import numpy as np class AssaultEnvironment: """Fixed-cannon wave defense with vertical/lateral fire and weapon heat.""" score_cap = 75.0 def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_500): 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_column = 5 self.facing = 1 self.mothership_column = 0 self.mothership_direction = 1 self.aliens: list[dict[str, int | bool]] = [] self.friendly_shots: list[list[int]] = [] self.hostile_shots: list[list[int]] = [] self.fireballs: list[list[int]] = [] self.previous_aliens: list[list[int]] = [] self.previous_hostiles: list[list[int]] = [] self.wave = 0 self.spawned = 0 self.lives = 3 self.heat = 0 self.steps = 0 self.last_action = 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 fired = False if action == 1: self.player_column = max(0, self.player_column - 1) self.facing = -1 elif action == 3: self.player_column = min(9, self.player_column + 1) self.facing = 1 elif action == 2 and self.heat < 9: self.friendly_shots.append([8, self.player_column, -1, 0]) fired = True elif action == 5 and self.heat < 9: self.friendly_shots.append([9, self.player_column, 0, self.facing]) fired = True self.heat = min(10, self.heat + 2) if fired else max(0, self.heat - 1) if self.heat >= 10: self._lose_life() self._move_mothership() self._spawn_alien() self.previous_aliens = [[int(alien["row"]), int(alien["column"])] for alien in self.aliens] self.previous_hostiles = [shot[:2] for shot in self.hostile_shots + self.fireballs] self._move_aliens() self._move_projectiles() reward = self._resolve_friendly_hits() self._resolve_hostile_hits() self._launch_hostile_weapon() self.steps += 1 if self.spawned == 10 and not self.aliens: self.wave += 1 if self.wave == 5: self.terminal = True else: self.spawned = 0 if self.steps >= self.horizon: self.terminal = True return reward, self.terminal def _move_mothership(self) -> None: self.mothership_column += self.mothership_direction if self.mothership_column in (0, 9): self.mothership_direction *= -1 def _spawn_alien(self) -> None: if self.spawned >= 10 or self.steps % 4 != 0: return self.aliens.append({ "row": 1, "column": self.mothership_column, "direction": self.mothership_direction, "split": self.spawned % 2 == 1, }) self.spawned += 1 def _move_aliens(self) -> None: for alien in self.aliens: direction = int(alien["direction"]) column = int(alien["column"]) + direction if column < 0 or column > 9: direction *= -1 column = min(9, max(0, column)) alien["column"] = column alien["direction"] = direction if self.wave % 3 == 1 and self.steps % 3 == 0: alien["row"] = min(7, int(alien["row"]) + 1) elif self.wave % 3 == 2 and self.random.rand() < 0.2: alien["row"] = int(self.random.randint(1, 7)) alien["column"] = int(self.random.randint(10)) def _move_projectiles(self) -> None: for shot in self.friendly_shots: shot[0] += shot[2] shot[1] += shot[3] self.friendly_shots = [shot for shot in self.friendly_shots if 0 <= shot[0] < 10 and 0 <= shot[1] < 10] for shot in self.hostile_shots: shot[0] += 1 reached_base = [shot for shot in self.hostile_shots if shot[0] >= 9] self.hostile_shots = [shot for shot in self.hostile_shots if shot[0] < 9] for shot in reached_base: direction = int(np.sign(self.player_column - shot[1])) or 1 self.fireballs.append([9, shot[1], 0, direction]) for fireball in self.fireballs: fireball[1] += fireball[3] self.fireballs = [shot for shot in self.fireballs if 0 <= shot[1] < 10] def _resolve_friendly_hits(self) -> float: reward = 0.0 remaining_shots = [] for shot in self.friendly_shots: hit_fireball = next((fireball for fireball in self.fireballs if fireball[:2] == shot[:2]), None) if hit_fireball is not None: self.fireballs.remove(hit_fireball) continue hit = next((alien for alien in self.aliens if [alien["row"], alien["column"]] == shot[:2]), None) if hit is None: remaining_shots.append(shot) continue self.aliens.remove(hit) if bool(hit["split"]): column = int(hit["column"]) row = int(hit["row"]) for direction in (-1, 1): self.aliens.append({"row": row, "column": column, "direction": direction, "split": False}) else: reward += 1.0 self.friendly_shots = remaining_shots return reward def _resolve_hostile_hits(self) -> None: if any(shot[:2] == [9, self.player_column] for shot in self.fireballs): self.fireballs = [shot for shot in self.fireballs if shot[:2] != [9, self.player_column]] self._lose_life() def _launch_hostile_weapon(self) -> None: if self.steps % 12 != 0 or not self.aliens: return lowest = max(self.aliens, key=lambda alien: int(alien["row"])) self.hostile_shots.append([int(lowest["row"]) + 1, int(lowest["column"])]) def _lose_life(self) -> None: self.lives -= 1 self.heat = 0 self.friendly_shots.clear() self.hostile_shots.clear() self.fireballs.clear() if self.lives <= 0: self.terminal = True def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[9, self.player_column, 0] = True state[0, self.mothership_column, 1] = True for shot in self.hostile_shots + self.fireballs: state[shot[0], shot[1], 1] = True for alien in self.aliens: state[int(alien["row"]), int(alien["column"]), 2] = True for shot in self.friendly_shots: state[shot[0], shot[1], 3] = True for row, column in self.previous_aliens + self.previous_hostiles: state[row, column, 4] = True state[9, : self.heat, 5] = True state[8, : self.lives, 5] = True state[7, : self.wave + 1, 5] = True return state