import numpy as np ACTIONS = { 1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0), } class AmidarEnvironment: """Trace a rectilinear maze while avoiding deterministic patrol enemies.""" score_cap = 9.0 def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 600): self.sticky_action_prob = sticky_action_prob self.horizon = horizon self.random = np.random.RandomState() self.seed(0) self.reset() @classmethod def normalize_score(cls, raw_score: float) -> float: return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap def seed(self, seed: int) -> None: self.random.seed(seed) def reset(self) -> None: self.player = [9, 0] self.previous_player = self.player.copy() self.enemies = [[0, 0], [0, 9], [9, 9]] self.previous_enemies = [position.copy() for position in self.enemies] self.enemy_directions = [4, 1, 2] self.painted_edges: set[tuple[tuple[int, int], tuple[int, int]]] = set() self.completed_boxes: set[tuple[int, int]] = set() self.shadow_timer = 0 self.shadow_uses = 3 self.last_action = 0 self.steps = 0 self.terminal = False @staticmethod def _on_path(position: list[int] | tuple[int, int]) -> bool: row, column = position return 0 <= row < 10 and 0 <= column < 10 and (row % 3 == 0 or column % 3 == 0) @staticmethod def _edge(first: list[int], second: list[int]) -> tuple[tuple[int, int], tuple[int, int]]: return tuple(sorted((tuple(first), tuple(second)))) 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 self.previous_player = self.player.copy() if action == 5 and self.shadow_uses > 0 and self.shadow_timer == 0: self.shadow_uses -= 1 self.shadow_timer = 12 elif action in ACTIONS: row_delta, column_delta = ACTIONS[action] target = [self.player[0] + row_delta, self.player[1] + column_delta] if self._on_path(target): self.player = target if self.player != self.previous_player: self.painted_edges.add(self._edge(self.previous_player, self.player)) reward = self._complete_boxes() self.previous_enemies = [position.copy() for position in self.enemies] if self.shadow_timer == 0: for index in range(len(self.enemies)): self._move_enemy(index) if self.shadow_timer == 0 and any(enemy == self.player for enemy in self.enemies): self.terminal = True self.shadow_timer = max(0, self.shadow_timer - 1) self.steps += 1 if len(self.completed_boxes) == 9 or self.steps >= self.horizon: self.terminal = True return reward, self.terminal def _move_enemy(self, index: int) -> None: direction = self.enemy_directions[index] preferences = (direction, {1: 2, 2: 3, 3: 4, 4: 1}[direction], {1: 4, 2: 1, 3: 2, 4: 3}[direction]) for candidate_direction in preferences: row_delta, column_delta = ACTIONS[candidate_direction] target = [self.enemies[index][0] + row_delta, self.enemies[index][1] + column_delta] if self._on_path(target): self.enemies[index] = target self.enemy_directions[index] = candidate_direction return def _complete_boxes(self) -> float: reward = 0.0 for box_row in range(3): for box_column in range(3): box = (box_row, box_column) if box in self.completed_boxes: continue top = box_row * 3 left = box_column * 3 required = set() for offset in range(3): required.add(self._edge([top, left + offset], [top, left + offset + 1])) required.add(self._edge([top + 3, left + offset], [top + 3, left + offset + 1])) required.add(self._edge([top + offset, left], [top + offset + 1, left])) required.add(self._edge([top + offset, left + 3], [top + offset + 1, left + 3])) if required <= self.painted_edges: self.completed_boxes.add(box) reward += 1.0 return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[*self.player, 0] = True for enemy in self.enemies: channel = 3 if self.shadow_timer > 0 else 1 state[*enemy, channel] = True for box_row in range(3): for box_column in range(3): center = (min(9, box_row * 3 + 1), min(9, box_column * 3 + 1)) if (box_row, box_column) not in self.completed_boxes: state[*center, 2] = True for first, second in self.painted_edges: state[*first, 4] = True state[*second, 4] = True state[9, : self.shadow_uses, 5] = True if self.shadow_timer > 0: state[8, : min(10, self.shadow_timer), 5] = True return state