from dataclasses import dataclass from math import cos, pi, sin import numpy as np HORIZON = 400 ANGLES = 32 @dataclass class EscapeBar: angle: int inner: int outer: int speed: int = 2 class AntLionEnvironment: score_cap = HORIZON * (HORIZON + 1) 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.angle, self.radius = 8, 32 self.steps = self.last_action = self.velocity = self.multiplier = 0 self.spawn_in = 1 self.bars: list[EscapeBar] = [] self.attached: EscapeBar | None = None self.offset = 0 self.terminal = False @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.last_action = action self.steps += 1 if self.attached is None: self.velocity = max(-2, min(2, self.velocity + (1 if action == 5 else -1))) self.angle = (self.angle + self.velocity) % ANGLES self.radius -= 2 if self.radius > 40 else 1 if self.radius <= 3: self.terminal = True return 0.0, True self.spawn_in -= 1 if not self.spawn_in: self.bars.append(EscapeBar(int(self.random.integers(ANGLES)), 42, 42 + int(self.random.integers(8, 17)))) self.spawn_in = max(8, int(self.random.integers(14, 20)) - self.steps // 80) remaining = [] for bar in self.bars: if self.steps % 4 == 0: bar.angle = (bar.angle - 1) % ANGLES movement = bar.speed + int(bar.inner > 40) bar.inner = max(0, bar.inner - movement) bar.outer -= movement if bar.outer >= 0: remaining.append(bar) else: self.multiplier = max(1, self.multiplier - 1) if self.multiplier else 0 if self.attached is bar: self.attached = None self.bars = remaining if self.attached is not None: bar = self.attached self.offset += 3 if self.steps % 5 == 0: bar.speed = min(3, bar.speed + 1) self.angle, self.radius = bar.angle, bar.inner + self.offset if self.radius > bar.outer + 3: self.attached = None reward = 0 if self.attached is None and self.radius > 3: for bar in self.bars: separation = (self.angle - bar.angle) % ANGLES if min(separation, ANGLES - separation) <= 1 and bar.inner <= self.radius <= bar.outer: self.attached = bar self.offset = self.radius - bar.inner self.multiplier += 2 reward = self.multiplier break self.terminal = self.radius <= 3 or self.steps >= self.horizon return float(reward), self.terminal @staticmethod def _cell(angle: int, radius: int) -> tuple[int, int]: radians = angle * 2 * pi / ANGLES return round(4.5 + sin(radians) * radius / 9), round(4.5 + cos(radians) * radius / 9) def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row, column = self._cell(self.angle, self.radius) state[max(0, min(9, row)), max(0, min(9, column)), 0] = True state[4:6, 4:6, 1] = True for bar in self.bars: for radius in range(bar.inner, bar.outer + 1): row, column = self._cell(bar.angle, radius) if 0 <= row < 10 and 0 <= column < 10: state[row, column, 3 if bar is self.attached else 2] = True values = (self.angle, self.radius, self.velocity + 2, self.offset, self.multiplier, self.steps, self.spawn_in, self.last_action) for row, value in enumerate(values): for bit in range(10): state[row, bit, 5] = bool(value & (1 << bit)) return state