from math import ceil, cos, sin import numpy as np HORIZON = 400 SPAWN_INTERVAL = 6 FLOOR = 9 MIN_LENGTH = 20 MAX_LENGTH = 64 class BalanceEnvironment: score_cap = ((HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL) * 3 * MAX_LENGTH 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.last_action = 0 self.base = self.cursor = 4.5 self.velocity = self.angle = self.angular_velocity = self.wind = 0.0 self.length = MIN_LENGTH self.coin_column = float(self.random.choice((2, 7))) self.coins: list[tuple[float, float, float]] = [] self.terminal = False @classmethod def normalize_score(cls, score: float) -> float: return min(max(score, 0), cls.score_cap) / cls.score_cap @property def tip(self) -> tuple[float, float]: return FLOOR - cos(self.angle) * self.length / 8, self.base + sin(self.angle) * self.length / 8 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.cursor = max(0.0, min(9.0, self.cursor + (1 if action == 3 else -1 if action == 1 else 0))) self.wind = 0.94 * (self.wind + float(self.random.uniform(-0.025, 0.025))) self.velocity = 0.90 * (self.velocity + 0.08 * (self.cursor - self.base) - self.wind) self.base += self.velocity self.angular_velocity = 0.88 * (self.angular_velocity - 0.16 * self.velocity + self.angle * self.length / 800) self.angle += self.angular_velocity row, column = self.tip shift = (4.5 - column) * 0.18 self.base += shift self.cursor = max(0.0, min(9.0, self.cursor + shift)) if row >= FLOOR - 0.25: self.length /= 2 self.angular_velocity *= -0.5 if self.length < MIN_LENGTH: self.terminal = True return 0.0, True self.angle /= 2 if self.steps % SPAWN_INTERVAL == 1: self.coins.append((0.0, self.coin_column, float(self.random.uniform(-0.15, 0.15)))) self.coin_column = (self.coin_column + shift + float(self.random.uniform(-0.6, 0.6))) % 10 row, column = self.tip reward = 0 remaining = [] for y, x, drift in self.coins: y += 0.5 drift = 0.96 * (drift + self.wind / 2) x += drift + shift tip_hit = abs(y - row) <= 0.45 and abs(x - column) <= 0.55 fraction = (FLOOR - y) / max(0.01, FLOOR - row) shaft_x = self.base + (column - self.base) * fraction if tip_hit or (0 <= fraction <= 1 and abs(x - shaft_x) <= 0.45): for _ in range(3 if tip_hit else 1): reward += ceil(self.length) self.length = min(MAX_LENGTH, self.length + 1) elif y < FLOOR: remaining.append((y, x, drift)) self.coins = remaining self.terminal = self.steps >= self.horizon return float(reward), self.terminal def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row, column = self.tip state[min(9, max(0, round(row))), min(9, max(0, round(column))), 0] = True state[FLOOR, :, 1] = True for y, x, _ in self.coins: if 0 <= round(x) < 10: state[round(y), round(x), 2] = True for fraction in np.linspace(0, 1, 16): x = round(self.base + fraction * (column - self.base)) y = round(FLOOR + fraction * (row - FLOOR)) if 0 <= x < 10 and 0 <= y < 10: state[y, x, 3] = True state[FLOOR, round(self.cursor), 4] = True values = (self.steps, round(self.length * 4), round(self.angle * 64) + 256, round(self.angular_velocity * 128) + 256, round(self.velocity * 32) + 256, round(self.wind * 512) + 256, self.last_action) for row, value in enumerate(values): for bit in range(10): state[row, bit, 5] = bool(value & (1 << bit)) return state