import numpy as np DIRECTIONS = ( (-1, 0), (-1, 1), (0, 1), (1, 1), (1, 0), (1, -1), (0, -1), (-1, -1), ) POINTS = {3: 20.0, 2: 50.0, 1: 100.0} class AsteroidsEnvironment: """Momentum, wraparound, fragmentation, and risky hyperspace on a torus.""" score_cap = 6_240.0 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.ship = [5, 5] self.previous_ship = self.ship.copy() self.velocity = [0, 0] self.direction = 0 self.shots: list[list[int]] = [] self.wave = 0 self.lives = 4 self.steps = 0 self.last_action = 0 self.terminal = False self._start_wave() def _start_wave(self) -> None: starts = ((0, 0, 1, 1), (0, 9, 1, -1), (9, 0, -1, 1), (9, 9, -1, -1)) self.asteroids = [ {"row": row, "column": column, "dr": dr, "dc": dc, "size": 3} for row, column, dr, dc in starts ] self.previous_asteroids = [[int(asteroid["row"]), int(asteroid["column"])] for asteroid in self.asteroids] 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_ship = self.ship.copy() if action == 1: self.direction = (self.direction - 1) % 8 elif action == 3: self.direction = (self.direction + 1) % 8 elif action == 2: thrust = DIRECTIONS[self.direction] self.velocity[0] = int(np.clip(self.velocity[0] + thrust[0], -1, 1)) self.velocity[1] = int(np.clip(self.velocity[1] + thrust[1], -1, 1)) elif action == 4: self.ship = [int(self.random.randint(10)), int(self.random.randint(10))] self.velocity = [0, 0] elif action == 5: dr, dc = DIRECTIONS[self.direction] self.shots.append([self.ship[0], self.ship[1], dr, dc, 12]) if action != 4: self.ship[0] = (self.ship[0] + self.velocity[0]) % 10 self.ship[1] = (self.ship[1] + self.velocity[1]) % 10 self.previous_asteroids = [[int(asteroid["row"]), int(asteroid["column"])] for asteroid in self.asteroids] self._move_asteroids() self._move_shots() reward = self._resolve_shots() if any([asteroid["row"], asteroid["column"]] == self.ship for asteroid in self.asteroids): self._lose_ship() self.steps += 1 if not self.asteroids: self.wave += 1 if self.wave == 3: self.terminal = True else: self._start_wave() if self.steps >= self.horizon: self.terminal = True return reward, self.terminal def _move_asteroids(self) -> None: for asteroid in self.asteroids: asteroid["row"] = (int(asteroid["row"]) + int(asteroid["dr"])) % 10 asteroid["column"] = (int(asteroid["column"]) + int(asteroid["dc"])) % 10 def _move_shots(self) -> None: for shot in self.shots: shot[0] = (shot[0] + shot[2]) % 10 shot[1] = (shot[1] + shot[3]) % 10 shot[4] -= 1 self.shots = [shot for shot in self.shots if shot[4] > 0] def _resolve_shots(self) -> float: reward = 0.0 remaining_shots = [] for shot in self.shots: hit = next( (asteroid for asteroid in self.asteroids if [asteroid["row"], asteroid["column"]] == shot[:2]), None, ) if hit is None: remaining_shots.append(shot) continue self.asteroids.remove(hit) size = int(hit["size"]) reward += POINTS[size] if size > 1: for turn in (-1, 1): direction = DIRECTIONS.index((int(hit["dr"]), int(hit["dc"]))) dr, dc = DIRECTIONS[(direction + turn) % 8] self.asteroids.append({ "row": int(hit["row"]), "column": int(hit["column"]), "dr": dr, "dc": dc, "size": size - 1, }) self.shots = remaining_shots return reward def _lose_ship(self) -> None: self.lives -= 1 self.ship = [5, 5] self.previous_ship = self.ship.copy() self.velocity = [0, 0] self.shots.clear() if self.lives <= 0: self.terminal = True def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[*self.ship, 0] = True for asteroid in self.asteroids: row, column = int(asteroid["row"]), int(asteroid["column"]) state[row, column, 1] = True state[row, column, 2] = True size = int(asteroid["size"]) state[row, (column + size - 1) % 10, 5] = True for shot in self.shots: state[shot[0], shot[1], 3] = True for row, column in self.previous_asteroids: state[row, column, 4] = True state[*self.previous_ship, 4] = True state[9, : self.lives, 5] = True state[8, : self.wave + 1, 5] = True velocity_marker = (self.velocity[0] + 1) * 3 + self.velocity[1] + 1 state[7, velocity_marker, 5] = True state[6, self.direction, 5] = True return state