = 100
61
+ self.terminal = True
62
+ return reward, True
63
+
64
+ if self.steps < 60 or self.steps % 2 == 0:
65
+ self._opponent_action()
66
+ self.player_recovery = max(0, self.player_recovery - 1)
67
+ self.opponent_recovery = max(0, self.opponent_recovery - 1)
68
+ self.steps += 1
69
+ if self.opponent_score >= 100 or self.steps >= self.round_steps:
70
+ self.opponent_score = min(100, self.opponent_score)
71
+ self.terminal = True
72
+ return reward, self.terminal
73
+
74
+ @staticmethod
75
+ def _move(boxer: list[int], other: list[int], action: int) -> None:
76
+ row_delta, column_delta = DELTAS[action]
77
+ target = [boxer[0] + row_delta, boxer[1] + column_delta]
78
+ if 1 <= target[0] <= 8 and 1 <= target[1] <= 8 and target != other:
79
+ boxer[:] = target
80
+
81
+ def _punch(self, attacker: list[int], defender: list[int], defender_is_player: bool) -> int:
82
+ row_distance = abs(attacker[0] - defender[0])
83
+ column_distance = abs(attacker[1] - defender[1])
84
+ distance = max(row_distance, column_distance)
85
+ if distance > 2:
86
+ return 0
87
+ recovery = self.player_recovery if defender_is_player else self.opponent_recovery
88
+ angled = row_distance > 0 and column_distance > 0
89
+ if not angled and recovery == 0:
90
+ return 0
91
+ points = 2 if distance == 1 else 1
92
+ punch_cell = [
93
+ attacker[0] + int(np.sign(defender[0] - attacker[0])),
94
+ attacker[1] + int(np.sign(defender[1] - attacker[1])),
95
+ ]
96
+ if defender_is_player:
97
+ self.opponent_punch = punch_cell
98
+ else:
99
+ self.player_punch = punch_cell
100
+ self._push(attacker, defender)
101
+ return points
102
+
103
+ @staticmethod
104
+ def _push(attacker: list[int], defender: list[int]) -> None:
105
+ row_delta = int(np.sign(defender[0] - attacker[0]))
106
+ column_delta = int(np.sign(defender[1] - attacker[1]))
107
+ target = [
108
+ int(np.clip(defender[0] + row_delta, 1, 8)),
109
+ int(np.clip(defender[1] + column_delta, 1, 8)),
110
+ ]
111
+ if target != attacker:
112
+ defender[:] = target
113
+
114
+ def _opponent_action(self) -> None:
115
+ row_distance = abs(self.opponent[0] - self.player[0])
116
+ column_distance = abs(self.opponent[1] - self.player[1])
117
+ if max(row_distance, column_distance) <= 2 and self.opponent_recovery == 0:
118
+ self.opponent_score += self._punch(self.opponent, self.player, defender_is_player=True)
119
+ self.opponent_recovery = 2
120
+ return
121
+ candidates = []
122
+ for action in DELTAS:
123
+ row_delta, column_delta = DELTAS[action]
124
+ target = [self.opponent[0] + row_delta, self.opponent[1] + column_delta]
125
+ if not (1 <= target[0] <= 8 and 1 <= target[1] <= 8) or target == self.player:
126
+ continue
127
+ distance = max(abs(target[0] - self.player[0]), abs(target[1] - self.player[1]))
128
+ angled_bonus = -1 if target[0] != self.player[0] and target[1] != self.player[1] else 0
129
+ candidates.append((distance + angled_bonus, self.random.rand(), action))
130
+ if candidates:
131
+ self._move(self.opponent, self.player, min(candidates)[2])
132
+
133
+ def state(self) -> np.ndarray:
134
+ state = np.zeros((10, 10, 6), dtype=bool)
135
+ state[*self.player, 0] = True
136
+ state[*self.opponent, 1] = True
137
+ state[*self.opponent, 2] = True
138
+ if self.player_punch is not None:
139
+ state[*self.player_punch, 3] = True
140
+ state[*self.previous_player, 4] = True
141
+ state[*self.previous_opponent, 4] = True
142
+ state[9, : min(10, (self.player_score + 9) // 10), 5] = True
143
+ state[8, : min(10, (self.opponent_score + 9) // 10), 5] = True
144
+ remaining = max(0, self.round_steps - self.steps)
145
+ state[7, : min(10, (remaining + 11) // 12), 5] = True
146
+ state[6, : self.player_recovery, 5] = True
147
+ return state
runtime/minatar_synth/games/breed_c.py ADDED
@@ -0,0 +1,138 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ import numpy as np
2
+
3
+
4
+ SIZE = 9
5
+ CENTER = SIZE // 2
6
+ EMPTY = -1
7
+ HORIZON = 400
8
+ GROWTH_INTERVAL = 30
9
+ SETTLE_DELAY = 15
10
+ DIRECTIONS = ((0, -1), (-1, 0), (1, 0), (0, 1))
11
+
12
+
13
+ class BreedCEnvironment:
14
+ score_cap = 250
15
+
16
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
17
+ self.sticky_action_prob = sticky_action_prob
18
+ self.horizon = min(horizon, HORIZON)
19
+ self.seed(0)
20
+ self.reset()
21
+
22
+ def seed(self, seed: int) -> None:
23
+ self.random = np.random.default_rng(seed)
24
+
25
+ def reset(self) -> None:
26
+ self.steps = self.last_action = self.growth_count = self.settle = self.clears = 0
27
+ self.multiplier = 1
28
+ self.timer = GROWTH_INTERVAL
29
+ self.terminal = False
30
+ self.cursor = CENTER, CENTER
31
+ self.grid = np.full((SIZE, SIZE), EMPTY, dtype=np.int8)
32
+ self.grid[CENTER, CENTER] = self.random.integers(4)
33
+ self._grow()
34
+
35
+ @classmethod
36
+ def normalize_score(cls, score: float) -> float:
37
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
38
+
39
+ def act(self, action: int) -> tuple[float, bool]:
40
+ if self.terminal:
41
+ return 0.0, True
42
+ if self.random.random() < self.sticky_action_prob:
43
+ action = self.last_action
44
+ select = action == 5 and self.last_action != 5
45
+ self.last_action = action
46
+ self.steps += 1
47
+ reward = 0
48
+ if 1 <= action <= 4:
49
+ dy, dx = DIRECTIONS[action - 1]
50
+ y, x = self.cursor
51
+ self.cursor = min(SIZE - 1, max(0, y + dy)), min(SIZE - 1, max(0, x + dx))
52
+ if self.settle:
53
+ self.settle -= 1
54
+ if not self.settle:
55
+ self._compact()
56
+ self.clears += 1
57
+ self.timer = GROWTH_INTERVAL
58
+ else:
59
+ if self.grid[CENTER, CENTER] == EMPTY:
60
+ self.grid[CENTER, CENTER] = self.random.integers(4)
61
+ if select:
62
+ reward = self._erase()
63
+ if not self.settle:
64
+ self.timer -= 1
65
+ if self.timer <= 0:
66
+ self._grow()
67
+ self.terminal = self.steps >= self.horizon or bool(np.all(self.grid != EMPTY))
68
+ return float(reward), self.terminal
69
+
70
+ def _erase(self) -> int:
71
+ color = self.grid[self.cursor]
72
+ group = set()
73
+ if color != EMPTY:
74
+ group.add(self.cursor)
75
+ pending = [self.cursor]
76
+ while pending:
77
+ y, x = pending.pop()
78
+ for dy, dx in DIRECTIONS:
79
+ ny, nx = y + dy, x + dx
80
+ neighbor = ny, nx
81
+ if 0 <= ny < SIZE and 0 <= nx < SIZE and neighbor not in group and self.grid[neighbor] == color:
82
+ group.add(neighbor)
83
+ pending.append(neighbor)
84
+ size = len(group)
85
+ if size < 4:
86
+ self._grow()
87
+ self._grow()
88
+ return -size
89
+ for cell in group:
90
+ self.grid[cell] = EMPTY
91
+ reward = size * self.multiplier
92
+ self.multiplier += 1
93
+ self.settle = SETTLE_DELAY
94
+ return reward
95
+
96
+ def _grow(self) -> None:
97
+ lines = self.grid if self.growth_count % 2 == 0 else self.grid.T
98
+ old = lines.copy()
99
+ lines[:, :CENTER - 1] = old[:, 1:CENTER]
100
+ lines[:, CENTER + 2:] = old[:, CENTER + 1:-1]
101
+ for line in lines:
102
+ color = int(line[CENTER])
103
+ if color != EMPTY:
104
+ direction = int(self.random.choice((-1, 1)))
105
+ new_color = (color + int(self.random.integers(3))) % 4
106
+ line[CENTER - direction] = color
107
+ line[CENTER] = line[CENTER + direction] = new_color
108
+ self.growth_count += 1
109
+ self.multiplier = 1
110
+ self.timer = GROWTH_INTERVAL
111
+
112
+ def _compact(self) -> None:
113
+ axes = (self.grid, self.grid.T)
114
+ if self.clears % 2:
115
+ axes = axes[::-1]
116
+ moved = True
117
+ while moved:
118
+ moved = False
119
+ for lines in axes:
120
+ for line in lines:
121
+ for start, stop, step in ((CENTER, 0, -1), (CENTER, SIZE - 1, 1)):
122
+ for index in range(start, stop, step):
123
+ source = index + step
124
+ if line[index] == EMPTY and line[source] != EMPTY:
125
+ line[index], line[source] = line[source], EMPTY
126
+ moved = True
127
+
128
+ def state(self) -> np.ndarray:
129
+ state = np.zeros((10, 10, 6), dtype=bool)
130
+ for color in range(4):
131
+ state[:SIZE, :SIZE, color] = self.grid == color
132
+ state[*self.cursor, 4] = True
133
+ for row, value in enumerate((self.steps, self.timer, self.settle, self.multiplier)):
134
+ for bit in range(9):
135
+ state[row, bit, 5] = bool(value & (1 << bit))
136
+ state[9, 0, 5] = self.last_action == 5
137
+ state[9, 1, 5] = self.growth_count % 2 == 1
138
+ return state
runtime/minatar_synth/games/bridge_cross.py ADDED
@@ -0,0 +1,113 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+ BRIGADE_LEFT = 10
10
+ BRIGADE_RIGHT = 40
11
+ BRIDGE_TOP = 32
12
+ GROUND = 37
13
+
14
+
15
+ @dataclass
16
+ class Bridge:
17
+ x: float
18
+ length: float
19
+
20
+ def overlaps_brigade(self) -> bool:
21
+ return self.x <= BRIGADE_RIGHT and self.x + self.length >= BRIGADE_LEFT
22
+
23
+
24
+ class BridgeCrossEnvironment:
25
+ score_cap = 500
26
+
27
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
28
+ self.sticky_action_prob = sticky_action_prob
29
+ self.horizon = min(horizon, HORIZON)
30
+ self.seed(0)
31
+ self.reset()
32
+
33
+ def seed(self, seed: int) -> None:
34
+ self.random = np.random.default_rng(seed)
35
+
36
+ def reset(self) -> None:
37
+ self.steps = self.score_timer = 0
38
+ self.spawn_timer = 0.0
39
+ self.multiplier = 1
40
+ self.y, self.vy = float(GROUND), 0.0
41
+ self.pressed = self.jumping = self.falling = self.on_bridge = self.terminal = False
42
+ self.bridges: list[Bridge] = []
43
+
44
+ @classmethod
45
+ def normalize_score(cls, score: float) -> float:
46
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
47
+
48
+ def act(self, action: int) -> tuple[float, bool]:
49
+ if self.terminal:
50
+ return 0.0, True
51
+ pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
52
+ tap = pressed and not self.pressed
53
+ self.pressed = pressed
54
+ self.steps += 1
55
+ reward = 0
56
+ for frame in range(FRAMES_PER_STEP):
57
+ reward += self._advance_frame(tap and frame == 0)
58
+ if self.terminal:
59
+ break
60
+ self.terminal |= self.steps >= self.horizon
61
+ return float(reward), self.terminal
62
+
63
+ def _advance_frame(self, tap: bool) -> int:
64
+ if self.spawn_timer <= 0:
65
+ self.bridges.append(Bridge(153, self.random.uniform(20, 40)))
66
+ self.spawn_timer = self.random.uniform(50, 100)
67
+ self.spawn_timer -= 1
68
+ for bridge in self.bridges:
69
+ bridge.x -= 1
70
+ self.bridges = [bridge for bridge in self.bridges if bridge.x + bridge.length > 0]
71
+ above_bridge = any(bridge.overlaps_brigade() for bridge in self.bridges)
72
+
73
+ if self.y < 35 and not above_bridge:
74
+ self.falling, self.on_bridge = True, False
75
+ if self.jumping or self.falling:
76
+ self.y += self.vy
77
+ self.vy += 0.1 if self.pressed else 0.2
78
+ surface = BRIDGE_TOP if above_bridge else GROUND
79
+ if self.y > surface and self.vy > 0:
80
+ self.y, self.vy = float(surface), 0.0
81
+ self.jumping = self.falling = False
82
+ self.on_bridge = above_bridge
83
+
84
+ if tap and not self.jumping:
85
+ self.jumping, self.on_bridge = True, False
86
+ self.vy = -2
87
+ self.multiplier = math.ceil(self.multiplier / 2)
88
+ if not self.jumping and self.y > BRIDGE_TOP and above_bridge:
89
+ self.terminal = True
90
+
91
+ if self.on_bridge:
92
+ self.score_timer -= 1
93
+ if self.score_timer < 0:
94
+ reward = self.multiplier
95
+ self.multiplier += 1
96
+ self.score_timer = 10
97
+ return reward
98
+ return 0
99
+
100
+ def state(self) -> np.ndarray:
101
+ state = np.zeros((10, 10, 6), dtype=bool)
102
+ row = int(self.y) // 5
103
+ state[row, :3, 0] = True
104
+ state[row, :3, 3] = self.on_bridge
105
+ state[8:, :, 2] = True
106
+ for bridge in self.bridges:
107
+ for column in range(10):
108
+ state[7, column, 1] |= column * 15 < bridge.x + bridge.length and (column + 1) * 15 > bridge.x
109
+ state[0, :3, 4] = self.pressed, self.jumping, self.vy < 0
110
+ for row, value in enumerate((self.steps, self.multiplier, self.score_timer)):
111
+ for bit in range(9):
112
+ state[row, bit, 5] = bool(value & (1 << bit))
113
+ return state
runtime/minatar_synth/games/bs_fish.py ADDED
@@ -0,0 +1,111 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+
3
+ import numpy as np
4
+
5
+
6
+ HORIZON = 400
7
+ SPAWN_INTERVAL = 8
8
+ MAX_FISH = (HORIZON // SPAWN_INTERVAL) * 13
9
+ BIRD_ROW = 2
10
+ NORMAL, BIG, FAKE, EYE = range(4)
11
+ FLIGHT = (8, 7, 6, 5, 4, 3, 2, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9)
12
+ FRAGMENTS = ((0, 2), (0, 3), (0, 4), (1, 0), (1, 1), (1, 2), (1, 3),
13
+ (1, 4), (1, 5), (2, 1), (2, 2), (2, 3), (2, 5))
14
+
15
+
16
+ @dataclass
17
+ class Fish:
18
+ column: int
19
+ kind: int = NORMAL
20
+ age: int = 0
21
+ row_offset: int = 0
22
+
23
+ @property
24
+ def row(self) -> int:
25
+ return max(0, min(9, FLIGHT[self.age] + self.row_offset))
26
+
27
+
28
+ class BSFishEnvironment:
29
+ score_cap = MAX_FISH * (1 + 5 * (MAX_FISH - 1))
30
+
31
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
32
+ self.sticky_action_prob = sticky_action_prob
33
+ self.horizon = min(horizon, HORIZON)
34
+ self.seed(0)
35
+ self.reset()
36
+
37
+ def seed(self, seed: int) -> None:
38
+ self.random = np.random.default_rng(seed)
39
+
40
+ def reset(self) -> None:
41
+ self.steps = self.last_action = self.speed = 0
42
+ self.multiplier = 1
43
+ self.special_in = 3
44
+ self.fish: list[Fish] = []
45
+ self.terminal = False
46
+
47
+ @property
48
+ def bird_column(self) -> int:
49
+ return 1 + self.speed // 2
50
+
51
+ @classmethod
52
+ def normalize_score(cls, score: float) -> float:
53
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
54
+
55
+ def act(self, action: int) -> tuple[float, bool]:
56
+ if self.terminal:
57
+ return 0.0, True
58
+ if self.random.random() < self.sticky_action_prob:
59
+ action = self.last_action
60
+ self.last_action = action
61
+ self.steps += 1
62
+ self.speed = min(6, self.speed + 1) if action == 5 else max(0, self.speed - 1)
63
+ if self.steps % SPAWN_INTERVAL == 1:
64
+ if self.special_in == 0:
65
+ kind = int(self.random.choice((BIG, FAKE)))
66
+ self.special_in = int(self.random.integers(3, 9))
67
+ else:
68
+ kind = NORMAL
69
+ self.special_in -= 1
70
+ self.fish.append(Fish(int(self.random.integers(7, 10)), kind))
71
+ reward = 0
72
+ remaining = []
73
+ for fish in self.fish:
74
+ fish.age += 1
75
+ if self.speed >= 4 or self.steps % 3 == 0:
76
+ fish.column -= 1
77
+ if fish.age == len(FLIGHT) or fish.column < -1:
78
+ if fish.kind != BIG:
79
+ self.multiplier = max(1, self.multiplier - 1)
80
+ continue
81
+ if fish.kind == FAKE and fish.row <= 5:
82
+ remaining.extend(Fish(fish.column + column - 2, EYE if (row, column) == (1, 2) else NORMAL,
83
+ fish.age, row - 1) for row, column in FRAGMENTS)
84
+ elif fish.kind == BIG:
85
+ if abs(fish.row - BIRD_ROW) <= 1 and abs(fish.column - self.bird_column) <= 1:
86
+ self.terminal = True
87
+ remaining.append(fish)
88
+ elif fish.row == BIRD_ROW and fish.column == self.bird_column:
89
+ reward += self.multiplier
90
+ self.multiplier += 10 if fish.kind == EYE else 1
91
+ else:
92
+ remaining.append(fish)
93
+ self.fish = remaining
94
+ self.terminal |= self.steps >= self.horizon
95
+ return float(reward), self.terminal
96
+
97
+ def state(self) -> np.ndarray:
98
+ state = np.zeros((10, 10, 6), dtype=bool)
99
+ state[BIRD_ROW, self.bird_column, 0] = True
100
+ for fish in self.fish:
101
+ if 0 <= fish.column < 10:
102
+ channel = (2, 1, 1, 3)[fish.kind]
103
+ state[fish.row, fish.column, channel] = True
104
+ next_row = FLIGHT[min(fish.age + 1, len(FLIGHT) - 1)] + fish.row_offset
105
+ if 0 <= next_row < 10:
106
+ state[next_row, fish.column, 4] = True
107
+ for row, value in enumerate((self.steps, self.speed, self.multiplier, self.special_in, self.last_action)):
108
+ for bit in range(13):
109
+ index = row * 13 + bit
110
+ state[index // 10, index % 10, 5] = bool(value & (1 << bit))
111
+ return state
runtime/minatar_synth/games/c_nodes.py ADDED
@@ -0,0 +1,165 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ from dataclasses import dataclass
2
+ import math
3
+
4
+ import numpy as np
5
+
6
+
7
+ HORIZON = 400
8
+ FRAMES_PER_STEP = 4
9
+ DIRECTIONS = ((0, -1), (-1, 0), (1, 0), (0, 1))
10
+
11
+
12
+ @dataclass(eq=False)
13
+ class Node:
14
+ x: float
15
+ y: float
16
+ vx: float = 0
17
+ vy: float = 0
18
+ anchored: bool = True
19
+ tethered: bool = False
20
+
21
+
22
+ @dataclass
23
+ class Link:
24
+ a: Node
25
+ b: Node
26
+ length: float
27
+
28
+ def near(self, x: float, y: float) -> bool:
29
+ dx, dy = self.b.x - self.a.x, self.b.y - self.a.y
30
+ px, py = x - self.a.x, y - self.a.y
31
+ squared = dx * dx + dy * dy
32
+ fraction = min(1, max(0, (px * dx + py * dy) / squared)) if squared else 0
33
+ return math.hypot(px - fraction * dx, py - fraction * dy) <= 5
34
+
35
+
36
+ class CNodesEnvironment:
37
+ score_cap = 500
38
+
39
+ def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
40
+ self.sticky_action_prob = sticky_action_prob
41
+ self.horizon = min(horizon, HORIZON)
42
+ self.seed(0)
43
+ self.reset()
44
+
45
+ def seed(self, seed: int) -> None:
46
+ self.random = np.random.default_rng(seed)
47
+
48
+ def reset(self) -> None:
49
+ self.steps = self.last_action = 0
50
+ self.multiplier = 1
51
+ self.next_node = self.boost = 0.0
52
+ self.cursor = (3, 5)
53
+ self.terminal = False
54
+ self.nodes: list[Node] = []
55
+ self.links: list[Link] = []
56
+
57
+ @classmethod
58
+ def normalize_score(cls, score: float) -> float:
59
+ return min(max(score, 0), cls.score_cap) / cls.score_cap
60
+
61
+ def act(self, action: int) -> tuple[float, bool]:
62
+ if self.terminal:
63
+ return 0.0, True
64
+ if self.random.random() < self.sticky_action_prob:
65
+ action = self.last_action
66
+ if 1 <= action <= 4:
67
+ dy, dx = DIRECTIONS[action - 1]
68
+ row, col = self.cursor
69
+ self.cursor = min(9, max(2, row + dy)), min(9, max(0, col + dx))
70
+ if action == 5 and self.last_action != 5:
71
+ row, col = self.cursor
72
+ self.links = [link for link in self.links if not link.near(col * 10 + 5, row * 10 + 5)]
73
+ self.multiplier = 1
74
+ self.boost = 1
75
+ self.last_action = action
76
+ self.steps += 1
77
+ reward = 0
78
+ for _ in range(FRAMES_PER_STEP):
79
+ reward += self._advance_frame()
80
+ if self.terminal:
81
+ break
82
+ self.terminal |= self.steps >= self.horizon
83
+ return float(reward), self.terminal
84
+
85
+ def _advance_frame(self) -> int:
86
+ lowest = max((node.y for node in self.nodes), default=0)
87
+ scroll = 0.03 + self.boost + max(0, 29 - lowest) * 0.1
88
+ self.boost *= 0.7
89
+ self.next_node -= scroll
90
+ if self.next_node < 0:
91
+ new = Node(self.random.uniform(10, 90), 0)
92
+ for node in self.nodes:
93
+ if node.anchored and abs(new.x - node.x) / 2 + abs(node.y) < 30 and self.random.random() < 0.7:
94
+ self.links.append(Link(new, node, math.hypot(new.x - node.x, node.y)))
95
+ self.nodes.append(new)
96
+ self.next_node = 4
97
+ for link in self.links:
98
+ dx, dy = link.b.x - link.a.x, link.b.y - link.a.y
99
+ distance = math.hypot(dx, dy)
100
+ if distance:
101
+ force = (distance - link.length) * 0.02 / distance
102
+ link.a.vx += force * dx
103
+ link.a.vy += force * dy
104
+ link.b.vx -= force * dx
105
+ link.b.vy -= force * dy
106
+ for node in self.nodes:
107
+ node.y += scroll
108
+ node.anchored &= node.y <= 20
109
+ if node.anchored:
110
+ node.vx = node.vy = 0
111
+ else:
112
+ node.x += node.vx
113
+ node.y += node.vy
114
+ node.vx *= 0.95
115
+ node.vy = (node.vy + 0.03) * 0.95
116
+ self.links = [link for link in self.links if min(link.a.y, link.b.y) <= 100]
117
+ self._update_tethers()
118
+ reward = 0
119
+ survivors = []
120
+ for node in self.nodes:
121
+ if node.tethered and node.y > 100:
122
+ self.terminal = True
123
+ if node.y > 140:
124
+ reward += self.multiplier
125
+ self.multiplier = min(64, self.multiplier * 2)
126
+ else:
127
+ survivors.append(node)
128
+ self.nodes = survivors
129
+ alive = set(survivors)
130
+ self.links = [link for link in self.links if link.a in alive and link.b in alive]
131
+ return reward
132
+
133
+ def _update_tethers(self) -> None:
134
+ connected = {node: [] for node in self.nodes}
135
+ for link in self.links:
136
+ connected[link.a].append(link.b)
137
+ connected[link.b].append(link.a)
138
+ pending = [node for node in self.nodes if node.anchored]
139
+ reached = set(pending)
140
+ while pending:
141
+ for neighbor in connected[pending.pop()]:
142
+ if neighbor not in reached:
143
+ reached.add(neighbor)
144
+ pending.append(neighbor)
145
+ for node in self.nodes:
146
+ node.tethered = node in reached and not node.anchored
147
+
148
+ def state(self) -> np.ndarray:
149
+ state = np.zeros((10, 10, 6), dtype=bool)
150
+ for node in self.nodes:
151
+ if 0 <= node.x < 100 and 0 <= node.y < 100:
152
+ channel = 0 if node.anchored else 1 if node.tethered else 2
153
+ state[int(node.y) // 10, int(node.x) // 10, channel] = True
154
+ for link in self.links:
155
+ for fraction in np.linspace(0, 1, 12):
156
+ x = link.a.x + (link.b.x - link.a.x) * fraction
157
+ y = link.a.y + (link.b.y - link.a.y) * fraction
158
+ if 0 <= x < 100 and 0 <= y < 100:
159
+ state[int(y) // 10, int(x) // 10, 3] = True
160
+ row, col = self.cursor
161
+ state[row, col, 4] = True
162
+ for row, value in enumerate((self.steps, self.multiplier, self.last_action)):
163
+ for bit in range(9):
164
+ state[row, bit, 5] = bool(value & (1 << bit))
165
+ return state