import numpy as np class AdventureEnvironment: """Compact Adventure: rooms, keys, carried objects, dragon, bat, and chalice return.""" score_cap = 1.0 @classmethod def normalize_score(cls, raw_score: float) -> float: return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_000): self.sticky_action_prob = sticky_action_prob self.horizon = horizon self.random = np.random.RandomState() self.seed(0) self.reset() def seed(self, seed: int) -> None: self.random.seed(seed) def reset(self) -> None: self.room = 0 self.player = [8, 5] self.held = None self.items = { "gold_key": [0, 5, 7], "black_key": [2, 7, 7], "white_key": [4, 2, 2], "sword": [1, 7, 2], "chalice": [5, 2, 7], "bridge": [3, 6, 2], "magnet": [5, 7, 2], } self.dragons = [[2, 5, 5], [3, 3, 7], [5, 6, 6]] self.previous_dragons = [dragon.copy() for dragon in self.dragons] self.bat = [1, 2, 8] self.previous_bat = self.bat.copy() self.castles = { 0: {"key": "gold_key", "open": False}, 2: {"key": "black_key", "open": False}, 4: {"key": "white_key", "open": False}, } self.dragon_alive = [True, True, True] self.last_action = 0 self.steps = 0 self.terminal = False def act(self, action: int) -> tuple[float, bool]: if self.terminal: return 0.0, True if self.random.rand() < self.sticky_action_prob: action = self.last_action self.last_action = action dropped = False if action in (1, 2, 3, 4): dy, dx = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)}[action] target = [min(9, max(0, self.player[0] + dy)), min(9, max(0, self.player[1] + dx))] if self._can_move(target): self.player = target self._change_room() elif action == 5 and self.held is not None: self.items[self.held] = [self.room, *self.player] self.held = None dropped = True if not dropped: self._collect_item() self._use_magnet() self.previous_dragons = [dragon.copy() for dragon in self.dragons] self.previous_bat = self.bat.copy() self._move_dragons() self._move_bat() castle = self.castles.get(self.room) if castle and self.player[0] <= 1 and self.held == castle["key"]: castle["open"] = True if self.room == 0 and self.player[0] <= 1 and self.held == "chalice" and self.castles[0]["open"]: self.terminal = True return 1.0, True self.steps += 1 if self.steps >= self.horizon: self.terminal = True return 0.0, self.terminal def _can_move(self, target: list[int]) -> bool: if self.room != 3 or {self.player[0], target[0]} != {4, 5}: return True bridge = self.items.get("bridge") bridge_column = bridge[2] if bridge is not None and bridge[0] == 3 else None return self.held == "bridge" or bridge_column == target[1] def _change_room(self) -> None: if self.player[1] == 0 and self.room % 2 == 1: self.room -= 1 self.player[1] = 9 elif self.player[1] == 9 and self.room % 2 == 0: self.room += 1 self.player[1] = 0 elif self.player[0] == 0 and self.room >= 2: self.room -= 2 self.player[0] = 9 elif self.player[0] == 9 and self.room < 4: self.room += 2 self.player[0] = 0 def _collect_item(self) -> None: for name, location in list(self.items.items()): if location == [self.room, *self.player] and self.held is None: self.held = name del self.items[name] castle = self.castles.get(self.room) if castle and self.held == castle["key"] and self.player[0] <= 1: castle["open"] = True def _move_dragons(self) -> None: for index, dragon in enumerate(self.dragons): if not self.dragon_alive[index] or dragon[0] != self.room: continue _, row, column = dragon row += int(np.sign(self.player[0] - row)) column += int(np.sign(self.player[1] - column)) dragon[1:] = [row, column] if [row, column] == self.player: if self.held == "sword": self.dragon_alive[index] = False else: self.terminal = True def _use_magnet(self) -> None: if self.held != "magnet": return candidates = [(name, location) for name, location in self.items.items() if location[0] == self.room] if not candidates: return _, location = min(candidates, key=lambda item: abs(item[1][1] - self.player[0]) + abs(item[1][2] - self.player[1])) location[1] += int(np.sign(self.player[0] - location[1])) location[2] += int(np.sign(self.player[1] - location[2])) def _move_bat(self) -> None: if self.random.rand() >= 0.15: return self.bat[0] = int(self.random.randint(6)) self.bat[1] = int(self.random.randint(10)) self.bat[2] = int(self.random.randint(10)) if self.bat == [self.room, *self.player] and self.held is not None: name = self.held self.held = None self.items[name] = self.bat.copy() def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[*self.player, 0] = True for name, (room, row, column) in self.items.items(): if room == self.room: if name == "chalice": state[row, column, 2] = True else: state[row, column, 3] = True marker = { "gold_key": 0, "black_key": 1, "white_key": 2, "sword": 3, "bridge": 4, "magnet": 5, }[name] state[row, marker, 5] = True for alive, dragon in zip(self.dragon_alive, self.dragons, strict=True): if alive and dragon[0] == self.room: state[dragon[1], dragon[2], 1] = True for previous, alive in zip(self.previous_dragons, self.dragon_alive, strict=True): if alive and previous[0] == self.room: state[previous[1], previous[2], 4] = True if self.bat[0] == self.room: state[self.bat[1], self.bat[2], 1] = True if self.previous_bat[0] == self.room: state[self.previous_bat[1], self.previous_bat[2], 4] = True if self.room == 3: state[4, :, 1] = True bridge = self.items.get("bridge") if self.held == "bridge": state[4, self.player[1], 1] = False elif bridge is not None and bridge[0] == 3: state[4, bridge[2], 1] = False if self.room in self.castles: state[0, 4:7, 1] = not self.castles[self.room]["open"] if self.held is not None: held_marker = { "gold_key": 0, "black_key": 1, "white_key": 2, "sword": 3, "chalice": 4, "bridge": 5, "magnet": 6, }[self.held] state[8, held_marker, 5] = True state[9, self.room, 5] = True for castle_room, castle in self.castles.items(): if castle["open"]: state[7, castle_room, 5] = True return state