Datasets:
Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks (part 2)
Browse filesThis view is limited to 50 files because it contains too many changes. See raw diff
- runtime/minatar_synth/games/smoke_g.py +167 -0
- runtime/minatar_synth/games/snake1.py +94 -0
- runtime/minatar_synth/games/snaky.py +137 -0
- runtime/minatar_synth/games/solaris.py +269 -0
- runtime/minatar_synth/games/spearain.py +113 -0
- runtime/minatar_synth/games/spin_cell.py +130 -0
- runtime/minatar_synth/games/splitzig.py +129 -0
- runtime/minatar_synth/games/square_bar.py +156 -0
- runtime/minatar_synth/games/stage_separation.py +121 -0
- runtime/minatar_synth/games/star_eater.py +124 -0
- runtime/minatar_synth/games/star_gunner.py +218 -0
- runtime/minatar_synth/games/stillfire_choir.py +131 -0
- runtime/minatar_synth/games/stomping_bubbles.py +128 -0
- runtime/minatar_synth/games/stompshelter.py +157 -0
- runtime/minatar_synth/games/stormveil.py +113 -0
- runtime/minatar_synth/games/sub_jump.py +133 -0
- runtime/minatar_synth/games/sum_ten.py +114 -0
- runtime/minatar_synth/games/sunflower_sway.py +113 -0
- runtime/minatar_synth/games/survivor.py +166 -0
- runtime/minatar_synth/games/swingby.py +129 -0
- runtime/minatar_synth/games/switchboard.py +143 -0
- runtime/minatar_synth/games/t_hanoi.py +104 -0
- runtime/minatar_synth/games/t_lanes.py +154 -0
- runtime/minatar_synth/games/t_laser.py +143 -0
- runtime/minatar_synth/games/t_punch.py +146 -0
- runtime/minatar_synth/games/tape_j.py +158 -0
- runtime/minatar_synth/games/tappump.py +110 -0
- runtime/minatar_synth/games/tarutobi.py +104 -0
- runtime/minatar_synth/games/tectonic_tether.py +157 -0
- runtime/minatar_synth/games/teeter.py +153 -0
- runtime/minatar_synth/games/tennis.py +224 -0
- runtime/minatar_synth/games/throw_m.py +131 -0
- runtime/minatar_synth/games/thrust_lr.py +113 -0
- runtime/minatar_synth/games/thunder.py +160 -0
- runtime/minatar_synth/games/tilted.py +186 -0
- runtime/minatar_synth/games/timber_test.py +97 -0
- runtime/minatar_synth/games/time_pilot.py +263 -0
- runtime/minatar_synth/games/tongue_hunter.py +135 -0
- runtime/minatar_synth/games/tornado_twister.py +153 -0
- runtime/minatar_synth/games/totoge.py +125 -0
- runtime/minatar_synth/games/tr_beam.py +169 -0
- runtime/minatar_synth/games/trojan_defense.py +144 -0
- runtime/minatar_synth/games/tt_fence.py +151 -0
- runtime/minatar_synth/games/turbo_tunnel.py +136 -0
- runtime/minatar_synth/games/turbulent.py +167 -0
- runtime/minatar_synth/games/turtle_tide.py +104 -0
- runtime/minatar_synth/games/tutankham.py +226 -0
- runtime/minatar_synth/games/twhols.py +90 -0
- runtime/minatar_synth/games/twin_jumpers.py +130 -0
- runtime/minatar_synth/games/twin_p.py +140 -0
runtime/minatar_synth/games/smoke_g.py
ADDED
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@@ -0,0 +1,167 @@
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| 1 |
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from dataclasses import dataclass
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| 2 |
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from math import atan2, cos, hypot, pi, sin
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| 3 |
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| 4 |
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import numpy as np
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| 5 |
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| 6 |
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| 7 |
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@dataclass
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| 8 |
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class Grenade:
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| 9 |
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x: float
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| 10 |
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y: float
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| 11 |
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tx: float
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| 12 |
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ty: float
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| 13 |
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age: int = 0
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| 14 |
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| 15 |
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| 16 |
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@dataclass
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| 17 |
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class Smoke:
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| 18 |
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x: float
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y: float
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| 20 |
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radius: float = 0
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| 21 |
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growing: bool = True
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| 22 |
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| 23 |
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| 24 |
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@dataclass
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| 25 |
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class Enemy:
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| 26 |
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x: float
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| 27 |
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y: float
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| 28 |
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angle: float
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| 29 |
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| 30 |
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| 31 |
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class SmokeGEnvironment:
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| 32 |
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score_cap = 20
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| 33 |
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moves = ((0, 0), (-1, 0), (0, -1), (1, 0), (0, 1), (0, 0))
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| 34 |
+
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| 35 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
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| 36 |
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self.sticky_action_prob = sticky_action_prob
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| 37 |
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self.horizon = min(horizon, 400)
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| 38 |
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self.seed(0)
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| 39 |
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self.reset()
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| 40 |
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| 41 |
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def seed(self, seed):
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| 42 |
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self.random = np.random.default_rng(seed)
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| 44 |
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def reset(self):
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| 45 |
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self.x, self.y = 50, 45
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| 46 |
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self.angle = -pi / 2
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| 47 |
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self.steps = self.action = self.side_count = 0
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| 48 |
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self.side = 1
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| 49 |
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self.distance = 0.
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| 50 |
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self.terminal = False
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| 51 |
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self.grenades, self.smoke, self.enemies = [], [], []
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| 52 |
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| 53 |
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@classmethod
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| 54 |
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def normalize_score(cls, score):
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| 55 |
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return min(max(score, 0), cls.score_cap) / cls.score_cap
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| 56 |
+
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| 57 |
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def act(self, action):
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| 58 |
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if self.terminal:
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| 59 |
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return 0., True
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| 60 |
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previous = self.action
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| 61 |
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if self.random.random() >= self.sticky_action_prob:
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| 62 |
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self.action = action
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| 63 |
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tap = self.action == 5 and previous != 5
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| 64 |
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self.steps += 1
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| 65 |
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reward = 0
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| 66 |
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for frame in range(4):
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| 67 |
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reward += self._advance(tap and frame == 0)
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| 68 |
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if self.terminal:
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| 69 |
+
break
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| 70 |
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self.terminal |= self.steps >= self.horizon
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| 71 |
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return float(reward), self.terminal
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| 72 |
+
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| 73 |
+
def _advance(self, tap):
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| 74 |
+
dx, dy = self.moves[self.action]
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| 75 |
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self.x = min(99, max(0, self.x + 3 * dx))
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| 76 |
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self.y = min(99, max(0, self.y + 3 * dy))
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| 77 |
+
if tap and len(self.smoke) < 9:
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| 78 |
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self.grenades.append(Grenade(50, 90, self.x, self.y))
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| 79 |
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for grenade in self.grenades:
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| 80 |
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grenade.age += 1
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| 81 |
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grenade.x += (grenade.tx - grenade.x) * 0.1
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| 82 |
+
grenade.y += (grenade.ty - grenade.y) * 0.1 + cos(grenade.age * pi * 4 / 30) + 0.1
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| 83 |
+
if grenade.age > 30:
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| 84 |
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self.smoke.append(Smoke(grenade.tx, grenade.ty))
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| 85 |
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self.grenades = [grenade for grenade in self.grenades if grenade.age <= 30]
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| 86 |
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for smoke in self.smoke:
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| 87 |
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smoke.y += 0.1
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| 88 |
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if smoke.growing:
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| 89 |
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smoke.radius += (10 - smoke.radius) * 0.2
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| 90 |
+
if smoke.radius > 9:
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| 91 |
+
smoke.radius, smoke.growing = 10, False
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| 92 |
+
else:
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| 93 |
+
smoke.radius *= 0.995
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| 94 |
+
self.smoke = [smoke for smoke in self.smoke if smoke.growing or smoke.radius >= 2]
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| 95 |
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if not self.enemies:
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| 96 |
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self.distance = 0
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| 97 |
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self.distance -= 0.1
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| 98 |
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if self.distance < 0:
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| 99 |
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self.side_count -= 1
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| 100 |
+
if self.side_count < 0:
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| 101 |
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self.side *= -1
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| 102 |
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self.side_count = self.random.uniform(1, 5)
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| 103 |
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self.distance += 7
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| 104 |
+
x = 50 + self.random.uniform(0, 40) * self.side
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| 105 |
+
self.enemies.append(Enemy(x, -3, atan2(-93, x - 50) + self.random.uniform(-0.2, 0.2)))
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| 106 |
+
self.distance += self.random.uniform(5, 9)
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| 107 |
+
visible = [enemy for enemy in self.enemies
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| 108 |
+
if hypot(enemy.x - 50, enemy.y - 90) < 99 and not self._blocked(enemy)]
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| 109 |
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if visible:
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| 110 |
+
target = min(visible, key=lambda enemy: hypot(enemy.x - 50, enemy.y - 90))
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| 111 |
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self.angle = self._turn(self.angle, atan2(target.y - 90, target.x - 50), 0.012)
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| 112 |
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reward = 0
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| 113 |
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remaining = []
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| 114 |
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for enemy in self.enemies:
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| 115 |
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enemy.y += 0.1
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| 116 |
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if not self._blocked(enemy):
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| 117 |
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enemy.angle = self._turn(enemy.angle, atan2(90 - enemy.y, 50 - enemy.x), 0.008)
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| 118 |
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self.terminal |= self._ray_hit(enemy.x, enemy.y, enemy.angle, 50, 90, 50)
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| 119 |
+
if self._ray_hit(50, 90, self.angle, enemy.x, enemy.y, 55):
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| 120 |
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reward += 1
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| 121 |
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else:
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| 122 |
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self.terminal |= enemy.y > 99
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| 123 |
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remaining.append(enemy)
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| 124 |
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self.enemies = remaining
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| 125 |
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return reward
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| 126 |
+
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| 127 |
+
def _blocked(self, enemy):
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| 128 |
+
dx, dy = enemy.x - 50, enemy.y - 90
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| 129 |
+
length = dx * dx + dy * dy
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| 130 |
+
for smoke in self.smoke:
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| 131 |
+
t = min(1, max(0, ((smoke.x - 50) * dx + (smoke.y - 90) * dy) / max(length, 1e-9)))
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| 132 |
+
nearest = hypot(smoke.x - 50 - t * dx, smoke.y - 90 - t * dy)
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| 133 |
+
farthest = max(hypot(smoke.x - 50, smoke.y - 90), hypot(smoke.x - enemy.x, smoke.y - enemy.y))
|
| 134 |
+
if nearest <= smoke.radius + 1 and farthest >= smoke.radius - 1:
|
| 135 |
+
return True
|
| 136 |
+
return False
|
| 137 |
+
|
| 138 |
+
@staticmethod
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| 139 |
+
def _turn(angle, target, speed):
|
| 140 |
+
difference = (target - angle + pi) % (2 * pi) - pi
|
| 141 |
+
return angle + min(speed, max(-speed, difference))
|
| 142 |
+
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| 143 |
+
@staticmethod
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| 144 |
+
def _ray_hit(x, y, angle, tx, ty, reach):
|
| 145 |
+
dx, dy = tx - x, ty - y
|
| 146 |
+
along = dx * cos(angle) + dy * sin(angle)
|
| 147 |
+
across = dy * cos(angle) - dx * sin(angle)
|
| 148 |
+
return -4 < along < reach + 4 and abs(across) < 4
|
| 149 |
+
|
| 150 |
+
def state(self):
|
| 151 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 152 |
+
state[9, 5, 0] = True
|
| 153 |
+
state[self.y // 10, self.x // 10, 1] = True
|
| 154 |
+
for enemy in self.enemies:
|
| 155 |
+
if 0 <= enemy.y < 100:
|
| 156 |
+
state[int(enemy.y // 10), int(enemy.x // 10), 2] = True
|
| 157 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 158 |
+
for smoke in self.smoke:
|
| 159 |
+
state[:, :, 3] |= abs(np.hypot(cols - smoke.x, rows - smoke.y) - smoke.radius) < 6
|
| 160 |
+
for grenade in self.grenades:
|
| 161 |
+
if 0 <= grenade.y < 100:
|
| 162 |
+
state[int(grenade.y // 10), int(grenade.x // 10), 4] = True
|
| 163 |
+
values = (self.steps, self.action, round((self.angle % (2 * pi)) * 100))
|
| 164 |
+
for row, value in enumerate(values):
|
| 165 |
+
for bit in range(10):
|
| 166 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 167 |
+
return state
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runtime/minatar_synth/games/snake1.py
ADDED
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|
| 1 |
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from collections import deque
|
| 2 |
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|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
class Snake1Environment:
|
| 7 |
+
score_cap = 20
|
| 8 |
+
directions = ((1, 0), (0, 1), (-1, 0), (0, -1))
|
| 9 |
+
|
| 10 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 11 |
+
self.sticky_action_prob = sticky_action_prob
|
| 12 |
+
self.horizon = min(horizon, 400)
|
| 13 |
+
self.seed(0)
|
| 14 |
+
self.reset()
|
| 15 |
+
|
| 16 |
+
def seed(self, seed):
|
| 17 |
+
self.random = np.random.default_rng(seed)
|
| 18 |
+
|
| 19 |
+
def reset(self):
|
| 20 |
+
self.head = (8, 8)
|
| 21 |
+
self.direction = self.timer = self.steps = 0
|
| 22 |
+
self.rotation = 1
|
| 23 |
+
self.queued = self.grow = self.held = self.terminal = False
|
| 24 |
+
self.body = deque((x, 8) for x in range(4, 8))
|
| 25 |
+
self.dollars = [(12, 8)]
|
| 26 |
+
|
| 27 |
+
@classmethod
|
| 28 |
+
def normalize_score(cls, score):
|
| 29 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 30 |
+
|
| 31 |
+
def act(self, action):
|
| 32 |
+
if self.terminal:
|
| 33 |
+
return 0., True
|
| 34 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 35 |
+
self.queued |= held and not self.held
|
| 36 |
+
self.held = held
|
| 37 |
+
self.steps += 1
|
| 38 |
+
reward = 0
|
| 39 |
+
for _ in range(4):
|
| 40 |
+
self.timer -= 1
|
| 41 |
+
if self.timer < 0:
|
| 42 |
+
self.timer = 20
|
| 43 |
+
reward += self._move()
|
| 44 |
+
if self.terminal:
|
| 45 |
+
break
|
| 46 |
+
self.terminal |= self.steps >= self.horizon
|
| 47 |
+
return float(reward), self.terminal
|
| 48 |
+
|
| 49 |
+
def _move(self):
|
| 50 |
+
if not self.grow:
|
| 51 |
+
self.body.popleft()
|
| 52 |
+
self.grow = False
|
| 53 |
+
self.body.append(self.head)
|
| 54 |
+
if self.queued:
|
| 55 |
+
self.direction = (self.direction + self.rotation) % 4
|
| 56 |
+
self.queued = False
|
| 57 |
+
dx, dy = self.directions[self.direction]
|
| 58 |
+
self.head = self.head[0] + dx, self.head[1] + dy
|
| 59 |
+
x, y = self.head
|
| 60 |
+
self.terminal = self.head in self.body or not (1 <= x <= 14 and 2 <= y <= 14)
|
| 61 |
+
if self.head not in self.dollars:
|
| 62 |
+
return 0
|
| 63 |
+
self.dollars = [dollar for dollar in self.dollars if dollar != self.head]
|
| 64 |
+
self.grow = True
|
| 65 |
+
self.rotation *= -1
|
| 66 |
+
for _ in range(2):
|
| 67 |
+
for _ in range(99):
|
| 68 |
+
position = tuple(self.random.integers((2, 3), (14, 14)))
|
| 69 |
+
if position != self.head and position not in self.body:
|
| 70 |
+
self.dollars.append(position)
|
| 71 |
+
break
|
| 72 |
+
return 1
|
| 73 |
+
|
| 74 |
+
def state(self):
|
| 75 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 76 |
+
|
| 77 |
+
def mark(x, y, channel):
|
| 78 |
+
state[min(9, max(0, (y - 1) * 10 // 15)), min(9, max(0, x * 10 // 16)), channel] = True
|
| 79 |
+
|
| 80 |
+
mark(*self.head, 0)
|
| 81 |
+
for point in self.body:
|
| 82 |
+
mark(*point, 1)
|
| 83 |
+
for point in self.dollars:
|
| 84 |
+
mark(*point, 2)
|
| 85 |
+
state[[0, 9], :, 3] = True
|
| 86 |
+
state[:, [0, 9], 3] = True
|
| 87 |
+
dx, dy = self.directions[(self.direction + self.rotation) % 4]
|
| 88 |
+
mark(self.head[0] + dx, self.head[1] + dy, 4)
|
| 89 |
+
values = (self.steps, self.direction, self.rotation > 0, self.timer,
|
| 90 |
+
self.queued, self.grow, self.held, *self.head)
|
| 91 |
+
for row, value in enumerate(values):
|
| 92 |
+
for bit in range(9):
|
| 93 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 94 |
+
return state
|
runtime/minatar_synth/games/snaky.py
ADDED
|
@@ -0,0 +1,137 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, pi, sin, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Item:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
red: bool
|
| 12 |
+
vx: float = -0.1
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
class SnakyEnvironment:
|
| 16 |
+
score_cap = 400
|
| 17 |
+
|
| 18 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 19 |
+
self.sticky_action_prob = sticky_action_prob
|
| 20 |
+
self.horizon = min(horizon, 400)
|
| 21 |
+
self.seed(0)
|
| 22 |
+
self.reset()
|
| 23 |
+
|
| 24 |
+
def seed(self, seed):
|
| 25 |
+
self.random = np.random.default_rng(seed)
|
| 26 |
+
|
| 27 |
+
def reset(self):
|
| 28 |
+
self.angles = [0., 0.]
|
| 29 |
+
self.velocities = [0., 0.]
|
| 30 |
+
self.items = []
|
| 31 |
+
self.timer = self.steps = 0
|
| 32 |
+
self.red_count = 2
|
| 33 |
+
self.next_y = 50.
|
| 34 |
+
self.held = self.terminal = False
|
| 35 |
+
|
| 36 |
+
@classmethod
|
| 37 |
+
def normalize_score(cls, score):
|
| 38 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 39 |
+
|
| 40 |
+
def act(self, action):
|
| 41 |
+
if self.terminal:
|
| 42 |
+
return 0., True
|
| 43 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 44 |
+
self.held = action == 5
|
| 45 |
+
self.steps += 1
|
| 46 |
+
reward = 0
|
| 47 |
+
for _ in range(4):
|
| 48 |
+
reward += self._advance()
|
| 49 |
+
if self.terminal:
|
| 50 |
+
break
|
| 51 |
+
self.terminal |= self.steps >= self.horizon
|
| 52 |
+
return float(reward), self.terminal
|
| 53 |
+
|
| 54 |
+
def _segments(self):
|
| 55 |
+
length = 50 / len(self.angles) + 3
|
| 56 |
+
x, y = 0., 50.
|
| 57 |
+
for angle in self.angles:
|
| 58 |
+
end_x, end_y = x + length * cos(angle), y + length * sin(angle)
|
| 59 |
+
yield x, y, end_x, end_y
|
| 60 |
+
x, y = end_x, end_y
|
| 61 |
+
|
| 62 |
+
def _advance(self):
|
| 63 |
+
limit = pi / (sqrt(len(self.angles) - 1) + 3)
|
| 64 |
+
for index, angle in enumerate(self.angles):
|
| 65 |
+
velocity = self.velocities[index]
|
| 66 |
+
if index == 0:
|
| 67 |
+
updated = min(limit, max(-limit, angle + (-0.03 if self.held else 0.03)))
|
| 68 |
+
velocity = updated - angle
|
| 69 |
+
else:
|
| 70 |
+
updated = angle + velocity
|
| 71 |
+
difference = updated - self.angles[index - 1]
|
| 72 |
+
if abs(difference) > limit and difference * velocity > 0:
|
| 73 |
+
velocity *= -0.2
|
| 74 |
+
self.angles[index] = updated
|
| 75 |
+
self.velocities[index] = velocity * 0.95
|
| 76 |
+
if index + 1 < len(self.angles):
|
| 77 |
+
self.velocities[index + 1] += velocity * 0.95 * 0.07
|
| 78 |
+
if index:
|
| 79 |
+
self.velocities[index - 1] += velocity * 0.95 * 0.01
|
| 80 |
+
segments = list(self._segments())
|
| 81 |
+
self.timer -= 1
|
| 82 |
+
if self.timer < 0:
|
| 83 |
+
self.red_count -= 1
|
| 84 |
+
red = self.red_count < 0
|
| 85 |
+
if red:
|
| 86 |
+
self.red_count = 7
|
| 87 |
+
self.items.append(Item(103, self.next_y, red))
|
| 88 |
+
y = self.random.uniform(20, 80)
|
| 89 |
+
self.timer = 4 * abs(self.next_y - y + 10)
|
| 90 |
+
self.next_y = y
|
| 91 |
+
reward = 0
|
| 92 |
+
remaining = []
|
| 93 |
+
for item in self.items:
|
| 94 |
+
item.vx *= 1.005
|
| 95 |
+
item.x += item.vx
|
| 96 |
+
size = len(self.angles)
|
| 97 |
+
if self._touches(item, segments[-1]):
|
| 98 |
+
reward += size ** 2 if item.red else size
|
| 99 |
+
if item.red and size < 10:
|
| 100 |
+
self.angles.append(0.)
|
| 101 |
+
self.velocities.append(0.)
|
| 102 |
+
elif any(self._touches(item, segment) for segment in segments[:-1]):
|
| 103 |
+
reward += -size if item.red else 1
|
| 104 |
+
if item.red and size > 1:
|
| 105 |
+
self.angles.pop()
|
| 106 |
+
self.velocities.pop()
|
| 107 |
+
else:
|
| 108 |
+
self.terminal |= item.x < 0
|
| 109 |
+
remaining.append(item)
|
| 110 |
+
self.items = remaining
|
| 111 |
+
return reward
|
| 112 |
+
|
| 113 |
+
@staticmethod
|
| 114 |
+
def _touches(item, segment):
|
| 115 |
+
x, y, end_x, end_y = segment
|
| 116 |
+
dx, dy = end_x - x, end_y - y
|
| 117 |
+
t = ((item.x - x) * dx + (item.y - y) * dy) / (dx * dx + dy * dy)
|
| 118 |
+
t = min(1, max(0, t))
|
| 119 |
+
return (item.x - x - t * dx) ** 2 + (item.y - y - t * dy) ** 2 < 4.5 ** 2
|
| 120 |
+
|
| 121 |
+
def state(self):
|
| 122 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 123 |
+
segments = list(self._segments())
|
| 124 |
+
for index, (x, y, end_x, end_y) in enumerate(segments):
|
| 125 |
+
points = np.linspace((x, y), (end_x, end_y), 32)
|
| 126 |
+
visible = points[np.all((points >= 0) & (points < 100), axis=1)]
|
| 127 |
+
cols, rows = (visible // 10).astype(int).T
|
| 128 |
+
state[rows, cols, int(index == len(segments) - 1)] = True
|
| 129 |
+
for item in self.items:
|
| 130 |
+
if 0 <= item.x < 100:
|
| 131 |
+
state[int(item.y // 10), int(item.x // 10), 2 + int(item.red)] = True
|
| 132 |
+
state[int(self.next_y // 10), 9, 4] = True
|
| 133 |
+
for row, value in enumerate((self.steps, len(self.angles), self.held,
|
| 134 |
+
min(511, round(max(0, self.timer))), self.red_count)):
|
| 135 |
+
for bit in range(9):
|
| 136 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 137 |
+
return state
|
runtime/minatar_synth/games/solaris.py
ADDED
|
@@ -0,0 +1,269 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import numpy as np
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
ENEMY_VALUES = {
|
| 5 |
+
"flagship": 500,
|
| 6 |
+
"raider": 400,
|
| 7 |
+
"pirate": 320,
|
| 8 |
+
"targeter": 320,
|
| 9 |
+
"glider": 320,
|
| 10 |
+
"mechnoid": 300,
|
| 11 |
+
"blockader": 260,
|
| 12 |
+
"cobra": 80,
|
| 13 |
+
"guardian": 60,
|
| 14 |
+
"distractor": 20,
|
| 15 |
+
}
|
| 16 |
+
SECTORS = {
|
| 17 |
+
(0, 1): ("enemies", ("flagship",)),
|
| 18 |
+
(0, 2): ("enemies", ("raider",)),
|
| 19 |
+
(0, 3): ("federation", ()),
|
| 20 |
+
(1, 0): ("enemies", ("pirate",)),
|
| 21 |
+
(1, 1): ("enemies", ("targeter",)),
|
| 22 |
+
(1, 2): ("planet", ("guardian",)),
|
| 23 |
+
(1, 3): ("enemies", ("glider",)),
|
| 24 |
+
(2, 0): ("enemies", ("mechnoid",)),
|
| 25 |
+
(2, 1): ("corridor", ("guardian",)),
|
| 26 |
+
(2, 2): ("enemies", ("blockader",)),
|
| 27 |
+
(2, 3): ("enemies", ("cobra",)),
|
| 28 |
+
(3, 0): ("enemies", ("distractor",)),
|
| 29 |
+
(3, 1): ("federation", ()),
|
| 30 |
+
(3, 2): ("enemies", ("flagship", "mechnoid", "pirate")),
|
| 31 |
+
(3, 3): ("solaris", ()),
|
| 32 |
+
}
|
| 33 |
+
|
| 34 |
+
|
| 35 |
+
class SolarisEnvironment:
|
| 36 |
+
"""Scanner navigation and targeting combat on a finite route to Solaris."""
|
| 37 |
+
|
| 38 |
+
score_cap = 19_760.0
|
| 39 |
+
|
| 40 |
+
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 2_000):
|
| 41 |
+
self.sticky_action_prob = sticky_action_prob
|
| 42 |
+
self.horizon = horizon
|
| 43 |
+
self.random = np.random.RandomState()
|
| 44 |
+
self.seed(0)
|
| 45 |
+
self.reset()
|
| 46 |
+
|
| 47 |
+
@classmethod
|
| 48 |
+
def normalize_score(cls, raw_score: float) -> float:
|
| 49 |
+
return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
|
| 50 |
+
|
| 51 |
+
def seed(self, seed: int) -> None:
|
| 52 |
+
self.random.seed(seed)
|
| 53 |
+
|
| 54 |
+
def reset(self) -> None:
|
| 55 |
+
self.mode = "scanner"
|
| 56 |
+
self.ship_row = 0
|
| 57 |
+
self.ship_column = 0
|
| 58 |
+
self.cursor_row = 0
|
| 59 |
+
self.cursor_column = 0
|
| 60 |
+
self.warp_target = (0, 0)
|
| 61 |
+
self.focus_offset = 0
|
| 62 |
+
self.fuel = 100
|
| 63 |
+
self.lives = 3
|
| 64 |
+
self.targeting_damaged = False
|
| 65 |
+
self.score = 0.0
|
| 66 |
+
self.steps = 0
|
| 67 |
+
self.last_action = 0
|
| 68 |
+
self.cleared: set[tuple[int, int]] = set()
|
| 69 |
+
self.defeated: set[tuple[int, int, int]] = set()
|
| 70 |
+
self.red_rows: set[int] = set()
|
| 71 |
+
self.crosshair_row = 5
|
| 72 |
+
self.crosshair_column = 5
|
| 73 |
+
self.enemies: list[dict[str, int | str]] = []
|
| 74 |
+
self.combat_steps = 0
|
| 75 |
+
self.terminal = False
|
| 76 |
+
|
| 77 |
+
def act(self, action: int) -> tuple[float, bool]:
|
| 78 |
+
if self.terminal:
|
| 79 |
+
return 0.0, True
|
| 80 |
+
if self.random.rand() < self.sticky_action_prob:
|
| 81 |
+
action = self.last_action
|
| 82 |
+
self.last_action = action
|
| 83 |
+
if self.mode == "scanner":
|
| 84 |
+
reward = self._act_scanner(action)
|
| 85 |
+
elif self.mode == "warp":
|
| 86 |
+
reward = self._act_warp(action)
|
| 87 |
+
else:
|
| 88 |
+
reward = self._act_combat(action)
|
| 89 |
+
self.score += reward
|
| 90 |
+
self.steps += 1
|
| 91 |
+
if self.steps >= 40 and (0, 2) not in self.cleared:
|
| 92 |
+
self.red_rows.add(0)
|
| 93 |
+
if self.steps >= self.horizon:
|
| 94 |
+
self.terminal = True
|
| 95 |
+
return reward, self.terminal
|
| 96 |
+
|
| 97 |
+
def _act_scanner(self, action: int) -> float:
|
| 98 |
+
if action == 5:
|
| 99 |
+
self.warp_target = (self.cursor_row, self.cursor_column)
|
| 100 |
+
self.focus_offset = int(self.random.randint(-3, 4))
|
| 101 |
+
self.mode = "warp"
|
| 102 |
+
return 0.0
|
| 103 |
+
if self.ship_row in self.red_rows:
|
| 104 |
+
action = {1: 3, 2: 4, 3: 1, 4: 2}.get(action, action)
|
| 105 |
+
if action == 1:
|
| 106 |
+
self.cursor_column = max(0, self.cursor_column - 1)
|
| 107 |
+
elif action == 2:
|
| 108 |
+
self.cursor_row = max(0, self.cursor_row - 1)
|
| 109 |
+
elif action == 3:
|
| 110 |
+
self.cursor_column = min(3, self.cursor_column + 1)
|
| 111 |
+
elif action == 4:
|
| 112 |
+
self.cursor_row = min(3, self.cursor_row + 1)
|
| 113 |
+
return 0.0
|
| 114 |
+
|
| 115 |
+
def _act_warp(self, action: int) -> float:
|
| 116 |
+
if action == 1:
|
| 117 |
+
self.focus_offset = min(3, self.focus_offset + 1)
|
| 118 |
+
return 0.0
|
| 119 |
+
if action == 3:
|
| 120 |
+
self.focus_offset = max(-3, self.focus_offset - 1)
|
| 121 |
+
return 0.0
|
| 122 |
+
if action != 5:
|
| 123 |
+
return 0.0
|
| 124 |
+
distance = abs(self.warp_target[0] - self.ship_row) + abs(self.warp_target[1] - self.ship_column)
|
| 125 |
+
self.fuel -= 4 + distance * 3 + abs(self.focus_offset) * 2
|
| 126 |
+
self.ship_row, self.ship_column = self.warp_target
|
| 127 |
+
self.cursor_row, self.cursor_column = self.warp_target
|
| 128 |
+
if self.fuel <= 0:
|
| 129 |
+
self._lose_ship()
|
| 130 |
+
return 0.0
|
| 131 |
+
sector_kind, enemy_kinds = SECTORS.get(self.warp_target, ("empty", ()))
|
| 132 |
+
if sector_kind == "solaris":
|
| 133 |
+
self.terminal = True
|
| 134 |
+
self.mode = "scanner"
|
| 135 |
+
elif sector_kind == "federation":
|
| 136 |
+
self.fuel = 100
|
| 137 |
+
self.targeting_damaged = False
|
| 138 |
+
self.mode = "scanner"
|
| 139 |
+
elif self.warp_target in self.cleared or not enemy_kinds:
|
| 140 |
+
self.mode = "scanner"
|
| 141 |
+
else:
|
| 142 |
+
self._start_combat(enemy_kinds)
|
| 143 |
+
return 0.0
|
| 144 |
+
|
| 145 |
+
def _start_combat(self, enemy_kinds: tuple[str, ...]) -> None:
|
| 146 |
+
self.mode = "combat"
|
| 147 |
+
self.crosshair_row = 5
|
| 148 |
+
self.crosshair_column = 5
|
| 149 |
+
self.combat_steps = 0
|
| 150 |
+
self.enemies = []
|
| 151 |
+
for index, kind in enumerate(enemy_kinds):
|
| 152 |
+
identity = (self.ship_row, self.ship_column, index)
|
| 153 |
+
if identity in self.defeated:
|
| 154 |
+
continue
|
| 155 |
+
code = list(ENEMY_VALUES).index(kind)
|
| 156 |
+
self.enemies.append(
|
| 157 |
+
{
|
| 158 |
+
"kind": kind,
|
| 159 |
+
"index": index,
|
| 160 |
+
"row": 1 + (code * 3 + index * 2) % 8,
|
| 161 |
+
"column": 1 + (code * 5 + index * 3) % 8,
|
| 162 |
+
}
|
| 163 |
+
)
|
| 164 |
+
|
| 165 |
+
def _act_combat(self, action: int) -> float:
|
| 166 |
+
if action == 1:
|
| 167 |
+
self.crosshair_column = max(0, self.crosshair_column - 1)
|
| 168 |
+
elif action == 2:
|
| 169 |
+
self.crosshair_row = max(0, self.crosshair_row - 1)
|
| 170 |
+
elif action == 3:
|
| 171 |
+
self.crosshair_column = min(9, self.crosshair_column + 1)
|
| 172 |
+
elif action == 4:
|
| 173 |
+
self.crosshair_row = min(9, self.crosshair_row + 1)
|
| 174 |
+
reward = 0.0
|
| 175 |
+
if action == 5 and self.enemies:
|
| 176 |
+
enemy = self.enemies[0]
|
| 177 |
+
if self.crosshair_row == enemy["row"] and self.crosshair_column == enemy["column"]:
|
| 178 |
+
reward += float(ENEMY_VALUES[str(enemy["kind"])])
|
| 179 |
+
self.defeated.add((self.ship_row, self.ship_column, int(enemy["index"])))
|
| 180 |
+
self.enemies.pop(0)
|
| 181 |
+
if not self.enemies:
|
| 182 |
+
reward += self._clear_sector()
|
| 183 |
+
return reward
|
| 184 |
+
self.combat_steps += 1
|
| 185 |
+
self.fuel -= 1
|
| 186 |
+
if self.combat_steps % 10 == 0:
|
| 187 |
+
self._enemy_hit()
|
| 188 |
+
if self.fuel <= 0:
|
| 189 |
+
self._lose_ship()
|
| 190 |
+
return reward
|
| 191 |
+
|
| 192 |
+
def _clear_sector(self) -> float:
|
| 193 |
+
position = (self.ship_row, self.ship_column)
|
| 194 |
+
self.cleared.add(position)
|
| 195 |
+
kind = SECTORS[position][0]
|
| 196 |
+
reward = 0.0
|
| 197 |
+
if kind in {"planet", "corridor"}:
|
| 198 |
+
reward = 8_000.0
|
| 199 |
+
if kind == "planet":
|
| 200 |
+
self.lives = min(9, self.lives + 1)
|
| 201 |
+
self.mode = "scanner"
|
| 202 |
+
self.combat_steps = 0
|
| 203 |
+
return reward
|
| 204 |
+
|
| 205 |
+
def _enemy_hit(self) -> None:
|
| 206 |
+
if self.enemies and self.enemies[0]["kind"] == "flagship":
|
| 207 |
+
self._lose_ship()
|
| 208 |
+
return
|
| 209 |
+
if not self.targeting_damaged:
|
| 210 |
+
self.targeting_damaged = True
|
| 211 |
+
else:
|
| 212 |
+
self.fuel -= 15
|
| 213 |
+
|
| 214 |
+
def _lose_ship(self) -> None:
|
| 215 |
+
self.lives -= 1
|
| 216 |
+
if self.lives <= 0:
|
| 217 |
+
self.terminal = True
|
| 218 |
+
return
|
| 219 |
+
self.fuel = 100
|
| 220 |
+
self.targeting_damaged = False
|
| 221 |
+
self.mode = "scanner"
|
| 222 |
+
self.enemies = []
|
| 223 |
+
|
| 224 |
+
def state(self) -> np.ndarray:
|
| 225 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 226 |
+
if self.mode in {"scanner", "warp"}:
|
| 227 |
+
state[self.ship_row * 2 + 1, self.ship_column * 2 + 1, 0] = True
|
| 228 |
+
state[self.cursor_row * 2 + 1, self.cursor_column * 2 + 1, 3] = True
|
| 229 |
+
for (row, column), (kind, _) in SECTORS.items():
|
| 230 |
+
screen_row = row * 2 + 1
|
| 231 |
+
screen_column = column * 2 + 1
|
| 232 |
+
channel = 2 if kind in {"federation", "solaris"} else 1
|
| 233 |
+
state[screen_row, screen_column, channel] = True
|
| 234 |
+
if (row, column) in self.cleared:
|
| 235 |
+
state[screen_row, screen_column, 4] = True
|
| 236 |
+
for row in self.red_rows:
|
| 237 |
+
state[row * 2 : row * 2 + 2, :8, 1] = True
|
| 238 |
+
else:
|
| 239 |
+
state[self.crosshair_row, self.crosshair_column, 0] = True
|
| 240 |
+
if self.enemies:
|
| 241 |
+
enemy = self.enemies[0]
|
| 242 |
+
state[int(enemy["row"]), int(enemy["column"]), 1] = True
|
| 243 |
+
for index, position in enumerate(SECTORS):
|
| 244 |
+
state[index // 10, index % 10, 5] = position in self.cleared
|
| 245 |
+
for row, column, enemy_index in self.defeated:
|
| 246 |
+
index = 72 + (row * 4 + column + enemy_index) % 28
|
| 247 |
+
state[index // 10, index % 10, 5] = True
|
| 248 |
+
values = (
|
| 249 |
+
(self.ship_row, 2),
|
| 250 |
+
(self.ship_column, 2),
|
| 251 |
+
(self.cursor_row, 2),
|
| 252 |
+
(self.cursor_column, 2),
|
| 253 |
+
(self.fuel, 7),
|
| 254 |
+
(self.lives, 4),
|
| 255 |
+
(self.focus_offset + 3, 3),
|
| 256 |
+
(("scanner", "warp", "combat").index(self.mode), 2),
|
| 257 |
+
(self.crosshair_row, 4),
|
| 258 |
+
(self.crosshair_column, 4),
|
| 259 |
+
(self.combat_steps, 8),
|
| 260 |
+
(self.steps, 11),
|
| 261 |
+
)
|
| 262 |
+
offset = 16
|
| 263 |
+
for value, width in values:
|
| 264 |
+
for bit in range(width):
|
| 265 |
+
index = offset + bit
|
| 266 |
+
state[index // 10, index % 10, 5] = bool(value & (1 << bit))
|
| 267 |
+
offset += width
|
| 268 |
+
state[7, 0, 5] = self.targeting_damaged
|
| 269 |
+
return state
|
runtime/minatar_synth/games/spearain.py
ADDED
|
@@ -0,0 +1,113 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Drop:
|
| 9 |
+
x: float
|
| 10 |
+
speed: float
|
| 11 |
+
bonus: bool
|
| 12 |
+
y: float = 2
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
class SpearainEnvironment:
|
| 16 |
+
score_cap = 150
|
| 17 |
+
|
| 18 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 19 |
+
self.sticky_action_prob = sticky_action_prob
|
| 20 |
+
self.horizon = min(horizon, 400)
|
| 21 |
+
self.seed(0)
|
| 22 |
+
self.reset()
|
| 23 |
+
|
| 24 |
+
def seed(self, seed):
|
| 25 |
+
self.random = np.random.default_rng(seed)
|
| 26 |
+
|
| 27 |
+
def reset(self):
|
| 28 |
+
self.x = 50.
|
| 29 |
+
self.direction = 1
|
| 30 |
+
self.speed = self.spawn_rate = 1.
|
| 31 |
+
self.timer = self.steps = self.bonus_count = 0
|
| 32 |
+
self.held = self.terminal = False
|
| 33 |
+
self.drops = []
|
| 34 |
+
|
| 35 |
+
@classmethod
|
| 36 |
+
def normalize_score(cls, score):
|
| 37 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 38 |
+
|
| 39 |
+
def act(self, action):
|
| 40 |
+
if self.terminal:
|
| 41 |
+
return 0., True
|
| 42 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 43 |
+
press, release = held and not self.held, self.held and not held
|
| 44 |
+
self.held = held
|
| 45 |
+
self.steps += 1
|
| 46 |
+
reward = 0
|
| 47 |
+
for frame in range(4):
|
| 48 |
+
reward += self._advance(press and frame == 0, release and frame == 0)
|
| 49 |
+
if self.terminal:
|
| 50 |
+
break
|
| 51 |
+
self.terminal |= self.steps >= self.horizon
|
| 52 |
+
return float(reward), self.terminal
|
| 53 |
+
|
| 54 |
+
def _advance(self, press, release):
|
| 55 |
+
self.timer -= 1
|
| 56 |
+
if self.timer < 0:
|
| 57 |
+
self.bonus_count -= 1
|
| 58 |
+
bonus = self.bonus_count < 0
|
| 59 |
+
self.drops.append(Drop(self.random.uniform(12, 88),
|
| 60 |
+
self.random.uniform(1, 2) / (3 if bonus else 1), bonus))
|
| 61 |
+
if bonus:
|
| 62 |
+
self.bonus_count = 12
|
| 63 |
+
self.timer += self.random.uniform(40, 60) / self.spawn_rate
|
| 64 |
+
if press:
|
| 65 |
+
self.speed *= 0.5
|
| 66 |
+
if self.speed < 1 and self.held:
|
| 67 |
+
self.speed *= 0.98
|
| 68 |
+
self.spawn_rate *= 1.05
|
| 69 |
+
else:
|
| 70 |
+
self.speed += (1 - self.speed) * 0.05
|
| 71 |
+
self.spawn_rate = 1
|
| 72 |
+
if self.speed < 0.03 or release:
|
| 73 |
+
self.speed = 1 / sqrt(self.speed)
|
| 74 |
+
# Collision uses the pre-movement position, where the source draws the drop.
|
| 75 |
+
visible = [(drop.x, drop.y, drop.bonus) for drop in self.drops]
|
| 76 |
+
for drop in self.drops:
|
| 77 |
+
velocity = drop.speed * self.speed
|
| 78 |
+
if drop.bonus and velocity > 78:
|
| 79 |
+
velocity *= 0.2
|
| 80 |
+
elif not drop.bonus and velocity > 74:
|
| 81 |
+
velocity *= 1.5
|
| 82 |
+
drop.y += velocity
|
| 83 |
+
self.drops = [drop for drop in self.drops if drop.y < 87]
|
| 84 |
+
self.x += self.direction / sqrt(self.speed)
|
| 85 |
+
reward = 0
|
| 86 |
+
if (self.x < 12 and self.direction < 0) or (self.x > 88 and self.direction > 0):
|
| 87 |
+
self.direction *= -1
|
| 88 |
+
reward = 1
|
| 89 |
+
hits = [bonus for x, y, bonus in visible if abs(x - self.x) < 4 and abs(y - 87) < 5]
|
| 90 |
+
if any(hits):
|
| 91 |
+
reward += len(self.drops)
|
| 92 |
+
self.drops.clear()
|
| 93 |
+
self.spawn_rate = 1
|
| 94 |
+
self.timer = 60
|
| 95 |
+
elif hits:
|
| 96 |
+
self.terminal = True
|
| 97 |
+
return reward
|
| 98 |
+
|
| 99 |
+
def state(self):
|
| 100 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 101 |
+
state[8, int(np.clip(self.x // 10, 0, 9)), 0] = True
|
| 102 |
+
for drop in self.drops:
|
| 103 |
+
state[int(drop.y // 10), int(drop.x // 10), 2 if drop.bonus else 1] = True
|
| 104 |
+
state[9, :, 3] = True
|
| 105 |
+
state[:, [0, 9], 3] = True
|
| 106 |
+
x = self.x + 10 * self.direction
|
| 107 |
+
state[8, int(np.clip(x // 10, 0, 9)), 4] = True
|
| 108 |
+
values = (self.steps, self.held, round(self.speed * 100),
|
| 109 |
+
self.bonus_count, round(max(0, self.timer)))
|
| 110 |
+
for row, value in enumerate(values):
|
| 111 |
+
for bit in range(10):
|
| 112 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 113 |
+
return state
|
runtime/minatar_synth/games/spin_cell.py
ADDED
|
@@ -0,0 +1,130 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from math import floor, hypot, sqrt
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
CORNERS = ((14, 14), (86, 14), (86, 86), (14, 86))
|
| 7 |
+
|
| 8 |
+
|
| 9 |
+
class SpinCellEnvironment:
|
| 10 |
+
score_cap = 100
|
| 11 |
+
|
| 12 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 13 |
+
self.sticky_action_prob = sticky_action_prob
|
| 14 |
+
self.horizon = min(horizon, 400)
|
| 15 |
+
self.seed(0)
|
| 16 |
+
self.reset()
|
| 17 |
+
|
| 18 |
+
def seed(self, seed):
|
| 19 |
+
self.random = np.random.default_rng(seed)
|
| 20 |
+
|
| 21 |
+
def reset(self):
|
| 22 |
+
self.x, self.y = 50., 40.
|
| 23 |
+
self.vx, self.vy = self.random.uniform(0.4, 0.8), 0.
|
| 24 |
+
self.spikes = {1, 7}
|
| 25 |
+
self.gem = int(self.random.integers(4))
|
| 26 |
+
self.timer, self.warning = 400, -1
|
| 27 |
+
self.steps = self.death = 0
|
| 28 |
+
self.held = self.terminal = False
|
| 29 |
+
|
| 30 |
+
@classmethod
|
| 31 |
+
def normalize_score(cls, score):
|
| 32 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 33 |
+
|
| 34 |
+
def act(self, action):
|
| 35 |
+
if self.terminal:
|
| 36 |
+
return 0., True
|
| 37 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 38 |
+
tap = held and not self.held
|
| 39 |
+
self.held = held
|
| 40 |
+
self.steps += 1
|
| 41 |
+
reward = 0
|
| 42 |
+
for frame in range(4):
|
| 43 |
+
reward += self._advance(tap and frame == 0)
|
| 44 |
+
if self.terminal:
|
| 45 |
+
break
|
| 46 |
+
self.terminal |= self.steps >= self.horizon
|
| 47 |
+
return float(reward), self.terminal
|
| 48 |
+
|
| 49 |
+
def _advance(self, tap):
|
| 50 |
+
if self.death:
|
| 51 |
+
self.death -= 1
|
| 52 |
+
self.terminal = self.death == 0
|
| 53 |
+
return 0
|
| 54 |
+
if tap:
|
| 55 |
+
self.spikes = {(segment + 1) % 12 for segment in self.spikes}
|
| 56 |
+
if self.warning >= 0:
|
| 57 |
+
self.warning = (self.warning + 1) % 12
|
| 58 |
+
if self.y > 87:
|
| 59 |
+
self.vx = max(-1.4, min(1.4, self.vx - 0.6))
|
| 60 |
+
self.timer -= 1
|
| 61 |
+
if self.timer < 0:
|
| 62 |
+
if self.warning >= 0:
|
| 63 |
+
self.spikes.add(self.warning)
|
| 64 |
+
self.warning = -1
|
| 65 |
+
self.timer = 200 * sqrt(len(self.spikes) + 1)
|
| 66 |
+
elif len(self.spikes) < 8:
|
| 67 |
+
self.warning = int(self.random.choice(sorted(set(range(12)) - self.spikes)))
|
| 68 |
+
self.timer = 90
|
| 69 |
+
else:
|
| 70 |
+
self.timer = 500
|
| 71 |
+
self.vy += 0.06
|
| 72 |
+
self.x += self.vx
|
| 73 |
+
self.y += self.vy
|
| 74 |
+
segment = self._bounce()
|
| 75 |
+
if segment in self.spikes:
|
| 76 |
+
self.death = 7
|
| 77 |
+
return 0
|
| 78 |
+
x, y = CORNERS[self.gem]
|
| 79 |
+
if hypot(self.x - x, self.y - y) < 8:
|
| 80 |
+
reward = max(1, len(self.spikes)) ** 2
|
| 81 |
+
if self.spikes:
|
| 82 |
+
self.spikes.remove(int(self.random.choice(sorted(self.spikes))))
|
| 83 |
+
self.gem = (self.gem + int(self.random.integers(1, 4))) % 4
|
| 84 |
+
return reward
|
| 85 |
+
return 0
|
| 86 |
+
|
| 87 |
+
def _bounce(self):
|
| 88 |
+
if self.y < 9:
|
| 89 |
+
side, offset = 0, self.x
|
| 90 |
+
self.y, self.vy = 9, abs(self.vy) * 0.9
|
| 91 |
+
elif self.x > 91:
|
| 92 |
+
side, offset = 1, self.y
|
| 93 |
+
self.x, self.vx = 91, -abs(self.vx) * 0.95
|
| 94 |
+
elif self.y > 91:
|
| 95 |
+
side, offset = 2, self.x
|
| 96 |
+
self.y, self.vy = 91, -3.1
|
| 97 |
+
self.vx = min(1.2, max(-1.2, self.vx + self.random.uniform(-0.25, 0.25)))
|
| 98 |
+
elif self.x < 9:
|
| 99 |
+
side, offset = 3, self.y
|
| 100 |
+
self.x, self.vx = 9, abs(self.vx) * 0.95
|
| 101 |
+
else:
|
| 102 |
+
return -1
|
| 103 |
+
index = min(2, max(0, floor((offset - 7) * 3 / 86)))
|
| 104 |
+
return side * 3 + (2 - index if side >= 2 else index)
|
| 105 |
+
|
| 106 |
+
def state(self):
|
| 107 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 108 |
+
state[int(self.y // 10), int(self.x // 10), 0] = True
|
| 109 |
+
gx, gy = CORNERS[self.gem]
|
| 110 |
+
state[gy // 10, gx // 10, 1] = True
|
| 111 |
+
for side in range(4):
|
| 112 |
+
for index in range(3):
|
| 113 |
+
segment = side * 3 + index
|
| 114 |
+
channel = 2 if segment in self.spikes else 3 if segment == self.warning else 4
|
| 115 |
+
span = slice(1 + 3 * index, min(9, 4 + 3 * index))
|
| 116 |
+
reverse = slice(10 - span.stop, 10 - span.start)
|
| 117 |
+
if side == 0:
|
| 118 |
+
state[0, span, channel] = True
|
| 119 |
+
elif side == 1:
|
| 120 |
+
state[span, 9, channel] = True
|
| 121 |
+
elif side == 2:
|
| 122 |
+
state[9, reverse, channel] = True
|
| 123 |
+
else:
|
| 124 |
+
state[reverse, 0, channel] = True
|
| 125 |
+
values = (self.steps, self.held, self.death, round(self.timer),
|
| 126 |
+
round((self.vx + 2) * 100), round((self.vy + 8) * 40))
|
| 127 |
+
for row, value in enumerate(values):
|
| 128 |
+
for bit in range(10):
|
| 129 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 130 |
+
return state
|
runtime/minatar_synth/games/splitzig.py
ADDED
|
@@ -0,0 +1,129 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
SIZES = (5, 8, 12)
|
| 7 |
+
|
| 8 |
+
|
| 9 |
+
@dataclass
|
| 10 |
+
class Block:
|
| 11 |
+
x: float
|
| 12 |
+
y: float
|
| 13 |
+
vx: float
|
| 14 |
+
vy: float
|
| 15 |
+
size: int
|
| 16 |
+
squash: float = 1.
|
| 17 |
+
angle: float = 0.
|
| 18 |
+
|
| 19 |
+
|
| 20 |
+
class SplitzigEnvironment:
|
| 21 |
+
score_cap = 250
|
| 22 |
+
|
| 23 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 24 |
+
self.sticky_action_prob = sticky_action_prob
|
| 25 |
+
self.horizon = min(horizon, 400)
|
| 26 |
+
self.seed(0)
|
| 27 |
+
self.reset()
|
| 28 |
+
|
| 29 |
+
def seed(self, seed):
|
| 30 |
+
self.random = np.random.default_rng(seed)
|
| 31 |
+
|
| 32 |
+
def reset(self):
|
| 33 |
+
self.x, self.y = 50., 80.
|
| 34 |
+
self.direction = 1
|
| 35 |
+
self.squash = 1.
|
| 36 |
+
self.tilt = self.stack = 0.
|
| 37 |
+
self.frame = self.steps = self.timer = 0
|
| 38 |
+
self.held = self.terminal = False
|
| 39 |
+
self.blocks, self.bullets = [], []
|
| 40 |
+
|
| 41 |
+
@classmethod
|
| 42 |
+
def normalize_score(cls, score):
|
| 43 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 44 |
+
|
| 45 |
+
def act(self, action):
|
| 46 |
+
if self.terminal:
|
| 47 |
+
return 0., True
|
| 48 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 49 |
+
if held and not self.held:
|
| 50 |
+
self.direction *= -1
|
| 51 |
+
self.squash = 0.5
|
| 52 |
+
self.held = held
|
| 53 |
+
self.steps += 1
|
| 54 |
+
reward = 0
|
| 55 |
+
for _ in range(4):
|
| 56 |
+
reward += self._advance()
|
| 57 |
+
if self.terminal:
|
| 58 |
+
break
|
| 59 |
+
self.terminal |= self.steps >= self.horizon
|
| 60 |
+
return float(reward), self.terminal
|
| 61 |
+
|
| 62 |
+
def _advance(self):
|
| 63 |
+
self.squash += (1 - self.squash) * 0.15
|
| 64 |
+
self.tilt += (self.direction * 0.3 - self.tilt) * 0.2
|
| 65 |
+
self.x = (self.x + self.direction * 1.5) % 100
|
| 66 |
+
self.stack *= 0.998
|
| 67 |
+
self.y = 90 - self.stack
|
| 68 |
+
self.terminal = self.y < 0
|
| 69 |
+
if self.frame % 7 == 0:
|
| 70 |
+
self.bullets.append((self.x, self.y - 5))
|
| 71 |
+
self.bullets = [(x, y - 3) for x, y in self.bullets if y - 3 >= -5]
|
| 72 |
+
self.timer += 1
|
| 73 |
+
if self.timer >= self.random.uniform(88, 111):
|
| 74 |
+
self.timer = 0
|
| 75 |
+
self.blocks.append(Block(self.random.uniform(15, 85), -10,
|
| 76 |
+
self.random.uniform(-0.3, 0.3), self.random.uniform(0.2, 0.8), 2))
|
| 77 |
+
reward = 0
|
| 78 |
+
spent = set()
|
| 79 |
+
remaining = []
|
| 80 |
+
for block in self.blocks:
|
| 81 |
+
block.x += block.vx
|
| 82 |
+
block.y += block.vy
|
| 83 |
+
if (block.x < 5 and block.vx < 0) or (block.x > 95 and block.vx > 0):
|
| 84 |
+
block.vx *= -1
|
| 85 |
+
block.squash = 0.6
|
| 86 |
+
block.squash += (1 - block.squash) * 0.1
|
| 87 |
+
block.angle += block.vx * 0.05
|
| 88 |
+
size = SIZES[block.size]
|
| 89 |
+
c, s = abs(np.cos(block.angle)), abs(np.sin(block.angle))
|
| 90 |
+
half_x = size * (c / block.squash + s * block.squash) / 2
|
| 91 |
+
half_y = size * (s / block.squash + c * block.squash) / 2
|
| 92 |
+
hits = [index for index, (x, y) in enumerate(self.bullets)
|
| 93 |
+
if abs(block.x - x) < half_x + 1 and abs(block.y - y) < half_y + 2]
|
| 94 |
+
if hits:
|
| 95 |
+
spent.update(hits)
|
| 96 |
+
reward += 3 - block.size
|
| 97 |
+
if block.size:
|
| 98 |
+
for direction in (-1, 1):
|
| 99 |
+
remaining.append(Block(block.x + 5 * direction, block.y,
|
| 100 |
+
direction * self.random.uniform(0.8, 1.1),
|
| 101 |
+
block.vy * 0.8, block.size - 1, 0.6, block.angle))
|
| 102 |
+
elif abs(block.x - self.x) < half_x + 3 / self.squash and abs(block.y - self.y) < half_y + 3:
|
| 103 |
+
self.terminal = True
|
| 104 |
+
elif block.y > 100 - self.stack - size / 2:
|
| 105 |
+
self.stack += size / 2
|
| 106 |
+
else:
|
| 107 |
+
remaining.append(block)
|
| 108 |
+
self.blocks = remaining
|
| 109 |
+
self.bullets = [bullet for index, bullet in enumerate(self.bullets) if index not in spent]
|
| 110 |
+
self.frame += 1
|
| 111 |
+
return reward
|
| 112 |
+
|
| 113 |
+
def state(self):
|
| 114 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 115 |
+
state[int(np.clip(self.y // 10, 0, 9)), int(self.x // 10), 0] = True
|
| 116 |
+
for x, y in self.bullets:
|
| 117 |
+
if 0 <= y < 100:
|
| 118 |
+
state[int(y // 10), int(x // 10), 1] = True
|
| 119 |
+
for block in self.blocks:
|
| 120 |
+
if 0 <= block.x < 100 and 0 <= block.y < 100:
|
| 121 |
+
state[int(block.y // 10), int(block.x // 10), block.size + 2] = True
|
| 122 |
+
rows = np.arange(10) * 10
|
| 123 |
+
state[rows + 10 > 100 - self.stack, :, 5] = True
|
| 124 |
+
values = (self.steps, self.direction > 0, self.held, self.frame % 7, self.timer)
|
| 125 |
+
state[:5, :9, 5] = False
|
| 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/square_bar.py
ADDED
|
@@ -0,0 +1,156 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import atan2, cos, hypot, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
DIRECTIONS = ((1, 0), (0, 1), (-1, 0), (0, -1))
|
| 8 |
+
STARTS = ((50, 29), (71, 50), (50, 71), (29, 50))
|
| 9 |
+
|
| 10 |
+
|
| 11 |
+
@dataclass
|
| 12 |
+
class Bar:
|
| 13 |
+
x: float
|
| 14 |
+
y: float
|
| 15 |
+
length: float
|
| 16 |
+
angle: float
|
| 17 |
+
side: int
|
| 18 |
+
pivot: float = 0
|
| 19 |
+
|
| 20 |
+
def advance(self):
|
| 21 |
+
self.angle = (self.angle + 0.03) % 4
|
| 22 |
+
if not self.side <= self.angle < self.side + pi / 4:
|
| 23 |
+
return
|
| 24 |
+
self.angle = self.side
|
| 25 |
+
dx, dy = DIRECTIONS[self.side]
|
| 26 |
+
distance = self.length * (1 - self.pivot)
|
| 27 |
+
room = (71 - self.x, 71 - self.y, self.x - 29, self.y - 29)[self.side]
|
| 28 |
+
if distance > room:
|
| 29 |
+
self.x += room * dx
|
| 30 |
+
self.y += room * dy
|
| 31 |
+
self.pivot = 1 - (distance - room) / self.length
|
| 32 |
+
self.side = (self.side + 1) % 4
|
| 33 |
+
else:
|
| 34 |
+
self.x += distance * dx
|
| 35 |
+
self.y += distance * dy
|
| 36 |
+
self.angle = (self.angle + 2) % 4
|
| 37 |
+
self.pivot = 0
|
| 38 |
+
|
| 39 |
+
def points(self):
|
| 40 |
+
distance = np.linspace(-self.pivot, 1 - self.pivot, 32) * self.length
|
| 41 |
+
angle = self.angle * pi / 2
|
| 42 |
+
return self.x + distance * cos(angle), self.y + distance * sin(angle)
|
| 43 |
+
|
| 44 |
+
|
| 45 |
+
@dataclass
|
| 46 |
+
class Item:
|
| 47 |
+
x: float
|
| 48 |
+
y: float
|
| 49 |
+
spike: bool
|
| 50 |
+
timer: int
|
| 51 |
+
size: int = 0
|
| 52 |
+
|
| 53 |
+
|
| 54 |
+
class SquareBarEnvironment:
|
| 55 |
+
score_cap = 300
|
| 56 |
+
|
| 57 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 58 |
+
self.sticky_action_prob = sticky_action_prob
|
| 59 |
+
self.horizon = min(horizon, 400)
|
| 60 |
+
self.seed(0)
|
| 61 |
+
self.reset()
|
| 62 |
+
|
| 63 |
+
def seed(self, seed):
|
| 64 |
+
self.random = np.random.default_rng(seed)
|
| 65 |
+
|
| 66 |
+
def reset(self):
|
| 67 |
+
self.player = Bar(50, 29, 9, 3, 0)
|
| 68 |
+
self.enemy = Bar(50, 71, 12, 1, 2)
|
| 69 |
+
self.items = [self._item(i < 3) for i in range(10)]
|
| 70 |
+
self.steps = 0
|
| 71 |
+
self.multiplier = 1
|
| 72 |
+
self.held = self.terminal = False
|
| 73 |
+
|
| 74 |
+
def _item(self, spike):
|
| 75 |
+
for _ in range(99):
|
| 76 |
+
x = self.random.uniform(9, 70) - 50
|
| 77 |
+
y = self.random.uniform(9, 15 if spike else 26) - 50
|
| 78 |
+
dx, dy = DIRECTIONS[self.random.integers(4)]
|
| 79 |
+
px, py = 50 + dx * x - dy * y, 50 + dy * x + dx * y
|
| 80 |
+
if hypot(px - self.player.x, py - self.player.y) > 36:
|
| 81 |
+
break
|
| 82 |
+
return Item(px, py, spike, int(self.random.integers(777, 999)))
|
| 83 |
+
|
| 84 |
+
@classmethod
|
| 85 |
+
def normalize_score(cls, score):
|
| 86 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 87 |
+
|
| 88 |
+
def act(self, action):
|
| 89 |
+
if self.terminal:
|
| 90 |
+
return 0., True
|
| 91 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 92 |
+
self.held = action == 5
|
| 93 |
+
self.steps += 1
|
| 94 |
+
reward = 0
|
| 95 |
+
for _ in range(4):
|
| 96 |
+
reward += self._advance()
|
| 97 |
+
if self.terminal:
|
| 98 |
+
break
|
| 99 |
+
self.terminal |= self.steps >= self.horizon
|
| 100 |
+
return float(reward), self.terminal
|
| 101 |
+
|
| 102 |
+
def _chased(self):
|
| 103 |
+
difference = atan2(self.player.y - 50, self.player.x - 50) - atan2(
|
| 104 |
+
self.enemy.y - 50, self.enemy.x - 50)
|
| 105 |
+
return (difference + pi) % (2 * pi) - pi > 0
|
| 106 |
+
|
| 107 |
+
def _advance(self):
|
| 108 |
+
chased = self._chased()
|
| 109 |
+
target, rate = (29, 0.1) if self.held else (9, 0.2)
|
| 110 |
+
self.player.length += (target - self.player.length) * rate
|
| 111 |
+
self.enemy.length = 15
|
| 112 |
+
self.player.advance()
|
| 113 |
+
self.enemy.advance()
|
| 114 |
+
px, py = self.player.points()
|
| 115 |
+
ex, ey = self.enemy.points()
|
| 116 |
+
reward = 0
|
| 117 |
+
if np.any(np.hypot(px[:, None] - ex, py[:, None] - ey) < 3):
|
| 118 |
+
if chased:
|
| 119 |
+
self.terminal = True
|
| 120 |
+
else:
|
| 121 |
+
reward += 10 * self.multiplier
|
| 122 |
+
self.multiplier += 1
|
| 123 |
+
side = (self.player.side + 2) % 4
|
| 124 |
+
self.enemy = Bar(*STARTS[side], 12, (side - 1) % 4, side)
|
| 125 |
+
for index, item in enumerate(self.items):
|
| 126 |
+
if item.timer % 15 == 0:
|
| 127 |
+
item.size = max(0, item.size - 1) if item.timer < 60 else min(4, item.size + 1)
|
| 128 |
+
reach = item.size / 2 + 1.5
|
| 129 |
+
hit = item.size > 0 and np.any((abs(px - item.x) < reach) & (abs(py - item.y) < reach))
|
| 130 |
+
if hit and not item.spike:
|
| 131 |
+
reward += self.multiplier
|
| 132 |
+
self.items[index] = self._item(False)
|
| 133 |
+
else:
|
| 134 |
+
self.terminal |= bool(hit and item.size == 4)
|
| 135 |
+
item.timer -= 1
|
| 136 |
+
if item.timer < 0:
|
| 137 |
+
self.items[index] = self._item(item.spike)
|
| 138 |
+
return reward
|
| 139 |
+
|
| 140 |
+
def state(self):
|
| 141 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 142 |
+
for channel, bar in ((0, self.player), (1, self.enemy)):
|
| 143 |
+
x, y = bar.points()
|
| 144 |
+
cols = np.clip(x // 10, 0, 9).astype(int)
|
| 145 |
+
rows = np.clip(y // 10, 0, 9).astype(int)
|
| 146 |
+
state[rows, cols, channel] = True
|
| 147 |
+
for item in self.items:
|
| 148 |
+
if item.size:
|
| 149 |
+
channel = 2 if not item.spike else 3 if item.size == 4 else 4
|
| 150 |
+
state[int(item.y // 10), int(item.x // 10), channel] = True
|
| 151 |
+
values = (self.steps, self.multiplier, self.held, self._chased(),
|
| 152 |
+
round(self.player.length * 10), self.player.side, self.enemy.side)
|
| 153 |
+
for row, value in enumerate(values):
|
| 154 |
+
for bit in range(9):
|
| 155 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 156 |
+
return state
|
runtime/minatar_synth/games/stage_separation.py
ADDED
|
@@ -0,0 +1,121 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Body:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
vx: float
|
| 12 |
+
vy: float
|
| 13 |
+
size: float
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
class StageSeparationEnvironment:
|
| 17 |
+
score_cap = 1500
|
| 18 |
+
|
| 19 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 20 |
+
self.sticky_action_prob = sticky_action_prob
|
| 21 |
+
self.horizon = min(horizon, 400)
|
| 22 |
+
self.seed(0)
|
| 23 |
+
self.reset()
|
| 24 |
+
|
| 25 |
+
def seed(self, seed):
|
| 26 |
+
self.random = np.random.default_rng(seed)
|
| 27 |
+
|
| 28 |
+
def reset(self):
|
| 29 |
+
self.y, self.vy = 90., -0.5
|
| 30 |
+
self.stage, self.burn = 4., 100
|
| 31 |
+
self.camera, self.zoom = 0., 1.
|
| 32 |
+
self.distance = 99.
|
| 33 |
+
self.steps = 0
|
| 34 |
+
self.held = self.terminal = False
|
| 35 |
+
self.stages, self.debris = [], []
|
| 36 |
+
|
| 37 |
+
@classmethod
|
| 38 |
+
def normalize_score(cls, score):
|
| 39 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 40 |
+
|
| 41 |
+
def act(self, action):
|
| 42 |
+
if self.terminal:
|
| 43 |
+
return 0., True
|
| 44 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 45 |
+
tap = held and not self.held
|
| 46 |
+
self.held = held
|
| 47 |
+
self.steps += 1
|
| 48 |
+
reward = 0.
|
| 49 |
+
for frame in range(4):
|
| 50 |
+
reward += self._advance(tap and frame == 0)
|
| 51 |
+
if self.terminal:
|
| 52 |
+
break
|
| 53 |
+
self.terminal |= self.steps >= self.horizon
|
| 54 |
+
return reward, self.terminal
|
| 55 |
+
|
| 56 |
+
def _advance(self, tap):
|
| 57 |
+
reward = -self.vy * 0.1
|
| 58 |
+
self.camera += max(-99, min(0, (self.y - 130 * self.zoom - self.camera) * 0.1))
|
| 59 |
+
self.zoom = min(3, max(1, 1 - self.y / 9999))
|
| 60 |
+
self.vy += 0.05 - self.burn / 600
|
| 61 |
+
self.y += self.vy
|
| 62 |
+
self.burn = max(0, self.burn - 1)
|
| 63 |
+
if tap and self.stage > 2:
|
| 64 |
+
self.stages.append(Body(50, self.y + 10 * (self.stage - 1),
|
| 65 |
+
self.random.uniform(-0.5, 0.5), self.vy + 0.5, 10))
|
| 66 |
+
self.stage -= 1
|
| 67 |
+
self.vy -= 0.5
|
| 68 |
+
self.burn = 60
|
| 69 |
+
self.stage = min(4, self.stage + 0.02)
|
| 70 |
+
self.terminal = self.y - self.camera > 150 * self.zoom
|
| 71 |
+
for stage in self.stages:
|
| 72 |
+
stage.vy += 0.1
|
| 73 |
+
stage.x += stage.vx
|
| 74 |
+
stage.y += stage.vy
|
| 75 |
+
self.stages = [stage for stage in self.stages if stage.y <= self.camera + 200 * self.zoom]
|
| 76 |
+
self.distance += self.vy
|
| 77 |
+
if self.distance < 0:
|
| 78 |
+
side = self.random.choice((-1, 1))
|
| 79 |
+
self.debris.append(Body(50 + side * 70 * self.zoom,
|
| 80 |
+
self.camera - self.random.uniform(0, 200) * self.zoom,
|
| 81 |
+
-side * self.random.uniform(0.5, 0.8) * self.zoom / 2,
|
| 82 |
+
self.random.uniform(-15, 0) * self.zoom / 2,
|
| 83 |
+
self.random.uniform(5, 15)))
|
| 84 |
+
self.distance = self.random.uniform(120, 160) / sqrt(self.zoom)
|
| 85 |
+
for debris in self.debris:
|
| 86 |
+
debris.x += debris.vx
|
| 87 |
+
debris.y += debris.vy
|
| 88 |
+
self.terminal |= self._hits(debris)
|
| 89 |
+
self.debris = [debris for debris in self.debris if abs(debris.x - 50) <= 70 * self.zoom]
|
| 90 |
+
return reward
|
| 91 |
+
|
| 92 |
+
def _hits(self, debris):
|
| 93 |
+
dx = abs(debris.x - 50)
|
| 94 |
+
dy = max(self.y - debris.y, debris.y - (self.y + self.stage * 10), 0)
|
| 95 |
+
near = sqrt(max(0, dx - 5) ** 2 + dy ** 2)
|
| 96 |
+
far = sqrt((dx + 5) ** 2 + max(abs(debris.y - self.y),
|
| 97 |
+
abs(debris.y - self.y - self.stage * 10)) ** 2)
|
| 98 |
+
return near <= debris.size + 2 and far >= debris.size - 2
|
| 99 |
+
|
| 100 |
+
def state(self):
|
| 101 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 102 |
+
rows, cols = np.ogrid[7.5:150:15, 5:100:10]
|
| 103 |
+
world_x = 50 + (cols - 50) * self.zoom
|
| 104 |
+
world_y = self.camera + rows * self.zoom
|
| 105 |
+
for x, y, height, channel in [(50, self.y, self.stage * 10, 0),
|
| 106 |
+
*((s.x, s.y, s.size, 1) for s in self.stages)]:
|
| 107 |
+
state[:, :, channel] |= (abs(world_x - x) < 5 + 5 * self.zoom) & (
|
| 108 |
+
(world_y > y - 7.5 * self.zoom) & (world_y < y + height + 7.5 * self.zoom))
|
| 109 |
+
for debris in self.debris:
|
| 110 |
+
state[:, :, 2] |= abs(np.hypot(world_x - debris.x, world_y - debris.y) - debris.size) < 8 * self.zoom
|
| 111 |
+
if self.burn:
|
| 112 |
+
y = (self.y + 10 * self.stage - self.camera) / self.zoom
|
| 113 |
+
if 0 <= y < 150:
|
| 114 |
+
state[int(y // 15), 5, 3] = True
|
| 115 |
+
state[9, :, 4] = True
|
| 116 |
+
values = (self.steps, round(self.stage * 100), self.burn,
|
| 117 |
+
min(2047, max(0, round((self.vy + 100) * 10))), self.held)
|
| 118 |
+
for row, value in enumerate(values):
|
| 119 |
+
for bit in range(11):
|
| 120 |
+
state[row + bit // 10 * 5, bit % 10, 5] = bool(value & (1 << bit))
|
| 121 |
+
return state
|
runtime/minatar_synth/games/star_eater.py
ADDED
|
@@ -0,0 +1,124 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import hypot, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Asteroid:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
vx: float
|
| 12 |
+
vy: float
|
| 13 |
+
size: float
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
class StarEaterEnvironment:
|
| 17 |
+
score_cap = 500
|
| 18 |
+
|
| 19 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 20 |
+
self.sticky_action_prob = sticky_action_prob
|
| 21 |
+
self.horizon = min(horizon, 400)
|
| 22 |
+
self.seed(0)
|
| 23 |
+
self.reset()
|
| 24 |
+
|
| 25 |
+
def seed(self, seed):
|
| 26 |
+
self.random = np.random.default_rng(seed)
|
| 27 |
+
|
| 28 |
+
def reset(self):
|
| 29 |
+
self.x = self.y = 50.
|
| 30 |
+
self.charge = self.timer = self.steps = self.frame = 0
|
| 31 |
+
self.blast_timer = self.destroyed = 0
|
| 32 |
+
self.blast_x = self.blast_y = self.blast_radius = 0.
|
| 33 |
+
self.held = self.terminal = False
|
| 34 |
+
self.asteroids = []
|
| 35 |
+
|
| 36 |
+
@classmethod
|
| 37 |
+
def normalize_score(cls, score):
|
| 38 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 39 |
+
|
| 40 |
+
def act(self, action):
|
| 41 |
+
if self.terminal:
|
| 42 |
+
return 0., True
|
| 43 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 44 |
+
release = self.held and not held
|
| 45 |
+
self.held = held
|
| 46 |
+
self.steps += 1
|
| 47 |
+
reward = 0
|
| 48 |
+
for frame in range(4):
|
| 49 |
+
reward += self._advance(release and frame == 0)
|
| 50 |
+
if self.terminal:
|
| 51 |
+
break
|
| 52 |
+
self.terminal |= self.steps >= self.horizon
|
| 53 |
+
return float(reward), self.terminal
|
| 54 |
+
|
| 55 |
+
def _spawn(self):
|
| 56 |
+
edge = self.random.integers(4)
|
| 57 |
+
offset = self.random.uniform(0, 100)
|
| 58 |
+
drift = self.random.uniform(-0.3, 0.3)
|
| 59 |
+
speed = self.random.uniform(0.5, 0.7)
|
| 60 |
+
x, y, vx, vy = ((offset, 0, drift, speed), (offset, 100, drift, -speed),
|
| 61 |
+
(0, offset, speed, drift), (100, offset, -speed, drift))[edge]
|
| 62 |
+
if min(hypot(x - self.x, y - self.y), hypot(x - self.x + 100, y - self.y)) > 50:
|
| 63 |
+
self.asteroids.append(Asteroid(x, y, vx, vy, self.random.uniform(5, 9)))
|
| 64 |
+
self.timer = self.random.uniform(22, 55)
|
| 65 |
+
|
| 66 |
+
def _advance(self, release):
|
| 67 |
+
self.timer -= 1
|
| 68 |
+
if self.timer <= 0:
|
| 69 |
+
self._spawn()
|
| 70 |
+
speed = 1.8 if self.held else 1
|
| 71 |
+
self.x += 0.2 * speed
|
| 72 |
+
if self.x > 100:
|
| 73 |
+
self.x = 0.
|
| 74 |
+
self.y = min(95, max(5, self.y + sin(self.frame * 0.02 * speed) * 0.1))
|
| 75 |
+
if self.held:
|
| 76 |
+
self.charge = min(60, self.charge + 1)
|
| 77 |
+
elif release and self.charge > 10:
|
| 78 |
+
self.blast_x, self.blast_y = self.x, self.y
|
| 79 |
+
self.blast_radius = 15 + self.charge * 0.8
|
| 80 |
+
self.blast_timer = 12
|
| 81 |
+
self.charge = self.destroyed = 0
|
| 82 |
+
else:
|
| 83 |
+
self.charge = max(0, self.charge - 2)
|
| 84 |
+
self.blast_timer = max(0, self.blast_timer - 1)
|
| 85 |
+
reward = 0
|
| 86 |
+
remaining = []
|
| 87 |
+
for asteroid in self.asteroids:
|
| 88 |
+
asteroid.x += asteroid.vx
|
| 89 |
+
asteroid.y += asteroid.vy
|
| 90 |
+
if not (-10 < asteroid.x < 110 and -10 < asteroid.y < 110):
|
| 91 |
+
continue
|
| 92 |
+
if self.blast_timer and min(
|
| 93 |
+
hypot(asteroid.x - self.blast_x, asteroid.y - self.blast_y),
|
| 94 |
+
hypot(asteroid.x - self.blast_x + 100, asteroid.y - self.blast_y),
|
| 95 |
+
) < self.blast_radius + asteroid.size / 2:
|
| 96 |
+
self.destroyed += 1
|
| 97 |
+
reward += self.destroyed ** 2
|
| 98 |
+
else:
|
| 99 |
+
self.terminal |= hypot(asteroid.x - self.x, asteroid.y - self.y) < (
|
| 100 |
+
5 + self.charge * 0.15 + asteroid.size / 2)
|
| 101 |
+
remaining.append(asteroid)
|
| 102 |
+
self.asteroids = remaining
|
| 103 |
+
self.frame += 1
|
| 104 |
+
return reward
|
| 105 |
+
|
| 106 |
+
def state(self):
|
| 107 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 108 |
+
state[int(self.y // 10), min(9, int(self.x // 10)), 0] = True
|
| 109 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 110 |
+
for asteroid in self.asteroids:
|
| 111 |
+
state[:, :, 1] |= np.hypot(cols - asteroid.x, rows - asteroid.y) < asteroid.size / 2 + 5
|
| 112 |
+
if self.charge:
|
| 113 |
+
state[:, :, 2] = np.hypot(cols - self.x, rows - self.y) < 10 + self.charge * 0.15
|
| 114 |
+
if self.blast_timer:
|
| 115 |
+
for x in (self.blast_x, self.blast_x - 100):
|
| 116 |
+
state[:, :, 3] |= np.hypot(cols - x, rows - self.blast_y) < self.blast_radius
|
| 117 |
+
if self.charge > 10:
|
| 118 |
+
for x in (self.x, self.x - 100):
|
| 119 |
+
state[:, :, 4] |= np.hypot(cols - x, rows - self.y) < 15 + self.charge * 0.8
|
| 120 |
+
values = (self.steps, self.charge, self.held, self.blast_timer, self.destroyed)
|
| 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/star_gunner.py
ADDED
|
@@ -0,0 +1,218 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
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|
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|
|
|
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|
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|
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|
|
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|
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|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
| 1 |
+
import numpy as np
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
WAVE_QUOTAS = (10, 20, 30)
|
| 5 |
+
WAVE_VALUES = (100, 200, 300)
|
| 6 |
+
LEVEL_BONUSES = (400, 600, 1_000, 1_100, 1_400, 1_600, 2_000, 2_100)
|
| 7 |
+
|
| 8 |
+
|
| 9 |
+
class StarGunnerEnvironment:
|
| 10 |
+
"""Eight escalating three-wave invasions with bidirectional single-shot fire."""
|
| 11 |
+
|
| 12 |
+
score_cap = 142_600.0
|
| 13 |
+
|
| 14 |
+
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 5_000):
|
| 15 |
+
self.sticky_action_prob = sticky_action_prob
|
| 16 |
+
self.horizon = horizon
|
| 17 |
+
self.random = np.random.RandomState()
|
| 18 |
+
self.seed(0)
|
| 19 |
+
self.reset()
|
| 20 |
+
|
| 21 |
+
@classmethod
|
| 22 |
+
def normalize_score(cls, raw_score: float) -> float:
|
| 23 |
+
return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
|
| 24 |
+
|
| 25 |
+
def seed(self, seed: int) -> None:
|
| 26 |
+
self.random.seed(seed)
|
| 27 |
+
|
| 28 |
+
def reset(self) -> None:
|
| 29 |
+
self.row = 5
|
| 30 |
+
self.column = 5
|
| 31 |
+
self.previous_row = self.row
|
| 32 |
+
self.previous_column = self.column
|
| 33 |
+
self.facing = 1
|
| 34 |
+
self.lives = 5
|
| 35 |
+
self.level = 0
|
| 36 |
+
self.wave = 0
|
| 37 |
+
self.spawned = 0
|
| 38 |
+
self.killed = 0
|
| 39 |
+
self.next_enemy_id = 0
|
| 40 |
+
self.enemies: list[dict[str, int]] = []
|
| 41 |
+
self.lasers: list[list[int]] = []
|
| 42 |
+
self.bombs: list[list[int]] = []
|
| 43 |
+
self.previous_enemies: list[tuple[int, int]] = []
|
| 44 |
+
self.fire_ready = True
|
| 45 |
+
self.score = 0.0
|
| 46 |
+
self.next_extra_life = 10_000
|
| 47 |
+
self.steps = 0
|
| 48 |
+
self.last_action = 0
|
| 49 |
+
self.terminal = False
|
| 50 |
+
self._fill_formation()
|
| 51 |
+
|
| 52 |
+
@property
|
| 53 |
+
def active_limit(self) -> int:
|
| 54 |
+
return self.wave + 1
|
| 55 |
+
|
| 56 |
+
def act(self, action: int) -> tuple[float, bool]:
|
| 57 |
+
if self.terminal:
|
| 58 |
+
return 0.0, True
|
| 59 |
+
if self.random.rand() < self.sticky_action_prob:
|
| 60 |
+
action = self.last_action
|
| 61 |
+
self.last_action = action
|
| 62 |
+
self.previous_row = self.row
|
| 63 |
+
self.previous_column = self.column
|
| 64 |
+
self.previous_enemies = [(enemy["row"], enemy["column"]) for enemy in self.enemies]
|
| 65 |
+
if action != 5:
|
| 66 |
+
self.fire_ready = True
|
| 67 |
+
if action == 1:
|
| 68 |
+
self.column = max(0, self.column - 1)
|
| 69 |
+
self.facing = -1
|
| 70 |
+
elif action == 2:
|
| 71 |
+
self.row = max(0, self.row - 1)
|
| 72 |
+
elif action == 3:
|
| 73 |
+
self.column = min(9, self.column + 1)
|
| 74 |
+
self.facing = 1
|
| 75 |
+
elif action == 4:
|
| 76 |
+
self.row = min(9, self.row + 1)
|
| 77 |
+
elif action == 5 and self.fire_ready:
|
| 78 |
+
self.lasers.append([self.row, self.column, self.facing])
|
| 79 |
+
self.fire_ready = False
|
| 80 |
+
self._move_lasers()
|
| 81 |
+
self._move_enemies()
|
| 82 |
+
self._move_bombs()
|
| 83 |
+
reward = self._resolve_hits()
|
| 84 |
+
self._resolve_player_collisions()
|
| 85 |
+
if not self.terminal:
|
| 86 |
+
self._fill_formation()
|
| 87 |
+
if self.killed >= WAVE_QUOTAS[self.wave] and not self.enemies:
|
| 88 |
+
reward += float(LEVEL_BONUSES[self.level])
|
| 89 |
+
self._advance_wave()
|
| 90 |
+
future_score = self.score + reward
|
| 91 |
+
while future_score >= self.next_extra_life:
|
| 92 |
+
self.lives = min(255, self.lives + 1)
|
| 93 |
+
self.next_extra_life += 10_000
|
| 94 |
+
self.score = future_score
|
| 95 |
+
self.steps += 1
|
| 96 |
+
if self.steps >= self.horizon:
|
| 97 |
+
self.terminal = True
|
| 98 |
+
return reward, self.terminal
|
| 99 |
+
|
| 100 |
+
def _fill_formation(self) -> None:
|
| 101 |
+
quota = WAVE_QUOTAS[self.wave]
|
| 102 |
+
while len(self.enemies) < self.active_limit and self.spawned < quota:
|
| 103 |
+
enemy_id = self.next_enemy_id
|
| 104 |
+
self.next_enemy_id += 1
|
| 105 |
+
self.spawned += 1
|
| 106 |
+
self.enemies.append(
|
| 107 |
+
{
|
| 108 |
+
"id": enemy_id,
|
| 109 |
+
"row": int(self.random.randint(1, 9)),
|
| 110 |
+
"column": 0 if self.random.rand() < 0.5 else 9,
|
| 111 |
+
"forming": 2,
|
| 112 |
+
}
|
| 113 |
+
)
|
| 114 |
+
|
| 115 |
+
def _move_lasers(self) -> None:
|
| 116 |
+
for laser in self.lasers:
|
| 117 |
+
laser[1] += laser[2]
|
| 118 |
+
self.lasers = [laser for laser in self.lasers if 0 <= laser[1] < 10]
|
| 119 |
+
|
| 120 |
+
def _move_enemies(self) -> None:
|
| 121 |
+
interval = max(1, 4 - self.level // 2)
|
| 122 |
+
for enemy in self.enemies:
|
| 123 |
+
if enemy["forming"] > 0:
|
| 124 |
+
enemy["forming"] -= 1
|
| 125 |
+
continue
|
| 126 |
+
if self.steps % interval == 0:
|
| 127 |
+
enemy["column"] += int(np.sign(self.column - enemy["column"]))
|
| 128 |
+
if self.steps % 2 == 0:
|
| 129 |
+
enemy["row"] += int(np.sign(self.row - enemy["row"]))
|
| 130 |
+
|
| 131 |
+
def _move_bombs(self) -> None:
|
| 132 |
+
if self.steps % max(5, 11 - self.level) == 0:
|
| 133 |
+
self.bombs.append([0, int(self.random.randint(10))])
|
| 134 |
+
for bomb in self.bombs:
|
| 135 |
+
bomb[0] += 1
|
| 136 |
+
self.bombs = [bomb for bomb in self.bombs if bomb[0] < 10]
|
| 137 |
+
|
| 138 |
+
def _resolve_hits(self) -> float:
|
| 139 |
+
reward = 0.0
|
| 140 |
+
hit_enemy_ids: set[int] = set()
|
| 141 |
+
hit_lasers: set[int] = set()
|
| 142 |
+
for laser_index, laser in enumerate(self.lasers):
|
| 143 |
+
for enemy in self.enemies:
|
| 144 |
+
if enemy["forming"] > 0 or laser[:2] != [enemy["row"], enemy["column"]]:
|
| 145 |
+
continue
|
| 146 |
+
hit_enemy_ids.add(enemy["id"])
|
| 147 |
+
hit_lasers.add(laser_index)
|
| 148 |
+
reward += float(WAVE_VALUES[self.wave])
|
| 149 |
+
break
|
| 150 |
+
self.enemies = [enemy for enemy in self.enemies if enemy["id"] not in hit_enemy_ids]
|
| 151 |
+
self.lasers = [laser for index, laser in enumerate(self.lasers) if index not in hit_lasers]
|
| 152 |
+
self.killed += len(hit_enemy_ids)
|
| 153 |
+
return reward
|
| 154 |
+
|
| 155 |
+
def _resolve_player_collisions(self) -> None:
|
| 156 |
+
colliding_enemy_ids = {
|
| 157 |
+
enemy["id"]
|
| 158 |
+
for enemy in self.enemies
|
| 159 |
+
if enemy["row"] == self.row and enemy["column"] == self.column
|
| 160 |
+
}
|
| 161 |
+
collision = bool(colliding_enemy_ids) or any(bomb == [self.row, self.column] for bomb in self.bombs)
|
| 162 |
+
if not collision:
|
| 163 |
+
return
|
| 164 |
+
self.lives -= 1
|
| 165 |
+
self.row = 5
|
| 166 |
+
self.column = 5
|
| 167 |
+
self.lasers.clear()
|
| 168 |
+
self.bombs.clear()
|
| 169 |
+
self.enemies = [enemy for enemy in self.enemies if enemy["id"] not in colliding_enemy_ids]
|
| 170 |
+
self.spawned -= len(colliding_enemy_ids)
|
| 171 |
+
if self.lives <= 0:
|
| 172 |
+
self.terminal = True
|
| 173 |
+
|
| 174 |
+
def _advance_wave(self) -> None:
|
| 175 |
+
self.wave += 1
|
| 176 |
+
if self.wave >= 3:
|
| 177 |
+
self.wave = 0
|
| 178 |
+
self.level += 1
|
| 179 |
+
if self.level >= 8:
|
| 180 |
+
self.terminal = True
|
| 181 |
+
return
|
| 182 |
+
self.spawned = 0
|
| 183 |
+
self.killed = 0
|
| 184 |
+
self._fill_formation()
|
| 185 |
+
|
| 186 |
+
def state(self) -> np.ndarray:
|
| 187 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 188 |
+
state[self.row, self.column, 0] = True
|
| 189 |
+
state[self.previous_row, self.previous_column, 4] = True
|
| 190 |
+
for enemy in self.enemies:
|
| 191 |
+
channel = 2 if enemy["forming"] > 0 else 1
|
| 192 |
+
state[enemy["row"], enemy["column"], channel] = True
|
| 193 |
+
for row, column in self.previous_enemies:
|
| 194 |
+
state[row, column, 4] = True
|
| 195 |
+
for row, column, _ in self.lasers:
|
| 196 |
+
state[row, column, 3] = True
|
| 197 |
+
for row, column in self.bombs:
|
| 198 |
+
state[row, column, 1] = True
|
| 199 |
+
values = (
|
| 200 |
+
(self.level, 4),
|
| 201 |
+
(self.wave, 2),
|
| 202 |
+
(self.spawned, 5),
|
| 203 |
+
(self.killed, 5),
|
| 204 |
+
(self.lives, 8),
|
| 205 |
+
(self.row, 4),
|
| 206 |
+
(self.column, 4),
|
| 207 |
+
(self.facing + 1, 2),
|
| 208 |
+
(self.steps, 13),
|
| 209 |
+
(self.next_extra_life // 10_000, 5),
|
| 210 |
+
)
|
| 211 |
+
offset = 0
|
| 212 |
+
for value, width in values:
|
| 213 |
+
for bit in range(width):
|
| 214 |
+
index = offset + bit
|
| 215 |
+
state[index // 10, index % 10, 5] = bool(value & (1 << bit))
|
| 216 |
+
offset += width
|
| 217 |
+
state[6, 0, 5] = self.fire_ready
|
| 218 |
+
return state
|
runtime/minatar_synth/games/stillfire_choir.py
ADDED
|
@@ -0,0 +1,131 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
@dataclass
|
| 7 |
+
class Voice:
|
| 8 |
+
x: float
|
| 9 |
+
y: float
|
| 10 |
+
vx: float
|
| 11 |
+
size: float
|
| 12 |
+
|
| 13 |
+
def move(self, edge):
|
| 14 |
+
self.x += self.vx
|
| 15 |
+
if not edge <= self.x <= 100 - edge:
|
| 16 |
+
self.x = min(100 - edge, max(edge, self.x))
|
| 17 |
+
self.vx *= -1
|
| 18 |
+
|
| 19 |
+
|
| 20 |
+
@dataclass
|
| 21 |
+
class Falling:
|
| 22 |
+
x: float
|
| 23 |
+
y: float
|
| 24 |
+
speed: float
|
| 25 |
+
size: float = 5
|
| 26 |
+
|
| 27 |
+
def touches(self, voice):
|
| 28 |
+
reach = (self.size + voice.size) / 2
|
| 29 |
+
return abs(self.x - voice.x) < reach and abs(self.y - voice.y) < reach
|
| 30 |
+
|
| 31 |
+
|
| 32 |
+
class StillfireChoirEnvironment:
|
| 33 |
+
score_cap = 400
|
| 34 |
+
|
| 35 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 36 |
+
self.sticky_action_prob = sticky_action_prob
|
| 37 |
+
self.horizon = min(horizon, 400)
|
| 38 |
+
self.seed(0)
|
| 39 |
+
self.reset()
|
| 40 |
+
|
| 41 |
+
def seed(self, seed):
|
| 42 |
+
self.random = np.random.default_rng(seed)
|
| 43 |
+
|
| 44 |
+
def reset(self):
|
| 45 |
+
self.player = Voice(50, 88, 0.72, 7)
|
| 46 |
+
self.allies, self.enemies, self.items = [], [], []
|
| 47 |
+
self.beams = []
|
| 48 |
+
self.volley, self.enemy_timer, self.item_timer = 62, 25, 75
|
| 49 |
+
self.steps = self.glow = 0
|
| 50 |
+
self.held = self.terminal = False
|
| 51 |
+
|
| 52 |
+
@classmethod
|
| 53 |
+
def normalize_score(cls, score):
|
| 54 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 55 |
+
|
| 56 |
+
def act(self, action):
|
| 57 |
+
if self.terminal:
|
| 58 |
+
return 0., True
|
| 59 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 60 |
+
self.held = action == 5
|
| 61 |
+
self.steps += 1
|
| 62 |
+
reward = 0
|
| 63 |
+
for _ in range(4):
|
| 64 |
+
reward += self._advance()
|
| 65 |
+
if self.terminal:
|
| 66 |
+
break
|
| 67 |
+
self.terminal |= self.steps >= self.horizon
|
| 68 |
+
return float(reward), self.terminal
|
| 69 |
+
|
| 70 |
+
def _advance(self):
|
| 71 |
+
voices = [self.player, *self.allies]
|
| 72 |
+
if not self.held:
|
| 73 |
+
self.player.move(5)
|
| 74 |
+
for ally in self.allies:
|
| 75 |
+
ally.move(4)
|
| 76 |
+
self.volley -= 1
|
| 77 |
+
firing = self.volley <= 0
|
| 78 |
+
if firing:
|
| 79 |
+
self.volley = 62
|
| 80 |
+
self.glow = 4
|
| 81 |
+
self.beams = [(voice.x, voice.y) for voice in voices] if self.glow else []
|
| 82 |
+
self.glow = max(0, self.glow - 1)
|
| 83 |
+
self.enemy_timer -= 1
|
| 84 |
+
if self.enemy_timer <= 0:
|
| 85 |
+
self.enemies.append(Falling(self.random.uniform(5, 95), -4,
|
| 86 |
+
self.random.uniform(0.45, 0.78), self.random.uniform(5, 9)))
|
| 87 |
+
self.enemy_timer = self.random.uniform(31, 49)
|
| 88 |
+
self.item_timer -= 1
|
| 89 |
+
if self.item_timer <= 0:
|
| 90 |
+
self.items.append(Falling(self.random.uniform(7, 93), -3, self.random.uniform(0.36, 0.52)))
|
| 91 |
+
self.item_timer = self.random.uniform(125, 175)
|
| 92 |
+
reward = 0
|
| 93 |
+
remaining = []
|
| 94 |
+
for item in self.items:
|
| 95 |
+
item.y += item.speed
|
| 96 |
+
if any(item.touches(voice) for voice in voices):
|
| 97 |
+
speed = self.random.uniform(0.48, 0.9) * self.random.choice((-1, 1))
|
| 98 |
+
self.allies.append(Voice(item.x, item.y, speed, 5))
|
| 99 |
+
reward += 5
|
| 100 |
+
elif item.y <= 105:
|
| 101 |
+
remaining.append(item)
|
| 102 |
+
self.items = remaining
|
| 103 |
+
remaining = []
|
| 104 |
+
for enemy in self.enemies:
|
| 105 |
+
enemy.y += enemy.speed
|
| 106 |
+
half = enemy.size / 2
|
| 107 |
+
if firing and any(abs(enemy.x - x) < half + 1 and
|
| 108 |
+
enemy.y + half > 6 and enemy.y - half < y - 2
|
| 109 |
+
for x, y in self.beams):
|
| 110 |
+
reward += 10 + 2 * len(self.allies)
|
| 111 |
+
else:
|
| 112 |
+
self.terminal |= any(enemy.touches(voice) for voice in voices)
|
| 113 |
+
if enemy.y <= 105:
|
| 114 |
+
remaining.append(enemy)
|
| 115 |
+
self.enemies = remaining
|
| 116 |
+
return reward
|
| 117 |
+
|
| 118 |
+
def state(self):
|
| 119 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 120 |
+
groups = ((self.player,), self.allies, self.enemies, self.items)
|
| 121 |
+
for channel, entities in enumerate(groups):
|
| 122 |
+
for entity in entities:
|
| 123 |
+
if 0 <= entity.y < 100:
|
| 124 |
+
state[int(entity.y // 10), int(entity.x // 10), channel] = True
|
| 125 |
+
for x, y in self.beams:
|
| 126 |
+
state[:int(y // 10) + 1, int(x // 10), 4] = True
|
| 127 |
+
values = (self.steps, self.volley, self.held, len(self.allies), self.player.vx > 0, self.glow)
|
| 128 |
+
for row, value in enumerate(values):
|
| 129 |
+
for bit in range(9):
|
| 130 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 131 |
+
return state
|
runtime/minatar_synth/games/stomping_bubbles.py
ADDED
|
@@ -0,0 +1,128 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import hypot
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Bubble:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
radius: float
|
| 12 |
+
speed: float
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
@dataclass
|
| 16 |
+
class Chain:
|
| 17 |
+
x: float
|
| 18 |
+
y: float
|
| 19 |
+
radius: float
|
| 20 |
+
life: int = 5
|
| 21 |
+
|
| 22 |
+
|
| 23 |
+
class StompingBubblesEnvironment:
|
| 24 |
+
score_cap = 500
|
| 25 |
+
|
| 26 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 27 |
+
self.sticky_action_prob = sticky_action_prob
|
| 28 |
+
self.horizon = min(horizon, 400)
|
| 29 |
+
self.seed(0)
|
| 30 |
+
self.reset()
|
| 31 |
+
|
| 32 |
+
def seed(self, seed):
|
| 33 |
+
self.random = np.random.default_rng(seed)
|
| 34 |
+
|
| 35 |
+
def reset(self):
|
| 36 |
+
self.x, self.y = 50., 0.
|
| 37 |
+
self.vx, self.vy = 1.5, 0.
|
| 38 |
+
self.timer = self.steps = 0
|
| 39 |
+
self.multiplier = 1
|
| 40 |
+
self.held = self.terminal = False
|
| 41 |
+
self.bubbles, self.chains = [], []
|
| 42 |
+
|
| 43 |
+
@classmethod
|
| 44 |
+
def normalize_score(cls, score):
|
| 45 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 46 |
+
|
| 47 |
+
def act(self, action):
|
| 48 |
+
if self.terminal:
|
| 49 |
+
return 0., True
|
| 50 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 51 |
+
self.held = action == 5
|
| 52 |
+
self.steps += 1
|
| 53 |
+
reward = 0
|
| 54 |
+
for _ in range(4):
|
| 55 |
+
reward += self._advance()
|
| 56 |
+
if self.terminal:
|
| 57 |
+
break
|
| 58 |
+
self.terminal |= self.steps >= self.horizon
|
| 59 |
+
return float(reward), self.terminal
|
| 60 |
+
|
| 61 |
+
def _advance(self):
|
| 62 |
+
self.x += self.vx
|
| 63 |
+
if (self.x > 95 and self.vx > 0) or (self.x < 5 and self.vx < 0):
|
| 64 |
+
self.vx *= -1
|
| 65 |
+
self.y += self.vy
|
| 66 |
+
self.vy = (self.vy + (0.09 if self.held else 0.01)) * 0.99
|
| 67 |
+
if self.y < 0 and self.vy < 0:
|
| 68 |
+
self.vy *= -0.5
|
| 69 |
+
self.terminal = self.y > 99
|
| 70 |
+
self.timer -= 1
|
| 71 |
+
if self.timer < 0:
|
| 72 |
+
size = self.random.uniform(5, 9)
|
| 73 |
+
self.bubbles.append(Bubble(self.random.uniform(0, 100), 102 + size,
|
| 74 |
+
size, self.random.uniform(0.1, 0.3)))
|
| 75 |
+
self.timer += 9
|
| 76 |
+
for chain in self.chains:
|
| 77 |
+
chain.radius += 1
|
| 78 |
+
chain.life -= 1
|
| 79 |
+
self.chains = [chain for chain in self.chains if chain.life > 0]
|
| 80 |
+
active = tuple(self.chains)
|
| 81 |
+
x, y = self.x, self.y
|
| 82 |
+
reward = 0
|
| 83 |
+
bounced = False
|
| 84 |
+
remaining = []
|
| 85 |
+
for bubble in self.bubbles:
|
| 86 |
+
bubble.y -= bubble.speed
|
| 87 |
+
dx, dy = abs(bubble.x - x), abs(bubble.y - y)
|
| 88 |
+
near = hypot(max(0, dx - 2.5), max(0, dy - 2.5))
|
| 89 |
+
far = hypot(dx + 2.5, dy + 2.5)
|
| 90 |
+
direct = near < bubble.radius + 1 and far > bubble.radius - 1
|
| 91 |
+
chained = any(self._intersects(bubble, chain) for chain in active)
|
| 92 |
+
if direct or chained:
|
| 93 |
+
reward += self.multiplier
|
| 94 |
+
self.multiplier += 1
|
| 95 |
+
self.chains.append(Chain(bubble.x, bubble.y, bubble.radius))
|
| 96 |
+
if direct and not bounced:
|
| 97 |
+
self.vy *= -1
|
| 98 |
+
self.y += self.vy * 2
|
| 99 |
+
bounced = True
|
| 100 |
+
elif bubble.y >= -bubble.radius:
|
| 101 |
+
remaining.append(bubble)
|
| 102 |
+
self.bubbles = remaining
|
| 103 |
+
if not self.chains:
|
| 104 |
+
self.multiplier = 1
|
| 105 |
+
return reward
|
| 106 |
+
|
| 107 |
+
@staticmethod
|
| 108 |
+
def _intersects(bubble, chain):
|
| 109 |
+
distance = hypot(bubble.x - chain.x, bubble.y - chain.y)
|
| 110 |
+
return abs(bubble.radius - chain.radius) - 2 < distance < bubble.radius + chain.radius + 2
|
| 111 |
+
|
| 112 |
+
def state(self):
|
| 113 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 114 |
+
row = int(np.clip(self.y // 10, 0, 9))
|
| 115 |
+
state[row, int(self.x // 10), 0] = True
|
| 116 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 117 |
+
for channel, circles in ((1, self.bubbles), (2, self.chains)):
|
| 118 |
+
for circle in circles:
|
| 119 |
+
state[:, :, channel] |= abs(np.hypot(cols - circle.x, rows - circle.y) - circle.radius) < 7
|
| 120 |
+
ahead = int(np.clip((self.x + 6 * self.vx) // 10, 0, 9))
|
| 121 |
+
state[row, ahead, 3] = True
|
| 122 |
+
state[9, :, 4] = True
|
| 123 |
+
values = (self.steps, self.timer, self.multiplier, self.held,
|
| 124 |
+
int(np.clip(round((self.vy + 15) * 16), 0, 511)))
|
| 125 |
+
for row, value in enumerate(values):
|
| 126 |
+
for bit in range(9):
|
| 127 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 128 |
+
return state
|
runtime/minatar_synth/games/stompshelter.py
ADDED
|
@@ -0,0 +1,157 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import floor
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Platform:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
width: float
|
| 12 |
+
hp: int = 120
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
@dataclass
|
| 16 |
+
class Enemy:
|
| 17 |
+
x: float
|
| 18 |
+
y: float
|
| 19 |
+
direction: int
|
| 20 |
+
|
| 21 |
+
|
| 22 |
+
class StompshelterEnvironment:
|
| 23 |
+
score_cap = 600
|
| 24 |
+
|
| 25 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 26 |
+
self.sticky_action_prob = sticky_action_prob
|
| 27 |
+
self.horizon = min(horizon, 400)
|
| 28 |
+
self.seed(0)
|
| 29 |
+
self.reset()
|
| 30 |
+
|
| 31 |
+
def seed(self, seed):
|
| 32 |
+
self.random = np.random.default_rng(seed)
|
| 33 |
+
|
| 34 |
+
def reset(self):
|
| 35 |
+
self.x, self.y = 50., 70.
|
| 36 |
+
self.vx, self.vy = 1, 0.
|
| 37 |
+
self.steps = self.frame = self.jumps = self.combo = 0
|
| 38 |
+
self.lava, self.distance = 102., 100.
|
| 39 |
+
self.held = self.terminal = self.grounded = False
|
| 40 |
+
self.platforms = [Platform(self.random.uniform(20, 60), y, self.random.uniform(25, 38))
|
| 41 |
+
for y in range(15, 91, 15)]
|
| 42 |
+
self.enemies, self.debris = [], []
|
| 43 |
+
|
| 44 |
+
@classmethod
|
| 45 |
+
def normalize_score(cls, score):
|
| 46 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 47 |
+
|
| 48 |
+
def act(self, action):
|
| 49 |
+
if self.terminal:
|
| 50 |
+
return 0., True
|
| 51 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 52 |
+
tap = held and not self.held
|
| 53 |
+
self.held = held
|
| 54 |
+
self.steps += 1
|
| 55 |
+
reward = 0
|
| 56 |
+
for frame in range(4):
|
| 57 |
+
reward += self._advance(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(self, tap):
|
| 64 |
+
self.lava -= 0.025
|
| 65 |
+
top = min((platform.y for platform in self.platforms), default=15)
|
| 66 |
+
if top > 5:
|
| 67 |
+
self.platforms.append(Platform(self.random.uniform(10, 55), top - self.random.uniform(13, 17),
|
| 68 |
+
self.random.uniform(25, 38)))
|
| 69 |
+
if self.distance < 0:
|
| 70 |
+
candidates = [p for p in self.platforms if p.y < 20 and p.hp > 60]
|
| 71 |
+
if candidates:
|
| 72 |
+
platform = candidates[self.random.integers(len(candidates))]
|
| 73 |
+
self.enemies.append(Enemy(platform.x + platform.width / 2, platform.y - 5,
|
| 74 |
+
int(self.random.choice((-1, 1)))))
|
| 75 |
+
self.distance = self.random.uniform(100, 200)
|
| 76 |
+
if self.frame % 70 == 0:
|
| 77 |
+
self.debris.append((self.random.uniform(8, 92), -4))
|
| 78 |
+
if tap and (self.grounded or self.jumps < 2):
|
| 79 |
+
self.vy = -2.6
|
| 80 |
+
self.jumps += 1
|
| 81 |
+
self.vy += 0.1
|
| 82 |
+
self.y += self.vy
|
| 83 |
+
self.x += self.vx * (1 if self.held else 0.1)
|
| 84 |
+
if (self.x > 90 and self.vx > 0) or (self.x < 10 and self.vx < 0):
|
| 85 |
+
self.vx *= -1
|
| 86 |
+
self.grounded = False
|
| 87 |
+
for p in self.platforms:
|
| 88 |
+
if self.vy > 0 and p.hp > 0 and p.x - 3 < self.x < p.x + p.width + 3 and p.y - 8 < self.y < p.y + 2:
|
| 89 |
+
self.y, self.vy, self.grounded = p.y - 4, 0, True
|
| 90 |
+
self.jumps = self.combo = 0
|
| 91 |
+
p.hp -= 1
|
| 92 |
+
break
|
| 93 |
+
scroll = max(0, 60 - self.y)
|
| 94 |
+
self.y += scroll
|
| 95 |
+
self.lava += scroll
|
| 96 |
+
self.distance -= scroll
|
| 97 |
+
reward = floor(scroll)
|
| 98 |
+
for p in self.platforms:
|
| 99 |
+
p.y += scroll
|
| 100 |
+
self.platforms = [p for p in self.platforms if p.y < 110 and p.hp > 0]
|
| 101 |
+
self.lava -= max(0, self.lava - 100) * 0.5
|
| 102 |
+
self.terminal = self.y > self.lava - 3
|
| 103 |
+
remaining = []
|
| 104 |
+
for enemy in self.enemies:
|
| 105 |
+
enemy.y += scroll
|
| 106 |
+
if enemy.y >= 105:
|
| 107 |
+
continue
|
| 108 |
+
enemy.x += enemy.direction * 0.35
|
| 109 |
+
for p in self.platforms:
|
| 110 |
+
if abs(enemy.y + 5 - p.y) < 2:
|
| 111 |
+
if enemy.x <= p.x + 2:
|
| 112 |
+
enemy.direction = 1
|
| 113 |
+
if enemy.x >= p.x + p.width - 2:
|
| 114 |
+
enemy.direction = -1
|
| 115 |
+
if abs(enemy.x - self.x) < 6.5 and abs(enemy.y - self.y) < 5:
|
| 116 |
+
if self.vy > 0.5 and self.y < enemy.y - 2:
|
| 117 |
+
self.vy = -2.2
|
| 118 |
+
self.combo += 1
|
| 119 |
+
reward += 8 + self.combo * 4
|
| 120 |
+
continue
|
| 121 |
+
self.terminal = True
|
| 122 |
+
remaining.append(enemy)
|
| 123 |
+
self.enemies = remaining
|
| 124 |
+
remaining = []
|
| 125 |
+
for x, y in self.debris:
|
| 126 |
+
y += scroll + 0.5
|
| 127 |
+
if y >= 105:
|
| 128 |
+
continue
|
| 129 |
+
blockers = [p for p in self.platforms if p.hp > 0 and p.x < x < p.x + p.width and p.y - 2 < y < p.y + 5]
|
| 130 |
+
if blockers:
|
| 131 |
+
for p in blockers:
|
| 132 |
+
p.hp -= 15
|
| 133 |
+
else:
|
| 134 |
+
self.terminal |= abs(x - self.x) < 5 and abs(y - self.y) < 4
|
| 135 |
+
remaining.append((x, y))
|
| 136 |
+
self.debris = remaining
|
| 137 |
+
self.frame += 1
|
| 138 |
+
return reward
|
| 139 |
+
|
| 140 |
+
def state(self):
|
| 141 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 142 |
+
state[int(np.clip(self.y // 10, 0, 9)), int(self.x // 10), 0] = True
|
| 143 |
+
rows, cols = np.ogrid[:100:10, :100:10]
|
| 144 |
+
for p in self.platforms:
|
| 145 |
+
if p.hp > 0:
|
| 146 |
+
state[:, :, 1] |= (rows < p.y + 4) & (rows + 10 > p.y) & (cols < p.x + p.width) & (cols + 10 > p.x)
|
| 147 |
+
for channel, positions in ((2, [(e.x, e.y) for e in self.enemies]), (3, self.debris)):
|
| 148 |
+
for x, y in positions:
|
| 149 |
+
if 0 <= x < 100 and 0 <= y < 100:
|
| 150 |
+
state[int(y // 10), int(x // 10), channel] = True
|
| 151 |
+
state[np.arange(10) * 10 + 10 > self.lava, :, 4] = True
|
| 152 |
+
values = (self.steps, self.jumps, self.combo, self.held, self.vx > 0,
|
| 153 |
+
int(np.clip(round((self.vy + 4) * 40), 0, 511)), self.grounded)
|
| 154 |
+
for row, value in enumerate(values):
|
| 155 |
+
for bit in range(9):
|
| 156 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 157 |
+
return state
|
runtime/minatar_synth/games/stormveil.py
ADDED
|
@@ -0,0 +1,113 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
LANES = (25, 50, 75)
|
| 8 |
+
|
| 9 |
+
|
| 10 |
+
@dataclass
|
| 11 |
+
class Falling:
|
| 12 |
+
lane: int
|
| 13 |
+
y: float = -5
|
| 14 |
+
phase: float = 0
|
| 15 |
+
|
| 16 |
+
|
| 17 |
+
class StormveilEnvironment:
|
| 18 |
+
score_cap = 500
|
| 19 |
+
|
| 20 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 21 |
+
self.sticky_action_prob = sticky_action_prob
|
| 22 |
+
self.horizon = min(horizon, 400)
|
| 23 |
+
self.seed(0)
|
| 24 |
+
self.reset()
|
| 25 |
+
|
| 26 |
+
def seed(self, seed):
|
| 27 |
+
self.random = np.random.default_rng(seed)
|
| 28 |
+
|
| 29 |
+
def reset(self):
|
| 30 |
+
self.x = 50.
|
| 31 |
+
self.lane = 1
|
| 32 |
+
self.squash = 1.
|
| 33 |
+
self.steps = self.frame = self.timer = 0
|
| 34 |
+
self.multiplier = 1
|
| 35 |
+
self.held = self.terminal = False
|
| 36 |
+
self.obstacles, self.coins = [], []
|
| 37 |
+
|
| 38 |
+
@classmethod
|
| 39 |
+
def normalize_score(cls, score):
|
| 40 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 41 |
+
|
| 42 |
+
def act(self, action):
|
| 43 |
+
if self.terminal:
|
| 44 |
+
return 0., True
|
| 45 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 46 |
+
if held and not self.held:
|
| 47 |
+
self.lane = (self.lane + 1) % 3
|
| 48 |
+
self.squash = 0.6
|
| 49 |
+
self.held = held
|
| 50 |
+
self.steps += 1
|
| 51 |
+
reward = 0
|
| 52 |
+
for _ in range(4):
|
| 53 |
+
reward += self._advance()
|
| 54 |
+
if self.terminal:
|
| 55 |
+
break
|
| 56 |
+
self.terminal |= self.steps >= self.horizon
|
| 57 |
+
return float(reward), self.terminal
|
| 58 |
+
|
| 59 |
+
def _advance(self):
|
| 60 |
+
vx = (LANES[self.lane] - self.x) * 0.5
|
| 61 |
+
self.x += vx
|
| 62 |
+
self.squash += (1 - self.squash) * 0.15
|
| 63 |
+
breathe = 1 + sin(self.frame * 0.1) * 0.05
|
| 64 |
+
tilt = vx * 0.08
|
| 65 |
+
width, height = 3 * self.squash * breathe, 3 * (2 - self.squash) * breathe
|
| 66 |
+
half_x = abs(cos(tilt)) * height + abs(sin(tilt)) * width
|
| 67 |
+
half_y = abs(sin(tilt)) * height + abs(cos(tilt)) * width
|
| 68 |
+
self.timer -= 1
|
| 69 |
+
if self.timer < 0:
|
| 70 |
+
blocked = int(self.random.integers(3))
|
| 71 |
+
self.obstacles.append(Falling(blocked, phase=self.random.uniform(0, 2 * pi)))
|
| 72 |
+
coin_lane = int(self.random.choice([lane for lane in range(3) if lane != blocked]))
|
| 73 |
+
self.coins.append(Falling(coin_lane))
|
| 74 |
+
self.timer += 40
|
| 75 |
+
for obstacle in self.obstacles:
|
| 76 |
+
obstacle.y += 1.5
|
| 77 |
+
obstacle.phase += 0.2
|
| 78 |
+
pulse = 1 + sin(obstacle.phase) * 0.15
|
| 79 |
+
self.terminal |= self._touches(obstacle, half_x + 3 * pulse, half_y + 3 * (2 - pulse))
|
| 80 |
+
self.obstacles = [obstacle for obstacle in self.obstacles if obstacle.y <= 105]
|
| 81 |
+
reward = 0
|
| 82 |
+
remaining = []
|
| 83 |
+
for coin in self.coins:
|
| 84 |
+
coin.y += 1.5
|
| 85 |
+
coin.phase += 0.12
|
| 86 |
+
if self._touches(coin, half_x + 1 + 2 * abs(cos(coin.phase)), half_y + 3):
|
| 87 |
+
reward += self.multiplier
|
| 88 |
+
self.multiplier = min(16, self.multiplier + 1)
|
| 89 |
+
elif coin.y > 105:
|
| 90 |
+
self.multiplier = 1
|
| 91 |
+
else:
|
| 92 |
+
remaining.append(coin)
|
| 93 |
+
self.coins = remaining
|
| 94 |
+
self.frame += 1
|
| 95 |
+
return reward
|
| 96 |
+
|
| 97 |
+
def _touches(self, item, half_x, half_y):
|
| 98 |
+
return abs(LANES[item.lane] - self.x) < half_x and abs(item.y - 85) < half_y
|
| 99 |
+
|
| 100 |
+
def state(self):
|
| 101 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 102 |
+
state[8, int(self.x // 10), 0] = True
|
| 103 |
+
for channel, items in ((1, self.obstacles), (2, self.coins)):
|
| 104 |
+
for item in items:
|
| 105 |
+
if 0 <= item.y < 100:
|
| 106 |
+
state[int(item.y // 10), LANES[item.lane] // 10, channel] = True
|
| 107 |
+
state[:, [x // 10 for x in LANES], 3] = True
|
| 108 |
+
state[8, LANES[self.lane] // 10, 4] = True
|
| 109 |
+
values = (self.steps, self.multiplier, self.held, self.timer, round(self.squash * 100))
|
| 110 |
+
for row, value in enumerate(values):
|
| 111 |
+
for bit in range(9):
|
| 112 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 113 |
+
return state
|
runtime/minatar_synth/games/sub_jump.py
ADDED
|
@@ -0,0 +1,133 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
@dataclass
|
| 7 |
+
class Point:
|
| 8 |
+
x: float
|
| 9 |
+
y: float
|
| 10 |
+
|
| 11 |
+
|
| 12 |
+
class SubJumpEnvironment:
|
| 13 |
+
score_cap = 300
|
| 14 |
+
|
| 15 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 16 |
+
self.sticky_action_prob = sticky_action_prob
|
| 17 |
+
self.horizon = min(horizon, 400)
|
| 18 |
+
self.seed(0)
|
| 19 |
+
self.reset()
|
| 20 |
+
|
| 21 |
+
def seed(self, seed):
|
| 22 |
+
self.random = np.random.default_rng(seed)
|
| 23 |
+
|
| 24 |
+
def reset(self):
|
| 25 |
+
self.x, self.y = 5., 60.
|
| 26 |
+
self.vx = self.vy = self.terrain_velocity = 0.
|
| 27 |
+
self.terrain_distance, self.coin_distance = 50., 0.
|
| 28 |
+
self.steps = 0
|
| 29 |
+
self.multiplier = 1
|
| 30 |
+
self.land = self.held = self.terminal = False
|
| 31 |
+
self.points = [Point(i * 10 - 10, self.random.uniform(75, 85)) for i in range(12)]
|
| 32 |
+
self.coins = []
|
| 33 |
+
|
| 34 |
+
@classmethod
|
| 35 |
+
def normalize_score(cls, score):
|
| 36 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 37 |
+
|
| 38 |
+
def act(self, action):
|
| 39 |
+
if self.terminal:
|
| 40 |
+
return 0., True
|
| 41 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 42 |
+
self.held = action == 5
|
| 43 |
+
self.steps += 1
|
| 44 |
+
reward = 0
|
| 45 |
+
for _ in range(4):
|
| 46 |
+
reward += self._advance()
|
| 47 |
+
if self.terminal:
|
| 48 |
+
break
|
| 49 |
+
self.terminal |= self.steps >= self.horizon
|
| 50 |
+
return float(reward), self.terminal
|
| 51 |
+
|
| 52 |
+
def _scroll_terrain(self, scroll):
|
| 53 |
+
self.terrain_distance -= scroll
|
| 54 |
+
for index, point in enumerate(self.points):
|
| 55 |
+
point.x -= scroll
|
| 56 |
+
if point.x >= -10:
|
| 57 |
+
continue
|
| 58 |
+
if self.terrain_distance < 0:
|
| 59 |
+
self.land = not self.land
|
| 60 |
+
self.terrain_distance = self.random.uniform(200, 300) / (7 if self.land else 1)
|
| 61 |
+
point.x += 120
|
| 62 |
+
previous = self.points[index - 1].y
|
| 63 |
+
self.terrain_velocity = (self.terrain_velocity + self.random.uniform(-2, 2)) * 0.95
|
| 64 |
+
if self.land:
|
| 65 |
+
if previous > 50:
|
| 66 |
+
self.terrain_velocity -= 5
|
| 67 |
+
elif (previous < 40 and self.terrain_velocity < 0) or (previous > 45 and self.terrain_velocity > 0):
|
| 68 |
+
self.terrain_velocity *= -0.5
|
| 69 |
+
y = previous + self.terrain_velocity / 3
|
| 70 |
+
else:
|
| 71 |
+
if previous < 65:
|
| 72 |
+
self.terrain_velocity += 5 if previous < 55 else 3
|
| 73 |
+
elif previous > 90 and self.terrain_velocity > 0:
|
| 74 |
+
self.terrain_velocity *= -0.5
|
| 75 |
+
y = previous + self.terrain_velocity
|
| 76 |
+
if self.terrain_distance < 60:
|
| 77 |
+
self.terrain_velocity += 4
|
| 78 |
+
point.y = min(95, max(35, y)) + self.random.uniform(-5, 5)
|
| 79 |
+
|
| 80 |
+
def _advance(self):
|
| 81 |
+
scroll = max(0, self.x - 10) * 0.2
|
| 82 |
+
self._scroll_terrain(scroll)
|
| 83 |
+
submerged = self.y > 50
|
| 84 |
+
if self.held:
|
| 85 |
+
self.vy += -0.06 if submerged else 0.01
|
| 86 |
+
else:
|
| 87 |
+
self.vy += 0.03 if submerged else 0.05
|
| 88 |
+
self.vx += ((1 if self.held else 0.5) - self.vx) * 0.1
|
| 89 |
+
drag = 0.95 if submerged else 0.99
|
| 90 |
+
self.vx *= drag
|
| 91 |
+
self.vy *= drag
|
| 92 |
+
self.x += self.vx - scroll
|
| 93 |
+
self.y += self.vy
|
| 94 |
+
ordered = sorted(self.points, key=lambda point: point.x)
|
| 95 |
+
terrain_y = np.interp(self.x, [point.x for point in ordered], [point.y for point in ordered])
|
| 96 |
+
self.terminal = bool(abs(self.y - terrain_y) < 4)
|
| 97 |
+
self.coin_distance -= scroll
|
| 98 |
+
if self.coin_distance < 0:
|
| 99 |
+
edge = ordered[-1]
|
| 100 |
+
offset = self.random.uniform(5, 10) if edge.y < 50 else self.random.uniform(10, 20)
|
| 101 |
+
self.coins.append(Point(edge.x, edge.y - offset))
|
| 102 |
+
self.coin_distance = self.random.uniform(10, 40)
|
| 103 |
+
reward = 0
|
| 104 |
+
remaining = []
|
| 105 |
+
for coin in self.coins:
|
| 106 |
+
coin.x -= scroll
|
| 107 |
+
if abs(coin.x - self.x) < 5 and abs(coin.y - self.y) < 5:
|
| 108 |
+
reward += self.multiplier
|
| 109 |
+
self.multiplier += 1
|
| 110 |
+
elif coin.x < -3:
|
| 111 |
+
self.multiplier = max(1, self.multiplier - 1)
|
| 112 |
+
else:
|
| 113 |
+
remaining.append(coin)
|
| 114 |
+
self.coins = remaining
|
| 115 |
+
return reward
|
| 116 |
+
|
| 117 |
+
def state(self):
|
| 118 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 119 |
+
state[int(np.clip(self.y // 10, 0, 9)), int(self.x // 10), 0] = True
|
| 120 |
+
ordered = sorted(self.points, key=lambda point: point.x)
|
| 121 |
+
heights = np.interp(np.arange(5, 100, 10), [point.x for point in ordered],
|
| 122 |
+
[point.y for point in ordered])
|
| 123 |
+
for col, y in enumerate(heights):
|
| 124 |
+
state[min(9, int(y // 10)), col, 1 if y < 50 else 2] = True
|
| 125 |
+
state[5, :, 3] = True
|
| 126 |
+
for coin in self.coins:
|
| 127 |
+
if 0 <= coin.x < 100 and 0 <= coin.y < 100:
|
| 128 |
+
state[int(coin.y // 10), int(coin.x // 10), 4] = True
|
| 129 |
+
values = (self.steps, self.multiplier, self.held, round((self.vy + 5) * 40), round(self.vx * 100))
|
| 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/sum_ten.py
ADDED
|
@@ -0,0 +1,114 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import numpy as np
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
class SumTenEnvironment:
|
| 5 |
+
score_cap = 1000
|
| 6 |
+
directions = ((-1, 0), (0, -1))
|
| 7 |
+
|
| 8 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 9 |
+
self.sticky_action_prob = sticky_action_prob
|
| 10 |
+
self.horizon = min(horizon, 400)
|
| 11 |
+
self.seed(0)
|
| 12 |
+
self.reset()
|
| 13 |
+
|
| 14 |
+
def seed(self, seed):
|
| 15 |
+
self.random = np.random.default_rng(seed)
|
| 16 |
+
|
| 17 |
+
def reset(self):
|
| 18 |
+
self.grid = np.zeros((10, 10), dtype=np.uint8)
|
| 19 |
+
self.grid[:, 0] = self.random.integers(1, 10, 10)
|
| 20 |
+
self.grid[6, 1:7] = (6, 5, 8, 1, 7, 3)
|
| 21 |
+
self.x, self.y = 7, 6
|
| 22 |
+
self.scroll_x, self.scroll_y = 100., 0.
|
| 23 |
+
self.direction = self.timer = self.total = self.count = self.steps = 0
|
| 24 |
+
self.held = self.terminal = False
|
| 25 |
+
|
| 26 |
+
@classmethod
|
| 27 |
+
def normalize_score(cls, score):
|
| 28 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 29 |
+
|
| 30 |
+
def _next(self, direction):
|
| 31 |
+
dx, dy = self.directions[direction]
|
| 32 |
+
return self.x + dx, self.y + dy
|
| 33 |
+
|
| 34 |
+
def _value(self, x, y):
|
| 35 |
+
return int(self.grid[y, x]) if 0 <= x < 10 and 0 <= y < 10 else 0
|
| 36 |
+
|
| 37 |
+
def act(self, action):
|
| 38 |
+
if self.terminal:
|
| 39 |
+
return 0., True
|
| 40 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 41 |
+
tap = held and not self.held
|
| 42 |
+
self.held = held
|
| 43 |
+
self.steps += 1
|
| 44 |
+
reward = 0
|
| 45 |
+
for frame in range(4):
|
| 46 |
+
reward += self._advance(tap and frame == 0)
|
| 47 |
+
if self.terminal:
|
| 48 |
+
break
|
| 49 |
+
self.terminal |= self.steps >= self.horizon
|
| 50 |
+
return float(reward), self.terminal
|
| 51 |
+
|
| 52 |
+
def _advance(self, tap):
|
| 53 |
+
self.timer += 1
|
| 54 |
+
if self.timer == 30:
|
| 55 |
+
alternate = 1 - self.direction
|
| 56 |
+
if self._value(*self._next(alternate)):
|
| 57 |
+
self.direction = alternate
|
| 58 |
+
self.timer = 0
|
| 59 |
+
if self.scroll_x - self.x * 11 < 0 or self.scroll_y + self.y * 11 + 1 > 91:
|
| 60 |
+
self.terminal = True
|
| 61 |
+
return 0
|
| 62 |
+
reward = 0
|
| 63 |
+
if tap:
|
| 64 |
+
x, y = self._next(self.direction)
|
| 65 |
+
value = self._value(x, y)
|
| 66 |
+
if not value:
|
| 67 |
+
self.terminal = True
|
| 68 |
+
return 0
|
| 69 |
+
self.x, self.y = x, y
|
| 70 |
+
self.timer = 0
|
| 71 |
+
self.total += value
|
| 72 |
+
self.count += 1
|
| 73 |
+
if self.total % 10 == 0:
|
| 74 |
+
reward = (self.total // 10) ** 2 * 10
|
| 75 |
+
self.total = self.count = 0
|
| 76 |
+
elif self.count == 10:
|
| 77 |
+
self.terminal = True
|
| 78 |
+
if not self._value(*self._next(self.direction)):
|
| 79 |
+
self.direction = 1 - self.direction
|
| 80 |
+
self.scroll_x -= max(0, 7 - self.x) * 0.5 + 0.01
|
| 81 |
+
self.scroll_y += max(0, 6 - self.y) * 0.5 + 0.01
|
| 82 |
+
if self.scroll_x <= 90:
|
| 83 |
+
self.grid[:, 1:] = self.grid[:, :-1].copy()
|
| 84 |
+
self.grid[:, 0] = self.random.integers(1, 10, 10)
|
| 85 |
+
gap = int(self.random.integers(1, 15))
|
| 86 |
+
if gap < 10 and self.grid[gap - 1, 1]:
|
| 87 |
+
self.grid[gap, 0] = 0
|
| 88 |
+
self.scroll_x += 10
|
| 89 |
+
self.x += 1
|
| 90 |
+
if self.scroll_y >= 10:
|
| 91 |
+
self.grid[1:] = self.grid[:-1].copy()
|
| 92 |
+
self.grid[0] = self.random.integers(1, 10, 10)
|
| 93 |
+
gap = int(self.random.integers(1, 15))
|
| 94 |
+
if gap < 10 and self.grid[1, gap - 1]:
|
| 95 |
+
self.grid[0, gap] = 0
|
| 96 |
+
self.scroll_y -= 10
|
| 97 |
+
self.y += 1
|
| 98 |
+
return reward
|
| 99 |
+
|
| 100 |
+
def state(self):
|
| 101 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 102 |
+
for bit in range(4):
|
| 103 |
+
state[:, :, bit] = (self.grid & (1 << bit)) != 0
|
| 104 |
+
if 0 <= self.x < 10 and 0 <= self.y < 10:
|
| 105 |
+
state[self.y, self.x, 4] = True
|
| 106 |
+
x, y = self._next(self.direction)
|
| 107 |
+
if 0 <= x < 10 and 0 <= y < 10:
|
| 108 |
+
state[y, x, 5] = True
|
| 109 |
+
# Reserve a column for each gauge by using the marker planes' last rows.
|
| 110 |
+
packed = (self.total | (self.count << 7) | (self.timer << 11)
|
| 111 |
+
| (int(self.held) << 16) | (self.direction << 17))
|
| 112 |
+
for bit in range(18):
|
| 113 |
+
state[8 + bit // 10, bit % 10, 5] = bool(packed & (1 << bit))
|
| 114 |
+
return state
|
runtime/minatar_synth/games/sunflower_sway.py
ADDED
|
@@ -0,0 +1,113 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Falling:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
speed: float
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
class SunflowerSwayEnvironment:
|
| 15 |
+
score_cap = 500
|
| 16 |
+
|
| 17 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 18 |
+
self.sticky_action_prob = sticky_action_prob
|
| 19 |
+
self.horizon = min(horizon, 400)
|
| 20 |
+
self.seed(0)
|
| 21 |
+
self.reset()
|
| 22 |
+
|
| 23 |
+
def seed(self, seed):
|
| 24 |
+
self.random = np.random.default_rng(seed)
|
| 25 |
+
|
| 26 |
+
def reset(self):
|
| 27 |
+
self.height, self.angle, self.velocity = 40., 0., 0.001
|
| 28 |
+
self.sun = 120.
|
| 29 |
+
self.drop_timer, self.insect_timer = 30., 60.
|
| 30 |
+
self.steps = 0
|
| 31 |
+
self.held = self.terminal = False
|
| 32 |
+
self.drops, self.insects = [], []
|
| 33 |
+
|
| 34 |
+
@classmethod
|
| 35 |
+
def normalize_score(cls, score):
|
| 36 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 37 |
+
|
| 38 |
+
def act(self, action):
|
| 39 |
+
if self.terminal:
|
| 40 |
+
return 0., True
|
| 41 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 42 |
+
self.held = action == 5
|
| 43 |
+
self.steps += 1
|
| 44 |
+
reward = 0.
|
| 45 |
+
for _ in range(4):
|
| 46 |
+
reward += self._advance()
|
| 47 |
+
if self.terminal:
|
| 48 |
+
break
|
| 49 |
+
self.terminal |= self.steps >= self.horizon
|
| 50 |
+
return reward, self.terminal
|
| 51 |
+
|
| 52 |
+
def _head(self):
|
| 53 |
+
return 30 + self.height * sin(self.angle), 95 - self.height * cos(self.angle)
|
| 54 |
+
|
| 55 |
+
def _advance(self):
|
| 56 |
+
if self.held:
|
| 57 |
+
self.velocity += 0.005
|
| 58 |
+
self.sun += ((80 if self.held else 120) - self.sun) * 0.1
|
| 59 |
+
self.velocity *= 0.97
|
| 60 |
+
self.angle += self.velocity
|
| 61 |
+
self.velocity -= self.angle * 0.01
|
| 62 |
+
self.height = min(70, self.height - 0.045)
|
| 63 |
+
self.terminal = self.height < 9
|
| 64 |
+
x, y = self._head()
|
| 65 |
+
self.drop_timer -= 1
|
| 66 |
+
if self.drop_timer <= 0:
|
| 67 |
+
self.drops.append(Falling(self.random.uniform(0, 99), -3, self.random.uniform(0.5, 1)))
|
| 68 |
+
self.drop_timer = self.random.uniform(30, 40)
|
| 69 |
+
reward = 0.
|
| 70 |
+
remaining = []
|
| 71 |
+
for drop in self.drops:
|
| 72 |
+
drop.y += drop.speed
|
| 73 |
+
if abs(drop.x - x) < 5.5 and abs(drop.y - y) < 5.5:
|
| 74 |
+
reward += self.height
|
| 75 |
+
self.height += 7
|
| 76 |
+
elif drop.y <= 90:
|
| 77 |
+
remaining.append(drop)
|
| 78 |
+
self.drops = remaining
|
| 79 |
+
self.insect_timer -= 1
|
| 80 |
+
if self.insect_timer <= 0:
|
| 81 |
+
bounds = (0, 20) if self.random.random() < 0.25 else (40, 99)
|
| 82 |
+
self.insects.append(Falling(self.random.uniform(*bounds), -3, self.random.uniform(0.3, 0.8)))
|
| 83 |
+
self.insect_timer = self.random.uniform(60, 70)
|
| 84 |
+
remaining = []
|
| 85 |
+
for insect in self.insects:
|
| 86 |
+
insect.y += insect.speed
|
| 87 |
+
if abs(insect.x - x) < 6 and abs(insect.y - y) < 6:
|
| 88 |
+
self.height -= 15
|
| 89 |
+
elif insect.y <= 90:
|
| 90 |
+
remaining.append(insect)
|
| 91 |
+
self.insects = remaining
|
| 92 |
+
return reward
|
| 93 |
+
|
| 94 |
+
def state(self):
|
| 95 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 96 |
+
x, y = self._head()
|
| 97 |
+
row, col = np.clip(np.array([y, x]) // 10, 0, 9).astype(int)
|
| 98 |
+
state[row, col, 0] = True
|
| 99 |
+
stem = np.linspace((30, 95), (x, y), 24)
|
| 100 |
+
cols, rows = np.clip(stem // 10, 0, 9).astype(int).T
|
| 101 |
+
state[rows, cols, 1] = True
|
| 102 |
+
for channel, objects in ((2, self.drops), (3, self.insects)):
|
| 103 |
+
for obj in objects:
|
| 104 |
+
if 0 <= obj.y < 100:
|
| 105 |
+
state[int(obj.y // 10), int(obj.x // 10), channel] = True
|
| 106 |
+
if self.sun < 100:
|
| 107 |
+
state[1, int(self.sun // 10), 4] = True
|
| 108 |
+
values = (self.steps, round(self.height * 5), self.held, round((self.angle + 2) * 100),
|
| 109 |
+
round((self.velocity + 1) * 100), round(self.drop_timer), round(self.insect_timer))
|
| 110 |
+
for row, value in enumerate(values):
|
| 111 |
+
for bit in range(9):
|
| 112 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 113 |
+
return state
|
runtime/minatar_synth/games/survivor.py
ADDED
|
@@ -0,0 +1,166 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import hypot, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass(eq=False)
|
| 8 |
+
class Runner:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
vx: float = 0
|
| 12 |
+
vy: float = 0
|
| 13 |
+
grounded: bool = False
|
| 14 |
+
jumped: bool = False
|
| 15 |
+
below: "Runner | None" = None
|
| 16 |
+
above: "Runner | None" = None
|
| 17 |
+
|
| 18 |
+
|
| 19 |
+
class SurvivorEnvironment:
|
| 20 |
+
score_cap = 100
|
| 21 |
+
|
| 22 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 23 |
+
self.sticky_action_prob = sticky_action_prob
|
| 24 |
+
self.horizon = min(horizon, 400)
|
| 25 |
+
self.seed(0)
|
| 26 |
+
self.reset()
|
| 27 |
+
|
| 28 |
+
def seed(self, seed):
|
| 29 |
+
self.random = np.random.default_rng(seed)
|
| 30 |
+
|
| 31 |
+
def reset(self):
|
| 32 |
+
self.runners, self.downed = [], []
|
| 33 |
+
self.steps = 0
|
| 34 |
+
self.held = self.terminal = False
|
| 35 |
+
self._wave()
|
| 36 |
+
|
| 37 |
+
def _runner(self):
|
| 38 |
+
return Runner(self.random.uniform(10, 40), self.random.uniform(-9, 9))
|
| 39 |
+
|
| 40 |
+
def _wave(self):
|
| 41 |
+
self.runners.extend(self._runner() for _ in range(9 - len(self.runners)))
|
| 42 |
+
self.radius = self.random.uniform(5, 25)
|
| 43 |
+
self.barrel_x = 120 + self.radius
|
| 44 |
+
self.barrel_speed = self.random.uniform(1, 2) / sqrt(1 + self.radius * 0.3)
|
| 45 |
+
self.next_wave = False
|
| 46 |
+
|
| 47 |
+
@classmethod
|
| 48 |
+
def normalize_score(cls, score):
|
| 49 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 50 |
+
|
| 51 |
+
def act(self, action):
|
| 52 |
+
if self.terminal:
|
| 53 |
+
return 0., True
|
| 54 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 55 |
+
tap = held and not self.held
|
| 56 |
+
self.held = held
|
| 57 |
+
self.steps += 1
|
| 58 |
+
reward = 0
|
| 59 |
+
for frame in range(4):
|
| 60 |
+
reward += self._advance(tap and frame == 0)
|
| 61 |
+
if self.terminal:
|
| 62 |
+
break
|
| 63 |
+
self.terminal |= self.steps >= self.horizon
|
| 64 |
+
return float(reward), self.terminal
|
| 65 |
+
|
| 66 |
+
def _advance(self, tap):
|
| 67 |
+
if self.next_wave:
|
| 68 |
+
self._wave()
|
| 69 |
+
self.barrel_x -= self.barrel_speed
|
| 70 |
+
jumped = []
|
| 71 |
+
replacements = 0
|
| 72 |
+
for runner in tuple(self.runners):
|
| 73 |
+
if runner.grounded and runner.below is None:
|
| 74 |
+
self._stack(runner)
|
| 75 |
+
if tap and (runner.grounded or (runner.below is not None and runner.below.jumped)):
|
| 76 |
+
self._detach(runner)
|
| 77 |
+
runner.vx, runner.vy, runner.grounded = 0, -1.5, False
|
| 78 |
+
jumped.append(runner)
|
| 79 |
+
if runner.below is not None:
|
| 80 |
+
runner.x, runner.y = runner.below.x, runner.below.y - 6
|
| 81 |
+
runner.vx = runner.vy = 0
|
| 82 |
+
else:
|
| 83 |
+
self._move(runner)
|
| 84 |
+
distance = hypot(runner.x - self.barrel_x, runner.y - (93 - self.radius))
|
| 85 |
+
hit = abs(distance - self.radius) < 4.5 + self.radius * 0.05
|
| 86 |
+
escaped = not (0 <= runner.x <= 100 and -50 <= runner.y <= 100)
|
| 87 |
+
if hit or escaped:
|
| 88 |
+
self._detach(runner)
|
| 89 |
+
if runner.above is not None:
|
| 90 |
+
jumped.append(runner.above)
|
| 91 |
+
self._detach(runner.above)
|
| 92 |
+
self.runners.remove(runner)
|
| 93 |
+
if hit:
|
| 94 |
+
self.downed.append(Runner(runner.x, runner.y, runner.vx - 2 * self.barrel_speed, runner.vy))
|
| 95 |
+
else:
|
| 96 |
+
replacements += 1
|
| 97 |
+
self.runners.extend(self._runner() for _ in range(replacements))
|
| 98 |
+
for runner in jumped:
|
| 99 |
+
runner.jumped = True
|
| 100 |
+
for runner in self.downed:
|
| 101 |
+
runner.x += runner.vx
|
| 102 |
+
runner.y += runner.vy
|
| 103 |
+
runner.vy += 0.2
|
| 104 |
+
self.downed = [runner for runner in self.downed if runner.y < 105]
|
| 105 |
+
self.terminal = not self.runners
|
| 106 |
+
self.next_wave = self.barrel_x < -self.radius
|
| 107 |
+
return len(self.runners) if self.next_wave else 0
|
| 108 |
+
|
| 109 |
+
@staticmethod
|
| 110 |
+
def _detach(runner):
|
| 111 |
+
if runner.below is not None:
|
| 112 |
+
runner.below.above = None
|
| 113 |
+
runner.below = None
|
| 114 |
+
|
| 115 |
+
def _stack(self, runner):
|
| 116 |
+
own = {runner}
|
| 117 |
+
top = runner
|
| 118 |
+
while top.above is not None:
|
| 119 |
+
top = top.above
|
| 120 |
+
own.add(top)
|
| 121 |
+
for other in self.runners:
|
| 122 |
+
if other in own or hypot(runner.x - other.x, runner.y - other.y) >= 4:
|
| 123 |
+
continue
|
| 124 |
+
while other.above is not None:
|
| 125 |
+
other = other.above
|
| 126 |
+
runner.below = other
|
| 127 |
+
other.above = runner
|
| 128 |
+
member = top
|
| 129 |
+
while member is not None:
|
| 130 |
+
member.jumped = member.grounded = False
|
| 131 |
+
member = member.below
|
| 132 |
+
break
|
| 133 |
+
|
| 134 |
+
def _move(self, runner):
|
| 135 |
+
runner.x += runner.vx
|
| 136 |
+
runner.y += runner.vy
|
| 137 |
+
runner.vx *= 0.95
|
| 138 |
+
if (runner.x < 7 and runner.vx < 0) or (runner.x >= 77 and runner.vx > 0):
|
| 139 |
+
runner.vx *= -0.5
|
| 140 |
+
runner.vx += (0.01 if runner.x < 50 else -0.01) * sqrt(abs(50 - runner.x) + 1)
|
| 141 |
+
if runner.grounded:
|
| 142 |
+
if runner.x < self.barrel_x:
|
| 143 |
+
runner.vx -= 0.1 * sqrt(self.radius) / sqrt(self.barrel_x - runner.x + 1)
|
| 144 |
+
else:
|
| 145 |
+
runner.vy += 0.1
|
| 146 |
+
if runner.y > 90:
|
| 147 |
+
runner.y, runner.vy = 90, 0
|
| 148 |
+
runner.grounded, runner.jumped = True, False
|
| 149 |
+
if runner.y < 0 and runner.vy < 0:
|
| 150 |
+
runner.vy *= -0.5
|
| 151 |
+
|
| 152 |
+
def state(self):
|
| 153 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 154 |
+
for runner in self.runners:
|
| 155 |
+
if 0 <= runner.x < 100 and 0 <= runner.y < 100:
|
| 156 |
+
channel = 2 if runner.below is not None else int(not runner.grounded)
|
| 157 |
+
state[int(runner.y // 10), int(runner.x // 10), channel] = True
|
| 158 |
+
for runner in self.downed:
|
| 159 |
+
if 0 <= runner.x < 100 and 0 <= runner.y < 100:
|
| 160 |
+
state[int(runner.y // 10), int(runner.x // 10), 4] = True
|
| 161 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 162 |
+
state[:, :, 3] = abs(np.hypot(cols - self.barrel_x, rows - (93 - self.radius)) - self.radius) < 7
|
| 163 |
+
for row, value in enumerate((self.steps, self.held, len(self.runners), round(self.radius * 10))):
|
| 164 |
+
for bit in range(9):
|
| 165 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 166 |
+
return state
|
runtime/minatar_synth/games/swingby.py
ADDED
|
@@ -0,0 +1,129 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import atan2, cos, floor, hypot, pi, sin, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Star:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
radius: float
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
class SwingbyEnvironment:
|
| 15 |
+
score_cap = 1000
|
| 16 |
+
|
| 17 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 18 |
+
self.sticky_action_prob = sticky_action_prob
|
| 19 |
+
self.horizon = min(horizon, 400)
|
| 20 |
+
self.seed(0)
|
| 21 |
+
self.reset()
|
| 22 |
+
|
| 23 |
+
def seed(self, seed):
|
| 24 |
+
self.random = np.random.default_rng(seed)
|
| 25 |
+
|
| 26 |
+
def reset(self):
|
| 27 |
+
self.x = self.y = self.vx = self.vy = self.anchor_x = self.anchor_y = 0.
|
| 28 |
+
self.screen_x = self.screen_y = 50.
|
| 29 |
+
self.damage = self.steps = self.score = 0
|
| 30 |
+
self.held = self.terminal = False
|
| 31 |
+
self.stars = [Star(0, 0, 20)]
|
| 32 |
+
for _ in range(20):
|
| 33 |
+
self._spawn(0, 0, 150, -pi, pi)
|
| 34 |
+
self.stars.pop(0)
|
| 35 |
+
self.display = []
|
| 36 |
+
|
| 37 |
+
def _spawn(self, x, y, reach, start, stop):
|
| 38 |
+
for _ in range(99):
|
| 39 |
+
angle = self.random.uniform(start, stop)
|
| 40 |
+
distance = self.random.uniform(0, reach)
|
| 41 |
+
px, py = x + distance * cos(angle), y + distance * sin(angle)
|
| 42 |
+
radius = self.random.uniform(5, 15)
|
| 43 |
+
if all(hypot(px - star.x, py - star.y) >= radius + star.radius + 30 for star in self.stars):
|
| 44 |
+
self.stars.append(Star(px, py, radius))
|
| 45 |
+
break
|
| 46 |
+
|
| 47 |
+
@classmethod
|
| 48 |
+
def normalize_score(cls, score):
|
| 49 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 50 |
+
|
| 51 |
+
def act(self, action):
|
| 52 |
+
if self.terminal:
|
| 53 |
+
return 0., True
|
| 54 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 55 |
+
self.held = action == 5
|
| 56 |
+
self.steps += 1
|
| 57 |
+
previous = self.score
|
| 58 |
+
for _ in range(4):
|
| 59 |
+
self._advance()
|
| 60 |
+
if self.terminal:
|
| 61 |
+
break
|
| 62 |
+
self.terminal |= self.steps >= self.horizon
|
| 63 |
+
return float(self.score - previous), self.terminal
|
| 64 |
+
|
| 65 |
+
def _advance(self):
|
| 66 |
+
remaining = []
|
| 67 |
+
self.display = []
|
| 68 |
+
collision = False
|
| 69 |
+
for star in self.stars:
|
| 70 |
+
dx, dy = star.x - self.x, star.y - self.y
|
| 71 |
+
distance = hypot(dx, dy)
|
| 72 |
+
force = star.radius * 0.01 / min(99, max(2, distance - star.radius))
|
| 73 |
+
angle = atan2(dy, dx)
|
| 74 |
+
self.vx += force * cos(angle)
|
| 75 |
+
self.vy += force * sin(angle)
|
| 76 |
+
if distance < 99 + star.radius:
|
| 77 |
+
self.display.append((dx, dy, star.radius))
|
| 78 |
+
collision |= abs(distance - (star.radius - 2)) < 4.5
|
| 79 |
+
if distance <= 150:
|
| 80 |
+
remaining.append(star)
|
| 81 |
+
self.stars = remaining
|
| 82 |
+
dx, dy = self.x - self.anchor_x, self.y - self.anchor_y
|
| 83 |
+
if hypot(dx, dy) > 50:
|
| 84 |
+
angle = atan2(dy, dx)
|
| 85 |
+
self.anchor_x, self.anchor_y = self.x, self.y
|
| 86 |
+
for _ in range(5):
|
| 87 |
+
self._spawn(self.x + 100 * cos(angle), self.y + 100 * sin(angle),
|
| 88 |
+
70, angle - pi / 2, angle + pi / 2)
|
| 89 |
+
self.vx *= 0.99
|
| 90 |
+
self.vy *= 0.99
|
| 91 |
+
angle = atan2(self.vy, self.vx)
|
| 92 |
+
lead = min(30, max(1, sqrt(hypot(self.vx, self.vy)) * 19))
|
| 93 |
+
self.screen_x, self.screen_y = 50 - lead * cos(angle), 50 - lead * sin(angle)
|
| 94 |
+
if self.held:
|
| 95 |
+
self.vx -= 0.05 * sin(angle)
|
| 96 |
+
self.vy += 0.05 * cos(angle)
|
| 97 |
+
angle = atan2(self.vy, self.vx)
|
| 98 |
+
self.vx += 0.01 * cos(angle)
|
| 99 |
+
self.vy += 0.01 * sin(angle)
|
| 100 |
+
self.x += self.vx
|
| 101 |
+
self.y += self.vy
|
| 102 |
+
if collision:
|
| 103 |
+
self.vx *= 0.99
|
| 104 |
+
self.vy *= 0.99
|
| 105 |
+
self.damage += 4
|
| 106 |
+
else:
|
| 107 |
+
self.damage = max(0, self.damage - 1)
|
| 108 |
+
self.terminal = self.damage > 99
|
| 109 |
+
self.score = floor(hypot(self.x, self.y))
|
| 110 |
+
|
| 111 |
+
def state(self):
|
| 112 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 113 |
+
x, y = self.screen_x, self.screen_y
|
| 114 |
+
state[int(y // 10), int(x // 10), 0] = True
|
| 115 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 116 |
+
for dx, dy, radius in self.display:
|
| 117 |
+
state[:, :, 1] |= abs(np.hypot(cols - x - dx, rows - y - dy) - (radius - 2)) < 8
|
| 118 |
+
origin = np.clip(np.array([x - self.x, y - self.y]) // 10, 0, 9).astype(int)
|
| 119 |
+
state[origin[1], origin[0], 2] = True
|
| 120 |
+
angle = atan2(self.vy, self.vx)
|
| 121 |
+
state[int((y + 10 * sin(angle)) // 10), int((x + 10 * cos(angle)) // 10), 3] = True
|
| 122 |
+
state[int(y // 10), int(x // 10), 4] = self.damage > 0
|
| 123 |
+
values = (self.steps, self.damage, self.held, min(2047, self.score),
|
| 124 |
+
round((self.vx + 10) * 50), round((self.vy + 10) * 50))
|
| 125 |
+
for row, value in enumerate(values):
|
| 126 |
+
for bit in range(10):
|
| 127 |
+
state[row, bit % 10, 5] = bool(value & (1 << bit))
|
| 128 |
+
state[6, 0, 5] = self.score >= 1024
|
| 129 |
+
return state
|
runtime/minatar_synth/games/switchboard.py
ADDED
|
@@ -0,0 +1,143 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, floor, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
SPACING = 2 * pi / 9
|
| 8 |
+
PLUGS = tuple((50 + 30 * sin(i * SPACING), 50 - 30 * cos(i * SPACING)) for i in range(9))
|
| 9 |
+
|
| 10 |
+
|
| 11 |
+
@dataclass
|
| 12 |
+
class Call:
|
| 13 |
+
source: int
|
| 14 |
+
destination: int
|
| 15 |
+
remaining: int
|
| 16 |
+
|
| 17 |
+
|
| 18 |
+
class SwitchboardEnvironment:
|
| 19 |
+
score_cap = 25
|
| 20 |
+
|
| 21 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 22 |
+
self.sticky_action_prob = sticky_action_prob
|
| 23 |
+
self.horizon = min(horizon, 400)
|
| 24 |
+
self.seed(0)
|
| 25 |
+
self.reset()
|
| 26 |
+
|
| 27 |
+
def seed(self, seed):
|
| 28 |
+
self.random = np.random.default_rng(seed)
|
| 29 |
+
|
| 30 |
+
def reset(self):
|
| 31 |
+
self.angle = 0.
|
| 32 |
+
self.cursor = self.steps = self.lost = 0
|
| 33 |
+
self.origin = None
|
| 34 |
+
self.timer = 180
|
| 35 |
+
self.multiplier = 1.
|
| 36 |
+
self.active = set(range(9))
|
| 37 |
+
self.requests = [Call(2, 6, 900)]
|
| 38 |
+
self.connections = []
|
| 39 |
+
self.held = self.terminal = False
|
| 40 |
+
|
| 41 |
+
@classmethod
|
| 42 |
+
def normalize_score(cls, score):
|
| 43 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 44 |
+
|
| 45 |
+
def act(self, action):
|
| 46 |
+
if self.terminal:
|
| 47 |
+
return 0., True
|
| 48 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 49 |
+
press, release = held and not self.held, self.held and not held
|
| 50 |
+
self.held = held
|
| 51 |
+
self.steps += 1
|
| 52 |
+
reward = 0
|
| 53 |
+
for frame in range(4):
|
| 54 |
+
reward += self._advance(press and frame == 0, release and frame == 0)
|
| 55 |
+
if self.terminal:
|
| 56 |
+
break
|
| 57 |
+
self.terminal |= self.steps >= self.horizon
|
| 58 |
+
return float(reward), self.terminal
|
| 59 |
+
|
| 60 |
+
def _spawn(self):
|
| 61 |
+
available = set(range(9))
|
| 62 |
+
for call in (*self.requests, *self.connections):
|
| 63 |
+
available.difference_update((call.source, call.destination))
|
| 64 |
+
sources = available & self.active
|
| 65 |
+
if sources and len(available) >= 2:
|
| 66 |
+
source = int(self.random.choice(sorted(sources)))
|
| 67 |
+
destination = int(self.random.choice(sorted(available - {source})))
|
| 68 |
+
self.requests.append(Call(source, destination, int(self.random.integers(600, 1200))))
|
| 69 |
+
|
| 70 |
+
def _lose(self, call):
|
| 71 |
+
self.active.discard(call.source)
|
| 72 |
+
self.lost += 1
|
| 73 |
+
self.terminal |= self.lost >= 3
|
| 74 |
+
|
| 75 |
+
def _advance(self, press, release):
|
| 76 |
+
self.angle += 0.024 if self.held else 0.042
|
| 77 |
+
if self.angle >= 2 * pi:
|
| 78 |
+
self.angle = 0.
|
| 79 |
+
self.cursor = floor(self.angle / SPACING + 0.5) % 9
|
| 80 |
+
self.multiplier += (1 - self.multiplier) * 0.001
|
| 81 |
+
self.timer -= 1
|
| 82 |
+
if self.timer <= 0:
|
| 83 |
+
self._spawn()
|
| 84 |
+
self.timer = int(self.random.integers(100, 200))
|
| 85 |
+
remaining = []
|
| 86 |
+
for call in self.requests:
|
| 87 |
+
call.remaining -= 1
|
| 88 |
+
if call.remaining <= 0:
|
| 89 |
+
self._lose(call)
|
| 90 |
+
else:
|
| 91 |
+
remaining.append(call)
|
| 92 |
+
self.requests = remaining
|
| 93 |
+
if press and self.origin is None and self.active:
|
| 94 |
+
self.origin = min(sorted(self.active),
|
| 95 |
+
key=lambda plug: abs((plug * SPACING - self.angle + pi) % (2 * pi) - pi))
|
| 96 |
+
reward = 0
|
| 97 |
+
if release and self.origin is not None:
|
| 98 |
+
endpoints = {self.origin, self.cursor}
|
| 99 |
+
match = next((call for call in self.requests if {call.source, call.destination} == endpoints), None)
|
| 100 |
+
if match is not None:
|
| 101 |
+
self.requests.remove(match)
|
| 102 |
+
self.connections.append(Call(match.source, match.destination, int(self.random.integers(100, 200))))
|
| 103 |
+
self.lost = max(0, self.lost - len(endpoints - self.active))
|
| 104 |
+
self.active.update(endpoints)
|
| 105 |
+
reward = floor(self.multiplier + 0.5)
|
| 106 |
+
self.multiplier += 1
|
| 107 |
+
else:
|
| 108 |
+
remaining = []
|
| 109 |
+
for call in self.requests:
|
| 110 |
+
if call.source in endpoints:
|
| 111 |
+
self._lose(call)
|
| 112 |
+
else:
|
| 113 |
+
remaining.append(call)
|
| 114 |
+
self.requests = remaining
|
| 115 |
+
self.origin = None
|
| 116 |
+
for call in self.connections:
|
| 117 |
+
call.remaining -= 1
|
| 118 |
+
self.connections = [call for call in self.connections if call.remaining > 0]
|
| 119 |
+
return reward
|
| 120 |
+
|
| 121 |
+
@staticmethod
|
| 122 |
+
def _mark(state, plug, channel):
|
| 123 |
+
x, y = PLUGS[plug]
|
| 124 |
+
state[int(y // 10), int(x // 10), channel] = True
|
| 125 |
+
|
| 126 |
+
def state(self):
|
| 127 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 128 |
+
self._mark(state, self.cursor, 0)
|
| 129 |
+
for plug in self.active:
|
| 130 |
+
self._mark(state, plug, 1)
|
| 131 |
+
if self.origin is not None:
|
| 132 |
+
self._mark(state, self.origin, 2)
|
| 133 |
+
for call in self.requests:
|
| 134 |
+
state[call.source, call.destination, 3] = True
|
| 135 |
+
for call in self.connections:
|
| 136 |
+
state[call.source, call.destination, 4] = True
|
| 137 |
+
values = (self.steps, self.lost, self.held, round(self.multiplier * 32), round(self.angle * 100),
|
| 138 |
+
min((call.remaining for call in self.requests), default=0))
|
| 139 |
+
for row, value in enumerate(values):
|
| 140 |
+
for bit in range(10):
|
| 141 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 142 |
+
state[6, 0, 5] = values[-1] >= 1024
|
| 143 |
+
return state
|
runtime/minatar_synth/games/t_hanoi.py
ADDED
|
@@ -0,0 +1,104 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from math import floor, sqrt
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
class THanoiEnvironment:
|
| 7 |
+
score_cap = 1000
|
| 8 |
+
action_rods = {1: 0, 2: 1, 3: 2}
|
| 9 |
+
|
| 10 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 11 |
+
self.sticky_action_prob = sticky_action_prob
|
| 12 |
+
self.horizon = min(400, horizon)
|
| 13 |
+
self.seed(0)
|
| 14 |
+
self.reset()
|
| 15 |
+
|
| 16 |
+
def seed(self, seed):
|
| 17 |
+
self.random = np.random.default_rng(seed)
|
| 18 |
+
|
| 19 |
+
def reset(self):
|
| 20 |
+
self.rods = [[], [], []]
|
| 21 |
+
self.heights = [90.] * 3
|
| 22 |
+
self.selected = None
|
| 23 |
+
self.steps = self.action = self.timer = self.hold = 0
|
| 24 |
+
self.multiplier = 100
|
| 25 |
+
self.terminal = False
|
| 26 |
+
|
| 27 |
+
@classmethod
|
| 28 |
+
def normalize_score(cls, score):
|
| 29 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 30 |
+
|
| 31 |
+
def act(self, action):
|
| 32 |
+
if self.terminal:
|
| 33 |
+
return 0., True
|
| 34 |
+
previous = self.action
|
| 35 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 36 |
+
self.action = action
|
| 37 |
+
rod = self.action_rods.get(self.action)
|
| 38 |
+
tap = rod is not None and previous not in self.action_rods
|
| 39 |
+
self.steps += 1
|
| 40 |
+
reward = 0
|
| 41 |
+
for frame in range(4):
|
| 42 |
+
reward += self._advance(rod, tap and frame == 0)
|
| 43 |
+
if self.terminal:
|
| 44 |
+
break
|
| 45 |
+
self.terminal |= self.steps >= self.horizon
|
| 46 |
+
return float(reward), self.terminal
|
| 47 |
+
|
| 48 |
+
def _advance(self, rod, tap):
|
| 49 |
+
if not self.rods[0]:
|
| 50 |
+
self.timer = 0
|
| 51 |
+
self.timer -= 1
|
| 52 |
+
if self.timer < 0:
|
| 53 |
+
self.rods[0].insert(0, int(self.random.integers(1, 5)))
|
| 54 |
+
self.timer = 99 * sqrt(len(self.rods[0]))
|
| 55 |
+
if tap:
|
| 56 |
+
if self.selected is None:
|
| 57 |
+
if self.rods[rod]:
|
| 58 |
+
self.selected = rod
|
| 59 |
+
else:
|
| 60 |
+
source = self.rods[self.selected]
|
| 61 |
+
target = self.rods[rod]
|
| 62 |
+
if rod != self.selected and (rod == 0 or not target or source[-1] <= target[-1]):
|
| 63 |
+
target.append(source.pop())
|
| 64 |
+
self.selected = None
|
| 65 |
+
if rod is None:
|
| 66 |
+
self.hold = 0
|
| 67 |
+
else:
|
| 68 |
+
self.hold += 1
|
| 69 |
+
if rod:
|
| 70 |
+
self.heights[rod] -= self.hold ** 2 / 10000
|
| 71 |
+
reward = 0
|
| 72 |
+
for index, disks in enumerate(self.rods):
|
| 73 |
+
self.heights[index] -= 0.01
|
| 74 |
+
if self.heights[index] >= 6 * len(disks):
|
| 75 |
+
continue
|
| 76 |
+
if index == 0:
|
| 77 |
+
self.terminal = True
|
| 78 |
+
else:
|
| 79 |
+
points = len(disks) ** 2
|
| 80 |
+
reward += points * (self.multiplier // 100)
|
| 81 |
+
self.multiplier += points
|
| 82 |
+
disks.clear()
|
| 83 |
+
self.heights[index] = 90.
|
| 84 |
+
self.heights[0] = min(90, max(0, self.heights[0] + points / 4))
|
| 85 |
+
if self.selected == index:
|
| 86 |
+
self.selected = None
|
| 87 |
+
self.hold = 0
|
| 88 |
+
return reward
|
| 89 |
+
|
| 90 |
+
def state(self):
|
| 91 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 92 |
+
for rod, disks in enumerate(self.rods):
|
| 93 |
+
for index, disk in enumerate(disks):
|
| 94 |
+
row, col = 9 - index % 10, 2 * rod + index // 10
|
| 95 |
+
for bit in range(3):
|
| 96 |
+
state[row, col, bit] = bool(disk & (1 << bit))
|
| 97 |
+
state[9, 2 * rod, 3] = self.selected == rod
|
| 98 |
+
state[9, 2 * rod, 4] = self.action_rods.get(self.action) == rod
|
| 99 |
+
values = (self.steps, floor(max(0, self.timer)), self.hold, self.multiplier,
|
| 100 |
+
*(round(max(0, height) * 10) for height in self.heights))
|
| 101 |
+
for row, value in enumerate(values):
|
| 102 |
+
for bit in range(10):
|
| 103 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 104 |
+
return state
|
runtime/minatar_synth/games/t_lanes.py
ADDED
|
@@ -0,0 +1,154 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Car:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
speed: float = 0
|
| 12 |
+
turn: int = 0
|
| 13 |
+
target: float = 0
|
| 14 |
+
cooldown: int = 0
|
| 15 |
+
junction: object = None
|
| 16 |
+
|
| 17 |
+
|
| 18 |
+
@dataclass(eq=False)
|
| 19 |
+
class Junction:
|
| 20 |
+
x: float
|
| 21 |
+
y: float
|
| 22 |
+
turn: int
|
| 23 |
+
enabled: bool
|
| 24 |
+
|
| 25 |
+
|
| 26 |
+
class TLanesEnvironment:
|
| 27 |
+
score_cap = 2000
|
| 28 |
+
|
| 29 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 30 |
+
self.sticky_action_prob = sticky_action_prob
|
| 31 |
+
self.horizon = min(horizon, 400)
|
| 32 |
+
self.seed(0)
|
| 33 |
+
self.reset()
|
| 34 |
+
|
| 35 |
+
def seed(self, seed):
|
| 36 |
+
self.random = np.random.default_rng(seed)
|
| 37 |
+
|
| 38 |
+
def reset(self):
|
| 39 |
+
self.cars = [Car(20, 50, 0.1), Car(99, 50)]
|
| 40 |
+
self.junctions, self.stops, self.routes = [], [], []
|
| 41 |
+
self.scroll = self.car_dist = self.cross_dist = 0.
|
| 42 |
+
self.stop_dist = 199.
|
| 43 |
+
self.steps = 0
|
| 44 |
+
self.held = self.terminal = False
|
| 45 |
+
|
| 46 |
+
@classmethod
|
| 47 |
+
def normalize_score(cls, score):
|
| 48 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 49 |
+
|
| 50 |
+
def act(self, action):
|
| 51 |
+
if self.terminal:
|
| 52 |
+
return 0., True
|
| 53 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 54 |
+
tap = held and not self.held
|
| 55 |
+
self.held = held
|
| 56 |
+
self.steps += 1
|
| 57 |
+
reward = 0
|
| 58 |
+
for frame in range(4):
|
| 59 |
+
reward += self._advance(tap and frame == 0)
|
| 60 |
+
if self.terminal:
|
| 61 |
+
break
|
| 62 |
+
self.terminal |= self.steps >= self.horizon
|
| 63 |
+
return float(reward), self.terminal
|
| 64 |
+
|
| 65 |
+
def _advance(self, tap):
|
| 66 |
+
moving = sum(car.speed > 0 for car in self.cars)
|
| 67 |
+
if not moving:
|
| 68 |
+
self.terminal = True
|
| 69 |
+
return 0
|
| 70 |
+
reward = 0
|
| 71 |
+
scroll = self.scroll
|
| 72 |
+
self.cross_dist -= scroll
|
| 73 |
+
if self.cross_dist < 0:
|
| 74 |
+
reward += moving
|
| 75 |
+
if not self.routes:
|
| 76 |
+
self.routes = list(self.random.permutation((0, 1, 2, 3, 6, 7, 8, 9)))
|
| 77 |
+
route = self.routes.pop()
|
| 78 |
+
self.junctions.append(Junction(200, 10 + 20 * (route % 5),
|
| 79 |
+
1 if route < 5 else -1, self.random.random() < 0.5))
|
| 80 |
+
self.cross_dist = 24
|
| 81 |
+
for junction in self.junctions:
|
| 82 |
+
junction.x -= scroll
|
| 83 |
+
if tap:
|
| 84 |
+
junction.enabled = not junction.enabled
|
| 85 |
+
self.junctions = [junction for junction in self.junctions if junction.x >= -20]
|
| 86 |
+
self.stop_dist -= scroll
|
| 87 |
+
if self.stop_dist < 0:
|
| 88 |
+
self.stops.append((205, 10 + 20 * self.random.integers(5)))
|
| 89 |
+
self.stop_dist += self.random.uniform(99, 120)
|
| 90 |
+
self.stops = [(x - scroll, y) for x, y in self.stops if x - scroll >= -3 and not any(
|
| 91 |
+
y == junction.y and abs(x - scroll - junction.x - 3) < 5 for junction in self.junctions)]
|
| 92 |
+
self.car_dist -= scroll
|
| 93 |
+
if self.car_dist < 0:
|
| 94 |
+
self.cars.append(Car(203, 10 + 20 * self.random.integers(5)))
|
| 95 |
+
self.car_dist += self.random.uniform(40, 60)
|
| 96 |
+
survivors = []
|
| 97 |
+
for car in self.cars:
|
| 98 |
+
car.x -= scroll
|
| 99 |
+
if tap and car.x < 50:
|
| 100 |
+
car.x -= (50 - car.x) * 0.1
|
| 101 |
+
if car.speed:
|
| 102 |
+
car.speed += (1 - car.speed) * 0.05
|
| 103 |
+
if car.turn:
|
| 104 |
+
car.x += car.speed / sqrt(2)
|
| 105 |
+
car.y += car.turn * car.speed / sqrt(2)
|
| 106 |
+
if (car.y - car.target) * car.turn > 0:
|
| 107 |
+
car.y, car.turn, car.cooldown = car.target, 0, 5
|
| 108 |
+
else:
|
| 109 |
+
car.x += car.speed
|
| 110 |
+
car.cooldown -= 1
|
| 111 |
+
if not car.turn and car.cooldown < 0 and any(
|
| 112 |
+
y == car.y and abs(x - car.x) < 5 for x, y in self.stops
|
| 113 |
+
):
|
| 114 |
+
continue
|
| 115 |
+
if not car.speed and any(other.speed > 0 and not other.turn and
|
| 116 |
+
abs(other.x - scroll - car.x) < 5 and other.y == car.y
|
| 117 |
+
for other in self.cars if other is not car):
|
| 118 |
+
reward += moving * 10
|
| 119 |
+
car.speed = self.random.uniform(0.01, 0.3)
|
| 120 |
+
if car.speed and not car.turn:
|
| 121 |
+
junction = next((j for j in self.junctions if j.y == car.y and abs(j.x + 3 - car.x) < 5), None)
|
| 122 |
+
if junction is not None and junction is not car.junction and junction.enabled:
|
| 123 |
+
car.turn = junction.turn
|
| 124 |
+
car.target = car.y + 20 * car.turn
|
| 125 |
+
car.x = junction.x - 2
|
| 126 |
+
car.junction = junction
|
| 127 |
+
if car.x >= -3:
|
| 128 |
+
survivors.append(car)
|
| 129 |
+
self.cars = survivors
|
| 130 |
+
self.terminal = not self.cars
|
| 131 |
+
front = max((car.x for car in self.cars if car.speed), default=0)
|
| 132 |
+
self.scroll = max(0, (front - 50) * 0.1)
|
| 133 |
+
return reward
|
| 134 |
+
|
| 135 |
+
def state(self):
|
| 136 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 137 |
+
for car in self.cars:
|
| 138 |
+
if 0 <= car.x < 200:
|
| 139 |
+
state[int(car.y // 10), int(car.x // 20), int(not car.speed)] = True
|
| 140 |
+
for junction in self.junctions:
|
| 141 |
+
if 0 <= junction.x + 3 < 200:
|
| 142 |
+
state[int(junction.y // 10), int((junction.x + 3) // 20),
|
| 143 |
+
2 + int(junction.enabled)] = True
|
| 144 |
+
for x, y in self.stops:
|
| 145 |
+
if 0 <= x < 200:
|
| 146 |
+
state[int(y // 10), int(x // 20), 4] = True
|
| 147 |
+
for row, value in enumerate((self.steps, self.held, round(self.scroll * 100),
|
| 148 |
+
sum(car.speed > 0 for car in self.cars))):
|
| 149 |
+
for bit in range(9):
|
| 150 |
+
state[2 * row + 1, bit, 5] = bool(value & (1 << bit))
|
| 151 |
+
for junction in self.junctions:
|
| 152 |
+
if 0 <= junction.x + 3 < 200 and junction.turn > 0:
|
| 153 |
+
state[max(0, int(junction.y // 10) - 1), int((junction.x + 3) // 20), 5] = True
|
| 154 |
+
return state
|
runtime/minatar_synth/games/t_laser.py
ADDED
|
@@ -0,0 +1,143 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from collections import deque
|
| 2 |
+
from dataclasses import dataclass
|
| 3 |
+
from math import sqrt
|
| 4 |
+
|
| 5 |
+
import numpy as np
|
| 6 |
+
|
| 7 |
+
|
| 8 |
+
@dataclass
|
| 9 |
+
class Enemy:
|
| 10 |
+
x: float
|
| 11 |
+
y: float
|
| 12 |
+
z: float
|
| 13 |
+
vy: float
|
| 14 |
+
lock: int = -1
|
| 15 |
+
|
| 16 |
+
|
| 17 |
+
class TLaserEnvironment:
|
| 18 |
+
score_cap = 500
|
| 19 |
+
moves = ((0, 0), (-1, 0), (0, -1), (1, 0), (0, 1), (0, 0))
|
| 20 |
+
|
| 21 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 22 |
+
self.sticky_action_prob = sticky_action_prob
|
| 23 |
+
self.horizon = min(400, horizon)
|
| 24 |
+
self.seed(0)
|
| 25 |
+
self.reset()
|
| 26 |
+
|
| 27 |
+
def seed(self, seed):
|
| 28 |
+
self.random = np.random.default_rng(seed)
|
| 29 |
+
|
| 30 |
+
def reset(self):
|
| 31 |
+
self.x = self.y = 50
|
| 32 |
+
self.action = self.steps = self.timer = self.lock_index = 0
|
| 33 |
+
self.multiplier = 1
|
| 34 |
+
self.terminal = False
|
| 35 |
+
self.enemies = []
|
| 36 |
+
self.laser = None
|
| 37 |
+
self.history = deque(maxlen=19)
|
| 38 |
+
self.velocity = np.zeros(2)
|
| 39 |
+
self.depth = 1.
|
| 40 |
+
|
| 41 |
+
@classmethod
|
| 42 |
+
def normalize_score(cls, score):
|
| 43 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 44 |
+
|
| 45 |
+
def act(self, action):
|
| 46 |
+
if self.terminal:
|
| 47 |
+
return 0., True
|
| 48 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 49 |
+
self.action = action
|
| 50 |
+
self.steps += 1
|
| 51 |
+
reward = 0
|
| 52 |
+
for _ in range(4):
|
| 53 |
+
reward += self._advance()
|
| 54 |
+
if self.terminal:
|
| 55 |
+
break
|
| 56 |
+
self.terminal |= self.steps >= self.horizon
|
| 57 |
+
return float(reward), self.terminal
|
| 58 |
+
|
| 59 |
+
def _advance(self):
|
| 60 |
+
dx, dy = self.moves[self.action]
|
| 61 |
+
self.x = min(99, max(0, self.x + dx * 3))
|
| 62 |
+
self.y = min(99, max(0, self.y + dy * 3))
|
| 63 |
+
target = min((enemy for enemy in self.enemies if enemy.lock >= 0),
|
| 64 |
+
key=lambda enemy: enemy.lock, default=None)
|
| 65 |
+
if target is not None and self.laser is None:
|
| 66 |
+
self.laser = np.array([50., 99.])
|
| 67 |
+
self.velocity[:] = 0, -1
|
| 68 |
+
self.depth = 1.
|
| 69 |
+
self.multiplier = 1
|
| 70 |
+
self.history.clear()
|
| 71 |
+
self.history.append(self.laser.copy())
|
| 72 |
+
if self.laser is not None:
|
| 73 |
+
change = 0.
|
| 74 |
+
if target is not None:
|
| 75 |
+
self.velocity = (self.velocity + 0.5 * (np.array([target.x, target.y]) - self.laser)) * 0.5
|
| 76 |
+
change = (target.z - self.depth) * 0.1
|
| 77 |
+
self.depth += change
|
| 78 |
+
else:
|
| 79 |
+
speed = np.linalg.norm(self.velocity)
|
| 80 |
+
if speed:
|
| 81 |
+
self.velocity *= 5 / speed
|
| 82 |
+
self.laser += self.velocity / (self.depth * (1 + 9 * abs(change)))
|
| 83 |
+
self.history.append(self.laser.copy())
|
| 84 |
+
margin = 99 / self.depth
|
| 85 |
+
if np.any((self.laser < -margin) | (self.laser > 100 + margin)):
|
| 86 |
+
self.laser = None
|
| 87 |
+
self.history.clear()
|
| 88 |
+
self.multiplier = 1
|
| 89 |
+
self.timer -= 1
|
| 90 |
+
if self.timer < 0:
|
| 91 |
+
depth = self.random.uniform(0.5, 3)
|
| 92 |
+
vy = self.random.choice((-1, 1)) * self.random.uniform(0.2, 0.3) / sqrt(depth)
|
| 93 |
+
x, y = self.random.uniform(10, 90), -5 if vy > 0 else 105
|
| 94 |
+
self.enemies.extend(Enemy(x, y - vy * i * 30, depth, vy)
|
| 95 |
+
for i in range(self.random.integers(3, 6)))
|
| 96 |
+
self.timer += self.random.uniform(60, 99)
|
| 97 |
+
reward = 0
|
| 98 |
+
survivors = []
|
| 99 |
+
for enemy in self.enemies:
|
| 100 |
+
enemy.y += enemy.vy
|
| 101 |
+
half = 3 / sqrt(enemy.z)
|
| 102 |
+
if enemy is target and self._laser_hit(enemy, half):
|
| 103 |
+
reward += self.multiplier
|
| 104 |
+
self.multiplier += 1
|
| 105 |
+
continue
|
| 106 |
+
if enemy.lock < 0 and abs(enemy.x - self.x) < half + 3 and abs(enemy.y - self.y) < half + 3:
|
| 107 |
+
enemy.lock = self.lock_index
|
| 108 |
+
self.lock_index += 1
|
| 109 |
+
if enemy.lock < 0 and (enemy.y < 0 if enemy.vy < 0 else enemy.y > 99):
|
| 110 |
+
self.terminal = True
|
| 111 |
+
survivors.append(enemy)
|
| 112 |
+
self.enemies = survivors
|
| 113 |
+
return reward
|
| 114 |
+
|
| 115 |
+
def _laser_hit(self, enemy, half):
|
| 116 |
+
if len(self.history) < 2:
|
| 117 |
+
return False
|
| 118 |
+
path = np.asarray(self.history)
|
| 119 |
+
starts, vectors = path[:-1], np.diff(path, axis=0)
|
| 120 |
+
delta = np.array([enemy.x, enemy.y]) - starts
|
| 121 |
+
length_sq = np.sum(vectors * vectors, axis=1)
|
| 122 |
+
ratio = np.sum(delta * vectors, axis=1) / np.maximum(length_sq, 1e-9)
|
| 123 |
+
nearest = delta - vectors * np.clip(ratio, 0, 1)[:, None]
|
| 124 |
+
return bool(np.any(np.linalg.norm(nearest, axis=1) < half + 1.5 / self.depth))
|
| 125 |
+
|
| 126 |
+
def state(self):
|
| 127 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 128 |
+
state[self.y // 10, self.x // 10, 0] = True
|
| 129 |
+
for enemy in self.enemies:
|
| 130 |
+
if 0 <= enemy.y < 100:
|
| 131 |
+
col, row = int(enemy.x // 10), int(enemy.y // 10)
|
| 132 |
+
state[row, col, 1 if enemy.lock < 0 else 2] = True
|
| 133 |
+
state[row, col, 4] |= enemy.vy > 0
|
| 134 |
+
for start, end in zip(self.history, list(self.history)[1:]):
|
| 135 |
+
points = np.linspace(start, end, 20)
|
| 136 |
+
points = points[np.all((points >= 0) & (points < 100), axis=1)]
|
| 137 |
+
cols, rows = (points // 10).astype(int).T
|
| 138 |
+
state[rows, cols, 3] = True
|
| 139 |
+
for row, value in enumerate((self.steps, self.multiplier, self.action,
|
| 140 |
+
max(0, round(self.timer)), round(self.depth * 100))):
|
| 141 |
+
for bit in range(9):
|
| 142 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 143 |
+
return state
|
runtime/minatar_synth/games/t_punch.py
ADDED
|
@@ -0,0 +1,146 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, hypot, pi, sin, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Orb:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
vx: float
|
| 12 |
+
vy: float
|
| 13 |
+
age: int = 0
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
class TPunchEnvironment:
|
| 17 |
+
score_cap = 1500
|
| 18 |
+
|
| 19 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 20 |
+
self.sticky_action_prob = sticky_action_prob
|
| 21 |
+
self.horizon = min(horizon, 400)
|
| 22 |
+
self.seed(0)
|
| 23 |
+
self.reset()
|
| 24 |
+
|
| 25 |
+
def seed(self, seed):
|
| 26 |
+
self.random = np.random.default_rng(seed)
|
| 27 |
+
|
| 28 |
+
def reset(self):
|
| 29 |
+
self.angle = self.angular_velocity = self.length = 0.
|
| 30 |
+
self.arms = [True] * 6
|
| 31 |
+
self.enemies, self.bonuses = [], []
|
| 32 |
+
self.timer = self.steps = 0
|
| 33 |
+
self.multiplier = 1
|
| 34 |
+
self.attacking = self.held = self.terminal = False
|
| 35 |
+
|
| 36 |
+
@classmethod
|
| 37 |
+
def normalize_score(cls, score):
|
| 38 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 39 |
+
|
| 40 |
+
def act(self, action):
|
| 41 |
+
if self.terminal:
|
| 42 |
+
return 0., True
|
| 43 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 44 |
+
if held and not self.held:
|
| 45 |
+
self.attacking = self.length < 5
|
| 46 |
+
self.multiplier = 1
|
| 47 |
+
self.held = held
|
| 48 |
+
self.steps += 1
|
| 49 |
+
reward = 0
|
| 50 |
+
for _ in range(4):
|
| 51 |
+
reward += self._advance()
|
| 52 |
+
if self.terminal:
|
| 53 |
+
break
|
| 54 |
+
self.terminal |= self.steps >= self.horizon
|
| 55 |
+
return float(reward), self.terminal
|
| 56 |
+
|
| 57 |
+
def _segments(self):
|
| 58 |
+
size = 3 + sqrt(self.length) * 0.5
|
| 59 |
+
for index, alive in enumerate(self.arms):
|
| 60 |
+
if not alive:
|
| 61 |
+
continue
|
| 62 |
+
angle = self.angle + (index + 1) * pi / 3
|
| 63 |
+
for segment in range(5):
|
| 64 |
+
radius = 5 + segment * self.length / 4
|
| 65 |
+
punch = segment == 4 and self.attacking
|
| 66 |
+
yield index, 50 + cos(angle) * radius, 50 + sin(angle) * radius, size * (1.5 if punch else 1), punch
|
| 67 |
+
|
| 68 |
+
@staticmethod
|
| 69 |
+
def _contact(orb, segment):
|
| 70 |
+
_, x, y, size, _ = segment
|
| 71 |
+
return abs(orb.x - x) < 3 + size / 2 and abs(orb.y - y) < 3 + size / 2
|
| 72 |
+
|
| 73 |
+
def _advance(self):
|
| 74 |
+
if not self.held or self.length > 30:
|
| 75 |
+
self.attacking = False
|
| 76 |
+
self.length += ((36 if self.held else 0) - self.length) * 0.1
|
| 77 |
+
self.angular_velocity += 0.001 if self.held else (0.03 - self.angular_velocity) * 0.2
|
| 78 |
+
self.angle = (self.angle + self.angular_velocity) % (2 * pi)
|
| 79 |
+
segments = list(self._segments())
|
| 80 |
+
self.timer = self.timer - 1 if self.enemies else -1
|
| 81 |
+
if self.timer < 0:
|
| 82 |
+
x = self.random.uniform(0, 99)
|
| 83 |
+
y = int(self.random.choice((-3, 3)))
|
| 84 |
+
if self.random.random() < 0.5:
|
| 85 |
+
x, y = y, x
|
| 86 |
+
vx, vy = self.random.uniform(-0.3, 0.3, 2)
|
| 87 |
+
self.enemies.append(Orb(x, y, vx, vy))
|
| 88 |
+
self.timer = self.random.uniform(60, 99)
|
| 89 |
+
reward = 0
|
| 90 |
+
remaining = []
|
| 91 |
+
for bonus in self.bonuses:
|
| 92 |
+
distance = max(1e-9, hypot(bonus.x - 50, bonus.y - 50))
|
| 93 |
+
bonus.vx = (bonus.vx + 0.002 * (bonus.x - 50) / distance) * 0.98
|
| 94 |
+
bonus.vy = (bonus.vy + 0.002 * (bonus.y - 50) / distance) * 0.98
|
| 95 |
+
bonus.x += bonus.vx
|
| 96 |
+
bonus.y += bonus.vy
|
| 97 |
+
if bonus.age > 60 and any(self._contact(bonus, segment) for segment in segments):
|
| 98 |
+
reward += self.multiplier
|
| 99 |
+
self.multiplier += 1
|
| 100 |
+
elif -3 <= bonus.x <= 103 and -3 <= bonus.y <= 103:
|
| 101 |
+
bonus.age += 1
|
| 102 |
+
remaining.append(bonus)
|
| 103 |
+
self.bonuses = remaining
|
| 104 |
+
remaining = []
|
| 105 |
+
for enemy in self.enemies:
|
| 106 |
+
distance = hypot(50 - enemy.x, 50 - enemy.y)
|
| 107 |
+
if distance > 30:
|
| 108 |
+
enemy.vx = (enemy.vx + 0.005 * (50 - enemy.x) / distance) * 0.99
|
| 109 |
+
enemy.vy = (enemy.vy + 0.005 * (50 - enemy.y) / distance) * 0.99
|
| 110 |
+
enemy.x += enemy.vx
|
| 111 |
+
enemy.y += enemy.vy
|
| 112 |
+
hits = [segment for segment in segments if self._contact(enemy, segment)]
|
| 113 |
+
if any(segment[-1] for segment in hits):
|
| 114 |
+
self.bonuses.extend(Orb(enemy.x, enemy.y, i * 0.05 * cos(i), i * 0.05 * sin(i))
|
| 115 |
+
for i in range(16))
|
| 116 |
+
start = int(self.random.integers(6))
|
| 117 |
+
for offset in range(6):
|
| 118 |
+
index = (start + offset) % 6
|
| 119 |
+
if not self.arms[index]:
|
| 120 |
+
self.arms[index] = True
|
| 121 |
+
break
|
| 122 |
+
elif hits:
|
| 123 |
+
for index, *_ in hits:
|
| 124 |
+
self.arms[index] = False
|
| 125 |
+
else:
|
| 126 |
+
self.terminal |= abs(enemy.x - 49) < 6 and abs(enemy.y - 49) < 6
|
| 127 |
+
remaining.append(enemy)
|
| 128 |
+
self.enemies = remaining
|
| 129 |
+
self.terminal |= not any(self.arms)
|
| 130 |
+
return reward
|
| 131 |
+
|
| 132 |
+
def state(self):
|
| 133 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 134 |
+
state[4, 4, 0] = True
|
| 135 |
+
points = [(x, y, int(punch)) for _, x, y, _, punch in self._segments()]
|
| 136 |
+
points.extend((enemy.x, enemy.y, 2) for enemy in self.enemies)
|
| 137 |
+
points.extend((bonus.x, bonus.y, 4 if bonus.age > 60 else 3) for bonus in self.bonuses)
|
| 138 |
+
for x, y, channel in points:
|
| 139 |
+
if 0 <= x < 100 and 0 <= y < 100:
|
| 140 |
+
state[int(y // 10), int(x // 10), channel] = True
|
| 141 |
+
values = (self.steps, self.multiplier, self.held, self.attacking,
|
| 142 |
+
round(self.length * 10), round(self.angle * 70))
|
| 143 |
+
for row, value in enumerate(values):
|
| 144 |
+
for bit in range(9):
|
| 145 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 146 |
+
return state
|
runtime/minatar_synth/games/tape_j.py
ADDED
|
@@ -0,0 +1,158 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
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|
|
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|
|
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|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import floor, hypot, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Block:
|
| 9 |
+
x: float
|
| 10 |
+
width: float
|
| 11 |
+
height: float
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
@dataclass
|
| 15 |
+
class Fire:
|
| 16 |
+
x: float
|
| 17 |
+
y: float
|
| 18 |
+
vx: float
|
| 19 |
+
vy: float
|
| 20 |
+
size: float
|
| 21 |
+
|
| 22 |
+
|
| 23 |
+
class TapeJEnvironment:
|
| 24 |
+
score_cap = 4000
|
| 25 |
+
|
| 26 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 27 |
+
self.sticky_action_prob = sticky_action_prob
|
| 28 |
+
self.horizon = min(horizon, 400)
|
| 29 |
+
self.seed(0)
|
| 30 |
+
self.reset()
|
| 31 |
+
|
| 32 |
+
def seed(self, seed):
|
| 33 |
+
self.random = np.random.default_rng(seed)
|
| 34 |
+
|
| 35 |
+
def reset(self):
|
| 36 |
+
self.tip = np.array([100., 89.])
|
| 37 |
+
self.base = self.tip.copy()
|
| 38 |
+
self.mode = "ground"
|
| 39 |
+
self.block = None
|
| 40 |
+
self.scroll = self.distance = self.block_timer = 0.
|
| 41 |
+
self.fire_timer = 100.
|
| 42 |
+
self.steps = 0
|
| 43 |
+
self.held = self.terminal = False
|
| 44 |
+
self.blocks, self.tapes, self.fires = [], [], []
|
| 45 |
+
|
| 46 |
+
@classmethod
|
| 47 |
+
def normalize_score(cls, score):
|
| 48 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 49 |
+
|
| 50 |
+
def act(self, action):
|
| 51 |
+
if self.terminal:
|
| 52 |
+
return 0., True
|
| 53 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 54 |
+
self.held = action == 5
|
| 55 |
+
self.steps += 1
|
| 56 |
+
reward = 0
|
| 57 |
+
for _ in range(4):
|
| 58 |
+
reward += self._advance()
|
| 59 |
+
if self.terminal:
|
| 60 |
+
break
|
| 61 |
+
self.terminal |= self.steps >= self.horizon
|
| 62 |
+
return float(reward), self.terminal
|
| 63 |
+
|
| 64 |
+
def _corner(self, mode):
|
| 65 |
+
self.tapes.append((self.base.copy(), self.tip.copy()))
|
| 66 |
+
self.base = self.tip.copy()
|
| 67 |
+
self.mode = mode
|
| 68 |
+
|
| 69 |
+
def _pull(self):
|
| 70 |
+
self.distance += 1
|
| 71 |
+
if self.mode in ("ground", "top"):
|
| 72 |
+
self.tip[0] += 1
|
| 73 |
+
if self.mode == "up":
|
| 74 |
+
self.tip[1] -= 1
|
| 75 |
+
height = 90 - self.block.height
|
| 76 |
+
if self.tip[1] < height:
|
| 77 |
+
self.tip[1] = height
|
| 78 |
+
self._corner("top")
|
| 79 |
+
elif self.mode == "top" and self.tip[0] > self.block.x + self.block.width + 1:
|
| 80 |
+
self.tip[0] = self.block.x + self.block.width + 1
|
| 81 |
+
self._corner("down")
|
| 82 |
+
elif self.mode == "down":
|
| 83 |
+
self.tip[1] += 1
|
| 84 |
+
if self.tip[1] > 89:
|
| 85 |
+
self.tip[1] = 89
|
| 86 |
+
self._corner("ground")
|
| 87 |
+
self.tip[0] += 3
|
| 88 |
+
self.block = None
|
| 89 |
+
|
| 90 |
+
def _advance(self):
|
| 91 |
+
reward = 0
|
| 92 |
+
if self.held:
|
| 93 |
+
self._pull()
|
| 94 |
+
else:
|
| 95 |
+
if self.distance:
|
| 96 |
+
reward = floor(sqrt(self.distance) * self.distance * 0.1 + 1)
|
| 97 |
+
self.distance = 0
|
| 98 |
+
start, end = self.tapes[0] if self.tapes else (self.base, self.tip)
|
| 99 |
+
start += (end - start) * 0.2
|
| 100 |
+
if self.tapes and np.linalg.norm(end - start) < 3:
|
| 101 |
+
self.tapes.pop(0)
|
| 102 |
+
self.terminal = self.tip[0] < 0
|
| 103 |
+
for start, end in [*self.tapes, (self.base, self.tip)]:
|
| 104 |
+
start[0] = max(0, start[0] - self.scroll)
|
| 105 |
+
end[0] -= self.scroll
|
| 106 |
+
self.tapes = [(start, end) for start, end in self.tapes if end[0] >= 0]
|
| 107 |
+
self.scroll = 0.1 + max(0, self.tip[0] - 50) * 0.1
|
| 108 |
+
self.block_timer -= self.scroll
|
| 109 |
+
if self.block_timer < 0:
|
| 110 |
+
width = self.random.uniform(20, 40)
|
| 111 |
+
self.blocks.append(Block(200, width, self.random.uniform(10, 50)))
|
| 112 |
+
self.block_timer = width + self.random.uniform(20, 70)
|
| 113 |
+
for block in self.blocks:
|
| 114 |
+
if self.mode == "ground" and block.x - 1.5 < self.tip[0] < block.x + block.width + 1.5:
|
| 115 |
+
self.tip[:] = block.x - 1, 89
|
| 116 |
+
self._corner("up")
|
| 117 |
+
self.block = block
|
| 118 |
+
block.x -= self.scroll
|
| 119 |
+
self.blocks = [block for block in self.blocks if block.x + block.width >= 0]
|
| 120 |
+
self.fire_timer -= 1
|
| 121 |
+
if self.fire_timer < 0:
|
| 122 |
+
size = self.random.uniform(5, 15)
|
| 123 |
+
self.fires.append(Fire(self.random.uniform(150, 220), -size,
|
| 124 |
+
-self.random.uniform(0.5, 1), self.random.uniform(0.8, 1.2), size))
|
| 125 |
+
self.fire_timer = self.random.uniform(40, 60)
|
| 126 |
+
points = self._tape_points()
|
| 127 |
+
for fire in self.fires:
|
| 128 |
+
fire.x += fire.vx - self.scroll
|
| 129 |
+
fire.y += fire.vy
|
| 130 |
+
self.terminal |= bool(np.any((abs(points[:, 0] - fire.x) < fire.size / 2 + 1.5)
|
| 131 |
+
& (abs(points[:, 1] - fire.y) < fire.size / 2 + 1.5)))
|
| 132 |
+
self.fires = [fire for fire in self.fires if fire.y <= 90]
|
| 133 |
+
return reward
|
| 134 |
+
|
| 135 |
+
def _tape_points(self):
|
| 136 |
+
segments = [*self.tapes, (self.base, self.tip)]
|
| 137 |
+
return np.concatenate([np.linspace(start, end, max(2, int(hypot(*(end - start))) + 1))
|
| 138 |
+
for start, end in segments])
|
| 139 |
+
|
| 140 |
+
def state(self):
|
| 141 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 142 |
+
for channel, points in ((0, self.tip[None]), (1, self._tape_points()),
|
| 143 |
+
(4, (self.tapes[0][0] if self.tapes else self.base)[None])):
|
| 144 |
+
visible = points[(points[:, 0] >= 0) & (points[:, 0] < 200)]
|
| 145 |
+
cols, rows = (visible // (20, 10)).astype(int).T
|
| 146 |
+
state[rows, cols, channel] = True
|
| 147 |
+
rows, cols = np.ogrid[:100:10, :200:20]
|
| 148 |
+
state[9, :, 2] = True
|
| 149 |
+
for block in self.blocks:
|
| 150 |
+
state[:, :, 2] |= (cols < block.x + block.width) & (cols + 20 > block.x) & (rows + 10 > 90 - block.height)
|
| 151 |
+
for fire in self.fires:
|
| 152 |
+
state[:, :, 3] |= (abs(cols + 10 - fire.x) < fire.size / 2 + 10) & (
|
| 153 |
+
abs(rows + 5 - fire.y) < fire.size / 2 + 5)
|
| 154 |
+
values = (self.steps, int(self.distance), self.held, ("ground", "up", "top", "down").index(self.mode))
|
| 155 |
+
for row, value in enumerate(values):
|
| 156 |
+
for bit in range(11):
|
| 157 |
+
state[row + bit // 10 * 4, bit % 10, 5] = bool(value & (1 << bit))
|
| 158 |
+
return state
|
runtime/minatar_synth/games/tappump.py
ADDED
|
@@ -0,0 +1,110 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from math import ceil, hypot
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
class TappumpEnvironment:
|
| 7 |
+
score_cap = 1000
|
| 8 |
+
|
| 9 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 10 |
+
self.sticky_action_prob = sticky_action_prob
|
| 11 |
+
self.horizon = min(horizon, 400)
|
| 12 |
+
self.seed(0)
|
| 13 |
+
self.reset()
|
| 14 |
+
|
| 15 |
+
def seed(self, seed):
|
| 16 |
+
self.random = np.random.default_rng(seed)
|
| 17 |
+
|
| 18 |
+
def reset(self):
|
| 19 |
+
self.x, self.y = 10., 20.
|
| 20 |
+
self.vy = self.radial_speed = self.coin_vy = 0.
|
| 21 |
+
self.radius = 1.
|
| 22 |
+
self.coin_y = 50.
|
| 23 |
+
self.spike_distance, self.coin_distance = 40., 0.
|
| 24 |
+
self.steps = 0
|
| 25 |
+
self.held = self.terminal = False
|
| 26 |
+
self.spikes, self.coins = [], []
|
| 27 |
+
|
| 28 |
+
@classmethod
|
| 29 |
+
def normalize_score(cls, score):
|
| 30 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 31 |
+
|
| 32 |
+
def act(self, action):
|
| 33 |
+
if self.terminal:
|
| 34 |
+
return 0., True
|
| 35 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 36 |
+
tap = held and not self.held
|
| 37 |
+
self.held = held
|
| 38 |
+
self.steps += 1
|
| 39 |
+
reward = 0
|
| 40 |
+
for frame in range(4):
|
| 41 |
+
reward += self._advance(tap and frame == 0)
|
| 42 |
+
if self.terminal:
|
| 43 |
+
break
|
| 44 |
+
self.terminal |= self.steps >= self.horizon
|
| 45 |
+
return float(reward), self.terminal
|
| 46 |
+
|
| 47 |
+
def _advance(self, tap):
|
| 48 |
+
scroll = max(0, self.x - 20) * 0.2
|
| 49 |
+
self.spike_distance -= scroll
|
| 50 |
+
if self.spike_distance < 0:
|
| 51 |
+
self.spikes.append((103, self.random.uniform(0, 99)))
|
| 52 |
+
self.spike_distance += self.random.uniform(40, 140)
|
| 53 |
+
self.spikes = [(x - scroll, y) for x, y in self.spikes if x - scroll >= -2]
|
| 54 |
+
if tap:
|
| 55 |
+
self.vy -= 2
|
| 56 |
+
self.vy += -0.03 if self.held else 0.12
|
| 57 |
+
if self.held:
|
| 58 |
+
self.radial_speed += 0.08
|
| 59 |
+
self.radius += self.radial_speed
|
| 60 |
+
else:
|
| 61 |
+
self.radius += (1 - self.radius) * 0.04
|
| 62 |
+
self.radial_speed = 0.
|
| 63 |
+
self.x += 1 - scroll
|
| 64 |
+
self.y += self.vy
|
| 65 |
+
self.terminal = not -5 - self.radius <= self.y <= 105 + self.radius
|
| 66 |
+
self.terminal |= any(self._touches(x, y, 2.5) for x, y in self.spikes)
|
| 67 |
+
self.coin_distance -= scroll
|
| 68 |
+
self.coin_vy = (self.coin_vy + self.random.uniform(-0.1, 0.1)) * 0.98
|
| 69 |
+
self.coin_y += self.coin_vy
|
| 70 |
+
if (self.coin_y < 10 and self.coin_vy < 0) or (self.coin_y > 90 and self.coin_vy > 0):
|
| 71 |
+
self.coin_vy *= -1
|
| 72 |
+
if self.coin_distance < 0:
|
| 73 |
+
self.coins.append((103, self.coin_y + self.random.uniform(-9, 9)))
|
| 74 |
+
self.coin_distance += self.random.uniform(6, 9)
|
| 75 |
+
reward = 0
|
| 76 |
+
remaining = []
|
| 77 |
+
for x, y in self.coins:
|
| 78 |
+
x -= scroll
|
| 79 |
+
if self._touches(x, y, 3):
|
| 80 |
+
reward += ceil(self.radius)
|
| 81 |
+
elif x >= -3 and not any(abs(x - sx) < 5.5 and abs(y - sy) < 5.5 for sx, sy in self.spikes):
|
| 82 |
+
remaining.append((x, y))
|
| 83 |
+
self.coins = remaining
|
| 84 |
+
return reward
|
| 85 |
+
|
| 86 |
+
def _touches(self, x, y, half_size):
|
| 87 |
+
dx, dy = abs(x - self.x), abs(y - self.y)
|
| 88 |
+
near = hypot(max(0, dx - half_size), max(0, dy - half_size))
|
| 89 |
+
far = hypot(dx + half_size, dy + half_size)
|
| 90 |
+
return near <= self.radius + 2.5 and far >= self.radius - 2.5
|
| 91 |
+
|
| 92 |
+
def state(self):
|
| 93 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 94 |
+
row = int(np.clip(self.y // 10, 0, 9))
|
| 95 |
+
col = int(self.x // 10)
|
| 96 |
+
state[row, col, 0] = True
|
| 97 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 98 |
+
state[:, :, 1] = abs(np.hypot(cols - self.x, rows - self.y) - self.radius) < 8
|
| 99 |
+
for channel, objects in ((2, self.spikes), (3, self.coins)):
|
| 100 |
+
for x, y in objects:
|
| 101 |
+
if 0 <= x < 100 and 0 <= y < 100:
|
| 102 |
+
state[int(y // 10), int(x // 10), channel] = True
|
| 103 |
+
ahead = int(np.clip((self.y + 4 * self.vy) // 10, 0, 9))
|
| 104 |
+
state[ahead, col, 4] = True
|
| 105 |
+
values = (self.steps, self.held, round(self.radius * 4),
|
| 106 |
+
round((self.vy + 20) * 20), round(self.radial_speed * 40))
|
| 107 |
+
for row, value in enumerate(values):
|
| 108 |
+
for bit in range(10):
|
| 109 |
+
state[row, bit, 5] = bool(int(np.clip(value, 0, 1023)) & (1 << bit))
|
| 110 |
+
return state
|
runtime/minatar_synth/games/tarutobi.py
ADDED
|
@@ -0,0 +1,104 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
@dataclass
|
| 7 |
+
class Barrel:
|
| 8 |
+
x: float
|
| 9 |
+
speed: float
|
| 10 |
+
scored: bool = False
|
| 11 |
+
|
| 12 |
+
|
| 13 |
+
class TarutobiEnvironment:
|
| 14 |
+
score_cap = 100
|
| 15 |
+
|
| 16 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 17 |
+
self.sticky_action_prob = sticky_action_prob
|
| 18 |
+
self.horizon = min(horizon, 400)
|
| 19 |
+
self.seed(0)
|
| 20 |
+
self.reset()
|
| 21 |
+
|
| 22 |
+
def seed(self, seed):
|
| 23 |
+
self.random = np.random.default_rng(seed)
|
| 24 |
+
|
| 25 |
+
def reset(self):
|
| 26 |
+
self.x = self.y = self.cursor = 30.
|
| 27 |
+
self.vx = self.vy = 0.
|
| 28 |
+
self.multiplier = 1
|
| 29 |
+
self.steps = self.action = 0
|
| 30 |
+
self.airborne = True
|
| 31 |
+
self.terminal = False
|
| 32 |
+
self.barrels = []
|
| 33 |
+
|
| 34 |
+
@classmethod
|
| 35 |
+
def normalize_score(cls, score):
|
| 36 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 37 |
+
|
| 38 |
+
def act(self, action):
|
| 39 |
+
if self.terminal:
|
| 40 |
+
return 0., True
|
| 41 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 42 |
+
self.action = action
|
| 43 |
+
self.steps += 1
|
| 44 |
+
reward = 0
|
| 45 |
+
for _ in range(4):
|
| 46 |
+
reward += self._advance()
|
| 47 |
+
if self.terminal:
|
| 48 |
+
break
|
| 49 |
+
self.terminal |= self.steps >= self.horizon
|
| 50 |
+
return float(reward), self.terminal
|
| 51 |
+
|
| 52 |
+
def _advance(self):
|
| 53 |
+
self.cursor = min(120, max(0, self.cursor + 3 * ((self.action == 3) - (self.action == 1))))
|
| 54 |
+
if self.random.random() < 0.01:
|
| 55 |
+
self.barrels.append(Barrel(123, self.random.uniform(0.4, 0.8)))
|
| 56 |
+
reward = 0
|
| 57 |
+
dangerous = self.airborne
|
| 58 |
+
for barrel in self.barrels:
|
| 59 |
+
barrel.x -= barrel.speed
|
| 60 |
+
if not barrel.scored and barrel.x < self.x:
|
| 61 |
+
reward += self.multiplier
|
| 62 |
+
self.multiplier += 1
|
| 63 |
+
barrel.scored = True
|
| 64 |
+
self.barrels = [barrel for barrel in self.barrels if barrel.x > 0]
|
| 65 |
+
if self.airborne:
|
| 66 |
+
self.vy += 0.1
|
| 67 |
+
if self.y > 47:
|
| 68 |
+
self.airborne = False
|
| 69 |
+
self.y, self.vy = 47, 0.
|
| 70 |
+
else:
|
| 71 |
+
self.vx *= 0.95
|
| 72 |
+
self.vy *= 0.95
|
| 73 |
+
self.multiplier = 1
|
| 74 |
+
if not 0 <= self.x <= 120:
|
| 75 |
+
self.x = min(120, max(0, self.x))
|
| 76 |
+
self.vx = 0.
|
| 77 |
+
offset = min(7, max(-7, self.cursor - self.x))
|
| 78 |
+
self.vx += offset * (0.004 if self.airborne else 0.01)
|
| 79 |
+
self.x += self.vx
|
| 80 |
+
self.y += self.vy
|
| 81 |
+
if any(abs(barrel.x - self.x) < 5.5 for barrel in self.barrels) and abs(47 - self.y) < 5.5:
|
| 82 |
+
if dangerous:
|
| 83 |
+
self.terminal = True
|
| 84 |
+
else:
|
| 85 |
+
self.airborne = True
|
| 86 |
+
self.y, self.vy = 42, -1.2 - abs(self.vx)
|
| 87 |
+
return reward
|
| 88 |
+
|
| 89 |
+
def state(self):
|
| 90 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 91 |
+
row = int(np.clip(self.y // 6, 0, 9))
|
| 92 |
+
col = int(np.clip(self.x // 12, 0, 9))
|
| 93 |
+
state[row, col, 0] = True
|
| 94 |
+
for barrel in self.barrels:
|
| 95 |
+
if 0 <= barrel.x < 120:
|
| 96 |
+
state[7, int(barrel.x // 12), 2 if self.airborne else 1] = True
|
| 97 |
+
state[8:, :, 3] = True
|
| 98 |
+
state[9, min(9, int(self.cursor // 12)), 4] = True
|
| 99 |
+
values = (self.steps, self.airborne, self.multiplier, self.action,
|
| 100 |
+
round((self.vx + 4) * 50), round((self.vy + 4) * 50))
|
| 101 |
+
for row, value in enumerate(values):
|
| 102 |
+
for bit in range(9):
|
| 103 |
+
state[row, bit, 5] = bool(int(np.clip(value, 0, 511)) & (1 << bit))
|
| 104 |
+
return state
|
runtime/minatar_synth/games/tectonic_tether.py
ADDED
|
@@ -0,0 +1,157 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import atan2, cos, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
CENTER = np.array([50., 50.])
|
| 8 |
+
|
| 9 |
+
|
| 10 |
+
@dataclass
|
| 11 |
+
class Rock:
|
| 12 |
+
position: np.ndarray
|
| 13 |
+
velocity: np.ndarray
|
| 14 |
+
size: float
|
| 15 |
+
|
| 16 |
+
|
| 17 |
+
@dataclass
|
| 18 |
+
class Geode:
|
| 19 |
+
position: np.ndarray
|
| 20 |
+
velocity: np.ndarray
|
| 21 |
+
age: int
|
| 22 |
+
|
| 23 |
+
|
| 24 |
+
class TectonicTetherEnvironment:
|
| 25 |
+
score_cap = 200
|
| 26 |
+
|
| 27 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 28 |
+
self.sticky_action_prob = sticky_action_prob
|
| 29 |
+
self.horizon = min(horizon, 400)
|
| 30 |
+
self.seed(0)
|
| 31 |
+
self.reset()
|
| 32 |
+
|
| 33 |
+
def seed(self, seed):
|
| 34 |
+
self.random = np.random.default_rng(seed)
|
| 35 |
+
|
| 36 |
+
def reset(self):
|
| 37 |
+
self.position = np.array([50., 10.])
|
| 38 |
+
self.angle, self.angular_speed, self.length = 0., 0.01, 35.
|
| 39 |
+
self.charge = self.boost = 0.
|
| 40 |
+
self.power = 30.
|
| 41 |
+
self.steps = 0
|
| 42 |
+
self.held = self.terminal = False
|
| 43 |
+
self.rocks = [Rock(self.random.uniform(20, 80, 2), np.zeros(2),
|
| 44 |
+
self.random.uniform(8, 12)) for _ in range(5)]
|
| 45 |
+
self.geodes = [Geode(self.random.uniform(10, 90, 2), np.zeros(2), 60) for _ in range(7)]
|
| 46 |
+
|
| 47 |
+
@classmethod
|
| 48 |
+
def normalize_score(cls, score):
|
| 49 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 50 |
+
|
| 51 |
+
def act(self, action):
|
| 52 |
+
if self.terminal:
|
| 53 |
+
return 0., True
|
| 54 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 55 |
+
if self.held and not held:
|
| 56 |
+
self.boost, self.charge = self.charge, 0.
|
| 57 |
+
self.held = held
|
| 58 |
+
self.steps += 1
|
| 59 |
+
reward = 0
|
| 60 |
+
for _ in range(4):
|
| 61 |
+
reward += self._advance()
|
| 62 |
+
if self.terminal:
|
| 63 |
+
break
|
| 64 |
+
self.terminal |= self.steps >= self.horizon
|
| 65 |
+
return float(reward), self.terminal
|
| 66 |
+
|
| 67 |
+
def _advance(self):
|
| 68 |
+
if self.held:
|
| 69 |
+
self.length -= 0.7
|
| 70 |
+
self.angular_speed = min(0.05, self.angular_speed + 0.001)
|
| 71 |
+
if self.length <= 10:
|
| 72 |
+
self.charge = min(5, self.charge + 0.1)
|
| 73 |
+
else:
|
| 74 |
+
self.length += 0.7 + self.boost
|
| 75 |
+
self.angular_speed = max(0.01, self.angular_speed - 0.0005)
|
| 76 |
+
self.boost *= 0.92
|
| 77 |
+
self.angle = (self.angle + self.angular_speed) % (2 * pi)
|
| 78 |
+
self.position = np.clip(CENTER + self.length * np.array([cos(self.angle), sin(self.angle)]), 3, 97)
|
| 79 |
+
self.length = max(10, float(np.linalg.norm(self.position - CENTER)))
|
| 80 |
+
self.power -= 0.05
|
| 81 |
+
self.terminal = self.power <= 0
|
| 82 |
+
reward = 0
|
| 83 |
+
remaining = []
|
| 84 |
+
for geode in self.geodes:
|
| 85 |
+
geode.age = min(60, geode.age + 1)
|
| 86 |
+
if geode.age < 60:
|
| 87 |
+
geode.position += geode.velocity
|
| 88 |
+
geode.velocity *= 0.96
|
| 89 |
+
else:
|
| 90 |
+
delta = self.position - geode.position
|
| 91 |
+
distance = np.linalg.norm(delta)
|
| 92 |
+
if 0 < distance < 15 + self.power:
|
| 93 |
+
geode.position += delta / distance * (0.3 + self.power * 0.05)
|
| 94 |
+
np.clip(geode.position, 5, 95, out=geode.position)
|
| 95 |
+
if geode.age == 60 and np.all(abs(geode.position - self.position) < 5.5):
|
| 96 |
+
self.power = min(30, self.power + 1.5)
|
| 97 |
+
reward += 1
|
| 98 |
+
else:
|
| 99 |
+
remaining.append(geode)
|
| 100 |
+
self.geodes = remaining
|
| 101 |
+
for index, rock in enumerate(self.rocks):
|
| 102 |
+
rock.position += rock.velocity
|
| 103 |
+
rock.velocity *= 0.95
|
| 104 |
+
delta = rock.position - self.position
|
| 105 |
+
if np.all(abs(delta) < rock.size / 2 + 3):
|
| 106 |
+
count = int(self.angular_speed * self.length)
|
| 107 |
+
outside = np.linalg.norm(rock.position - CENTER) > np.linalg.norm(self.position - CENTER)
|
| 108 |
+
self.length += -5 if outside else 5
|
| 109 |
+
distance = np.linalg.norm(delta)
|
| 110 |
+
if distance:
|
| 111 |
+
rock.velocity += delta / distance * 0.8
|
| 112 |
+
angle = atan2(-delta[1], -delta[0])
|
| 113 |
+
self._scatter(rock, count, angle, pi / 3, 3, 0.45, 1.05)
|
| 114 |
+
edge = rock.size / 2 + 2
|
| 115 |
+
if np.any((rock.position < edge) | (rock.position > 100 - edge)):
|
| 116 |
+
reward += 10
|
| 117 |
+
self._scatter(rock, int(rock.size / 2 + 1), pi, pi, 8, 1, 1.5)
|
| 118 |
+
rock.position = self.random.uniform(20, 80, 2)
|
| 119 |
+
rock.velocity[:] = 0
|
| 120 |
+
for other in self.rocks[index + 1:]:
|
| 121 |
+
offset = rock.position - other.position
|
| 122 |
+
distance = np.linalg.norm(offset)
|
| 123 |
+
limit = (rock.size + other.size) / 2
|
| 124 |
+
if 0 < distance < limit:
|
| 125 |
+
normal = offset / distance
|
| 126 |
+
separation = normal * (limit - distance) / 2
|
| 127 |
+
rock.position += separation
|
| 128 |
+
other.position -= separation
|
| 129 |
+
rock.velocity += normal * 0.4
|
| 130 |
+
other.velocity -= normal * 0.4
|
| 131 |
+
return reward
|
| 132 |
+
|
| 133 |
+
def _scatter(self, rock, count, angle, spread, jitter, low, high):
|
| 134 |
+
for _ in range(count):
|
| 135 |
+
heading = angle + self.random.uniform(-spread, spread)
|
| 136 |
+
position = np.clip(rock.position + self.random.uniform(-jitter, jitter, 2), 10, 90)
|
| 137 |
+
speed = self.random.uniform(low, high)
|
| 138 |
+
self.geodes.append(Geode(position, speed * np.array([cos(heading), sin(heading)]), 0))
|
| 139 |
+
|
| 140 |
+
def state(self):
|
| 141 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 142 |
+
x, y = (self.position // 10).astype(int)
|
| 143 |
+
state[y, x, 0] = True
|
| 144 |
+
for rock in self.rocks:
|
| 145 |
+
x, y = np.clip(rock.position // 10, 0, 9).astype(int)
|
| 146 |
+
state[y, x, 1] = True
|
| 147 |
+
for geode in self.geodes:
|
| 148 |
+
x, y = (geode.position // 10).astype(int)
|
| 149 |
+
state[y, x, 2 if geode.age == 60 else 3] = True
|
| 150 |
+
cols, rows = (np.linspace(CENTER, self.position, 20) // 10).astype(int).T
|
| 151 |
+
state[rows, cols, 4] = True
|
| 152 |
+
values = (self.steps, round(max(0, self.power) * 10), round(self.charge * 20),
|
| 153 |
+
self.held, round(self.length * 5), round(self.angular_speed * 1000))
|
| 154 |
+
for row, value in enumerate(values):
|
| 155 |
+
for bit in range(9):
|
| 156 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 157 |
+
return state
|
runtime/minatar_synth/games/teeter.py
ADDED
|
@@ -0,0 +1,153 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Bar:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
width: float
|
| 12 |
+
angle: float
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
@dataclass
|
| 16 |
+
class Floor:
|
| 17 |
+
x: float
|
| 18 |
+
width: float
|
| 19 |
+
score: int
|
| 20 |
+
change: int = 0
|
| 21 |
+
|
| 22 |
+
|
| 23 |
+
class TeeterEnvironment:
|
| 24 |
+
score_cap = 100
|
| 25 |
+
|
| 26 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 27 |
+
self.sticky_action_prob = sticky_action_prob
|
| 28 |
+
self.horizon = min(horizon, 400)
|
| 29 |
+
self.seed(0)
|
| 30 |
+
self.reset()
|
| 31 |
+
|
| 32 |
+
def seed(self, seed):
|
| 33 |
+
self.random = np.random.default_rng(seed)
|
| 34 |
+
|
| 35 |
+
def reset(self):
|
| 36 |
+
self.bars = []
|
| 37 |
+
for _ in range(7):
|
| 38 |
+
self._add_bar()
|
| 39 |
+
self.floors = []
|
| 40 |
+
self.ball = self.target = None
|
| 41 |
+
self.sign, self.steps = 1, 0
|
| 42 |
+
self.held = self.terminal = False
|
| 43 |
+
|
| 44 |
+
def _add_bar(self):
|
| 45 |
+
for _ in range(99):
|
| 46 |
+
width = self.random.uniform(12, 18)
|
| 47 |
+
angle = self.random.uniform(0.2, 0.8) * self.random.choice((-1, 1))
|
| 48 |
+
margin = 5 + width * cos(angle) / 2
|
| 49 |
+
x, y = self.random.uniform(margin, 100 - margin), self.random.uniform(20, 70)
|
| 50 |
+
if all(abs(x - bar.x) >= (width + bar.width) / 2 + 5 or
|
| 51 |
+
abs(y - bar.y) >= 6 + (width * abs(sin(angle)) +
|
| 52 |
+
bar.width * abs(sin(bar.angle))) / 2 for bar in self.bars):
|
| 53 |
+
self.bars.append(Bar(x, y, width, angle))
|
| 54 |
+
return True
|
| 55 |
+
return False
|
| 56 |
+
|
| 57 |
+
def _drop(self):
|
| 58 |
+
for _ in range(99):
|
| 59 |
+
x = self.random.uniform(20, 80)
|
| 60 |
+
if any(abs(bar.x - x) < bar.width * cos(bar.angle) / 2 for bar in self.bars):
|
| 61 |
+
break
|
| 62 |
+
self.target = np.array([x, -4.])
|
| 63 |
+
self.ball = self.target.copy()
|
| 64 |
+
self.floors = []
|
| 65 |
+
edge = 0.
|
| 66 |
+
while edge < 100:
|
| 67 |
+
width = self.random.uniform(20, 30)
|
| 68 |
+
score = int(np.prod(self.random.uniform(1, 3.1, 2)))
|
| 69 |
+
self.floors.append(Floor(edge + width / 2, width, score))
|
| 70 |
+
edge += width
|
| 71 |
+
for sign in (1, -1):
|
| 72 |
+
floor = self.floors[self.random.integers(len(self.floors))]
|
| 73 |
+
floor.score = 0
|
| 74 |
+
floor.change = sign * int(np.prod(self.random.uniform(1, 2.2, 2)))
|
| 75 |
+
for floor in self.floors:
|
| 76 |
+
floor.x -= (edge - 100) / 2
|
| 77 |
+
|
| 78 |
+
@classmethod
|
| 79 |
+
def normalize_score(cls, score):
|
| 80 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 81 |
+
|
| 82 |
+
def act(self, action):
|
| 83 |
+
if self.terminal:
|
| 84 |
+
return 0., True
|
| 85 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 86 |
+
if held and not self.held:
|
| 87 |
+
self.sign *= -1
|
| 88 |
+
self.held = held
|
| 89 |
+
self.steps += 1
|
| 90 |
+
reward = 0
|
| 91 |
+
for _ in range(4):
|
| 92 |
+
reward += self._advance()
|
| 93 |
+
if self.terminal:
|
| 94 |
+
break
|
| 95 |
+
self.terminal |= self.steps >= self.horizon
|
| 96 |
+
return float(reward), self.terminal
|
| 97 |
+
|
| 98 |
+
def _advance(self):
|
| 99 |
+
if self.ball is None:
|
| 100 |
+
self._drop()
|
| 101 |
+
self.target[1] += 0.5
|
| 102 |
+
self.ball += (self.target - self.ball) * 0.5
|
| 103 |
+
x, y = self.ball
|
| 104 |
+
for bar in self.bars:
|
| 105 |
+
angle = bar.angle * self.sign
|
| 106 |
+
dx, dy = cos(angle), sin(angle)
|
| 107 |
+
ox, oy = x - bar.x, y - bar.y
|
| 108 |
+
if abs(ox * dx + oy * dy) < bar.width / 2 + 3 and abs(oy * dx - ox * dy) < 4.5:
|
| 109 |
+
reach = (bar.width / 2 + 7) * (1 if angle > 0 else -1)
|
| 110 |
+
self.target[:] = bar.x + reach * dx, bar.y + reach * dy
|
| 111 |
+
reward = change = 0
|
| 112 |
+
remaining = []
|
| 113 |
+
for floor in self.floors:
|
| 114 |
+
if abs(floor.x - x) < floor.width / 2 + 2.5 and abs(y - 95) < 8:
|
| 115 |
+
reward += floor.score
|
| 116 |
+
change += floor.change
|
| 117 |
+
else:
|
| 118 |
+
remaining.append(floor)
|
| 119 |
+
self.floors = remaining
|
| 120 |
+
if change > 0:
|
| 121 |
+
for _ in range(change):
|
| 122 |
+
reward += int(not self._add_bar())
|
| 123 |
+
elif change < 0:
|
| 124 |
+
for _ in range(min(-change, len(self.bars))):
|
| 125 |
+
self.bars.pop(self.random.integers(len(self.bars)))
|
| 126 |
+
if y > 99:
|
| 127 |
+
self.terminal = not self.bars
|
| 128 |
+
self.ball = self.target = None
|
| 129 |
+
return reward
|
| 130 |
+
|
| 131 |
+
def state(self):
|
| 132 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 133 |
+
if self.ball is not None:
|
| 134 |
+
x, y = np.clip(self.ball // 10, 0, 9).astype(int)
|
| 135 |
+
state[y, x, 0] = True
|
| 136 |
+
for bar in self.bars:
|
| 137 |
+
angle = bar.angle * self.sign
|
| 138 |
+
offset = np.linspace(-bar.width / 2, bar.width / 2, 20)
|
| 139 |
+
cols = ((bar.x + offset * cos(angle)) // 10).astype(int)
|
| 140 |
+
rows = ((bar.y + offset * sin(angle)) // 10).astype(int)
|
| 141 |
+
state[rows, cols, 1] = True
|
| 142 |
+
columns = np.arange(5, 100, 10)
|
| 143 |
+
for floor in self.floors:
|
| 144 |
+
channel = 2 if floor.score else 3 if floor.change > 0 else 4
|
| 145 |
+
state[9, :, channel] |= abs(columns - floor.x) < floor.width / 2
|
| 146 |
+
for index, floor in enumerate(sorted(self.floors, key=lambda floor: floor.x)):
|
| 147 |
+
value = floor.score or abs(floor.change)
|
| 148 |
+
for bit in range(4):
|
| 149 |
+
state[index, bit, 5] = bool(value & (1 << bit))
|
| 150 |
+
for row, value in enumerate((self.steps, self.sign > 0, len(self.bars), self.held)):
|
| 151 |
+
for bit in range(9):
|
| 152 |
+
state[6 + row, bit, 5] = bool(value & (1 << bit))
|
| 153 |
+
return state
|
runtime/minatar_synth/games/tennis.py
ADDED
|
@@ -0,0 +1,224 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import numpy as np
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
MOVE_DELTAS = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
class TennisEnvironment:
|
| 8 |
+
"""One Activision-style set with automatic positional racket contact."""
|
| 9 |
+
|
| 10 |
+
score_cap = 6.0
|
| 11 |
+
|
| 12 |
+
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 2_000):
|
| 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.player = [8, 5]
|
| 28 |
+
self.opponent = [1, 5]
|
| 29 |
+
self.previous_player = self.player.copy()
|
| 30 |
+
self.previous_opponent = self.opponent.copy()
|
| 31 |
+
self.ball = self.player.copy()
|
| 32 |
+
self.previous_ball = self.ball.copy()
|
| 33 |
+
self.ball_velocity = [0, 0]
|
| 34 |
+
self.server = "player"
|
| 35 |
+
self.phase = "serve"
|
| 36 |
+
self.serve_delay = 2
|
| 37 |
+
self.player_points = 0
|
| 38 |
+
self.opponent_points = 0
|
| 39 |
+
self.player_games = 0
|
| 40 |
+
self.opponent_games = 0
|
| 41 |
+
self.tiebreak_reset = False
|
| 42 |
+
self.side_swapped = False
|
| 43 |
+
self.score = 0.0
|
| 44 |
+
self.steps = 0
|
| 45 |
+
self.last_action = 0
|
| 46 |
+
self.winner: str | None = None
|
| 47 |
+
self.terminal = False
|
| 48 |
+
|
| 49 |
+
def act(self, action: int) -> tuple[float, bool]:
|
| 50 |
+
if self.terminal:
|
| 51 |
+
return 0.0, True
|
| 52 |
+
if self.random.rand() < self.sticky_action_prob:
|
| 53 |
+
action = self.last_action
|
| 54 |
+
self.last_action = action
|
| 55 |
+
self.previous_player = self.player.copy()
|
| 56 |
+
self.previous_opponent = self.opponent.copy()
|
| 57 |
+
self.previous_ball = self.ball.copy()
|
| 58 |
+
previous_progress = self._progress_score()
|
| 59 |
+
self._move_player(action)
|
| 60 |
+
if self.phase == "serve":
|
| 61 |
+
self._serve(action)
|
| 62 |
+
else:
|
| 63 |
+
self._player_return()
|
| 64 |
+
self._move_opponent()
|
| 65 |
+
self._opponent_return()
|
| 66 |
+
self._move_ball()
|
| 67 |
+
self.steps += 1
|
| 68 |
+
if self.steps >= self.horizon:
|
| 69 |
+
self.terminal = True
|
| 70 |
+
progress = self._progress_score()
|
| 71 |
+
self.score = progress
|
| 72 |
+
return progress - previous_progress, self.terminal
|
| 73 |
+
|
| 74 |
+
def _move_player(self, action: int) -> None:
|
| 75 |
+
if action not in MOVE_DELTAS:
|
| 76 |
+
return
|
| 77 |
+
row_delta, column_delta = MOVE_DELTAS[action]
|
| 78 |
+
if self.phase == "serve":
|
| 79 |
+
row_delta = 0
|
| 80 |
+
self.player[0] = int(np.clip(self.player[0] + row_delta, 5, 9))
|
| 81 |
+
self.player[1] = int(np.clip(self.player[1] + column_delta, 1, 8))
|
| 82 |
+
if self.phase == "serve" and self.server == "player":
|
| 83 |
+
self.ball = self.player.copy()
|
| 84 |
+
|
| 85 |
+
def _serve(self, action: int) -> None:
|
| 86 |
+
if self.server == "player":
|
| 87 |
+
if action != 5:
|
| 88 |
+
return
|
| 89 |
+
lateral = int(np.sign(self.player[1] - 5))
|
| 90 |
+
self.ball = self.player.copy()
|
| 91 |
+
self.ball_velocity = [-1, lateral]
|
| 92 |
+
self.phase = "rally"
|
| 93 |
+
return
|
| 94 |
+
self.serve_delay -= 1
|
| 95 |
+
if self.serve_delay > 0:
|
| 96 |
+
return
|
| 97 |
+
lateral = -1 if self.player[1] >= 5 else 1
|
| 98 |
+
self.ball = self.opponent.copy()
|
| 99 |
+
self.ball_velocity = [1, lateral]
|
| 100 |
+
self.phase = "rally"
|
| 101 |
+
|
| 102 |
+
def _player_return(self) -> None:
|
| 103 |
+
if self.ball_velocity[0] <= 0 or self.ball[0] < 6:
|
| 104 |
+
return
|
| 105 |
+
row_distance = abs(self.player[0] - self.ball[0])
|
| 106 |
+
column_offset = self.ball[1] - self.player[1]
|
| 107 |
+
if row_distance > 1 or abs(column_offset) > 1:
|
| 108 |
+
return
|
| 109 |
+
lateral = int(np.sign(column_offset))
|
| 110 |
+
if self.player[0] <= 6 and lateral == 0:
|
| 111 |
+
lateral = -1 if self.opponent[1] >= 5 else 1
|
| 112 |
+
self.ball_velocity = [-1, lateral]
|
| 113 |
+
|
| 114 |
+
def _move_opponent(self) -> None:
|
| 115 |
+
if self.ball_velocity[0] < 0:
|
| 116 |
+
target_row = int(np.clip(self.ball[0] - 2, 0, 4))
|
| 117 |
+
target_column = int(np.clip(self.ball[1] + self.ball_velocity[1] * 2, 1, 8))
|
| 118 |
+
else:
|
| 119 |
+
target_row = 1
|
| 120 |
+
target_column = 5
|
| 121 |
+
if self.opponent[1] != target_column:
|
| 122 |
+
self.opponent[1] += int(np.sign(target_column - self.opponent[1]))
|
| 123 |
+
elif self.opponent[0] != target_row:
|
| 124 |
+
self.opponent[0] += int(np.sign(target_row - self.opponent[0]))
|
| 125 |
+
|
| 126 |
+
def _opponent_return(self) -> None:
|
| 127 |
+
if self.ball_velocity[0] >= 0 or self.ball[0] > 3:
|
| 128 |
+
return
|
| 129 |
+
if abs(self.opponent[0] - self.ball[0]) > 1 or abs(self.opponent[1] - self.ball[1]) > 1:
|
| 130 |
+
return
|
| 131 |
+
lateral = -1 if self.player[1] >= 5 else 1
|
| 132 |
+
if self.opponent[0] >= 3:
|
| 133 |
+
lateral = int(np.clip(lateral * 2, -1, 1))
|
| 134 |
+
self.ball_velocity = [1, lateral]
|
| 135 |
+
|
| 136 |
+
def _move_ball(self) -> None:
|
| 137 |
+
self.ball[0] += self.ball_velocity[0]
|
| 138 |
+
self.ball[1] += self.ball_velocity[1]
|
| 139 |
+
if self.ball[1] <= 0 or self.ball[1] >= 9:
|
| 140 |
+
self.ball[1] = int(np.clip(self.ball[1], 0, 9))
|
| 141 |
+
self.ball_velocity[1] *= -1
|
| 142 |
+
if self.ball[0] < 0:
|
| 143 |
+
self._award_point("player")
|
| 144 |
+
elif self.ball[0] > 9:
|
| 145 |
+
self._award_point("opponent")
|
| 146 |
+
|
| 147 |
+
def _award_point(self, winner: str) -> None:
|
| 148 |
+
if winner == "player":
|
| 149 |
+
self.player_points += 1
|
| 150 |
+
else:
|
| 151 |
+
self.opponent_points += 1
|
| 152 |
+
if max(self.player_points, self.opponent_points) >= 4 and abs(
|
| 153 |
+
self.player_points - self.opponent_points
|
| 154 |
+
) >= 2:
|
| 155 |
+
self._award_game(winner)
|
| 156 |
+
return
|
| 157 |
+
self._reset_point()
|
| 158 |
+
|
| 159 |
+
def _award_game(self, winner: str) -> None:
|
| 160 |
+
if winner == "player":
|
| 161 |
+
self.player_games += 1
|
| 162 |
+
else:
|
| 163 |
+
self.opponent_games += 1
|
| 164 |
+
self.player_points = 0
|
| 165 |
+
self.opponent_points = 0
|
| 166 |
+
games_played = self.player_games + self.opponent_games
|
| 167 |
+
self.server = "player" if games_played % 2 == 0 else "opponent"
|
| 168 |
+
self.side_swapped = games_played % 2 == 1
|
| 169 |
+
if self.player_games == 6 and self.opponent_games == 6:
|
| 170 |
+
self.player_games = 0
|
| 171 |
+
self.opponent_games = 0
|
| 172 |
+
self.tiebreak_reset = True
|
| 173 |
+
lead = self.player_games - self.opponent_games
|
| 174 |
+
if self.tiebreak_reset and abs(lead) >= 2:
|
| 175 |
+
self.winner = "player" if lead > 0 else "opponent"
|
| 176 |
+
self.terminal = True
|
| 177 |
+
elif not self.tiebreak_reset and max(self.player_games, self.opponent_games) >= 6 and abs(lead) >= 2:
|
| 178 |
+
self.winner = "player" if lead > 0 else "opponent"
|
| 179 |
+
self.terminal = True
|
| 180 |
+
if not self.terminal:
|
| 181 |
+
self._reset_point()
|
| 182 |
+
|
| 183 |
+
def _reset_point(self) -> None:
|
| 184 |
+
self.phase = "serve"
|
| 185 |
+
self.serve_delay = 2
|
| 186 |
+
self.player = [8, 5]
|
| 187 |
+
self.opponent = [1, 5]
|
| 188 |
+
self.ball = (self.player if self.server == "player" else self.opponent).copy()
|
| 189 |
+
self.ball_velocity = [0, 0]
|
| 190 |
+
|
| 191 |
+
def _progress_score(self) -> float:
|
| 192 |
+
if self.terminal and self.winner == "player":
|
| 193 |
+
return self.score_cap
|
| 194 |
+
return float(min(6, self.player_games))
|
| 195 |
+
|
| 196 |
+
def state(self) -> np.ndarray:
|
| 197 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 198 |
+
state[*self.player, 0] = True
|
| 199 |
+
state[*self.opponent, 1] = True
|
| 200 |
+
state[*self.ball, 2] = True
|
| 201 |
+
state[4:6, :, 3] = True
|
| 202 |
+
state[*self.previous_player, 4] = True
|
| 203 |
+
state[*self.previous_opponent, 4] = True
|
| 204 |
+
state[*self.previous_ball, 4] = True
|
| 205 |
+
values = (
|
| 206 |
+
(self.player_points, 4),
|
| 207 |
+
(self.opponent_points, 4),
|
| 208 |
+
(self.player_games, 3),
|
| 209 |
+
(self.opponent_games, 3),
|
| 210 |
+
(self.ball_velocity[0] + 1, 2),
|
| 211 |
+
(self.ball_velocity[1] + 1, 2),
|
| 212 |
+
(self.steps, 11),
|
| 213 |
+
)
|
| 214 |
+
offset = 0
|
| 215 |
+
for value, width in values:
|
| 216 |
+
for bit in range(width):
|
| 217 |
+
index = offset + bit
|
| 218 |
+
state[index // 10, index % 10, 5] = bool(value & (1 << bit))
|
| 219 |
+
offset += width
|
| 220 |
+
state[3, 0, 5] = self.server == "player"
|
| 221 |
+
state[3, 1, 5] = self.phase == "rally"
|
| 222 |
+
state[3, 2, 5] = self.tiebreak_reset
|
| 223 |
+
state[3, 3, 5] = self.side_swapped
|
| 224 |
+
return state
|
runtime/minatar_synth/games/throw_m.py
ADDED
|
@@ -0,0 +1,131 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Shot:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
vx: float = 0.5
|
| 12 |
+
vy: float = 0.
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
@dataclass
|
| 16 |
+
class Enemy:
|
| 17 |
+
x: float
|
| 18 |
+
y: float
|
| 19 |
+
vy: float
|
| 20 |
+
timer: float
|
| 21 |
+
interval: float
|
| 22 |
+
falling: bool = False
|
| 23 |
+
|
| 24 |
+
|
| 25 |
+
class ThrowMEnvironment:
|
| 26 |
+
score_cap = 1000
|
| 27 |
+
|
| 28 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 29 |
+
self.sticky_action_prob = sticky_action_prob
|
| 30 |
+
self.horizon = min(horizon, 400)
|
| 31 |
+
self.seed(0)
|
| 32 |
+
self.reset()
|
| 33 |
+
|
| 34 |
+
def seed(self, seed):
|
| 35 |
+
self.random = np.random.default_rng(seed)
|
| 36 |
+
|
| 37 |
+
def reset(self):
|
| 38 |
+
self.y, self.vy = 50., -0.5
|
| 39 |
+
self.angle = None
|
| 40 |
+
self.steps = self.timer = 0
|
| 41 |
+
self.multiplier = 1
|
| 42 |
+
self.held = self.terminal = False
|
| 43 |
+
self.enemies, self.bullets, self.shots = [], [], []
|
| 44 |
+
|
| 45 |
+
@classmethod
|
| 46 |
+
def normalize_score(cls, score):
|
| 47 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 48 |
+
|
| 49 |
+
def act(self, action):
|
| 50 |
+
if self.terminal:
|
| 51 |
+
return 0., True
|
| 52 |
+
held = self.held if self.random.random() < self.sticky_action_prob else action == 5
|
| 53 |
+
press, release = held and not self.held, self.held and not held
|
| 54 |
+
self.held = held
|
| 55 |
+
self.steps += 1
|
| 56 |
+
reward = 0
|
| 57 |
+
for frame in range(4):
|
| 58 |
+
reward += self._advance(press and frame == 0, release and frame == 0)
|
| 59 |
+
if self.terminal:
|
| 60 |
+
break
|
| 61 |
+
self.terminal |= self.steps >= self.horizon
|
| 62 |
+
return float(reward), self.terminal
|
| 63 |
+
|
| 64 |
+
def _hit(self, x, y):
|
| 65 |
+
return any(abs(shot.x - x) < 5 and abs(shot.y - y) < 5 for shot in self.shots)
|
| 66 |
+
|
| 67 |
+
def _advance(self, press, release):
|
| 68 |
+
for shot in self.shots:
|
| 69 |
+
shot.x += shot.vx
|
| 70 |
+
shot.y += shot.vy
|
| 71 |
+
shot.vy += 0.07
|
| 72 |
+
self.shots = [shot for shot in self.shots if shot.y <= 103]
|
| 73 |
+
self.timer -= 1
|
| 74 |
+
if self.timer < 0:
|
| 75 |
+
interval = self.random.uniform(200, 300)
|
| 76 |
+
self.enemies.append(Enemy(self.random.uniform(3, 50), -5, self.random.uniform(0.1, 0.4),
|
| 77 |
+
self.random.uniform(0, interval), interval))
|
| 78 |
+
self.timer = self.random.uniform(50, 60)
|
| 79 |
+
reward = 0
|
| 80 |
+
for enemy in self.enemies:
|
| 81 |
+
enemy.y += enemy.vy
|
| 82 |
+
if enemy.falling:
|
| 83 |
+
enemy.vy += 0.1
|
| 84 |
+
continue
|
| 85 |
+
enemy.timer -= 1
|
| 86 |
+
if enemy.timer < 0:
|
| 87 |
+
self.bullets.append(Shot(enemy.x, enemy.y))
|
| 88 |
+
enemy.timer = enemy.interval
|
| 89 |
+
if self._hit(enemy.x, enemy.y) or self._hit(enemy.x, enemy.y - 6):
|
| 90 |
+
enemy.falling = True
|
| 91 |
+
reward += self.multiplier
|
| 92 |
+
self.multiplier *= 2
|
| 93 |
+
self.enemies = [enemy for enemy in self.enemies if enemy.y <= 105]
|
| 94 |
+
bullets = []
|
| 95 |
+
for bullet in self.bullets:
|
| 96 |
+
bullet.x += bullet.vx
|
| 97 |
+
if self._hit(bullet.x, bullet.y):
|
| 98 |
+
reward += self.multiplier
|
| 99 |
+
self.multiplier += 1
|
| 100 |
+
elif bullet.x <= 103 and not (bullet.x > 83 and (bullet.y < 12 or bullet.y > 90)):
|
| 101 |
+
bullets.append(bullet)
|
| 102 |
+
self.bullets = bullets
|
| 103 |
+
self.y += self.vy
|
| 104 |
+
if (self.y < 19 and self.vy < 0) or (self.y > 90 and self.vy > 0):
|
| 105 |
+
self.vy *= -1
|
| 106 |
+
self.terminal = any(abs(bullet.x - 90) < 5 and abs(bullet.y - self.y + 6) < 4
|
| 107 |
+
for bullet in bullets)
|
| 108 |
+
if self.angle is None and press:
|
| 109 |
+
self.angle = 3 * pi / 4
|
| 110 |
+
if self.angle is not None:
|
| 111 |
+
self.angle += 0.1
|
| 112 |
+
if release or self.angle > 11 * pi / 8:
|
| 113 |
+
self.shots.append(Shot(90, self.y, 3 * cos(self.angle), 3 * sin(self.angle)))
|
| 114 |
+
self.angle = None
|
| 115 |
+
self.multiplier = 1
|
| 116 |
+
return reward
|
| 117 |
+
|
| 118 |
+
def state(self):
|
| 119 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 120 |
+
state[int(self.y // 10), 9, 0] = True
|
| 121 |
+
for channel, objects in ((1, self.enemies), (3, self.bullets), (4, self.shots)):
|
| 122 |
+
for obj in objects:
|
| 123 |
+
if 0 <= obj.x < 100 and 0 <= obj.y < 100:
|
| 124 |
+
layer = 2 if channel == 1 and obj.falling else channel
|
| 125 |
+
state[int(obj.y // 10), int(obj.x // 10), layer] = True
|
| 126 |
+
values = (self.steps, self.held, self.vy > 0, round((self.angle or 0) * 100),
|
| 127 |
+
min(1023, self.multiplier))
|
| 128 |
+
for row, value in enumerate(values):
|
| 129 |
+
for bit in range(10):
|
| 130 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 131 |
+
return state
|
runtime/minatar_synth/games/thrust_lr.py
ADDED
|
@@ -0,0 +1,113 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import floor
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Diamond:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
size: float
|
| 12 |
+
vx: float = 0.
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
class ThrustLrEnvironment:
|
| 16 |
+
score_cap = 500
|
| 17 |
+
|
| 18 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 19 |
+
self.sticky_action_prob = sticky_action_prob
|
| 20 |
+
self.horizon = min(horizon, 400)
|
| 21 |
+
self.seed(0)
|
| 22 |
+
self.reset()
|
| 23 |
+
|
| 24 |
+
def seed(self, seed):
|
| 25 |
+
self.random = np.random.default_rng(seed)
|
| 26 |
+
|
| 27 |
+
def reset(self):
|
| 28 |
+
self.x, self.vx, self.distance = 50., 0., 0.
|
| 29 |
+
self.action = self.steps = 0
|
| 30 |
+
self.terminal = False
|
| 31 |
+
self.diamonds = []
|
| 32 |
+
for y in (60, 40, 20):
|
| 33 |
+
self._spawn(y)
|
| 34 |
+
|
| 35 |
+
def _spawn(self, y=0):
|
| 36 |
+
small = self.random.random() < 0.3
|
| 37 |
+
size = self.random.uniform(7, 12) if small else self.random.uniform(20, 30)
|
| 38 |
+
x = self.random.uniform(10, 90) if small else (
|
| 39 |
+
50 + self.random.choice((-1, 1)) * self.random.uniform(40, 60)
|
| 40 |
+
)
|
| 41 |
+
self.diamonds.append(Diamond(x, y - size, size))
|
| 42 |
+
return size
|
| 43 |
+
|
| 44 |
+
@classmethod
|
| 45 |
+
def normalize_score(cls, score):
|
| 46 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 47 |
+
|
| 48 |
+
def act(self, action):
|
| 49 |
+
if self.terminal:
|
| 50 |
+
return 0., True
|
| 51 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 52 |
+
self.action = action
|
| 53 |
+
self.steps += 1
|
| 54 |
+
reward = 0
|
| 55 |
+
for _ in range(4):
|
| 56 |
+
reward += self._advance()
|
| 57 |
+
if self.terminal:
|
| 58 |
+
break
|
| 59 |
+
self.terminal |= self.steps >= self.horizon
|
| 60 |
+
return float(reward), self.terminal
|
| 61 |
+
|
| 62 |
+
def _advance(self):
|
| 63 |
+
thrust = 50 * ((self.action == 3) - (self.action == 1))
|
| 64 |
+
self.distance -= 0.2
|
| 65 |
+
if self.distance < 0:
|
| 66 |
+
size = self._spawn()
|
| 67 |
+
self.distance = 10 + (size - 10) * self.random.random()
|
| 68 |
+
reward = 0
|
| 69 |
+
remaining = []
|
| 70 |
+
for diamond in self.diamonds:
|
| 71 |
+
diamond.y += 0.2
|
| 72 |
+
dy = abs(diamond.y - 85)
|
| 73 |
+
if dy < diamond.size:
|
| 74 |
+
dx = diamond.x - self.x
|
| 75 |
+
if dx * thrust < 0:
|
| 76 |
+
clearance = abs(dx) - (diamond.size - dy)
|
| 77 |
+
diamond.vx -= thrust * 0.2 / (max(0.5, clearance) * diamond.size)
|
| 78 |
+
diamond.vx *= 0.98
|
| 79 |
+
diamond.x += diamond.vx
|
| 80 |
+
if diamond.x < -diamond.size or diamond.x > 99 + diamond.size:
|
| 81 |
+
reward += floor(diamond.size)
|
| 82 |
+
elif diamond.y - 2 * diamond.size <= 99:
|
| 83 |
+
remaining.append(diamond)
|
| 84 |
+
self.diamonds = remaining
|
| 85 |
+
self.vx += thrust * 0.001
|
| 86 |
+
self.x = min(96, max(4, self.x + self.vx))
|
| 87 |
+
if (self.x < 5 and self.vx < 0) or (self.x > 95 and self.vx > 0):
|
| 88 |
+
self.vx *= -0.7
|
| 89 |
+
self.vx *= 0.95
|
| 90 |
+
self.terminal = any(
|
| 91 |
+
abs(abs(self.x + side * (1 + t) - diamond.x) + abs(83 + 4 * t - diamond.y)
|
| 92 |
+
- diamond.size) < 2.5
|
| 93 |
+
for diamond in self.diamonds for side in (-1, 1) for t in (0, 0.5, 1)
|
| 94 |
+
)
|
| 95 |
+
return reward
|
| 96 |
+
|
| 97 |
+
def state(self):
|
| 98 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 99 |
+
state[8, int(self.x // 10), 0] = True
|
| 100 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 101 |
+
for diamond in self.diamonds:
|
| 102 |
+
mask = abs(abs(cols - diamond.x) + abs(rows - diamond.y) - diamond.size) < 10
|
| 103 |
+
state[:, :, 1 if diamond.size < 15 else 2] |= mask
|
| 104 |
+
if abs(diamond.y - 85) < diamond.size:
|
| 105 |
+
state[:, :, 3] |= mask
|
| 106 |
+
if self.action in (1, 3):
|
| 107 |
+
offset = 10 if self.action == 1 else -10
|
| 108 |
+
state[8, int(np.clip((self.x + offset) // 10, 0, 9)), 4] = True
|
| 109 |
+
values = (self.steps, self.action, round((self.vx + 2) * 100), round(self.distance * 10))
|
| 110 |
+
for row, value in enumerate(values):
|
| 111 |
+
for bit in range(9):
|
| 112 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 113 |
+
return state
|
runtime/minatar_synth/games/thunder.py
ADDED
|
@@ -0,0 +1,160 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import ceil, cos, hypot, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Bolt:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
angle: float
|
| 12 |
+
speed: float
|
| 13 |
+
ticks: int
|
| 14 |
+
parent: "Bolt | None" = None
|
| 15 |
+
active: bool = False
|
| 16 |
+
|
| 17 |
+
def __post_init__(self):
|
| 18 |
+
self.origin = (self.x, self.y)
|
| 19 |
+
|
| 20 |
+
|
| 21 |
+
@dataclass
|
| 22 |
+
class Star:
|
| 23 |
+
x: float
|
| 24 |
+
y: float
|
| 25 |
+
vy: float
|
| 26 |
+
|
| 27 |
+
|
| 28 |
+
class ThunderEnvironment:
|
| 29 |
+
score_cap = 300
|
| 30 |
+
|
| 31 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 32 |
+
self.sticky_action_prob = sticky_action_prob
|
| 33 |
+
self.horizon = min(horizon, 400)
|
| 34 |
+
self.seed(0)
|
| 35 |
+
self.reset()
|
| 36 |
+
|
| 37 |
+
def seed(self, seed):
|
| 38 |
+
self.random = np.random.default_rng(seed)
|
| 39 |
+
|
| 40 |
+
def reset(self):
|
| 41 |
+
self.bolts = []
|
| 42 |
+
self.stars = []
|
| 43 |
+
self.active_ticks = -1
|
| 44 |
+
self.x, self.vx = 40., 1
|
| 45 |
+
self.multiplier = 1
|
| 46 |
+
self.action = self.steps = 0
|
| 47 |
+
self.terminal = False
|
| 48 |
+
|
| 49 |
+
@classmethod
|
| 50 |
+
def normalize_score(cls, score):
|
| 51 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 52 |
+
|
| 53 |
+
def act(self, action):
|
| 54 |
+
if self.terminal:
|
| 55 |
+
return 0., True
|
| 56 |
+
previous = self.action
|
| 57 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 58 |
+
self.action = action
|
| 59 |
+
turn = self.action == 5 and previous != 5
|
| 60 |
+
self.steps += 1
|
| 61 |
+
reward = 0
|
| 62 |
+
for frame in range(4):
|
| 63 |
+
reward += self._advance(turn and frame == 0)
|
| 64 |
+
if self.terminal:
|
| 65 |
+
break
|
| 66 |
+
self.terminal |= self.steps >= self.horizon
|
| 67 |
+
return float(reward), self.terminal
|
| 68 |
+
|
| 69 |
+
def _advance(self, turn):
|
| 70 |
+
if not self.bolts:
|
| 71 |
+
self.bolts.append(Bolt(self.random.uniform(30, 70), 0, pi / 2, 0.5, 30))
|
| 72 |
+
self.active_ticks -= 1
|
| 73 |
+
remaining = []
|
| 74 |
+
for bolt in self.bolts:
|
| 75 |
+
if bolt.active:
|
| 76 |
+
if self.active_ticks >= 0:
|
| 77 |
+
remaining.append(bolt)
|
| 78 |
+
continue
|
| 79 |
+
bolt.ticks -= 1
|
| 80 |
+
if self.active_ticks > 0:
|
| 81 |
+
if bolt.ticks > 0:
|
| 82 |
+
self.stars.append(Star(bolt.x, bolt.y, -bolt.y * 0.02))
|
| 83 |
+
continue
|
| 84 |
+
remaining.append(bolt)
|
| 85 |
+
if bolt.ticks > 0:
|
| 86 |
+
bolt.x += cos(bolt.angle) * bolt.speed
|
| 87 |
+
bolt.y += sin(bolt.angle) * bolt.speed
|
| 88 |
+
if self.active_ticks < 0 and (bolt.y > 90 or len(self.bolts) > 160):
|
| 89 |
+
self._strike(bolt)
|
| 90 |
+
elif bolt.ticks == 0:
|
| 91 |
+
for _ in range(self.random.integers(1, 4)):
|
| 92 |
+
remaining.append(Bolt(
|
| 93 |
+
bolt.x, bolt.y, bolt.angle + self.random.uniform(-0.7, 0.7),
|
| 94 |
+
self.random.uniform(0.3, 1), ceil(self.random.uniform(20, 40)), bolt,
|
| 95 |
+
))
|
| 96 |
+
self.bolts = remaining
|
| 97 |
+
if turn or (self.x < 0 and self.vx < 0) or (self.x > 99 and self.vx > 0):
|
| 98 |
+
self.vx *= -1
|
| 99 |
+
self.x += self.vx
|
| 100 |
+
self.terminal = any(
|
| 101 |
+
bolt.active and _segment_distance(self.x, 87, bolt) <= 5
|
| 102 |
+
for bolt in self.bolts
|
| 103 |
+
)
|
| 104 |
+
if self.terminal:
|
| 105 |
+
return 0
|
| 106 |
+
reward = 0
|
| 107 |
+
stars = []
|
| 108 |
+
for star in self.stars:
|
| 109 |
+
star.vy += 0.1
|
| 110 |
+
star.y += star.vy
|
| 111 |
+
if star.y > 89 and star.vy > 0:
|
| 112 |
+
star.vy *= -0.5
|
| 113 |
+
if star.vy > -0.1:
|
| 114 |
+
continue
|
| 115 |
+
if abs(star.x - self.x) <= 5 and abs(star.y - 87) <= 5:
|
| 116 |
+
reward += self.multiplier
|
| 117 |
+
self.multiplier += 1
|
| 118 |
+
else:
|
| 119 |
+
stars.append(star)
|
| 120 |
+
self.stars = stars
|
| 121 |
+
return reward
|
| 122 |
+
|
| 123 |
+
def _strike(self, bolt):
|
| 124 |
+
self.active_ticks = 20
|
| 125 |
+
self.multiplier = 1
|
| 126 |
+
for _ in range(99):
|
| 127 |
+
bolt.active = True
|
| 128 |
+
bolt = bolt.parent
|
| 129 |
+
if bolt is None:
|
| 130 |
+
break
|
| 131 |
+
|
| 132 |
+
def state(self):
|
| 133 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 134 |
+
state[8, int(np.clip(self.x // 10, 0, 9)), 0] = True
|
| 135 |
+
for bolt in self.bolts:
|
| 136 |
+
start_x, start_y = bolt.origin
|
| 137 |
+
samples = ceil(hypot(bolt.x - start_x, bolt.y - start_y) / 3) + 1
|
| 138 |
+
for x, y in zip(np.linspace(start_x, bolt.x, samples),
|
| 139 |
+
np.linspace(start_y, bolt.y, samples), strict=True):
|
| 140 |
+
if 0 <= x < 100 and 0 <= y < 100:
|
| 141 |
+
state[int(y // 10), int(x // 10), 2 if bolt.active else 1] = True
|
| 142 |
+
for star in self.stars:
|
| 143 |
+
if 0 <= star.x < 100 and 0 <= star.y < 100:
|
| 144 |
+
state[int(star.y // 10), int(star.x // 10), 3] = True
|
| 145 |
+
state[9, :, 4] = True
|
| 146 |
+
values = (self.steps, self.action, self.vx > 0, self.multiplier, self.active_ticks + 1)
|
| 147 |
+
for row, value in enumerate(values):
|
| 148 |
+
for bit in range(9):
|
| 149 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 150 |
+
return state
|
| 151 |
+
|
| 152 |
+
|
| 153 |
+
def _segment_distance(x, y, bolt):
|
| 154 |
+
start_x, start_y = bolt.origin
|
| 155 |
+
dx, dy = bolt.x - start_x, bolt.y - start_y
|
| 156 |
+
length_squared = dx * dx + dy * dy
|
| 157 |
+
if length_squared == 0:
|
| 158 |
+
return hypot(x - start_x, y - start_y)
|
| 159 |
+
fraction = min(1, max(0, ((x - start_x) * dx + (y - start_y) * dy) / length_squared))
|
| 160 |
+
return hypot(x - start_x - fraction * dx, y - start_y - fraction * dy)
|
runtime/minatar_synth/games/tilted.py
ADDED
|
@@ -0,0 +1,186 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
|
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|
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|
|
|
|
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|
|
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|
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|
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|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, hypot, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Bar:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
angle: float
|
| 12 |
+
length: float
|
| 13 |
+
|
| 14 |
+
def coordinates(self, x, y):
|
| 15 |
+
dx, dy = x - self.x, y - self.y
|
| 16 |
+
return dx * cos(self.angle) + dy * sin(self.angle), dy * cos(self.angle) - dx * sin(self.angle)
|
| 17 |
+
|
| 18 |
+
|
| 19 |
+
@dataclass
|
| 20 |
+
class Ball:
|
| 21 |
+
x: float
|
| 22 |
+
y: float
|
| 23 |
+
vx: float
|
| 24 |
+
vy: float = 0
|
| 25 |
+
age: int = 0
|
| 26 |
+
|
| 27 |
+
|
| 28 |
+
class TiltedEnvironment:
|
| 29 |
+
score_cap = 1000
|
| 30 |
+
|
| 31 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 32 |
+
self.sticky_action_prob = sticky_action_prob
|
| 33 |
+
self.horizon = min(horizon, 400)
|
| 34 |
+
self.seed(0)
|
| 35 |
+
self.reset()
|
| 36 |
+
|
| 37 |
+
def seed(self, seed):
|
| 38 |
+
self.random = np.random.default_rng(seed)
|
| 39 |
+
|
| 40 |
+
def reset(self):
|
| 41 |
+
self.bar = Bar(50, 0, 0, 90)
|
| 42 |
+
self.bars = [self.bar]
|
| 43 |
+
self.balls = []
|
| 44 |
+
self.bar_distance, self.bar_count, self.ball_timer = 10, 0, 60
|
| 45 |
+
self.x, self.y, self.vx, self.vy = 50., -6., 1., 0.
|
| 46 |
+
self.jumps = self.action = self.steps = 0
|
| 47 |
+
self.terminal = False
|
| 48 |
+
|
| 49 |
+
@classmethod
|
| 50 |
+
def normalize_score(cls, score):
|
| 51 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 52 |
+
|
| 53 |
+
def act(self, action):
|
| 54 |
+
if self.terminal:
|
| 55 |
+
return 0., True
|
| 56 |
+
previous = self.action
|
| 57 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 58 |
+
self.action = action
|
| 59 |
+
pressed = self.action == 5 and previous != 5
|
| 60 |
+
self.steps += 1
|
| 61 |
+
reward = 0.
|
| 62 |
+
for frame in range(4):
|
| 63 |
+
reward += self._advance(pressed and frame == 0)
|
| 64 |
+
if self.terminal:
|
| 65 |
+
break
|
| 66 |
+
self.terminal |= self.steps >= self.horizon
|
| 67 |
+
return reward, self.terminal
|
| 68 |
+
|
| 69 |
+
def _advance(self, pressed):
|
| 70 |
+
scroll = 0.02 + max(0, 60 - self.y) * 0.1
|
| 71 |
+
if self.bar is not None:
|
| 72 |
+
bar = self.bar
|
| 73 |
+
distance = hypot(self.x - bar.x, self.y + 5 - bar.y)
|
| 74 |
+
distance = (-distance if self.x < bar.x else distance) + self.vx / 2
|
| 75 |
+
self.x = bar.x + cos(bar.angle) * distance
|
| 76 |
+
self.y = bar.y + sin(bar.angle) * distance - 5
|
| 77 |
+
if abs(distance) > bar.length / 2 + 6:
|
| 78 |
+
self.bar = None
|
| 79 |
+
self.jumps = 0
|
| 80 |
+
if pressed:
|
| 81 |
+
self.bar = None
|
| 82 |
+
self.vy, self.jumps = -2, 1
|
| 83 |
+
self.y -= 2
|
| 84 |
+
else:
|
| 85 |
+
if pressed:
|
| 86 |
+
if self.jumps:
|
| 87 |
+
self.vx *= -1
|
| 88 |
+
self.jumps = max(1, self.jumps)
|
| 89 |
+
self.vy = -2 / self.jumps ** 2
|
| 90 |
+
self.jumps += 1
|
| 91 |
+
self.vy += 0.05 if self.action == 5 else 0.1
|
| 92 |
+
self.x += self.vx / 2
|
| 93 |
+
self.y += scroll + self.vy / 2
|
| 94 |
+
if (self.x < 8 and self.vx < 0) or (self.x > 92 and self.vx > 0):
|
| 95 |
+
self.vx *= -1
|
| 96 |
+
if self.y > 99:
|
| 97 |
+
self.terminal = True
|
| 98 |
+
return scroll
|
| 99 |
+
self._advance_balls(scroll)
|
| 100 |
+
for bar in self.bars:
|
| 101 |
+
bar.y += scroll
|
| 102 |
+
along, normal = bar.coordinates(self.x, self.y + 3)
|
| 103 |
+
if self.bar is None and abs(along) <= bar.length / 2 + 2 and abs(normal) <= 4:
|
| 104 |
+
if self.vy <= 0:
|
| 105 |
+
self.vy *= -0.5
|
| 106 |
+
self.y += 3 * self.vy
|
| 107 |
+
else:
|
| 108 |
+
self.bar = bar
|
| 109 |
+
for ball in self.balls:
|
| 110 |
+
along, normal = bar.coordinates(ball.x, ball.y)
|
| 111 |
+
if abs(along) <= bar.length / 2 + 3 and abs(normal) <= 4:
|
| 112 |
+
tangent_x, tangent_y = cos(bar.angle), sin(bar.angle)
|
| 113 |
+
projection = ball.vx * tangent_x + ball.vy * tangent_y
|
| 114 |
+
ball.vx = 2 * projection * tangent_x - ball.vx
|
| 115 |
+
ball.vy = 2 * projection * tangent_y - ball.vy
|
| 116 |
+
ball.x += ball.vx
|
| 117 |
+
ball.y += ball.vy
|
| 118 |
+
ball.age += 30
|
| 119 |
+
break
|
| 120 |
+
self.bars = [bar for bar in self.bars if bar.y <= 120]
|
| 121 |
+
self.bar_distance -= scroll
|
| 122 |
+
while self.bar_distance < 0:
|
| 123 |
+
self._spawn_bar()
|
| 124 |
+
return scroll
|
| 125 |
+
|
| 126 |
+
def _advance_balls(self, scroll):
|
| 127 |
+
self.ball_timer -= 1
|
| 128 |
+
if self.ball_timer < 0:
|
| 129 |
+
speed = self.random.choice((-1, 1)) * self.random.uniform(0.5, 1)
|
| 130 |
+
self.balls.append(Ball(self.random.uniform(20, 80), -40, speed))
|
| 131 |
+
self.ball_timer += self.random.uniform(60, 80)
|
| 132 |
+
for ball in self.balls:
|
| 133 |
+
ball.vx *= 0.995
|
| 134 |
+
ball.vy = (ball.vy + 0.05) * 0.995
|
| 135 |
+
ball.x += ball.vx / 2
|
| 136 |
+
ball.y += scroll + ball.vy / 2
|
| 137 |
+
if (ball.x < 8 and ball.vx < 0) or (ball.x > 92 and ball.vx > 0):
|
| 138 |
+
ball.vx *= -1
|
| 139 |
+
ball.age += 1
|
| 140 |
+
if hypot(ball.x - self.x, ball.y - self.y) <= 5:
|
| 141 |
+
if self.bar is not None:
|
| 142 |
+
self.bar.y = 999
|
| 143 |
+
self.bar = None
|
| 144 |
+
self.vy += 1
|
| 145 |
+
else:
|
| 146 |
+
self.vy += 4
|
| 147 |
+
ball.age = 999
|
| 148 |
+
for index, ball in enumerate(self.balls):
|
| 149 |
+
for other in self.balls[index + 1:]:
|
| 150 |
+
if ball.age <= 500 and other.age <= 500 and hypot(ball.x - other.x, ball.y - other.y) <= 5:
|
| 151 |
+
ball.age = other.age = 999
|
| 152 |
+
self.balls = [ball for ball in self.balls if ball.age <= 500 and ball.y <= 103]
|
| 153 |
+
|
| 154 |
+
def _spawn_bar(self):
|
| 155 |
+
side = self.bar_count % 2
|
| 156 |
+
length = self.random.uniform(15, 22)
|
| 157 |
+
x = (50 + self.random.choice((-1, 1)) * self.random.uniform(25, 50 - length / 2)
|
| 158 |
+
if side else self.random.uniform(35, 65))
|
| 159 |
+
angle = 0. if self.random.random() < (0.2 if side else 0.7) else (
|
| 160 |
+
self.random.choice((-1, 1)) * self.random.uniform(0, pi / 5)
|
| 161 |
+
)
|
| 162 |
+
y = -9 - self.bar_distance
|
| 163 |
+
self.bars.append(Bar(x, y, angle, length))
|
| 164 |
+
if side:
|
| 165 |
+
self.bars.append(Bar(100 - x, y, -angle, length))
|
| 166 |
+
self.bar_distance += self.random.uniform(15, 20)
|
| 167 |
+
self.bar_count += 1
|
| 168 |
+
|
| 169 |
+
def state(self):
|
| 170 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 171 |
+
state[int(np.clip(self.y // 10, 0, 9)), int(np.clip(self.x // 10, 0, 9)), 0] = True
|
| 172 |
+
for bar in self.bars:
|
| 173 |
+
for offset in np.linspace(-bar.length / 2, bar.length / 2, int(bar.length / 3) + 2):
|
| 174 |
+
x = bar.x + offset * cos(bar.angle)
|
| 175 |
+
y = bar.y + offset * sin(bar.angle)
|
| 176 |
+
if 0 <= x < 100 and 0 <= y < 100:
|
| 177 |
+
state[int(y // 10), int(x // 10), 2 if bar is self.bar else 1] = True
|
| 178 |
+
for ball in self.balls:
|
| 179 |
+
if 0 <= ball.y < 100:
|
| 180 |
+
state[int(ball.y // 10), int(ball.x // 10), 3] = True
|
| 181 |
+
state[:, (0, 9), 4] = True
|
| 182 |
+
gauges = (self.steps, self.action, self.vx > 0, self.jumps, round((self.vy + 8) * 16))
|
| 183 |
+
for row, value in enumerate(gauges):
|
| 184 |
+
for bit in range(9):
|
| 185 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 186 |
+
return state
|
runtime/minatar_synth/games/timber_test.py
ADDED
|
@@ -0,0 +1,97 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import numpy as np
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
HORIZON = 400
|
| 5 |
+
UNIT = 8
|
| 6 |
+
MIN_WIDTH = 32
|
| 7 |
+
MAX_PIECES = 4
|
| 8 |
+
MAX_SPEED = 4
|
| 9 |
+
SAW_LEAD = 6
|
| 10 |
+
|
| 11 |
+
|
| 12 |
+
class TimberTestEnvironment:
|
| 13 |
+
score_cap = HORIZON // ((MIN_WIDTH + SAW_LEAD + MAX_SPEED - 1) // MAX_SPEED) * (MAX_PIECES - 1) * 100
|
| 14 |
+
|
| 15 |
+
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
|
| 16 |
+
self.sticky_action_prob = sticky_action_prob
|
| 17 |
+
self.horizon = min(horizon, HORIZON)
|
| 18 |
+
self.seed(0)
|
| 19 |
+
self.reset()
|
| 20 |
+
|
| 21 |
+
def seed(self, seed: int) -> None:
|
| 22 |
+
self.random = np.random.default_rng(seed)
|
| 23 |
+
|
| 24 |
+
def reset(self) -> None:
|
| 25 |
+
self.steps = self.round = self.last_action = 0
|
| 26 |
+
self.terminal = False
|
| 27 |
+
self._new_log()
|
| 28 |
+
|
| 29 |
+
def _new_log(self) -> None:
|
| 30 |
+
self.round += 1
|
| 31 |
+
width = int(self.random.integers(MIN_WIDTH, 65))
|
| 32 |
+
slack = 80 - width
|
| 33 |
+
self.start = slack // 2 + int(self.random.integers(slack // 3 + 1))
|
| 34 |
+
self.end = self.start + width
|
| 35 |
+
self.remaining = self.start
|
| 36 |
+
self.target = int(self.random.integers(2, MAX_PIECES + 1))
|
| 37 |
+
self.saw = self.start - SAW_LEAD
|
| 38 |
+
self.pieces: list[int] = []
|
| 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 _grade(self) -> int:
|
| 45 |
+
score = (self.target - 1) * 100
|
| 46 |
+
widths = self.pieces + [0] * max(0, self.target - len(self.pieces))
|
| 47 |
+
for index, (left, right) in enumerate(zip(widths, widths[1:]), 1):
|
| 48 |
+
if index > self.target or left + right == 0:
|
| 49 |
+
score -= 100
|
| 50 |
+
else:
|
| 51 |
+
score -= abs(left - right) * 300 // (left + right)
|
| 52 |
+
return score
|
| 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 |
+
pressed = action == 5 and self.last_action != 5
|
| 60 |
+
self.last_action = action
|
| 61 |
+
self.steps += 1
|
| 62 |
+
self.saw = min(self.end, self.saw + min(MAX_SPEED, 1 + (self.round - 1) // 3))
|
| 63 |
+
reward = 0
|
| 64 |
+
if self.saw == self.end:
|
| 65 |
+
self.pieces.append(self.end - self.remaining)
|
| 66 |
+
score = self._grade()
|
| 67 |
+
if score < 0:
|
| 68 |
+
self.terminal = True
|
| 69 |
+
else:
|
| 70 |
+
reward = score
|
| 71 |
+
if self.steps < self.horizon:
|
| 72 |
+
self._new_log()
|
| 73 |
+
elif pressed and self.saw > self.remaining:
|
| 74 |
+
self.pieces.append(self.saw - self.remaining)
|
| 75 |
+
self.remaining = self.saw
|
| 76 |
+
self.terminal |= self.steps >= self.horizon
|
| 77 |
+
return float(reward), self.terminal
|
| 78 |
+
|
| 79 |
+
def state(self) -> np.ndarray:
|
| 80 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 81 |
+
state[1, max(0, min(9, self.saw // UNIT)), 0] = True
|
| 82 |
+
state[2, self.remaining // UNIT:(self.end - 1) // UNIT + 1, 1] = True
|
| 83 |
+
if self.round <= 3 and not self.pieces:
|
| 84 |
+
for index in range(1, self.target):
|
| 85 |
+
cut = self.start + round((self.end - self.start) * index / self.target)
|
| 86 |
+
state[3, cut // UNIT, 2] = True
|
| 87 |
+
cut = self.start
|
| 88 |
+
for width in self.pieces:
|
| 89 |
+
cut += width
|
| 90 |
+
index = cut - 1
|
| 91 |
+
state[index // 10, index % 10, 3] = True
|
| 92 |
+
values = (self.steps, self.round, self.target, self.start, self.end,
|
| 93 |
+
self.remaining, self.saw + SAW_LEAD, int(self.last_action == 5))
|
| 94 |
+
for row, value in enumerate(values):
|
| 95 |
+
for bit in range(9):
|
| 96 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 97 |
+
return state
|
runtime/minatar_synth/games/time_pilot.py
ADDED
|
@@ -0,0 +1,263 @@
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|
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|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import numpy as np
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
DIRECTIONS = ((-1, 0), (-1, 1), (0, 1), (1, 1), (1, 0), (1, -1), (0, -1), (-1, -1))
|
| 5 |
+
ERAS = (1910, 1940, 1970, 1983, 2001)
|
| 6 |
+
FORMATION_IDS = frozenset(range(20, 25))
|
| 7 |
+
|
| 8 |
+
|
| 9 |
+
class TimePilotEnvironment:
|
| 10 |
+
"""One five-era loop with scrolling flight, formations, and bosses."""
|
| 11 |
+
|
| 12 |
+
score_cap = 59_000.0
|
| 13 |
+
|
| 14 |
+
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 5_000):
|
| 15 |
+
self.sticky_action_prob = sticky_action_prob
|
| 16 |
+
self.horizon = horizon
|
| 17 |
+
self.random = np.random.RandomState()
|
| 18 |
+
self.seed(0)
|
| 19 |
+
self.reset()
|
| 20 |
+
|
| 21 |
+
@classmethod
|
| 22 |
+
def normalize_score(cls, raw_score: float) -> float:
|
| 23 |
+
return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
|
| 24 |
+
|
| 25 |
+
def seed(self, seed: int) -> None:
|
| 26 |
+
self.random.seed(seed)
|
| 27 |
+
|
| 28 |
+
def reset(self) -> None:
|
| 29 |
+
self.era = 0
|
| 30 |
+
self.heading = 0
|
| 31 |
+
self.previous_heading = self.heading
|
| 32 |
+
self.lives = 3
|
| 33 |
+
self.score = 0.0
|
| 34 |
+
self.steps = 0
|
| 35 |
+
self.last_action = 0
|
| 36 |
+
self.next_extra_life = 10_000
|
| 37 |
+
self.terminal = False
|
| 38 |
+
self._start_era()
|
| 39 |
+
|
| 40 |
+
def _start_era(self) -> None:
|
| 41 |
+
self.spawned = 0
|
| 42 |
+
self.killed = 0
|
| 43 |
+
self.special_spawned = self.era == 0
|
| 44 |
+
self.special_destroyed = self.era == 0
|
| 45 |
+
self.formation_destroyed: set[int] = set()
|
| 46 |
+
self.formation_failed = False
|
| 47 |
+
self.enemies: list[dict[str, int | str]] = []
|
| 48 |
+
self.bullets: list[list[int]] = []
|
| 49 |
+
self.enemy_shots: list[list[int]] = []
|
| 50 |
+
self.boss: dict[str, int] | None = None
|
| 51 |
+
self.previous_objects: list[tuple[int, int]] = []
|
| 52 |
+
self._spawn_enemies()
|
| 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_heading = self.heading
|
| 61 |
+
self.previous_objects = [(int(enemy["row"]), int(enemy["column"])) for enemy in self.enemies]
|
| 62 |
+
if self.boss is not None:
|
| 63 |
+
self.previous_objects.append((self.boss["row"], self.boss["column"]))
|
| 64 |
+
if action == 1:
|
| 65 |
+
self.heading = (self.heading - 1) % 8
|
| 66 |
+
elif action == 2:
|
| 67 |
+
self._scroll_world(1)
|
| 68 |
+
elif action == 3:
|
| 69 |
+
self.heading = (self.heading + 1) % 8
|
| 70 |
+
elif action == 4:
|
| 71 |
+
self.heading = (self.heading + 4) % 8
|
| 72 |
+
elif action == 5:
|
| 73 |
+
row_delta, column_delta = DIRECTIONS[self.heading]
|
| 74 |
+
self.bullets.append([5 + row_delta, 5 + column_delta, row_delta, column_delta])
|
| 75 |
+
self._move_bullets()
|
| 76 |
+
self._move_enemies()
|
| 77 |
+
self._move_enemy_shots()
|
| 78 |
+
reward = self._resolve_hits()
|
| 79 |
+
self._resolve_collisions()
|
| 80 |
+
if not self.terminal:
|
| 81 |
+
self._spawn_enemies()
|
| 82 |
+
self._spawn_boss_if_ready()
|
| 83 |
+
future_score = self.score + reward
|
| 84 |
+
while future_score >= self.next_extra_life:
|
| 85 |
+
self.lives += 1
|
| 86 |
+
self.next_extra_life += 50_000 if self.next_extra_life >= 10_000 else 10_000
|
| 87 |
+
self.score = future_score
|
| 88 |
+
self.steps += 1
|
| 89 |
+
if self.steps >= self.horizon:
|
| 90 |
+
self.terminal = True
|
| 91 |
+
return reward, self.terminal
|
| 92 |
+
|
| 93 |
+
def _scroll_world(self, distance: int) -> None:
|
| 94 |
+
row_delta, column_delta = DIRECTIONS[self.heading]
|
| 95 |
+
for enemy in self.enemies:
|
| 96 |
+
enemy["row"] -= row_delta * distance
|
| 97 |
+
enemy["column"] -= column_delta * distance
|
| 98 |
+
if self.boss is not None:
|
| 99 |
+
self.boss["row"] -= row_delta * distance
|
| 100 |
+
self.boss["column"] -= column_delta * distance
|
| 101 |
+
|
| 102 |
+
def _spawn_enemies(self) -> None:
|
| 103 |
+
if self.killed >= 56:
|
| 104 |
+
return
|
| 105 |
+
active_normal = sum(enemy["kind"] == "normal" for enemy in self.enemies)
|
| 106 |
+
target_active = 3 + self.era // 2
|
| 107 |
+
if self.spawned == 20 and not FORMATION_IDS.intersection(
|
| 108 |
+
int(enemy["id"]) for enemy in self.enemies
|
| 109 |
+
):
|
| 110 |
+
for enemy_id in FORMATION_IDS:
|
| 111 |
+
self.enemies.append(self._new_enemy(enemy_id, "normal"))
|
| 112 |
+
self.spawned = 25
|
| 113 |
+
return
|
| 114 |
+
while active_normal < target_active and self.spawned < 56 and self.spawned not in FORMATION_IDS:
|
| 115 |
+
self.enemies.append(self._new_enemy(self.spawned, "normal"))
|
| 116 |
+
self.spawned += 1
|
| 117 |
+
active_normal += 1
|
| 118 |
+
if self.era > 0 and not self.special_spawned and self.killed >= 10:
|
| 119 |
+
self.enemies.append(self._new_enemy(100 + self.era, "special"))
|
| 120 |
+
self.special_spawned = True
|
| 121 |
+
|
| 122 |
+
def _new_enemy(self, enemy_id: int, kind: str) -> dict[str, int | str]:
|
| 123 |
+
edge = int(self.random.randint(4))
|
| 124 |
+
coordinate = int(self.random.randint(1, 9))
|
| 125 |
+
row, column = ((0, coordinate), (9, coordinate), (coordinate, 0), (coordinate, 9))[edge]
|
| 126 |
+
return {"id": enemy_id, "kind": kind, "row": row, "column": column}
|
| 127 |
+
|
| 128 |
+
def _move_bullets(self) -> None:
|
| 129 |
+
for bullet in self.bullets:
|
| 130 |
+
bullet[0] += bullet[2]
|
| 131 |
+
bullet[1] += bullet[3]
|
| 132 |
+
self.bullets = [bullet for bullet in self.bullets if 0 <= bullet[0] < 10 and 0 <= bullet[1] < 10]
|
| 133 |
+
|
| 134 |
+
def _move_enemies(self) -> None:
|
| 135 |
+
interval = max(1, 4 - self.era // 2)
|
| 136 |
+
if self.steps % interval == 0:
|
| 137 |
+
for enemy in self.enemies:
|
| 138 |
+
enemy["row"] += int(np.sign(5 - int(enemy["row"])))
|
| 139 |
+
enemy["column"] += int(np.sign(5 - int(enemy["column"])))
|
| 140 |
+
if self.boss is not None:
|
| 141 |
+
self.boss["row"] += int(np.sign(5 - self.boss["row"]))
|
| 142 |
+
self.boss["column"] += int(np.sign(5 - self.boss["column"]))
|
| 143 |
+
if self.steps % max(5, 12 - self.era) == 0 and (self.enemies or self.boss is not None):
|
| 144 |
+
source = self.enemies[0] if self.enemies else self.boss
|
| 145 |
+
row = int(source["row"])
|
| 146 |
+
column = int(source["column"])
|
| 147 |
+
self.enemy_shots.append([row, column, int(np.sign(5 - row)), int(np.sign(5 - column))])
|
| 148 |
+
|
| 149 |
+
def _move_enemy_shots(self) -> None:
|
| 150 |
+
for shot in self.enemy_shots:
|
| 151 |
+
if self.era >= 2:
|
| 152 |
+
shot[2] = int(np.sign(5 - shot[0]))
|
| 153 |
+
shot[3] = int(np.sign(5 - shot[1]))
|
| 154 |
+
shot[0] += shot[2]
|
| 155 |
+
shot[1] += shot[3]
|
| 156 |
+
self.enemy_shots = [shot for shot in self.enemy_shots if 0 <= shot[0] < 10 and 0 <= shot[1] < 10]
|
| 157 |
+
|
| 158 |
+
def _resolve_hits(self) -> float:
|
| 159 |
+
reward = 0.0
|
| 160 |
+
hit_bullets: set[int] = set()
|
| 161 |
+
hit_enemy_ids: set[int] = set()
|
| 162 |
+
for bullet_index, bullet in enumerate(self.bullets):
|
| 163 |
+
for enemy in self.enemies:
|
| 164 |
+
if bullet[:2] != [enemy["row"], enemy["column"]]:
|
| 165 |
+
continue
|
| 166 |
+
hit_bullets.add(bullet_index)
|
| 167 |
+
hit_enemy_ids.add(int(enemy["id"]))
|
| 168 |
+
if enemy["kind"] == "normal":
|
| 169 |
+
reward += 100.0
|
| 170 |
+
self.killed += 1
|
| 171 |
+
if int(enemy["id"]) in FORMATION_IDS:
|
| 172 |
+
self.formation_destroyed.add(int(enemy["id"]))
|
| 173 |
+
else:
|
| 174 |
+
reward += 1_500.0
|
| 175 |
+
self.special_destroyed = True
|
| 176 |
+
break
|
| 177 |
+
if self.boss is not None and bullet[:2] == [self.boss["row"], self.boss["column"]]:
|
| 178 |
+
hit_bullets.add(bullet_index)
|
| 179 |
+
self.boss["hp"] -= 1
|
| 180 |
+
if self.boss["hp"] == 0:
|
| 181 |
+
reward += 3_000.0
|
| 182 |
+
self.boss = None
|
| 183 |
+
self.era += 1
|
| 184 |
+
if self.era >= 5:
|
| 185 |
+
self.terminal = True
|
| 186 |
+
else:
|
| 187 |
+
self._start_era()
|
| 188 |
+
break
|
| 189 |
+
self.enemies = [enemy for enemy in self.enemies if int(enemy["id"]) not in hit_enemy_ids]
|
| 190 |
+
self.bullets = [bullet for index, bullet in enumerate(self.bullets) if index not in hit_bullets]
|
| 191 |
+
if not self.formation_failed and self.formation_destroyed == FORMATION_IDS:
|
| 192 |
+
reward += 2_000.0
|
| 193 |
+
self.formation_failed = True
|
| 194 |
+
return reward
|
| 195 |
+
|
| 196 |
+
def _resolve_collisions(self) -> None:
|
| 197 |
+
colliding_ids = {
|
| 198 |
+
int(enemy["id"])
|
| 199 |
+
for enemy in self.enemies
|
| 200 |
+
if int(enemy["row"]) == 5 and int(enemy["column"]) == 5
|
| 201 |
+
}
|
| 202 |
+
collision = bool(colliding_ids) or any(shot[:2] == [5, 5] for shot in self.enemy_shots)
|
| 203 |
+
if self.boss is not None and [self.boss["row"], self.boss["column"]] == [5, 5]:
|
| 204 |
+
collision = True
|
| 205 |
+
if not collision:
|
| 206 |
+
return
|
| 207 |
+
if colliding_ids.intersection(FORMATION_IDS):
|
| 208 |
+
self.formation_failed = True
|
| 209 |
+
for enemy in self.enemies:
|
| 210 |
+
if int(enemy["id"]) in colliding_ids:
|
| 211 |
+
enemy["row"] = 0
|
| 212 |
+
enemy["column"] = 1 + int(enemy["id"]) % 8
|
| 213 |
+
if self.boss is not None and [self.boss["row"], self.boss["column"]] == [5, 5]:
|
| 214 |
+
self.boss["row"] = 0
|
| 215 |
+
self.boss["column"] = 5
|
| 216 |
+
self.bullets.clear()
|
| 217 |
+
self.enemy_shots.clear()
|
| 218 |
+
self.lives -= 1
|
| 219 |
+
if self.lives <= 0:
|
| 220 |
+
self.terminal = True
|
| 221 |
+
|
| 222 |
+
def _spawn_boss_if_ready(self) -> None:
|
| 223 |
+
if self.killed < 56 or self.enemies or not self.special_destroyed or self.boss is not None:
|
| 224 |
+
return
|
| 225 |
+
self.boss = {"row": 0, "column": 5, "hp": 7}
|
| 226 |
+
|
| 227 |
+
def state(self) -> np.ndarray:
|
| 228 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 229 |
+
state[5, 5, 0] = True
|
| 230 |
+
for enemy in self.enemies:
|
| 231 |
+
channel = 2 if enemy["kind"] == "special" else 1
|
| 232 |
+
state[int(enemy["row"]), int(enemy["column"]), channel] = True
|
| 233 |
+
if self.boss is not None:
|
| 234 |
+
state[self.boss["row"], self.boss["column"], 2] = True
|
| 235 |
+
for bullet in self.bullets:
|
| 236 |
+
state[bullet[0], bullet[1], 3] = True
|
| 237 |
+
for shot in self.enemy_shots:
|
| 238 |
+
state[shot[0], shot[1], 1] = True
|
| 239 |
+
for row, column in self.previous_objects:
|
| 240 |
+
if 0 <= row < 10 and 0 <= column < 10:
|
| 241 |
+
state[row, column, 4] = True
|
| 242 |
+
values = (
|
| 243 |
+
(self.era, 3),
|
| 244 |
+
(self.heading, 3),
|
| 245 |
+
(self.previous_heading, 3),
|
| 246 |
+
(self.lives, 5),
|
| 247 |
+
(self.spawned, 6),
|
| 248 |
+
(self.killed, 6),
|
| 249 |
+
(self.steps, 13),
|
| 250 |
+
(0 if self.boss is None else self.boss["hp"], 3),
|
| 251 |
+
)
|
| 252 |
+
offset = 0
|
| 253 |
+
for value, width in values:
|
| 254 |
+
for bit in range(width):
|
| 255 |
+
index = offset + bit
|
| 256 |
+
state[index // 10, index % 10, 5] = bool(value & (1 << bit))
|
| 257 |
+
offset += width
|
| 258 |
+
for enemy_id in self.formation_destroyed:
|
| 259 |
+
state[5, enemy_id - 20, 5] = True
|
| 260 |
+
state[5, 5, 5] = self.formation_failed
|
| 261 |
+
state[5, 6, 5] = self.special_spawned
|
| 262 |
+
state[5, 7, 5] = self.special_destroyed
|
| 263 |
+
return state
|
runtime/minatar_synth/games/tongue_hunter.py
ADDED
|
@@ -0,0 +1,135 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import atan2, ceil, cos, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Prey:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
vx: float
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
@dataclass
|
| 15 |
+
class Hazard:
|
| 16 |
+
x: float
|
| 17 |
+
y: float = -5.
|
| 18 |
+
|
| 19 |
+
|
| 20 |
+
class TongueHunterEnvironment:
|
| 21 |
+
score_cap = 1000
|
| 22 |
+
|
| 23 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 24 |
+
self.sticky_action_prob = sticky_action_prob
|
| 25 |
+
self.horizon = min(horizon, 400)
|
| 26 |
+
self.seed(0)
|
| 27 |
+
self.reset()
|
| 28 |
+
|
| 29 |
+
def seed(self, seed):
|
| 30 |
+
self.random = np.random.default_rng(seed)
|
| 31 |
+
|
| 32 |
+
def reset(self):
|
| 33 |
+
self.prey, self.hazards = [], []
|
| 34 |
+
self.length, self.angle = 0., -pi / 2
|
| 35 |
+
self.tip = (50., 90.)
|
| 36 |
+
self.combo = 1
|
| 37 |
+
self.steps = self.frames = self.action = 0
|
| 38 |
+
self.terminal = False
|
| 39 |
+
|
| 40 |
+
@classmethod
|
| 41 |
+
def normalize_score(cls, score):
|
| 42 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 43 |
+
|
| 44 |
+
def act(self, action):
|
| 45 |
+
if self.terminal:
|
| 46 |
+
return 0., True
|
| 47 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 48 |
+
self.action = action
|
| 49 |
+
self.steps += 1
|
| 50 |
+
reward = 0
|
| 51 |
+
for _ in range(4):
|
| 52 |
+
reward += self._advance()
|
| 53 |
+
if self.terminal:
|
| 54 |
+
break
|
| 55 |
+
self.terminal |= self.steps >= self.horizon
|
| 56 |
+
return float(reward), self.terminal
|
| 57 |
+
|
| 58 |
+
def _advance(self):
|
| 59 |
+
if self.frames % 60 == 0:
|
| 60 |
+
left = self.random.random() < 0.5
|
| 61 |
+
speed = self.random.uniform(0.3, 0.6)
|
| 62 |
+
self.prey.append(Prey(-5 if left else 105, self.random.uniform(20, 60),
|
| 63 |
+
speed if left else -speed))
|
| 64 |
+
if self.frames % 90 == 0:
|
| 65 |
+
self.hazards.append(Hazard(self.random.uniform(10, 90)))
|
| 66 |
+
|
| 67 |
+
dx, dy = cos(self.angle) * self.length, sin(self.angle) * self.length
|
| 68 |
+
tip_x, tip_y = self.tip = (50 + dx, 90 + dy)
|
| 69 |
+
if self.action == 5 and self.prey:
|
| 70 |
+
target = min(self.prey, key=lambda p: (p.x - tip_x) ** 2 + (p.y - tip_y) ** 2)
|
| 71 |
+
angle = atan2(target.y - 90, target.x - 50)
|
| 72 |
+
delta = angle - self.angle
|
| 73 |
+
if abs(delta) < 0.1:
|
| 74 |
+
self.angle = angle
|
| 75 |
+
self.length += 8
|
| 76 |
+
else:
|
| 77 |
+
self.angle += 0.1 if delta > 0 else -0.1
|
| 78 |
+
self.length = min(80, max(0, self.length - 5))
|
| 79 |
+
|
| 80 |
+
for prey in self.prey:
|
| 81 |
+
prey.x += prey.vx * 1.05
|
| 82 |
+
self.prey = [p for p in self.prey if -10 < p.x < 110]
|
| 83 |
+
for hazard in self.hazards:
|
| 84 |
+
hazard.y += 0.5
|
| 85 |
+
self.hazards = [h for h in self.hazards if h.y < 110]
|
| 86 |
+
|
| 87 |
+
reward = 0
|
| 88 |
+
if self.length <= 5:
|
| 89 |
+
self.combo = 1
|
| 90 |
+
else:
|
| 91 |
+
radius = 2.5 + 3 * (1 + sin(self.frames * 0.3) * 0.2)
|
| 92 |
+
if any(abs(p.x - tip_x) <= radius and abs(p.y - tip_y) <= radius for p in self.prey):
|
| 93 |
+
target = min(self.prey, key=lambda p: (p.x - tip_x) ** 2 + (p.y - tip_y) ** 2)
|
| 94 |
+
self.prey.remove(target)
|
| 95 |
+
reward = ceil(self.length) * self.combo
|
| 96 |
+
self.combo += 1
|
| 97 |
+
self.terminal = any(self._touches_tongue(h, dx, dy) for h in self.hazards)
|
| 98 |
+
self.frames += 1
|
| 99 |
+
return reward
|
| 100 |
+
|
| 101 |
+
def _touches_tongue(self, hazard, dx, dy):
|
| 102 |
+
radius = 1 + 4 * (1 + sin(self.frames * 0.15 + hazard.x) * 0.1)
|
| 103 |
+
near, far = 0., 1.
|
| 104 |
+
for offset, movement in ((hazard.x - 50, dx), (hazard.y - 90, dy)):
|
| 105 |
+
if abs(movement) < 1e-9:
|
| 106 |
+
if abs(offset) > radius:
|
| 107 |
+
return False
|
| 108 |
+
else:
|
| 109 |
+
edges = sorted(((offset - radius) / movement, (offset + radius) / movement))
|
| 110 |
+
near, far = max(near, edges[0]), min(far, edges[1])
|
| 111 |
+
return near <= far
|
| 112 |
+
|
| 113 |
+
def state(self):
|
| 114 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 115 |
+
state[9, 5, 0] = True
|
| 116 |
+
if self.length > 5:
|
| 117 |
+
tip_x, tip_y = self.tip
|
| 118 |
+
for x, y in zip(np.linspace(50, tip_x, 33), np.linspace(90, tip_y, 33), strict=True):
|
| 119 |
+
self._mark(state, x, y, 1)
|
| 120 |
+
self._mark(state, tip_x, tip_y, 2)
|
| 121 |
+
for prey in self.prey:
|
| 122 |
+
self._mark(state, prey.x, prey.y, 3)
|
| 123 |
+
for hazard in self.hazards:
|
| 124 |
+
self._mark(state, hazard.x, hazard.y, 4)
|
| 125 |
+
values = (self.steps, self.action, self.combo, round(self.length * 4),
|
| 126 |
+
round((self.angle + pi) * 128))
|
| 127 |
+
for row, value in enumerate(values):
|
| 128 |
+
for bit in range(9):
|
| 129 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 130 |
+
return state
|
| 131 |
+
|
| 132 |
+
@staticmethod
|
| 133 |
+
def _mark(state, x, y, channel):
|
| 134 |
+
if 0 <= x < 100 and 0 <= y < 100:
|
| 135 |
+
state[int(y // 10), int(x // 10), channel] = True
|
runtime/minatar_synth/games/tornado_twister.py
ADDED
|
@@ -0,0 +1,153 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import atan2, cos, floor, hypot, sin, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Debris:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
size: int
|
| 12 |
+
distance: float = 0.
|
| 13 |
+
angle: float = 0.
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
@dataclass
|
| 17 |
+
class Obstacle:
|
| 18 |
+
x: float
|
| 19 |
+
y: float
|
| 20 |
+
width: float
|
| 21 |
+
height: float
|
| 22 |
+
|
| 23 |
+
|
| 24 |
+
class TornadoTwisterEnvironment:
|
| 25 |
+
score_cap = 1000
|
| 26 |
+
|
| 27 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 28 |
+
self.sticky_action_prob = sticky_action_prob
|
| 29 |
+
self.horizon = min(horizon, 400)
|
| 30 |
+
self.seed(0)
|
| 31 |
+
self.reset()
|
| 32 |
+
|
| 33 |
+
def seed(self, seed):
|
| 34 |
+
self.random = np.random.default_rng(seed)
|
| 35 |
+
|
| 36 |
+
def reset(self):
|
| 37 |
+
self.y, self.direction, self.speed = 75., 1, 1.
|
| 38 |
+
self.size = self.current_size = 7.
|
| 39 |
+
points = self.random.uniform(-10, 10, (20, 2))
|
| 40 |
+
self.radii = np.hypot(points[:, 0], points[:, 1])
|
| 41 |
+
self.angles = np.arctan2(points[:, 1], points[:, 0])
|
| 42 |
+
self.debris, self.obstacles = [], []
|
| 43 |
+
self.debris_timer = self.obstacle_timer = 0.
|
| 44 |
+
self.steps = self.frames = self.action = 0
|
| 45 |
+
self.terminal = False
|
| 46 |
+
|
| 47 |
+
@classmethod
|
| 48 |
+
def normalize_score(cls, score):
|
| 49 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 50 |
+
|
| 51 |
+
def act(self, action):
|
| 52 |
+
if self.terminal:
|
| 53 |
+
return 0., True
|
| 54 |
+
previous = self.action
|
| 55 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 56 |
+
self.action = action
|
| 57 |
+
if self.action == 5 and previous != 5:
|
| 58 |
+
self.direction *= -1
|
| 59 |
+
self.steps += 1
|
| 60 |
+
reward = 0
|
| 61 |
+
for _ in range(4):
|
| 62 |
+
reward += self._advance()
|
| 63 |
+
if self.terminal:
|
| 64 |
+
break
|
| 65 |
+
self.terminal |= self.steps >= self.horizon
|
| 66 |
+
return float(reward), self.terminal
|
| 67 |
+
|
| 68 |
+
def _cloud(self):
|
| 69 |
+
angles = self.angles + self.frames * 0.15 * (1 - np.arange(20) / 20)
|
| 70 |
+
radius = self.radii * self.current_size / 10
|
| 71 |
+
return 20 + radius * np.cos(angles), self.y + radius * np.sin(angles)
|
| 72 |
+
|
| 73 |
+
def _advance(self):
|
| 74 |
+
if self.action == 5:
|
| 75 |
+
self.current_size += (3 - self.current_size) * 0.1
|
| 76 |
+
self.speed += (0.1 - self.speed) * 0.1
|
| 77 |
+
else:
|
| 78 |
+
self.current_size += (self.size - self.current_size) * 0.03
|
| 79 |
+
self.speed += (1 - self.speed) * 0.1
|
| 80 |
+
self.y += self.direction * self.speed
|
| 81 |
+
if self.y <= self.current_size:
|
| 82 |
+
self.direction = 1
|
| 83 |
+
if self.y >= 100 - self.current_size:
|
| 84 |
+
self.direction = -1
|
| 85 |
+
|
| 86 |
+
self.frames += 1
|
| 87 |
+
cloud_x, cloud_y = self._cloud()
|
| 88 |
+
padding = sqrt(self.current_size)
|
| 89 |
+
|
| 90 |
+
def touches(x, y, width, height):
|
| 91 |
+
return np.any((abs(cloud_x - x) <= (width + padding) / 2)
|
| 92 |
+
& (abs(cloud_y - y) <= (height + padding) / 2))
|
| 93 |
+
|
| 94 |
+
self.debris_timer -= 1
|
| 95 |
+
if self.debris_timer <= 0:
|
| 96 |
+
size = 3 if self.random.random() < 0.5 else (5 if self.random.random() < 0.7 else 4)
|
| 97 |
+
self.debris.append(Debris(160, self.random.uniform(10, 90), size))
|
| 98 |
+
self.debris_timer = self.random.uniform(30, 50)
|
| 99 |
+
reward = 0
|
| 100 |
+
remaining = []
|
| 101 |
+
for item in self.debris:
|
| 102 |
+
if item.distance > 0:
|
| 103 |
+
item.distance -= 1
|
| 104 |
+
item.angle += 0.2
|
| 105 |
+
if item.distance <= 0:
|
| 106 |
+
self.size += item.size * 0.05
|
| 107 |
+
reward += floor(item.size * self.current_size)
|
| 108 |
+
continue
|
| 109 |
+
item.x = 20 + item.distance * cos(item.angle)
|
| 110 |
+
item.y = self.y + item.distance * sin(item.angle)
|
| 111 |
+
else:
|
| 112 |
+
item.x -= 1
|
| 113 |
+
if touches(item.x, item.y, item.size, item.size):
|
| 114 |
+
dx, dy = item.x - 20, item.y - self.y
|
| 115 |
+
item.distance = max(1, hypot(dx, dy) * 1.5)
|
| 116 |
+
item.angle = atan2(dy, dx)
|
| 117 |
+
if item.x >= -item.size:
|
| 118 |
+
remaining.append(item)
|
| 119 |
+
self.debris = remaining
|
| 120 |
+
|
| 121 |
+
self.obstacle_timer -= 1
|
| 122 |
+
if self.obstacle_timer < 0:
|
| 123 |
+
width = self.random.uniform(20, 30)
|
| 124 |
+
self.obstacles.append(Obstacle(150 + width / 2, self.random.uniform(10, 90),
|
| 125 |
+
width, self.random.uniform(10, 20)))
|
| 126 |
+
self.obstacle_timer += self.random.uniform(50, 150)
|
| 127 |
+
for obstacle in self.obstacles:
|
| 128 |
+
obstacle.x -= 1
|
| 129 |
+
self.terminal = any(touches(o.x, o.y, o.width, o.height) for o in self.obstacles)
|
| 130 |
+
self.obstacles = [o for o in self.obstacles if o.x > -o.width]
|
| 131 |
+
return reward
|
| 132 |
+
|
| 133 |
+
def state(self):
|
| 134 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 135 |
+
cloud_x, cloud_y = self._cloud()
|
| 136 |
+
for x, y in zip(cloud_x, cloud_y, strict=True):
|
| 137 |
+
if 0 <= x < 150 and 0 <= y < 100:
|
| 138 |
+
state[int(y // 10), int(x // 15), 0] = True
|
| 139 |
+
for item in self.debris:
|
| 140 |
+
if 0 <= item.x < 150 and 0 <= item.y < 100:
|
| 141 |
+
state[int(item.y // 10), int(item.x // 15), 3 if item.distance else 1] = True
|
| 142 |
+
if item.size >= 4 and not item.distance:
|
| 143 |
+
state[int(item.y // 10), int(item.x // 15), 2] = True
|
| 144 |
+
rows, cols = np.ogrid[0:100:10, 0:150:15]
|
| 145 |
+
for obstacle in self.obstacles:
|
| 146 |
+
state[:, :, 4] |= ((abs(cols + 7.5 - obstacle.x) < obstacle.width / 2 + 7.5)
|
| 147 |
+
& (abs(rows + 5 - obstacle.y) < obstacle.height / 2 + 5))
|
| 148 |
+
values = (self.steps, self.action, self.direction > 0, round(self.speed * 100),
|
| 149 |
+
round(self.current_size * 16), round(self.size * 16))
|
| 150 |
+
for row, value in enumerate(values):
|
| 151 |
+
for bit in range(9):
|
| 152 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 153 |
+
return state
|
runtime/minatar_synth/games/totoge.py
ADDED
|
@@ -0,0 +1,125 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import ceil
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class SpikeStrip:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
count: int
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
class TotogeEnvironment:
|
| 15 |
+
score_cap = 1000
|
| 16 |
+
|
| 17 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 18 |
+
self.sticky_action_prob = sticky_action_prob
|
| 19 |
+
self.horizon = min(horizon, 400)
|
| 20 |
+
self.seed(0)
|
| 21 |
+
self.reset()
|
| 22 |
+
|
| 23 |
+
def seed(self, seed):
|
| 24 |
+
self.random = np.random.default_rng(seed)
|
| 25 |
+
|
| 26 |
+
def reset(self):
|
| 27 |
+
self.x, self.y, self.vx, self.vy = 50., 9., 0.33, 0.
|
| 28 |
+
self.scroll, self.next_wall = 0., 105.
|
| 29 |
+
self.spikes = []
|
| 30 |
+
self.spike_distance, self.next_spike_x, self.spike_direction = 0., 10., 1
|
| 31 |
+
self.action = self.steps = 0
|
| 32 |
+
self.terminal = False
|
| 33 |
+
|
| 34 |
+
@classmethod
|
| 35 |
+
def normalize_score(cls, score):
|
| 36 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 37 |
+
|
| 38 |
+
def act(self, action):
|
| 39 |
+
if self.terminal:
|
| 40 |
+
return 0., True
|
| 41 |
+
previous = self.action
|
| 42 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 43 |
+
self.action = action
|
| 44 |
+
jump = self.action == 5 and previous != 5
|
| 45 |
+
self.steps += 1
|
| 46 |
+
reward = 0.
|
| 47 |
+
for frame in range(4):
|
| 48 |
+
reward += self._advance(jump and frame == 0)
|
| 49 |
+
if self.terminal:
|
| 50 |
+
break
|
| 51 |
+
self.terminal |= self.steps >= self.horizon
|
| 52 |
+
return reward, self.terminal
|
| 53 |
+
|
| 54 |
+
def _advance(self, jump):
|
| 55 |
+
reward = 0.
|
| 56 |
+
while self.next_wall < 105:
|
| 57 |
+
self.next_wall += 10
|
| 58 |
+
reward += 1
|
| 59 |
+
self.next_wall -= self.scroll
|
| 60 |
+
|
| 61 |
+
self.spike_distance -= self.scroll
|
| 62 |
+
if self.spike_distance < 0:
|
| 63 |
+
count = int(self.random.integers(2, 5))
|
| 64 |
+
x = float(np.clip(self.next_spike_x, 12, 93 - count * 6))
|
| 65 |
+
self.spikes.append(SpikeStrip(x, 199, count))
|
| 66 |
+
self.spike_distance = self.random.uniform(99, 199)
|
| 67 |
+
self.next_spike_x += self.spike_direction * count * 6
|
| 68 |
+
if self.next_spike_x < 9 or self.next_spike_x > 90:
|
| 69 |
+
self.spike_direction *= -1
|
| 70 |
+
for strip in self.spikes:
|
| 71 |
+
strip.y -= self.scroll
|
| 72 |
+
self.spikes = [strip for strip in self.spikes if strip.y > -99]
|
| 73 |
+
samples = ceil(min(99, max(1, self.vy / 6)))
|
| 74 |
+
if any(self._hits(strip, self.y - 6 * offset)
|
| 75 |
+
for strip in self.spikes for offset in range(samples)):
|
| 76 |
+
self.terminal = True
|
| 77 |
+
return reward
|
| 78 |
+
|
| 79 |
+
self.x += self.vx
|
| 80 |
+
self.y += self.vy - self.scroll
|
| 81 |
+
if self.y < 10:
|
| 82 |
+
self.scroll = (self.y - 10) / 2
|
| 83 |
+
elif self.y > 30:
|
| 84 |
+
self.scroll = (self.y - 30) / 2
|
| 85 |
+
self.vy += 0.05
|
| 86 |
+
if (self.x < 9 and self.vx < 0) or (self.x > 90 and self.vx > 0):
|
| 87 |
+
self.vx *= -1
|
| 88 |
+
if jump and self.vy > 0 and self.next_wall < 150:
|
| 89 |
+
bonus = self.vy ** 2
|
| 90 |
+
if bonus > 10:
|
| 91 |
+
reward += bonus
|
| 92 |
+
self.vy = -1
|
| 93 |
+
return reward
|
| 94 |
+
|
| 95 |
+
def _hits(self, strip, y):
|
| 96 |
+
draw_y = min(99, max(-99, strip.y))
|
| 97 |
+
for index in range(strip.count):
|
| 98 |
+
dx = abs(self.x - strip.x - index * 6)
|
| 99 |
+
dy = y - draw_y
|
| 100 |
+
if dx < 6 and -5 < dy < 5 and dx < 4.5 + dy * 0.3:
|
| 101 |
+
return True
|
| 102 |
+
return False
|
| 103 |
+
|
| 104 |
+
def state(self):
|
| 105 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 106 |
+
col = int(np.clip(self.x // 10, 0, 9))
|
| 107 |
+
row = int(np.clip(self.y // 10, 0, 9))
|
| 108 |
+
state[row, col, 0] = True
|
| 109 |
+
for strip in self.spikes:
|
| 110 |
+
if 0 <= strip.y < 100:
|
| 111 |
+
for index in range(strip.count):
|
| 112 |
+
state[int(strip.y // 10), int((strip.x + index * 6) // 10), 1] = True
|
| 113 |
+
elif strip.y >= 100:
|
| 114 |
+
for index in range(strip.count):
|
| 115 |
+
state[9, int((strip.x + index * 6) // 10), 2] = True
|
| 116 |
+
for y in np.arange(self.next_wall - 10, -5, -10):
|
| 117 |
+
if 0 <= y < 100:
|
| 118 |
+
state[int(y // 10), (0, 9), 3] = True
|
| 119 |
+
state[row, col, 4] = self.vy > 0
|
| 120 |
+
values = (self.steps, self.action, self.vx > 0, round((self.vy + 1) * 16),
|
| 121 |
+
round((self.scroll + 4) * 16), round(self.next_wall * 2))
|
| 122 |
+
for row, value in enumerate(values):
|
| 123 |
+
for bit in range(9):
|
| 124 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 125 |
+
return state
|
runtime/minatar_synth/games/tr_beam.py
ADDED
|
@@ -0,0 +1,169 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, hypot, pi, sin, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Ball:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
radius: float
|
| 12 |
+
red: bool = False
|
| 13 |
+
vx: float = 0.
|
| 14 |
+
vy: float = 0.
|
| 15 |
+
beamed: bool = False
|
| 16 |
+
|
| 17 |
+
|
| 18 |
+
class TrBeamEnvironment:
|
| 19 |
+
score_cap = 500
|
| 20 |
+
|
| 21 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 22 |
+
self.sticky_action_prob = sticky_action_prob
|
| 23 |
+
self.horizon = min(horizon, 400)
|
| 24 |
+
self.seed(0)
|
| 25 |
+
self.reset()
|
| 26 |
+
|
| 27 |
+
def seed(self, seed):
|
| 28 |
+
self.random = np.random.default_rng(seed)
|
| 29 |
+
|
| 30 |
+
def reset(self):
|
| 31 |
+
self.phase = -pi * 0.3
|
| 32 |
+
self.x = 50 + sin(self.phase) * 40
|
| 33 |
+
self.length = 0.
|
| 34 |
+
self.balls = []
|
| 35 |
+
self.spawn_timer = 0.
|
| 36 |
+
self.until_red = 9
|
| 37 |
+
self.multiplier = 1
|
| 38 |
+
self.action = self.steps = self.frames = 0
|
| 39 |
+
self.terminal = False
|
| 40 |
+
|
| 41 |
+
@classmethod
|
| 42 |
+
def normalize_score(cls, score):
|
| 43 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 44 |
+
|
| 45 |
+
def act(self, action):
|
| 46 |
+
if self.terminal:
|
| 47 |
+
return 0., True
|
| 48 |
+
previous = self.action
|
| 49 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 50 |
+
self.action = action
|
| 51 |
+
if self.action == 5 and previous != 5:
|
| 52 |
+
self.multiplier = 1
|
| 53 |
+
self.steps += 1
|
| 54 |
+
reward = 0
|
| 55 |
+
for _ in range(4):
|
| 56 |
+
reward += self._advance()
|
| 57 |
+
if self.terminal:
|
| 58 |
+
break
|
| 59 |
+
self.terminal |= self.steps >= self.horizon
|
| 60 |
+
return float(reward), self.terminal
|
| 61 |
+
|
| 62 |
+
def _advance(self):
|
| 63 |
+
self.phase += 0.03
|
| 64 |
+
self.x = 50 + sin(self.phase) * 40
|
| 65 |
+
self.length = min(82, self.length + 2) if self.action == 5 else self.length * 0.8
|
| 66 |
+
beams = self._beams()
|
| 67 |
+
self.frames += 1
|
| 68 |
+
self.spawn_timer -= 1
|
| 69 |
+
if self.spawn_timer < 0:
|
| 70 |
+
self.until_red -= 1
|
| 71 |
+
red = self.until_red < 0
|
| 72 |
+
if red:
|
| 73 |
+
self.until_red = int(self.random.integers(9, 12))
|
| 74 |
+
radius = self.random.uniform(6, 12)
|
| 75 |
+
self.balls.append(Ball(self.random.uniform(10, 90), 105 + radius, radius, red))
|
| 76 |
+
self.spawn_timer = self.random.uniform(20, 25)
|
| 77 |
+
reward = 0
|
| 78 |
+
remaining = []
|
| 79 |
+
for ball in self.balls:
|
| 80 |
+
self._move(ball)
|
| 81 |
+
dx, dy = self.x - ball.x, 9 - ball.y
|
| 82 |
+
distance = hypot(dx, dy)
|
| 83 |
+
if abs(distance - ball.radius) <= 4:
|
| 84 |
+
if ball.red:
|
| 85 |
+
self.terminal = True
|
| 86 |
+
break
|
| 87 |
+
reward += self.multiplier
|
| 88 |
+
self.multiplier += 1
|
| 89 |
+
continue
|
| 90 |
+
if any(_crosses_ring(ball, *beam) for beam in beams):
|
| 91 |
+
strength = 1 / (max(distance, 1e-9) * sqrt(ball.radius))
|
| 92 |
+
ball.vx += dx * (strength + 0.01)
|
| 93 |
+
ball.vy += dy * strength
|
| 94 |
+
ball.beamed = True
|
| 95 |
+
elif ball.beamed:
|
| 96 |
+
ball.vy *= 0.1
|
| 97 |
+
ball.vx *= 5
|
| 98 |
+
ball.beamed = False
|
| 99 |
+
if not ball.beamed:
|
| 100 |
+
if ball.red and (ball.x < ball.radius or ball.x > 99 - ball.radius):
|
| 101 |
+
ball.red = False
|
| 102 |
+
elif 10 <= ball.x < 90 and 12 <= ball.y - ball.radius < 17 and ball.vy > 0:
|
| 103 |
+
ball.red = True
|
| 104 |
+
if -20 <= ball.x <= 120:
|
| 105 |
+
remaining.append(ball)
|
| 106 |
+
if not self.terminal:
|
| 107 |
+
self.balls = remaining
|
| 108 |
+
return reward
|
| 109 |
+
|
| 110 |
+
def _move(self, ball):
|
| 111 |
+
if ball.y > 99:
|
| 112 |
+
ball.vy -= 1
|
| 113 |
+
drag = 0.5
|
| 114 |
+
elif ball.x < 0 or ball.x > 99:
|
| 115 |
+
drag = 0.1
|
| 116 |
+
else:
|
| 117 |
+
drag = 0.9
|
| 118 |
+
if ball.red:
|
| 119 |
+
ball.vy *= 0.9
|
| 120 |
+
ball.vx *= drag
|
| 121 |
+
ball.vy = ball.vy * drag + 0.1
|
| 122 |
+
ball.x += ball.vx
|
| 123 |
+
ball.y += ball.vy
|
| 124 |
+
for other in self.balls:
|
| 125 |
+
if other is ball:
|
| 126 |
+
continue
|
| 127 |
+
dx, dy = ball.x - other.x, ball.y - other.y
|
| 128 |
+
distance = hypot(dx, dy)
|
| 129 |
+
overlap = ball.radius + other.radius - distance
|
| 130 |
+
if overlap > 0 and distance > 0:
|
| 131 |
+
scale = overlap / (distance * sqrt(ball.radius))
|
| 132 |
+
ball.vx += dx * scale
|
| 133 |
+
ball.vy += dy * scale
|
| 134 |
+
|
| 135 |
+
def _beams(self):
|
| 136 |
+
if self.length <= 1:
|
| 137 |
+
return []
|
| 138 |
+
angle = (self.frames % 10) * pi / 40
|
| 139 |
+
offsets = [cos(angle + index * pi / 4) for index in range(4)]
|
| 140 |
+
return [(self.x + 4 * offset, 14, self.x + 9 * offset, 14 + self.length)
|
| 141 |
+
for offset in offsets]
|
| 142 |
+
|
| 143 |
+
def state(self):
|
| 144 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 145 |
+
state[0, int(self.x // 10), 0] = True
|
| 146 |
+
for x1, y1, x2, y2 in self._beams():
|
| 147 |
+
for x, y in zip(np.linspace(x1, x2, 33), np.linspace(y1, y2, 33), strict=True):
|
| 148 |
+
state[int(y // 10), int(x // 10), 1] = True
|
| 149 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 150 |
+
for ball in self.balls:
|
| 151 |
+
ring = abs(np.hypot(cols - ball.x, rows - ball.y) - ball.radius) <= 6
|
| 152 |
+
state[:, :, 3 if ball.red else 2] |= ring
|
| 153 |
+
if ball.beamed:
|
| 154 |
+
state[:, :, 4] |= ring
|
| 155 |
+
values = (self.steps, self.action, round(self.length * 4), self.multiplier,
|
| 156 |
+
round((self.phase % (2 * pi)) * 64), self.until_red + 1)
|
| 157 |
+
for row, value in enumerate(values):
|
| 158 |
+
for bit in range(9):
|
| 159 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 160 |
+
return state
|
| 161 |
+
|
| 162 |
+
|
| 163 |
+
def _crosses_ring(ball, x1, y1, x2, y2):
|
| 164 |
+
dx, dy = x2 - x1, y2 - y1
|
| 165 |
+
fraction = ((ball.x - x1) * dx + (ball.y - y1) * dy) / (dx * dx + dy * dy)
|
| 166 |
+
fraction = min(1, max(0, fraction))
|
| 167 |
+
near = hypot(ball.x - x1 - fraction * dx, ball.y - y1 - fraction * dy)
|
| 168 |
+
far = max(hypot(ball.x - x1, ball.y - y1), hypot(ball.x - x2, ball.y - y2))
|
| 169 |
+
return near <= ball.radius + 2 and far >= ball.radius - 2
|
runtime/minatar_synth/games/trojan_defense.py
ADDED
|
@@ -0,0 +1,144 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, hypot, pi, remainder, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Enemy:
|
| 9 |
+
angle: float
|
| 10 |
+
kind: int
|
| 11 |
+
rate: float
|
| 12 |
+
timer: float
|
| 13 |
+
speed: float
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
@dataclass
|
| 17 |
+
class Shot:
|
| 18 |
+
angle: float
|
| 19 |
+
radius: float
|
| 20 |
+
speed: float
|
| 21 |
+
|
| 22 |
+
|
| 23 |
+
class TrojanDefenseEnvironment:
|
| 24 |
+
score_cap = 500
|
| 25 |
+
|
| 26 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 27 |
+
self.sticky_action_prob = sticky_action_prob
|
| 28 |
+
self.horizon = min(horizon, 400)
|
| 29 |
+
self.seed(0)
|
| 30 |
+
self.reset()
|
| 31 |
+
|
| 32 |
+
def seed(self, seed):
|
| 33 |
+
self.random = np.random.default_rng(seed)
|
| 34 |
+
|
| 35 |
+
def reset(self):
|
| 36 |
+
self.angle, self.length, self.arc = 0., 10., pi / 8
|
| 37 |
+
self.direction = self.multiplier = 1
|
| 38 |
+
self.enemies, self.shots = [], []
|
| 39 |
+
self.wave_timer = 60.
|
| 40 |
+
self.wave = self.action = self.steps = 0
|
| 41 |
+
self.terminal = False
|
| 42 |
+
|
| 43 |
+
@classmethod
|
| 44 |
+
def normalize_score(cls, score):
|
| 45 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 46 |
+
|
| 47 |
+
def act(self, action):
|
| 48 |
+
if self.terminal:
|
| 49 |
+
return 0., True
|
| 50 |
+
previous = self.action
|
| 51 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 52 |
+
self.action = action
|
| 53 |
+
if self.action == 5 and previous != 5:
|
| 54 |
+
self.direction *= -1
|
| 55 |
+
self.multiplier = 1
|
| 56 |
+
self.steps += 1
|
| 57 |
+
reward = 0
|
| 58 |
+
for _ in range(4):
|
| 59 |
+
reward += self._advance()
|
| 60 |
+
if self.terminal:
|
| 61 |
+
break
|
| 62 |
+
self.terminal |= self.steps >= self.horizon
|
| 63 |
+
return float(reward), self.terminal
|
| 64 |
+
|
| 65 |
+
def _advance(self):
|
| 66 |
+
if self.action == 5:
|
| 67 |
+
self.arc = min(pi / 3, self.arc + 0.02)
|
| 68 |
+
self.length = min(20, self.length + 0.5)
|
| 69 |
+
speed_factor = 1 - (self.arc - pi / 8) / (pi / 3 - pi / 8) * 0.7
|
| 70 |
+
else:
|
| 71 |
+
self.arc = max(pi / 8, self.arc - 0.015)
|
| 72 |
+
self.length = max(10, self.length - 0.3)
|
| 73 |
+
speed_factor = 1.2
|
| 74 |
+
self.angle = (self.angle + self.direction * 0.06 * speed_factor) % (2 * pi)
|
| 75 |
+
self.wave_timer -= 1
|
| 76 |
+
if self.wave_timer < 0:
|
| 77 |
+
self._spawn_wave()
|
| 78 |
+
|
| 79 |
+
remaining = []
|
| 80 |
+
reward = 0
|
| 81 |
+
for shot in self.shots:
|
| 82 |
+
shot.radius += shot.speed
|
| 83 |
+
if shot.speed < 0:
|
| 84 |
+
offset = abs(remainder(shot.angle - self.angle, 2 * pi))
|
| 85 |
+
if 4 <= shot.radius <= 6.5 + self.length and offset <= self.arc / 2 + 1.5 / shot.radius:
|
| 86 |
+
shot.speed *= -1.5
|
| 87 |
+
elif shot.radius <= 5:
|
| 88 |
+
self.terminal = True
|
| 89 |
+
return reward
|
| 90 |
+
else:
|
| 91 |
+
hit = next((enemy for enemy in self.enemies if _enemy_distance(shot, enemy) <= 4), None)
|
| 92 |
+
if hit is not None:
|
| 93 |
+
self.enemies.remove(hit)
|
| 94 |
+
reward += self.multiplier * (hit.kind + 1) * 10
|
| 95 |
+
self.multiplier += 1
|
| 96 |
+
continue
|
| 97 |
+
if shot.radius <= 55:
|
| 98 |
+
remaining.append(shot)
|
| 99 |
+
self.shots = remaining
|
| 100 |
+
|
| 101 |
+
for enemy in self.enemies:
|
| 102 |
+
enemy.timer -= 1
|
| 103 |
+
if enemy.timer <= 0:
|
| 104 |
+
self.shots.append(Shot(enemy.angle, 50, -enemy.speed))
|
| 105 |
+
enemy.timer = enemy.rate * self.random.uniform(0.8, 1.2)
|
| 106 |
+
return reward
|
| 107 |
+
|
| 108 |
+
def _spawn_wave(self):
|
| 109 |
+
self.wave += 1
|
| 110 |
+
base = self.random.uniform(0, 2 * pi)
|
| 111 |
+
for _ in range(min(5, 1 + self.wave // 3)):
|
| 112 |
+
angle = base + self.random.uniform(-pi / 4, pi / 4)
|
| 113 |
+
kind = 0 if self.random.random() < 0.7 else int(self.random.integers(1, 3))
|
| 114 |
+
low, high, speed = ((120, 180, 0.5), (80, 120, 0.8), (150, 200, 0.4))[kind]
|
| 115 |
+
self.enemies.append(Enemy(angle, kind, self.random.uniform(low, high),
|
| 116 |
+
self.random.uniform(30, 60), speed))
|
| 117 |
+
self.wave_timer = self.random.uniform(180, 300)
|
| 118 |
+
|
| 119 |
+
def state(self):
|
| 120 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 121 |
+
state[5, 5, 0] = True
|
| 122 |
+
for angle in np.linspace(self.angle - self.arc / 2, self.angle + self.arc / 2, 9):
|
| 123 |
+
for radius in np.linspace(5, 5 + self.length, 9):
|
| 124 |
+
_mark(state, angle, radius, 1)
|
| 125 |
+
for enemy in self.enemies:
|
| 126 |
+
_mark(state, enemy.angle, 50, 2)
|
| 127 |
+
for shot in self.shots:
|
| 128 |
+
_mark(state, shot.angle, shot.radius, 3 if shot.speed < 0 else 4)
|
| 129 |
+
values = (self.steps, self.action, self.direction > 0, round(self.angle * 64),
|
| 130 |
+
round(self.length * 16), round(self.arc * 128), self.multiplier, self.wave)
|
| 131 |
+
for row, value in enumerate(values):
|
| 132 |
+
for bit in range(9):
|
| 133 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 134 |
+
return state
|
| 135 |
+
|
| 136 |
+
|
| 137 |
+
def _enemy_distance(shot, enemy):
|
| 138 |
+
return hypot(shot.radius * cos(shot.angle) - 50 * cos(enemy.angle),
|
| 139 |
+
shot.radius * sin(shot.angle) - 50 * sin(enemy.angle))
|
| 140 |
+
|
| 141 |
+
|
| 142 |
+
def _mark(state, angle, radius, channel):
|
| 143 |
+
x, y = 50 + radius * cos(angle), 50 + radius * sin(angle)
|
| 144 |
+
state[int(np.clip(y // 10, 0, 9)), int(np.clip(x // 10, 0, 9)), channel] = True
|
runtime/minatar_synth/games/tt_fence.py
ADDED
|
@@ -0,0 +1,151 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from collections import deque
|
| 2 |
+
from math import ceil, sqrt
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
_PATTERNS = ((0, 0, 0), (0, 1, 0), (0, 3, 0), (0, 0, 1), (0, 0, 3), (1, 0, 0), (3, 0, 0))
|
| 8 |
+
_DIRECTIONS = ((0, 1), (1, 0), (0, -1), (-1, 0))
|
| 9 |
+
_BOARD = tuple((row, col) for row in range(10) for col in range(10))
|
| 10 |
+
_BORDER = tuple(cell for cell in _BOARD if 0 in cell or 9 in cell)
|
| 11 |
+
|
| 12 |
+
|
| 13 |
+
def _neighbors(cell):
|
| 14 |
+
row, col = cell
|
| 15 |
+
for dr, dc in _DIRECTIONS:
|
| 16 |
+
neighbor = row + dr, col + dc
|
| 17 |
+
if 0 <= neighbor[0] < 10 and 0 <= neighbor[1] < 10:
|
| 18 |
+
yield neighbor
|
| 19 |
+
|
| 20 |
+
|
| 21 |
+
class TtFenceEnvironment:
|
| 22 |
+
score_cap = 500
|
| 23 |
+
|
| 24 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 25 |
+
self.sticky_action_prob = sticky_action_prob
|
| 26 |
+
self.horizon = min(horizon, 400)
|
| 27 |
+
self.seed(0)
|
| 28 |
+
self.reset()
|
| 29 |
+
|
| 30 |
+
def seed(self, seed):
|
| 31 |
+
self.random = np.random.default_rng(seed)
|
| 32 |
+
|
| 33 |
+
def reset(self):
|
| 34 |
+
self.tip = (4, 4)
|
| 35 |
+
initial = self._path(int(self.random.integers(7)), int(self.random.integers(4)))
|
| 36 |
+
self.fence = set(initial)
|
| 37 |
+
self.tip = initial[-1]
|
| 38 |
+
self.pattern = int(self.random.integers(7))
|
| 39 |
+
self.angle = 0
|
| 40 |
+
self.rotation_timer = 0
|
| 41 |
+
self.blast = set()
|
| 42 |
+
self.blast_timer = 0
|
| 43 |
+
self.damage = self.damage_target = 0.
|
| 44 |
+
self.steps = self.action = 0
|
| 45 |
+
self.terminal = False
|
| 46 |
+
self.preview = self._rotate()
|
| 47 |
+
self.rotation_timer = 30
|
| 48 |
+
|
| 49 |
+
@classmethod
|
| 50 |
+
def normalize_score(cls, score):
|
| 51 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 52 |
+
|
| 53 |
+
def act(self, action):
|
| 54 |
+
if self.terminal:
|
| 55 |
+
return 0., True
|
| 56 |
+
previous = self.action
|
| 57 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 58 |
+
self.action = action
|
| 59 |
+
place = self.action == 5 and previous != 5
|
| 60 |
+
self.steps += 1
|
| 61 |
+
reward = 0
|
| 62 |
+
for frame in range(4):
|
| 63 |
+
reward += self._advance(place and frame == 0)
|
| 64 |
+
if self.terminal:
|
| 65 |
+
break
|
| 66 |
+
self.terminal |= self.steps >= self.horizon
|
| 67 |
+
return float(reward), self.terminal
|
| 68 |
+
|
| 69 |
+
def _advance(self, place):
|
| 70 |
+
self.blast_timer -= 1
|
| 71 |
+
reward = 0
|
| 72 |
+
if place and self.preview:
|
| 73 |
+
self.damage_target += 2 + 9 * sum(cell in self.fence for cell in self.preview)
|
| 74 |
+
self.fence.update(self.preview)
|
| 75 |
+
self.tip = self.preview[-1]
|
| 76 |
+
reward = self._bomb()
|
| 77 |
+
self.pattern = int(self.random.integers(7))
|
| 78 |
+
self.rotation_timer = 0
|
| 79 |
+
self.rotation_timer -= 1
|
| 80 |
+
if self.rotation_timer < 0:
|
| 81 |
+
self.preview = self._rotate()
|
| 82 |
+
self.rotation_timer = 30
|
| 83 |
+
self.damage_target += 0.01
|
| 84 |
+
self.damage += (self.damage_target - self.damage) * 0.1
|
| 85 |
+
self.terminal = self.damage > 99
|
| 86 |
+
return reward
|
| 87 |
+
|
| 88 |
+
def _path(self, pattern, angle):
|
| 89 |
+
row, col = self.tip
|
| 90 |
+
cells = []
|
| 91 |
+
for offset in (0, *_PATTERNS[pattern]):
|
| 92 |
+
dr, dc = _DIRECTIONS[(angle + offset) % 4]
|
| 93 |
+
row, col = row + dr, col + dc
|
| 94 |
+
cells.append((row, col))
|
| 95 |
+
return cells
|
| 96 |
+
|
| 97 |
+
def _rotate(self):
|
| 98 |
+
fallback = None
|
| 99 |
+
for turn in range(1, 5):
|
| 100 |
+
angle = (self.angle + turn) % 4
|
| 101 |
+
path = self._path(self.pattern, angle)
|
| 102 |
+
if all(0 <= row < 10 and 0 <= col < 10 for row, col in path):
|
| 103 |
+
if not self.fence.intersection(path):
|
| 104 |
+
self.angle = angle
|
| 105 |
+
return path
|
| 106 |
+
if fallback is None:
|
| 107 |
+
fallback = angle, path
|
| 108 |
+
if fallback is not None:
|
| 109 |
+
self.angle, path = fallback
|
| 110 |
+
return path
|
| 111 |
+
self.damage_target = 100
|
| 112 |
+
return []
|
| 113 |
+
|
| 114 |
+
def _bomb(self):
|
| 115 |
+
outside = set(_BORDER) - self.fence
|
| 116 |
+
queue = deque(outside)
|
| 117 |
+
while queue:
|
| 118 |
+
for cell in _neighbors(queue.popleft()):
|
| 119 |
+
if cell not in outside and cell not in self.fence:
|
| 120 |
+
outside.add(cell)
|
| 121 |
+
queue.append(cell)
|
| 122 |
+
enclosed = set(_BOARD) - outside - self.fence
|
| 123 |
+
self.blast = {neighbor for cell in enclosed for neighbor in _neighbors(cell)}
|
| 124 |
+
for _ in range(int(sqrt(len(self.blast)) * 0.5)):
|
| 125 |
+
for cell in _BOARD:
|
| 126 |
+
if cell in self.blast:
|
| 127 |
+
self.blast.update(neighbor for neighbor in _neighbors(cell) if neighbor in self.fence)
|
| 128 |
+
self.blast_timer = 30
|
| 129 |
+
self.fence.difference_update(self.blast)
|
| 130 |
+
count = len(self.blast)
|
| 131 |
+
reward = ceil(count * sqrt(count))
|
| 132 |
+
if reward:
|
| 133 |
+
self.damage_target = min(99, max(0, self.damage_target - reward * 0.1))
|
| 134 |
+
return reward
|
| 135 |
+
|
| 136 |
+
def state(self):
|
| 137 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 138 |
+
for row, col in self.fence:
|
| 139 |
+
state[row, col, 0] = True
|
| 140 |
+
for row, col in self.preview:
|
| 141 |
+
state[row, col, 1] = True
|
| 142 |
+
for row, col in self.blast if self.blast_timer > 0 else ():
|
| 143 |
+
state[row, col, 2] = True
|
| 144 |
+
state[self.tip[0], self.tip[1], 3] = True
|
| 145 |
+
state[9, :min(10, ceil(self.damage / 10)), 4] = True
|
| 146 |
+
values = (self.steps, self.action, self.pattern, self.angle, self.rotation_timer,
|
| 147 |
+
round(self.damage * 4), round(self.damage_target * 4))
|
| 148 |
+
for row, value in enumerate(values):
|
| 149 |
+
for bit in range(9):
|
| 150 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 151 |
+
return state
|
runtime/minatar_synth/games/turbo_tunnel.py
ADDED
|
@@ -0,0 +1,136 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, hypot, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Obstacle:
|
| 9 |
+
angle: float
|
| 10 |
+
radius: float
|
| 11 |
+
speed: float
|
| 12 |
+
fuse: int = -1
|
| 13 |
+
|
| 14 |
+
def position(self):
|
| 15 |
+
return _position(self.angle, self.radius)
|
| 16 |
+
|
| 17 |
+
|
| 18 |
+
class TurboTunnelEnvironment:
|
| 19 |
+
score_cap = 300
|
| 20 |
+
|
| 21 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 22 |
+
self.sticky_action_prob = sticky_action_prob
|
| 23 |
+
self.horizon = min(horizon, 400)
|
| 24 |
+
self.seed(0)
|
| 25 |
+
self.reset()
|
| 26 |
+
|
| 27 |
+
def seed(self, seed):
|
| 28 |
+
self.random = np.random.default_rng(seed)
|
| 29 |
+
|
| 30 |
+
def reset(self):
|
| 31 |
+
self.angle, self.radius, self.direction = pi / 2, 30., 1
|
| 32 |
+
self.obstacles = []
|
| 33 |
+
self.multiplier = 1
|
| 34 |
+
self.steps = self.action = 0
|
| 35 |
+
self.terminal = False
|
| 36 |
+
|
| 37 |
+
@classmethod
|
| 38 |
+
def normalize_score(cls, score):
|
| 39 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 40 |
+
|
| 41 |
+
def act(self, action):
|
| 42 |
+
if self.terminal:
|
| 43 |
+
return 0., True
|
| 44 |
+
previous = self.action
|
| 45 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 46 |
+
self.action = action
|
| 47 |
+
turn = self.action == 5 and previous != 5
|
| 48 |
+
self.steps += 1
|
| 49 |
+
reward = 0
|
| 50 |
+
for frame in range(4):
|
| 51 |
+
reward += self._advance(turn and frame == 0)
|
| 52 |
+
if self.terminal:
|
| 53 |
+
break
|
| 54 |
+
self.terminal |= self.steps >= self.horizon
|
| 55 |
+
return float(reward), self.terminal
|
| 56 |
+
|
| 57 |
+
def _advance(self, turn):
|
| 58 |
+
spawn = turn
|
| 59 |
+
if turn:
|
| 60 |
+
self.direction *= -1
|
| 61 |
+
self.angle = (self.angle + 0.5 / self.radius) % (2 * pi)
|
| 62 |
+
self.radius += self.direction * 0.4
|
| 63 |
+
if (self.radius > 50 and self.direction > 0) or (self.radius < 10 and self.direction < 0):
|
| 64 |
+
self.direction *= -1
|
| 65 |
+
spawn = True
|
| 66 |
+
|
| 67 |
+
player = _position(self.angle, self.radius)
|
| 68 |
+
armed = []
|
| 69 |
+
loose = []
|
| 70 |
+
remaining = []
|
| 71 |
+
reward = 0
|
| 72 |
+
had_fuse = False
|
| 73 |
+
for obstacle in self.obstacles:
|
| 74 |
+
obstacle.angle += obstacle.speed / (obstacle.radius * 0.03)
|
| 75 |
+
point = obstacle.position()
|
| 76 |
+
if obstacle.fuse > 0:
|
| 77 |
+
had_fuse = True
|
| 78 |
+
obstacle.fuse -= 1
|
| 79 |
+
if obstacle.fuse == 0:
|
| 80 |
+
reward += self.multiplier
|
| 81 |
+
self.multiplier += 1
|
| 82 |
+
continue
|
| 83 |
+
armed.append(point)
|
| 84 |
+
elif any(_distance(point, other) <= 3.5 for other in loose):
|
| 85 |
+
obstacle.fuse = 30
|
| 86 |
+
armed.append(point)
|
| 87 |
+
else:
|
| 88 |
+
loose.append(point)
|
| 89 |
+
if _distance(point, player) <= 2.5:
|
| 90 |
+
self.terminal = True
|
| 91 |
+
remaining.append(obstacle)
|
| 92 |
+
self.obstacles = remaining
|
| 93 |
+
for obstacle in self.obstacles:
|
| 94 |
+
if obstacle.fuse < 0 and any(_distance(obstacle.position(), point) <= 4.5 for point in armed):
|
| 95 |
+
obstacle.fuse = 30
|
| 96 |
+
armed.append(obstacle.position())
|
| 97 |
+
had_fuse = True
|
| 98 |
+
if not had_fuse:
|
| 99 |
+
self.multiplier = 1
|
| 100 |
+
|
| 101 |
+
if spawn and not self.terminal:
|
| 102 |
+
obstacle = Obstacle(self.angle - 3 / self.radius, self.radius, -self.random.uniform(0.01, 0.03))
|
| 103 |
+
x, y = obstacle.position()
|
| 104 |
+
if not any(abs(x - ox) < 6.5 and abs(y - oy) < 6.5
|
| 105 |
+
for ox, oy in (other.position() for other in self.obstacles)):
|
| 106 |
+
self.obstacles.append(obstacle)
|
| 107 |
+
return reward
|
| 108 |
+
|
| 109 |
+
def state(self):
|
| 110 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 111 |
+
_mark(state, _position(self.angle, self.radius), 0)
|
| 112 |
+
for obstacle in self.obstacles:
|
| 113 |
+
_mark(state, obstacle.position(), 2 if obstacle.fuse > 0 else 1)
|
| 114 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 115 |
+
radius = np.hypot(cols - 50, rows - 50)
|
| 116 |
+
state[:, :, 3] = (abs(radius - 10) < 6) | (abs(radius - 50) < 6)
|
| 117 |
+
_mark(state, _position(self.angle + 2 / self.radius, self.radius + self.direction * 1.6), 4)
|
| 118 |
+
values = (self.steps, self.action, self.direction > 0, self.multiplier,
|
| 119 |
+
round(self.radius * 8), round(self.angle * 64))
|
| 120 |
+
for row, value in enumerate(values):
|
| 121 |
+
for bit in range(9):
|
| 122 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 123 |
+
return state
|
| 124 |
+
|
| 125 |
+
|
| 126 |
+
def _position(angle, radius):
|
| 127 |
+
return 50 + cos(angle) * radius, 50 + sin(angle) * radius
|
| 128 |
+
|
| 129 |
+
|
| 130 |
+
def _distance(first, second):
|
| 131 |
+
return hypot(first[0] - second[0], first[1] - second[1])
|
| 132 |
+
|
| 133 |
+
|
| 134 |
+
def _mark(state, point, channel):
|
| 135 |
+
x, y = point
|
| 136 |
+
state[int(np.clip(y // 10, 0, 9)), int(np.clip(x // 10, 0, 9)), channel] = True
|
runtime/minatar_synth/games/turbulent.py
ADDED
|
@@ -0,0 +1,167 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from bisect import bisect_right
|
| 2 |
+
from dataclasses import dataclass
|
| 3 |
+
from math import atan2, ceil, cos, hypot, pi, remainder, sin
|
| 4 |
+
|
| 5 |
+
import numpy as np
|
| 6 |
+
|
| 7 |
+
|
| 8 |
+
@dataclass
|
| 9 |
+
class Wave:
|
| 10 |
+
x: float
|
| 11 |
+
height: float
|
| 12 |
+
phase: float
|
| 13 |
+
speed: float
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
@dataclass
|
| 17 |
+
class Mine:
|
| 18 |
+
x: float
|
| 19 |
+
vx: float = 0.
|
| 20 |
+
|
| 21 |
+
|
| 22 |
+
class TurbulentEnvironment:
|
| 23 |
+
score_cap = 500
|
| 24 |
+
|
| 25 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 26 |
+
self.sticky_action_prob = sticky_action_prob
|
| 27 |
+
self.horizon = min(horizon, 400)
|
| 28 |
+
self.seed(0)
|
| 29 |
+
self.reset()
|
| 30 |
+
|
| 31 |
+
def seed(self, seed):
|
| 32 |
+
self.random = np.random.default_rng(seed)
|
| 33 |
+
|
| 34 |
+
def reset(self):
|
| 35 |
+
self.waves = [
|
| 36 |
+
Wave(i * 20 - 20, self.random.uniform(10, 30),
|
| 37 |
+
(i % 2) * pi + self.random.uniform(-pi / 4, pi / 4),
|
| 38 |
+
self.random.uniform(0.01, 0.02))
|
| 39 |
+
for i in range(7)
|
| 40 |
+
]
|
| 41 |
+
self.mines = []
|
| 42 |
+
self.mine_distance = 0.
|
| 43 |
+
self.x, self.y = 40., 60.
|
| 44 |
+
self.vx = self.vy = self.angle = self.jump_x = 0.
|
| 45 |
+
self.airborne = self.terminal = False
|
| 46 |
+
self.steps = self.action = 0
|
| 47 |
+
self._surface_points()
|
| 48 |
+
|
| 49 |
+
@classmethod
|
| 50 |
+
def normalize_score(cls, score):
|
| 51 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 52 |
+
|
| 53 |
+
def act(self, action):
|
| 54 |
+
if self.terminal:
|
| 55 |
+
return 0., True
|
| 56 |
+
previous = self.action
|
| 57 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 58 |
+
self.action = action
|
| 59 |
+
jump = self.action == 5 and previous != 5
|
| 60 |
+
self.steps += 1
|
| 61 |
+
reward = 0
|
| 62 |
+
for frame in range(4):
|
| 63 |
+
reward += self._advance(jump and frame == 0)
|
| 64 |
+
if self.terminal:
|
| 65 |
+
break
|
| 66 |
+
self.terminal |= self.steps >= self.horizon
|
| 67 |
+
return float(reward), self.terminal
|
| 68 |
+
|
| 69 |
+
def _surface_points(self):
|
| 70 |
+
peaks = sorted((w.x, 60 + sin(w.phase) * w.height) for w in self.waves)
|
| 71 |
+
points = [peaks[0]]
|
| 72 |
+
for (x, y), (right, next_y) in zip(peaks, peaks[1:]):
|
| 73 |
+
points.extend((x + 5 * i, y + (next_y - y) * ratio)
|
| 74 |
+
for i, ratio in enumerate((0.2, 0.5, 0.8), 1))
|
| 75 |
+
points.append((right, next_y))
|
| 76 |
+
self.surface_x, self.surface_y = zip(*points, strict=True)
|
| 77 |
+
|
| 78 |
+
def _surface(self, x):
|
| 79 |
+
index = min(len(self.surface_x) - 2, max(0, bisect_right(self.surface_x, x) - 1))
|
| 80 |
+
width = self.surface_x[index + 1] - self.surface_x[index]
|
| 81 |
+
rise = self.surface_y[index + 1] - self.surface_y[index]
|
| 82 |
+
height = self.surface_y[index] + rise * (x - self.surface_x[index]) / width
|
| 83 |
+
return height, rise, width
|
| 84 |
+
|
| 85 |
+
def _advance(self, jump):
|
| 86 |
+
scroll = 0.1 + max(0, self.x - 50) * 0.1
|
| 87 |
+
for wave in self.waves:
|
| 88 |
+
wave.x -= scroll
|
| 89 |
+
if wave.x < -20:
|
| 90 |
+
wave.x += 140
|
| 91 |
+
wave.height = self.random.uniform(10, 30)
|
| 92 |
+
wave.phase = self.random.uniform(0, 2 * pi)
|
| 93 |
+
wave.speed = self.random.uniform(0.01, 0.02)
|
| 94 |
+
wave.phase += wave.speed
|
| 95 |
+
self._surface_points()
|
| 96 |
+
|
| 97 |
+
self.mine_distance -= scroll
|
| 98 |
+
if self.mine_distance < 0:
|
| 99 |
+
self.mines.append(Mine(103))
|
| 100 |
+
self.mine_distance = self.random.uniform(100, 120)
|
| 101 |
+
mine_positions = []
|
| 102 |
+
remaining = []
|
| 103 |
+
for mine in self.mines:
|
| 104 |
+
mine.x -= scroll
|
| 105 |
+
if not self.surface_x[0] <= mine.x < self.surface_x[-1]:
|
| 106 |
+
continue
|
| 107 |
+
height, rise, width = self._surface(mine.x)
|
| 108 |
+
mine.vx = (mine.vx + rise * 0.001) * 0.9
|
| 109 |
+
mine.x += mine.vx
|
| 110 |
+
if mine.x >= -3:
|
| 111 |
+
remaining.append(mine)
|
| 112 |
+
mine_positions.append((mine.x, height + rise * mine.vx / width - 5))
|
| 113 |
+
self.mines = remaining
|
| 114 |
+
|
| 115 |
+
if self.airborne:
|
| 116 |
+
self.jump_x -= scroll
|
| 117 |
+
self.vx = (self.vx + 0.005) * 0.98
|
| 118 |
+
self.vy = (self.vy + (0.02 if self.action == 5 else 0.1)) * 0.98
|
| 119 |
+
self.x += self.vx
|
| 120 |
+
self.y += self.vy
|
| 121 |
+
angle = atan2(self.vy, self.vx)
|
| 122 |
+
else:
|
| 123 |
+
previous_x, previous_y = self.x, self.y
|
| 124 |
+
height, rise, width = self._surface(self.x)
|
| 125 |
+
self.vx = (self.vx + rise * 0.002) * 0.925 + 0.025
|
| 126 |
+
self.x += self.vx
|
| 127 |
+
self.y = height + rise * self.vx / width
|
| 128 |
+
angle = atan2(rise, width)
|
| 129 |
+
if jump:
|
| 130 |
+
self.jump_x = self.x
|
| 131 |
+
self.vx = (self.x - previous_x) * 2 + sin(angle)
|
| 132 |
+
self.vy = min(-1, (self.y - previous_y) * 5 - cos(angle))
|
| 133 |
+
self.x += self.vx
|
| 134 |
+
self.y += self.vy
|
| 135 |
+
self.airborne = True
|
| 136 |
+
|
| 137 |
+
self.x = min(95, max(5, self.x - scroll))
|
| 138 |
+
self.y = min(95, max(5, self.y))
|
| 139 |
+
self.angle += remainder(angle - self.angle, 2 * pi) * 0.1
|
| 140 |
+
nose_x = self.x + 5.8 * sin(self.angle)
|
| 141 |
+
nose_y = self.y - 5.8 * cos(self.angle)
|
| 142 |
+
reward = 0
|
| 143 |
+
if self.airborne and nose_y >= self._surface(nose_x)[0] - 2:
|
| 144 |
+
reward = max(0, ceil(self.x - self.jump_x))
|
| 145 |
+
self.airborne = False
|
| 146 |
+
self.vx *= 0.5
|
| 147 |
+
self.terminal = any(hypot(x - nose_x, y - nose_y) <= 4 for x, y in mine_positions)
|
| 148 |
+
return reward
|
| 149 |
+
|
| 150 |
+
def state(self):
|
| 151 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 152 |
+
state[int(self.y // 10), int(self.x // 10), 0] = True
|
| 153 |
+
for col in range(10):
|
| 154 |
+
heights = [self._surface(col * 10 + offset)[0] for offset in (0, 5, 10)]
|
| 155 |
+
state[int(min(heights) // 10):int(max(heights) // 10) + 1, col, 1] = True
|
| 156 |
+
for mine in self.mines:
|
| 157 |
+
row = int((self._surface(mine.x)[0] - 5) // 10)
|
| 158 |
+
state[row, int(np.clip(mine.x // 10, 0, 9)), 2] = True
|
| 159 |
+
if self.airborne:
|
| 160 |
+
state[int(self.y // 10), int(self.x // 10), 3] = True
|
| 161 |
+
state[9, int(np.clip(self.jump_x // 10, 0, 9)), 4] = True
|
| 162 |
+
values = (self.steps, self.action, round((self.vx + 8) * 16),
|
| 163 |
+
round((self.vy + 16) * 8), round((self.angle + pi) * 64))
|
| 164 |
+
for row, value in enumerate(values):
|
| 165 |
+
for bit in range(9):
|
| 166 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 167 |
+
return state
|
runtime/minatar_synth/games/turtle_tide.py
ADDED
|
@@ -0,0 +1,104 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Obstacle:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
width: float
|
| 12 |
+
height: float
|
| 13 |
+
underwater: bool
|
| 14 |
+
|
| 15 |
+
|
| 16 |
+
class TurtleTideEnvironment:
|
| 17 |
+
score_cap = 600
|
| 18 |
+
|
| 19 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 20 |
+
self.sticky_action_prob = sticky_action_prob
|
| 21 |
+
self.horizon = min(horizon, 400)
|
| 22 |
+
self.seed(0)
|
| 23 |
+
self.reset()
|
| 24 |
+
|
| 25 |
+
def seed(self, seed):
|
| 26 |
+
self.random = np.random.default_rng(seed)
|
| 27 |
+
|
| 28 |
+
def reset(self):
|
| 29 |
+
self.y = self.water = 50.
|
| 30 |
+
self.speed, self.frequency, self.amplitude = 1., 0.05, 10.
|
| 31 |
+
self.obstacles = []
|
| 32 |
+
self.obstacle_distance = 60.
|
| 33 |
+
self.action = self.steps = self.frames = 0
|
| 34 |
+
self.terminal = False
|
| 35 |
+
|
| 36 |
+
@classmethod
|
| 37 |
+
def normalize_score(cls, score):
|
| 38 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 39 |
+
|
| 40 |
+
def act(self, action):
|
| 41 |
+
if self.terminal:
|
| 42 |
+
return 0., True
|
| 43 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 44 |
+
self.action = action
|
| 45 |
+
self.steps += 1
|
| 46 |
+
reward = 0.
|
| 47 |
+
for _ in range(4):
|
| 48 |
+
reward += self._advance()
|
| 49 |
+
if self.terminal:
|
| 50 |
+
break
|
| 51 |
+
self.terminal |= self.steps >= self.horizon
|
| 52 |
+
return reward, self.terminal
|
| 53 |
+
|
| 54 |
+
def _advance(self):
|
| 55 |
+
self.frequency = min(0.05, max(0, self.frequency + self.random.uniform(-0.0001, 0.0001)))
|
| 56 |
+
self.amplitude = min(10, max(0, self.amplitude + self.random.uniform(-0.01, 0.01)))
|
| 57 |
+
target_water = 50 + sin(self.frames * self.frequency) * self.amplitude
|
| 58 |
+
self.water += (target_water - self.water) * 0.1
|
| 59 |
+
self.frames += 1
|
| 60 |
+
if self.action == 5:
|
| 61 |
+
self.speed = min(9, self.speed + 0.01)
|
| 62 |
+
self.y += (self.water + 15 - self.y) * 0.1
|
| 63 |
+
else:
|
| 64 |
+
self.speed += (1 - self.speed) * 0.1
|
| 65 |
+
self.y += (self.water - 5 - self.y) * 0.1
|
| 66 |
+
if self.y + 1 > self.water:
|
| 67 |
+
self.y = self.water - 1
|
| 68 |
+
|
| 69 |
+
for obstacle in self.obstacles:
|
| 70 |
+
obstacle.x -= self.speed
|
| 71 |
+
self.obstacles = [obstacle for obstacle in self.obstacles if obstacle.x >= -10]
|
| 72 |
+
self.obstacle_distance -= self.speed
|
| 73 |
+
if self.obstacle_distance < 0:
|
| 74 |
+
underwater = self.random.random() < 0.5
|
| 75 |
+
low, high = (self.water + 5, 95) if underwater else (5, self.water - 5)
|
| 76 |
+
self.obstacles.append(Obstacle(110, self.random.uniform(low, high),
|
| 77 |
+
self.random.uniform(5, 10), self.random.uniform(5, 10),
|
| 78 |
+
underwater))
|
| 79 |
+
self.obstacle_distance = self.random.uniform(99, 120)
|
| 80 |
+
self.terminal = any(
|
| 81 |
+
abs(obstacle.x - 20) < obstacle.width / 2 + self.speed
|
| 82 |
+
and abs(obstacle.y - self.y) < obstacle.height / 2 + 1
|
| 83 |
+
for obstacle in self.obstacles
|
| 84 |
+
)
|
| 85 |
+
return self.speed * 0.1
|
| 86 |
+
|
| 87 |
+
def state(self):
|
| 88 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 89 |
+
rows, cols = np.ogrid[5:100:10, 5:100:10]
|
| 90 |
+
state[int(self.y // 10), 2, 0] = True
|
| 91 |
+
state[:, :, 1] = rows + 5 > self.water
|
| 92 |
+
for obstacle in self.obstacles:
|
| 93 |
+
mask = ((abs(cols - obstacle.x) < obstacle.width / 2 + 5)
|
| 94 |
+
& (abs(rows - obstacle.y) < obstacle.height / 2 + 5))
|
| 95 |
+
state[:, :, 3 if obstacle.underwater else 2] |= mask
|
| 96 |
+
target = self.water + (15 if self.action == 5 else -5)
|
| 97 |
+
state[int(target // 10), 2, 4] = True
|
| 98 |
+
values = (self.steps, self.action, round(self.speed * 50), round(self.water * 8) - 256,
|
| 99 |
+
round(self.obstacle_distance * 4), round(self.frequency * 10000),
|
| 100 |
+
round(self.amplitude * 40))
|
| 101 |
+
for row, value in enumerate(values):
|
| 102 |
+
for bit in range(9):
|
| 103 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 104 |
+
return state
|
runtime/minatar_synth/games/tutankham.py
ADDED
|
@@ -0,0 +1,226 @@
|
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|
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|
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|
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|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import numpy as np
|
| 2 |
+
|
| 3 |
+
|
| 4 |
+
TREASURE_VALUES = (
|
| 5 |
+
(20, 15, 25, 25, 20, 45),
|
| 6 |
+
(40, 30, 25, 40, 20, 20),
|
| 7 |
+
(60, 35, 30, 25, 30, 5),
|
| 8 |
+
(55, 40, 25, 80, 20, 40, 35),
|
| 9 |
+
)
|
| 10 |
+
CREATURE_VALUES = (1, 2, 3)
|
| 11 |
+
START = (8, 1)
|
| 12 |
+
EXIT = (1, 8)
|
| 13 |
+
WARP_LEFT = (5, 0)
|
| 14 |
+
WARP_RIGHT = (5, 9)
|
| 15 |
+
|
| 16 |
+
|
| 17 |
+
def _walls(chamber: int) -> set[tuple[int, int]]:
|
| 18 |
+
walls = {(0, column) for column in range(10)} | {(9, column) for column in range(10)}
|
| 19 |
+
walls |= {(row, 0) for row in range(1, 9) if row != 5}
|
| 20 |
+
walls |= {(row, 9) for row in range(1, 9) if row != 5}
|
| 21 |
+
patterns = (
|
| 22 |
+
{(2, column) for column in range(1, 7)} | {(6, column) for column in range(3, 9)},
|
| 23 |
+
{(row, 3) for row in range(1, 7)} | {(row, 6) for row in range(3, 9)},
|
| 24 |
+
{(2, column) for column in range(3, 9)} | {(7, column) for column in range(1, 7)},
|
| 25 |
+
{(row, 2) for row in range(2, 8)} | {(row, 7) for row in range(2, 8)},
|
| 26 |
+
)
|
| 27 |
+
return walls | patterns[chamber]
|
| 28 |
+
|
| 29 |
+
|
| 30 |
+
class TutankhamEnvironment:
|
| 31 |
+
"""Finite Atari 2600 Tutankham campaign through all sixteen chambers."""
|
| 32 |
+
|
| 33 |
+
score_cap = 5_396.0
|
| 34 |
+
|
| 35 |
+
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 6_000):
|
| 36 |
+
self.sticky_action_prob = sticky_action_prob
|
| 37 |
+
self.horizon = horizon
|
| 38 |
+
self.random = np.random.RandomState()
|
| 39 |
+
self.seed(0)
|
| 40 |
+
self.reset()
|
| 41 |
+
|
| 42 |
+
@classmethod
|
| 43 |
+
def normalize_score(cls, raw_score: float) -> float:
|
| 44 |
+
return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap
|
| 45 |
+
|
| 46 |
+
def seed(self, seed: int) -> None:
|
| 47 |
+
self.random.seed(seed)
|
| 48 |
+
|
| 49 |
+
def reset(self) -> None:
|
| 50 |
+
self.stage = 0
|
| 51 |
+
self.lives = 3
|
| 52 |
+
self.flashes = 3
|
| 53 |
+
self.score = 0.0
|
| 54 |
+
self.steps = 0
|
| 55 |
+
self.last_action = 0
|
| 56 |
+
self.facing = 1
|
| 57 |
+
self.terminal = False
|
| 58 |
+
self._start_chamber()
|
| 59 |
+
|
| 60 |
+
def _start_chamber(self) -> None:
|
| 61 |
+
self.chamber = self.stage % 4
|
| 62 |
+
self.level = self.stage // 4
|
| 63 |
+
self.player = list(START)
|
| 64 |
+
self.ammunition = 100
|
| 65 |
+
self.has_key = False
|
| 66 |
+
self.walls = _walls(self.chamber)
|
| 67 |
+
open_cells = [
|
| 68 |
+
(row, column)
|
| 69 |
+
for row in range(1, 9)
|
| 70 |
+
for column in range(1, 9)
|
| 71 |
+
if (row, column) not in self.walls and (row, column) not in (START, EXIT)
|
| 72 |
+
]
|
| 73 |
+
treasure_count = len(TREASURE_VALUES[self.chamber])
|
| 74 |
+
treasure_cells = open_cells[2 : 2 + treasure_count]
|
| 75 |
+
self.treasures = {
|
| 76 |
+
cell: (index, value)
|
| 77 |
+
for index, (cell, value) in enumerate(zip(treasure_cells, TREASURE_VALUES[self.chamber]))
|
| 78 |
+
}
|
| 79 |
+
self.key_position = treasure_cells[0]
|
| 80 |
+
self.nests = (open_cells[-1], open_cells[-2], open_cells[-3])
|
| 81 |
+
self.enemies: list[dict[str, int]] = []
|
| 82 |
+
self.spawned = 0
|
| 83 |
+
self.killed = 0
|
| 84 |
+
self.bullets: list[list[int]] = []
|
| 85 |
+
|
| 86 |
+
def act(self, action: int) -> tuple[float, bool]:
|
| 87 |
+
if self.terminal:
|
| 88 |
+
return 0.0, True
|
| 89 |
+
if self.random.rand() < self.sticky_action_prob:
|
| 90 |
+
action = self.last_action
|
| 91 |
+
previous_action = self.last_action
|
| 92 |
+
self.last_action = action
|
| 93 |
+
reward = 0.0
|
| 94 |
+
if action in (1, 2, 3, 4):
|
| 95 |
+
reward += self._move_player(action)
|
| 96 |
+
elif action == 5:
|
| 97 |
+
if previous_action == 5 and self.flashes > 0:
|
| 98 |
+
self.flashes -= 1
|
| 99 |
+
self._flash_guardians()
|
| 100 |
+
elif self.ammunition > 0:
|
| 101 |
+
self.ammunition -= 1
|
| 102 |
+
self.bullets.append([self.player[0], self.player[1], self.facing])
|
| 103 |
+
self.ammunition = max(0, self.ammunition - 1)
|
| 104 |
+
self._move_bullets()
|
| 105 |
+
reward += self._resolve_bullet_hits()
|
| 106 |
+
self._spawn_guardian()
|
| 107 |
+
self._move_guardians()
|
| 108 |
+
self._resolve_guardian_collision()
|
| 109 |
+
self.score += reward
|
| 110 |
+
self.steps += 1
|
| 111 |
+
if self.steps >= self.horizon:
|
| 112 |
+
self.terminal = True
|
| 113 |
+
return reward, self.terminal
|
| 114 |
+
|
| 115 |
+
def _move_player(self, action: int) -> float:
|
| 116 |
+
deltas = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}
|
| 117 |
+
row_delta, column_delta = deltas[action]
|
| 118 |
+
if action == 1:
|
| 119 |
+
self.facing = -1
|
| 120 |
+
elif action == 3:
|
| 121 |
+
self.facing = 1
|
| 122 |
+
destination = (self.player[0] + row_delta, self.player[1] + column_delta)
|
| 123 |
+
if destination == WARP_LEFT:
|
| 124 |
+
destination = WARP_RIGHT
|
| 125 |
+
elif destination == WARP_RIGHT:
|
| 126 |
+
destination = WARP_LEFT
|
| 127 |
+
if destination in self.walls:
|
| 128 |
+
return 0.0
|
| 129 |
+
if destination == EXIT:
|
| 130 |
+
if not self.has_key:
|
| 131 |
+
return 0.0
|
| 132 |
+
reward = float(self.ammunition)
|
| 133 |
+
self.stage += 1
|
| 134 |
+
if self.stage == 16:
|
| 135 |
+
self.terminal = True
|
| 136 |
+
else:
|
| 137 |
+
self._start_chamber()
|
| 138 |
+
return reward
|
| 139 |
+
self.player[:] = destination
|
| 140 |
+
treasure = self.treasures.pop(destination, None)
|
| 141 |
+
if treasure is None:
|
| 142 |
+
return 0.0
|
| 143 |
+
index, value = treasure
|
| 144 |
+
if index == 0:
|
| 145 |
+
self.has_key = True
|
| 146 |
+
return float(value)
|
| 147 |
+
|
| 148 |
+
def _spawn_guardian(self) -> None:
|
| 149 |
+
if self.spawned >= 18 or len(self.enemies) >= 3 or self.steps % 4:
|
| 150 |
+
return
|
| 151 |
+
kind = self.spawned % 3
|
| 152 |
+
row, column = self.nests[kind]
|
| 153 |
+
self.enemies.append({"id": self.spawned, "kind": kind, "row": row, "column": column})
|
| 154 |
+
self.spawned += 1
|
| 155 |
+
|
| 156 |
+
def _move_guardians(self) -> None:
|
| 157 |
+
interval = max(1, 4 - self.level)
|
| 158 |
+
if self.steps % interval:
|
| 159 |
+
return
|
| 160 |
+
for enemy in self.enemies:
|
| 161 |
+
row_delta = int(np.sign(self.player[0] - enemy["row"]))
|
| 162 |
+
column_delta = int(np.sign(self.player[1] - enemy["column"]))
|
| 163 |
+
candidates = ((enemy["row"] + row_delta, enemy["column"]), (enemy["row"], enemy["column"] + column_delta))
|
| 164 |
+
for destination in candidates:
|
| 165 |
+
if destination not in self.walls:
|
| 166 |
+
enemy["row"], enemy["column"] = destination
|
| 167 |
+
break
|
| 168 |
+
|
| 169 |
+
def _move_bullets(self) -> None:
|
| 170 |
+
for bullet in self.bullets:
|
| 171 |
+
bullet[1] += bullet[2]
|
| 172 |
+
self.bullets = [
|
| 173 |
+
bullet for bullet in self.bullets if 0 <= bullet[1] < 10 and tuple(bullet[:2]) not in self.walls
|
| 174 |
+
]
|
| 175 |
+
|
| 176 |
+
def _resolve_bullet_hits(self) -> float:
|
| 177 |
+
hit_bullets: set[int] = set()
|
| 178 |
+
hit_enemies: set[int] = set()
|
| 179 |
+
reward = 0.0
|
| 180 |
+
for bullet_index, bullet in enumerate(self.bullets):
|
| 181 |
+
for enemy in self.enemies:
|
| 182 |
+
if bullet[:2] == [enemy["row"], enemy["column"]]:
|
| 183 |
+
hit_bullets.add(bullet_index)
|
| 184 |
+
hit_enemies.add(enemy["id"])
|
| 185 |
+
reward += CREATURE_VALUES[enemy["kind"]]
|
| 186 |
+
self.killed += 1
|
| 187 |
+
break
|
| 188 |
+
self.bullets = [bullet for index, bullet in enumerate(self.bullets) if index not in hit_bullets]
|
| 189 |
+
self.enemies = [enemy for enemy in self.enemies if enemy["id"] not in hit_enemies]
|
| 190 |
+
return float(reward)
|
| 191 |
+
|
| 192 |
+
def _flash_guardians(self) -> None:
|
| 193 |
+
for enemy in self.enemies:
|
| 194 |
+
enemy["row"], enemy["column"] = self.nests[enemy["kind"]]
|
| 195 |
+
|
| 196 |
+
def _resolve_guardian_collision(self) -> None:
|
| 197 |
+
if not any([enemy["row"], enemy["column"]] == self.player for enemy in self.enemies):
|
| 198 |
+
return
|
| 199 |
+
self.lives -= 1
|
| 200 |
+
self.player[:] = START
|
| 201 |
+
self.enemies.clear()
|
| 202 |
+
self.bullets.clear()
|
| 203 |
+
if self.lives == 0:
|
| 204 |
+
self.terminal = True
|
| 205 |
+
|
| 206 |
+
def state(self) -> np.ndarray:
|
| 207 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 208 |
+
state[self.player[0], self.player[1], 0] = True
|
| 209 |
+
for enemy in self.enemies:
|
| 210 |
+
state[enemy["row"], enemy["column"], 1] = True
|
| 211 |
+
for position, (index, _value) in self.treasures.items():
|
| 212 |
+
state[position[0], position[1], 2 if index == 0 else 3] = True
|
| 213 |
+
state[EXIT[0], EXIT[1], 2] = True
|
| 214 |
+
for row, column in self.walls:
|
| 215 |
+
state[row, column, 4] = True
|
| 216 |
+
for bullet in self.bullets:
|
| 217 |
+
state[bullet[0], bullet[1], 5] = True
|
| 218 |
+
values = ((self.stage, 4), (self.lives, 2), (self.flashes, 2), (self.ammunition, 7), (self.spawned, 5), (self.killed, 5))
|
| 219 |
+
offset = 0
|
| 220 |
+
for value, width in values:
|
| 221 |
+
for bit in range(width):
|
| 222 |
+
state[8 - offset // 10, offset % 10, 5] = bool(value & (1 << bit))
|
| 223 |
+
offset += 1
|
| 224 |
+
state[6, 0, 5] = self.has_key
|
| 225 |
+
state[6, 1, 5] = self.facing > 0
|
| 226 |
+
return state
|
runtime/minatar_synth/games/twhols.py
ADDED
|
@@ -0,0 +1,90 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import floor
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Wall:
|
| 9 |
+
y: int
|
| 10 |
+
gap: float = 0.
|
| 11 |
+
speed: float = 1.
|
| 12 |
+
|
| 13 |
+
|
| 14 |
+
class TwholsEnvironment:
|
| 15 |
+
score_cap = 100
|
| 16 |
+
|
| 17 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 18 |
+
self.sticky_action_prob = sticky_action_prob
|
| 19 |
+
self.horizon = min(horizon, 400)
|
| 20 |
+
self.seed(0)
|
| 21 |
+
self.reset()
|
| 22 |
+
|
| 23 |
+
def seed(self, seed):
|
| 24 |
+
self.random = np.random.default_rng(seed)
|
| 25 |
+
|
| 26 |
+
def reset(self):
|
| 27 |
+
self.x = self.y = 50.
|
| 28 |
+
self.vx = self.vy = 1
|
| 29 |
+
self.walls = [Wall(9), Wall(79)]
|
| 30 |
+
self.action = self.steps = 0
|
| 31 |
+
self.terminal = False
|
| 32 |
+
|
| 33 |
+
@classmethod
|
| 34 |
+
def normalize_score(cls, score):
|
| 35 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 36 |
+
|
| 37 |
+
def act(self, action):
|
| 38 |
+
if self.terminal:
|
| 39 |
+
return 0., True
|
| 40 |
+
previous = self.action
|
| 41 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 42 |
+
self.action = action
|
| 43 |
+
turn = self.action == 5 and previous != 5
|
| 44 |
+
self.steps += 1
|
| 45 |
+
reward = 0
|
| 46 |
+
for frame in range(4):
|
| 47 |
+
reward += self._advance(turn and frame == 0)
|
| 48 |
+
if self.terminal:
|
| 49 |
+
break
|
| 50 |
+
self.terminal |= self.steps >= self.horizon
|
| 51 |
+
return float(reward), self.terminal
|
| 52 |
+
|
| 53 |
+
def _advance(self, turn):
|
| 54 |
+
self.x += self.vx
|
| 55 |
+
self.y += self.vy
|
| 56 |
+
reward = 0
|
| 57 |
+
for wall in self.walls:
|
| 58 |
+
if wall.y - 2.5 < self.y < wall.y + 7.5 and (
|
| 59 |
+
self.x - 2.5 < wall.gap or self.x + 2.5 > wall.gap + 40
|
| 60 |
+
):
|
| 61 |
+
self.vy = 1 if self.y < 50 else -1
|
| 62 |
+
reward = 1
|
| 63 |
+
wall.gap -= wall.speed
|
| 64 |
+
if wall.gap < -40:
|
| 65 |
+
wall.gap = 99
|
| 66 |
+
wall.speed = self.random.uniform(1, 2)
|
| 67 |
+
if turn or self.x < 0 or self.x > 99:
|
| 68 |
+
self.vx *= -1
|
| 69 |
+
self.terminal = self.y < 0 or self.y > 99
|
| 70 |
+
return reward
|
| 71 |
+
|
| 72 |
+
def state(self):
|
| 73 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 74 |
+
row, col = (min(9, max(0, floor(value / 10))) for value in (self.y, self.x))
|
| 75 |
+
state[row, col, 0] = True
|
| 76 |
+
cols = np.arange(5, 100, 10)
|
| 77 |
+
for wall in self.walls:
|
| 78 |
+
wall_row = (wall.y + 2) // 10
|
| 79 |
+
gap = (cols >= wall.gap) & (cols < wall.gap + 40)
|
| 80 |
+
state[wall_row, :, 1] = ~gap
|
| 81 |
+
state[wall_row, :, 2] = gap
|
| 82 |
+
state[row, col, 3] = self.vx > 0
|
| 83 |
+
state[row, col, 4] = self.vy > 0
|
| 84 |
+
values = (self.steps, self.action, round((self.walls[0].gap + 40) * 3),
|
| 85 |
+
round((self.walls[1].gap + 40) * 3),
|
| 86 |
+
*(round(wall.speed * 100) for wall in self.walls))
|
| 87 |
+
for row, value in enumerate(values):
|
| 88 |
+
for bit in range(9):
|
| 89 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 90 |
+
return state
|
runtime/minatar_synth/games/twin_jumpers.py
ADDED
|
@@ -0,0 +1,130 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
|
| 3 |
+
import numpy as np
|
| 4 |
+
|
| 5 |
+
|
| 6 |
+
@dataclass
|
| 7 |
+
class Jumper:
|
| 8 |
+
x: float
|
| 9 |
+
y: float = 70.
|
| 10 |
+
vx: int = 1
|
| 11 |
+
vy: float = 0.
|
| 12 |
+
grace: int = 0
|
| 13 |
+
|
| 14 |
+
|
| 15 |
+
@dataclass
|
| 16 |
+
class Platform:
|
| 17 |
+
x: float
|
| 18 |
+
y: float
|
| 19 |
+
width: float
|
| 20 |
+
|
| 21 |
+
|
| 22 |
+
class TwinJumpersEnvironment:
|
| 23 |
+
score_cap = 1000
|
| 24 |
+
|
| 25 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 26 |
+
self.sticky_action_prob = sticky_action_prob
|
| 27 |
+
self.horizon = min(horizon, 400)
|
| 28 |
+
self.seed(0)
|
| 29 |
+
self.reset()
|
| 30 |
+
|
| 31 |
+
def seed(self, seed):
|
| 32 |
+
self.random = np.random.default_rng(seed)
|
| 33 |
+
|
| 34 |
+
def reset(self):
|
| 35 |
+
self.jumpers = [Jumper(20), Jumper(80)]
|
| 36 |
+
self.platforms = [Platform(50, 80, 100)]
|
| 37 |
+
for y in (70, 40, 10):
|
| 38 |
+
for low in (0, 60):
|
| 39 |
+
self.platforms.append(Platform(self.random.uniform(low, low + 40), y,
|
| 40 |
+
self.random.uniform(20, 50)))
|
| 41 |
+
self.power = 1.
|
| 42 |
+
self.platform_distance = 0.
|
| 43 |
+
self.steps = self.action = 0
|
| 44 |
+
self.terminal = False
|
| 45 |
+
|
| 46 |
+
@classmethod
|
| 47 |
+
def normalize_score(cls, score):
|
| 48 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 49 |
+
|
| 50 |
+
def act(self, action):
|
| 51 |
+
if self.terminal:
|
| 52 |
+
return 0., True
|
| 53 |
+
previous = self.action
|
| 54 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 55 |
+
self.action = action
|
| 56 |
+
jump = self.action == 5 and previous != 5
|
| 57 |
+
self.steps += 1
|
| 58 |
+
reward = 0.
|
| 59 |
+
for frame in range(4):
|
| 60 |
+
reward += self._advance(jump and frame == 0)
|
| 61 |
+
if self.terminal:
|
| 62 |
+
break
|
| 63 |
+
self.terminal |= self.steps >= self.horizon
|
| 64 |
+
return reward, self.terminal
|
| 65 |
+
|
| 66 |
+
def _advance(self, jump):
|
| 67 |
+
scroll = 0.1 + max(0, 60 - max(jumper.y for jumper in self.jumpers)) * 0.05
|
| 68 |
+
if jump:
|
| 69 |
+
for jumper, strength in zip(self.jumpers, (3, 2.5), strict=True):
|
| 70 |
+
if jumper.grace > 0:
|
| 71 |
+
jumper.vy = -strength * self.power
|
| 72 |
+
self.power *= 0.8
|
| 73 |
+
else:
|
| 74 |
+
self.power = min(1, self.power + 0.01)
|
| 75 |
+
|
| 76 |
+
previous_y = [jumper.y for jumper in self.jumpers]
|
| 77 |
+
for jumper in self.jumpers:
|
| 78 |
+
jumper.y += jumper.vy
|
| 79 |
+
jumper.vy += 0.1 if self.action == 5 else 0.2
|
| 80 |
+
jumper.x += jumper.vx * 0.6
|
| 81 |
+
jumper.grace = max(0, jumper.grace - 1)
|
| 82 |
+
if (jumper.x < 3 and jumper.vx < 0) or (jumper.x > 97 and jumper.vx > 0):
|
| 83 |
+
jumper.vx *= -1
|
| 84 |
+
if jumper.y < 0 and jumper.vy < 0:
|
| 85 |
+
jumper.y = 0
|
| 86 |
+
jumper.vy *= -0.5
|
| 87 |
+
|
| 88 |
+
for platform in self.platforms:
|
| 89 |
+
platform.y += scroll
|
| 90 |
+
self.platforms = [platform for platform in self.platforms if platform.y <= 109]
|
| 91 |
+
self.platform_distance -= scroll
|
| 92 |
+
if self.platform_distance <= 0:
|
| 93 |
+
for low in (0, 50):
|
| 94 |
+
self.platforms.append(Platform(self.random.uniform(low, low + 50),
|
| 95 |
+
-self.random.uniform(5, 25),
|
| 96 |
+
self.random.uniform(30, 50)))
|
| 97 |
+
self.platform_distance = self.random.uniform(20, 30)
|
| 98 |
+
for jumper, old_y, offset in zip(self.jumpers, previous_y, (4, 3), strict=True):
|
| 99 |
+
if jumper.vy <= 0:
|
| 100 |
+
continue
|
| 101 |
+
supports = [
|
| 102 |
+
platform.y - offset for platform in self.platforms
|
| 103 |
+
if abs(platform.x - jumper.x) < platform.width / 2 + 2
|
| 104 |
+
and min(jumper.y - 2, old_y - scroll) <= platform.y - offset <= jumper.y + 1
|
| 105 |
+
]
|
| 106 |
+
if supports:
|
| 107 |
+
jumper.y = min(supports)
|
| 108 |
+
jumper.vy = 0.
|
| 109 |
+
jumper.grace = 9
|
| 110 |
+
self.terminal = any(jumper.y > 102 for jumper in self.jumpers)
|
| 111 |
+
return scroll
|
| 112 |
+
|
| 113 |
+
def state(self):
|
| 114 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 115 |
+
for index, jumper in enumerate(self.jumpers):
|
| 116 |
+
row = int(np.clip(jumper.y // 10, 0, 9))
|
| 117 |
+
col = int(jumper.x // 10)
|
| 118 |
+
state[row, col, index] = True
|
| 119 |
+
state[row, col, 3 + index] = jumper.grace > 0
|
| 120 |
+
cols = np.arange(5, 100, 10)
|
| 121 |
+
for platform in self.platforms:
|
| 122 |
+
if 0 <= platform.y < 100:
|
| 123 |
+
state[int(platform.y // 10), :, 2] |= abs(cols - platform.x) < platform.width / 2 + 5
|
| 124 |
+
values = (self.steps, self.action, round(self.power * 100), round(self.platform_distance * 10),
|
| 125 |
+
*(value for jumper in self.jumpers for value in
|
| 126 |
+
(jumper.vx > 0, jumper.grace, round((jumper.vy + 4) * 32))))
|
| 127 |
+
for row, value in enumerate(values):
|
| 128 |
+
for bit in range(9):
|
| 129 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 130 |
+
return state
|
runtime/minatar_synth/games/twin_p.py
ADDED
|
@@ -0,0 +1,140 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
from dataclasses import dataclass
|
| 2 |
+
from math import cos, hypot, pi, sin
|
| 3 |
+
|
| 4 |
+
import numpy as np
|
| 5 |
+
|
| 6 |
+
|
| 7 |
+
@dataclass
|
| 8 |
+
class Target:
|
| 9 |
+
x: float
|
| 10 |
+
y: float
|
| 11 |
+
vx: float
|
| 12 |
+
vy: float
|
| 13 |
+
hazard: bool = False
|
| 14 |
+
entered: bool = False
|
| 15 |
+
|
| 16 |
+
|
| 17 |
+
class TwinPEnvironment:
|
| 18 |
+
score_cap = 200
|
| 19 |
+
|
| 20 |
+
def __init__(self, sticky_action_prob=0.1, horizon=400):
|
| 21 |
+
self.sticky_action_prob = sticky_action_prob
|
| 22 |
+
self.horizon = min(horizon, 400)
|
| 23 |
+
self.seed(0)
|
| 24 |
+
self.reset()
|
| 25 |
+
|
| 26 |
+
def seed(self, seed):
|
| 27 |
+
self.random = np.random.default_rng(seed)
|
| 28 |
+
|
| 29 |
+
def reset(self):
|
| 30 |
+
self.x, self.y, self.angle = 40., 50., 0.
|
| 31 |
+
self.length = self.target_length = 15.
|
| 32 |
+
self.targets = []
|
| 33 |
+
self.timer = 0.
|
| 34 |
+
self.until_hazard = 9
|
| 35 |
+
self.multiplier = 1
|
| 36 |
+
self.action = self.steps = 0
|
| 37 |
+
self.terminal = False
|
| 38 |
+
|
| 39 |
+
@classmethod
|
| 40 |
+
def normalize_score(cls, score):
|
| 41 |
+
return min(max(score, 0), cls.score_cap) / cls.score_cap
|
| 42 |
+
|
| 43 |
+
def act(self, action):
|
| 44 |
+
if self.terminal:
|
| 45 |
+
return 0., True
|
| 46 |
+
previous = self.action
|
| 47 |
+
if self.random.random() >= self.sticky_action_prob:
|
| 48 |
+
self.action = action
|
| 49 |
+
pin = previous == 5 and self.action != 5
|
| 50 |
+
self.steps += 1
|
| 51 |
+
reward = 0
|
| 52 |
+
for frame in range(4):
|
| 53 |
+
reward += self._advance(pin and frame == 0)
|
| 54 |
+
if self.terminal:
|
| 55 |
+
break
|
| 56 |
+
self.terminal |= self.steps >= self.horizon
|
| 57 |
+
return float(reward), self.terminal
|
| 58 |
+
|
| 59 |
+
def _endpoint(self):
|
| 60 |
+
return self.x + cos(self.angle) * self.length, self.y + sin(self.angle) * self.length
|
| 61 |
+
|
| 62 |
+
def _advance(self, pin):
|
| 63 |
+
end_x, end_y = self._endpoint()
|
| 64 |
+
if not (_inside(self.x, self.y) or _inside(end_x, end_y)):
|
| 65 |
+
self.terminal = True
|
| 66 |
+
return 0
|
| 67 |
+
|
| 68 |
+
dx, dy = end_x - self.x, end_y - self.y
|
| 69 |
+
start_x, start_y = self.x, self.y
|
| 70 |
+
if pin:
|
| 71 |
+
self.x, self.y = end_x, end_y
|
| 72 |
+
self.angle += pi
|
| 73 |
+
self.target_length = 15.
|
| 74 |
+
elif self.action == 5:
|
| 75 |
+
self.target_length = min(99, self.target_length + 0.2)
|
| 76 |
+
self.angle = (self.angle + 0.05) % (2 * pi)
|
| 77 |
+
self.length += (self.target_length - self.length) * 0.2
|
| 78 |
+
|
| 79 |
+
self.timer -= 1
|
| 80 |
+
if self.timer < 0:
|
| 81 |
+
self._spawn()
|
| 82 |
+
reward = 0
|
| 83 |
+
remaining = []
|
| 84 |
+
for target in self.targets:
|
| 85 |
+
target.x += target.vx
|
| 86 |
+
target.y += target.vy
|
| 87 |
+
if -5 <= target.x < 105 and -5 <= target.y < 105:
|
| 88 |
+
target.entered = True
|
| 89 |
+
elif target.entered:
|
| 90 |
+
if not target.hazard:
|
| 91 |
+
self.multiplier = max(1, self.multiplier - 1)
|
| 92 |
+
continue
|
| 93 |
+
rx, ry = target.x - start_x, target.y - start_y
|
| 94 |
+
along = min(1, max(0, (rx * dx + ry * dy) / (dx * dx + dy * dy)))
|
| 95 |
+
if hypot(rx - along * dx, ry - along * dy) <= (3.5 if target.hazard else 3):
|
| 96 |
+
if target.hazard:
|
| 97 |
+
self.terminal = True
|
| 98 |
+
else:
|
| 99 |
+
reward += self.multiplier
|
| 100 |
+
self.multiplier += 1
|
| 101 |
+
continue
|
| 102 |
+
remaining.append(target)
|
| 103 |
+
self.targets = remaining
|
| 104 |
+
return reward
|
| 105 |
+
|
| 106 |
+
def _spawn(self):
|
| 107 |
+
angle = self.random.uniform(0, 2 * pi)
|
| 108 |
+
x, y = 50 + cos(angle) * 80, 50 + sin(angle) * 80
|
| 109 |
+
dx, dy = self.random.uniform(20, 80, 2) - (x, y)
|
| 110 |
+
scale = 0.2 / hypot(dx, dy)
|
| 111 |
+
self.targets.append(Target(x, y, dx * scale, dy * scale, self.until_hazard == 0))
|
| 112 |
+
self.until_hazard -= 1
|
| 113 |
+
if self.until_hazard < 0:
|
| 114 |
+
self.until_hazard = int(self.random.integers(8, 12))
|
| 115 |
+
self.timer = self.random.uniform(60, 90)
|
| 116 |
+
|
| 117 |
+
def state(self):
|
| 118 |
+
state = np.zeros((10, 10, 6), dtype=bool)
|
| 119 |
+
end_x, end_y = self._endpoint()
|
| 120 |
+
_mark(state, self.x, self.y, 0)
|
| 121 |
+
_mark(state, end_x, end_y, 1)
|
| 122 |
+
for x, y in zip(np.linspace(self.x, end_x, 41), np.linspace(self.y, end_y, 41), strict=True):
|
| 123 |
+
_mark(state, x, y, 2)
|
| 124 |
+
for target in self.targets:
|
| 125 |
+
_mark(state, target.x, target.y, 4 if target.hazard else 3)
|
| 126 |
+
values = (self.steps, self.action, round(self.length * 4), round(self.target_length * 4),
|
| 127 |
+
round(self.angle * 64), self.multiplier, self.until_hazard)
|
| 128 |
+
for row, value in enumerate(values):
|
| 129 |
+
for bit in range(9):
|
| 130 |
+
state[row, bit, 5] = bool(value & (1 << bit))
|
| 131 |
+
return state
|
| 132 |
+
|
| 133 |
+
|
| 134 |
+
def _inside(x, y):
|
| 135 |
+
return 0 <= x < 99 and 0 <= y < 99
|
| 136 |
+
|
| 137 |
+
|
| 138 |
+
def _mark(state, x, y, channel):
|
| 139 |
+
if 0 <= x < 100 and 0 <= y < 100:
|
| 140 |
+
state[int(y // 10), int(x // 10), channel] = True
|