from dataclasses import dataclass import numpy as np HORIZON = 400 GROUND = 32 UNIT = 4 SPAWN_INTERVAL = 5 MAX_BALLS = (HORIZON + SPAWN_INTERVAL - 1) // SPAWN_INTERVAL @dataclass class Ball: x: int y: int vx: int vy: int = 0 class BallsBombsEnvironment: score_cap = MAX_BALLS * (MAX_BALLS + 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.steps = self.last_action = self.scroll = 0 self.player = 2 self.next_bomb = 6 self.bomb: int | None = None self.armed = False self.blast: tuple[int, int] | None = None self.multiplier = 1 self.balls: list[Ball] = [] self.terminal = False @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 if action == 5: self.player += 1 self.scroll = max(0, self.player - 4) if not self.armed and self.bomb is None and self.player >= self.next_bomb: self.bomb = self.scroll + 9 if self.bomb == self.player: self.armed = True self.bomb = None self.next_bomb = self.player + int(self.random.integers(9, 13)) if self.blast is not None: center, radius = self.blast self.blast = (center, radius + 1) if radius < 6 else None if self.blast is None: self.multiplier = 1 if self.steps % SPAWN_INTERVAL == 1: from_left = self.random.random() < 0.1 self.balls.append(Ball(self.scroll + (0 if from_left else 9), int(self.random.integers(5, 17)), 1 if from_left else -1)) reward = 0 survivors = [] for ball in self.balls: ball.vy += 1 ball.y += ball.vy if ball.y >= GROUND: ball.y = GROUND ball.vy = -ball.vy if self.steps % 2 == 0: ball.x += ball.vx if ball.x <= self.scroll and ball.vx < 0: ball.vx = 2 elif ball.x >= self.scroll + 9 and ball.vx > 0: ball.vx = -1 if self._in_blast(ball.y // UNIT, ball.x): reward += self.multiplier self.multiplier += 1 elif ball.x == self.player and ball.y // UNIT == GROUND // UNIT: if self.armed: self.armed = False self.blast = self.player, 1 else: self.terminal = True elif ball.x >= self.scroll - 2: survivors.append(ball) self.balls = survivors self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _in_blast(self, row: int, x: int) -> bool: if self.blast is None: return False center, radius = self.blast distance_squared = (x - center) ** 2 + (GROUND // UNIT - row) ** 2 return (radius - 0.75) ** 2 <= distance_squared <= (radius + 0.75) ** 2 def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[GROUND // UNIT, self.player - self.scroll, 0] = True for ball in self.balls: column = ball.x - self.scroll if 0 <= column < 10: row = max(0, ball.y // UNIT) state[row, column, 1] = True state[row, column, 4] |= ball.vy < 0 if self.bomb is not None and 0 <= self.bomb - self.scroll < 10: state[GROUND // UNIT, self.bomb - self.scroll, 2] = True if self.blast is not None: for row in range(9): for column in range(10): state[row, column, 3] = self._in_blast(row, column + self.scroll) values = (self.steps, self.multiplier, int(self.armed), self.player, self.next_bomb, self.last_action, 0 if self.blast is None else self.blast[1]) for row, value in enumerate(values): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) return state