from dataclasses import dataclass import numpy as np HORIZON = 400 MIN_SPAWN_STEPS = 4 MAX_MULTIPLIER = 64 PLAYER_ROW = 4 @dataclass class Target: row: int column: int fire_in: int = 0 @dataclass class HomingShot: row: int column: int target: Target age: int = 0 class AccelBEnvironment: score_cap = (HORIZON // MIN_SPAWN_STEPS) * 2 * MAX_MULTIPLIER def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON): self.sticky_action_prob = sticky_action_prob self.horizon = min(horizon, HORIZON) self.seed(0) self.reset() def seed(self, seed: int) -> None: self.random = np.random.default_rng(seed) def reset(self) -> None: self.steps = self.last_action = self.throttle = 0 self.spawn_in = MIN_SPAWN_STEPS self.multiplier = 1 self.enemies: list[Target] = [] self.hostile: list[Target] = [] self.shots: list[HomingShot] = [] self.blasts: list[tuple[int, int, int]] = [] self.terminal = False @property def column(self) -> int: return 1 + self.throttle // 2 @classmethod def normalize_score(cls, score: float) -> float: return min(max(score, 0), cls.score_cap) / cls.score_cap def act(self, action: int) -> tuple[float, bool]: if self.terminal: return 0.0, True if self.random.random() < self.sticky_action_prob: action = self.last_action self.steps += 1 pressed = action == 5 and self.last_action != 5 self.last_action = action self.throttle = min(6, self.throttle + 1) if action == 5 else max(0, self.throttle - 1) if pressed and not (self.shots or self.blasts): self.multiplier = 1 self.shots = [HomingShot(PLAYER_ROW, self.column, target) for target in (*self.enemies, *self.hostile)] self._advance_targets() self._advance_salvo() reward = 0 for targets in (self.enemies, self.hostile): remaining = [] for target in targets: if any(abs(target.row - row) <= 1 and abs(target.column - column) <= 1 for row, column, _ in self.blasts): reward += self.multiplier self.multiplier = min(MAX_MULTIPLIER, 2 * self.multiplier) elif target.column >= 0: remaining.append(target) targets[:] = remaining self.terminal = any((missile.row, missile.column) == (PLAYER_ROW, self.column) for missile in self.hostile) or self.steps >= self.horizon self.spawn_in -= 1 if self.spawn_in == 0 and not self.terminal: self.enemies.append(Target(int(self.random.choice((1, 2, 3, 5, 6, 7, 8))), 9, 3)) self.spawn_in = max(MIN_SPAWN_STEPS, 10 - self.throttle) return float(reward), self.terminal def _advance_targets(self) -> None: for enemy in self.enemies: if self.throttle >= 3 or self.steps % 3 == 0: enemy.column -= 1 enemy.fire_in -= 1 if enemy.fire_in == 0 and enemy.column >= 0: self.hostile.append(Target(enemy.row, enemy.column)) for missile in self.hostile: missile.column -= 1 if self.steps % 2 == 0: missile.row += int(np.sign(PLAYER_ROW - missile.row)) def _advance_salvo(self) -> None: self.blasts = [(row, column, timer - 1) for row, column, timer in self.blasts if timer > 1] remaining = [] for shot in self.shots: shot.age += 1 shot.column += 1 if shot.age == 1 else int(np.sign(shot.target.column - shot.column)) if shot.age > 1: shot.row += int(np.sign(shot.target.row - shot.row)) distance = max(abs(shot.row - shot.target.row), abs(shot.column - shot.target.column)) if distance <= 1 or shot.age >= 12: self.blasts.append((shot.row, max(0, min(9, shot.column)), 3)) else: remaining.append(shot) self.shots = remaining def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[PLAYER_ROW, self.column, 0] = True for channel, targets in ((1, self.hostile), (2, self.enemies), (3, self.shots)): for target in targets: if 0 <= target.column < 10: state[target.row, target.column, channel] = True for row, column, _ in self.blasts: state[max(0, row - 1):row + 2, max(0, column - 1):column + 2, 4] = True values = (self.steps, self.throttle, self.spawn_in, self.multiplier, int(self.last_action == 5), int(not (self.shots or self.blasts))) for row, value in enumerate(values): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) return state