from math import atan2, cos, hypot, pi, sin, sqrt import numpy as np HORIZON = 400 SECTORS = 24 MAX_CHARGE = 12 SPAWN_INTERVAL = 6 CENTER = (5, 5) MAX_ENEMIES = (HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL class ArcfireEnvironment: score_cap = MAX_ENEMIES * (MAX_ENEMIES + 1) // 2 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.player = CENTER self.steps = self.last_action = self.aim = self.charge = self.arc_start = 0 self.multiplier = 1 self.spawn_index = int(self.random.integers(36)) self.enemies: list[tuple[int, int]] = [] self.shot: tuple[int, int, int, int] | None = None self.terminal = False @classmethod def normalize_score(cls, score: float) -> float: return min(max(score, 0), cls.score_cap) / cls.score_cap @staticmethod def _range(width: int) -> int: return max(3, round(9 / sqrt(width))) def _in_arc(self, cell: tuple[int, int], start: int, width: int, radius: int) -> bool: dy, dx = cell[0] - self.player[0], cell[1] - self.player[1] direction = atan2(dy, dx) * SECTORS / (2 * pi) return (direction - start) % SECTORS <= width and abs(hypot(dx, dy) - radius) <= 0.75 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 self.aim = (self.aim + 1) % SECTORS if action == 5 and self.last_action != 5: self.charge, self.arc_start, self.multiplier = 1, self.aim, 1 elif action == 5 and self.charge: self.charge += 1 if self.charge > MAX_CHARGE: self.charge = 0 elif self.charge: width = self.charge reach = self._range(width) if self.shot is None: self.shot = (self.arc_start, width, reach, 1) angle = (self.arc_start + width / 2) * 2 * pi / SECTORS stride = reach / 2 row, column = self.player self.player = (max(1, min(8, row + round(stride * sin(angle)))), max(1, min(8, column + round(stride * cos(angle))))) self.charge = 0 self.last_action = action if self.steps % SPAWN_INTERVAL == 1: if self.random.random() < 0.1: self.spawn_index = int(self.random.integers(36)) else: self.spawn_index = (self.spawn_index + int(self.random.integers(-1, 2))) % 36 side, offset = divmod(self.spawn_index, 9) self.enemies.append(((0, offset), (offset, 9), (9, 9 - offset), (9 - offset, 0))[side]) if self.steps % 3 == 0: self.enemies = [(row + int(np.sign(CENTER[0] - row)), column + int(np.sign(CENTER[1] - column))) for row, column in self.enemies] reward = 0 if self.shot is not None: start, width, reach, radius = self.shot survivors = [] for cell in self.enemies: if self._in_arc(cell, start, width, radius): reward += self.multiplier self.multiplier += 1 else: survivors.append(cell) self.enemies = survivors self.shot = (start, width, reach, radius + 1) if radius < reach else None self.terminal = any(cell in (CENTER, self.player) for cell in self.enemies) self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[*self.player, 0] = True for cell in self.enemies: state[*cell, 1] = True state[*CENTER, 2] = True for row in range(10): for column in range(10): cell = row, column if self.shot is not None: start, width, _, radius = self.shot state[row, column, 3] = self._in_arc(cell, start, width, radius) if self.charge: state[row, column, 4] = self._in_arc(cell, self.arc_start, self.charge, self._range(self.charge)) values = (self.steps, self.aim, self.charge, self.arc_start, self.multiplier, self.spawn_index, int(self.last_action == 5), *(self.shot or (0, 0, 0, 0))) offset = 0 for value, width in zip(values, (9, 5, 4, 5, 7, 6, 1, 5, 4, 4, 4), strict=True): for bit in range(width): state[offset // 10, offset % 10, 5] = bool(value & (1 << bit)) offset += 1 return state