from math import sqrt import numpy as np HORIZON = 400 CARDS = 6 CHAINS_PER_DEAL = 7 RED, GREEN, BLUE = range(3) PRESSURE_LIMIT = 300 class AttackChainEnvironment: # One chain per two steps at most, and no card reaches 200 damage. score_cap = (HORIZON // 2) * (99 + 250) * (1 + HORIZON // 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.steps = self.pressure = self.total = self.turn = self.chains = 0 self.cooldown = self.pending = 0 self.last_type = -1 self.last_action = 0 self.multiplier = 1 self.terminal = False self._deal() def _deal(self) -> None: green_left = 2 self.types = [] for _ in range(CARDS): if green_left and self.random.random() < 0.2: self.types.append(GREEN) green_left -= 1 else: self.types.append(int(self.random.choice((RED, BLUE)))) scale = 4 + sqrt(min(20, self.multiplier)) self.values = [int(value * scale) for value in self.random.integers(3, 7, size=CARDS)] self.available = [True] * CARDS @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 self.pressure += 1 reward = 0 if self.cooldown: self.cooldown = 0 self.total += self.pending self.pending = 0 if self.total >= 100 or not any(self.available): reward = self._settle() elif self.pressure >= PRESSURE_LIMIT: self.terminal = True elif self.available[action]: self.pressure += 4 self.available[action] = False value, color = self.values[action], self.types[action] if color == RED and self.turn == 0: value = value * 5 // 4 elif color == GREEN: value = min(value, 99 - self.total) self.pending = value self.cooldown = 1 self.last_type = color self.turn += 1 self.values[action] = self.values[action] * 11 // 10 + 10 self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _settle(self) -> int: reward = self.total * self.multiplier excess = max(0, self.total - 115) self.pressure = max(0, self.pressure - int(excess * sqrt(excess / self.multiplier))) returns = sum(self.total >= threshold for threshold in (100, 150, 200)) unavailable = [index for index, ready in enumerate(self.available) if not ready] if returns and unavailable and self.last_type == BLUE: best = max(unavailable, key=self.values.__getitem__) self.available[best] = True unavailable.remove(best) returns -= 1 for index in self.random.permutation(unavailable)[:returns]: self.available[index] = True self.chains += 1 if not any(self.available) or self.chains == CHAINS_PER_DEAL: self.chains = 0 self.multiplier += 1 self._deal() self.total = self.turn = 0 return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) for index, (color, value, ready) in enumerate(zip(self.types, self.values, self.available, strict=True)): state[9, index, color] = True state[9, index, 3] = ready for bit in range(8): state[bit, index, 4] = bool(value & (1 << bit)) values = (self.pressure, self.total, self.turn, self.chains, self.multiplier, self.pending, self.cooldown, self.last_type + 1, self.steps, self.last_action) for row, value in enumerate(values): for bit in range(10): state[row, bit, 5] = bool(value & (1 << bit)) return state