import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 8 BASES = ((50, 90), (90, 50), (50, 10), (10, 50)) LEG_LENGTH = math.dist(BASES[0], BASES[1]) RUNNER_SPEED = 0.6 BALL_SPEED = 0.3 class BaserunnerDashEnvironment: score_cap = HORIZON * FRAMES_PER_STEP // math.ceil(LEG_LENGTH / RUNNER_SPEED) 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 = 0 self.pressed = self.terminal = False self.runner_base = 1 self.progress = 0.0 self.ball = BASES[0] self.ball_base = 0 self.ball_target = 2 self.thrown = True @property def runner_target(self) -> int: return (self.runner_base + 1) % len(BASES) @property def runner_position(self) -> tuple[float, float]: x, y = BASES[self.runner_base] target_x, target_y = BASES[self.runner_target] fraction = self.progress / LEG_LENGTH return x + (target_x - x) * fraction, y + (target_y - y) * fraction @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: self.pressed = action == 5 self.steps += 1 reward = 0 for _ in range(FRAMES_PER_STEP): reward += self._advance_runner() self._advance_ball() runner_x, runner_y = self.runner_position ball_x, ball_y = self.ball if self.progress > 0 and not self.thrown and abs(runner_x - ball_x) < 6 and abs(runner_y - ball_y) < 6: self.terminal = True break self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _advance_runner(self) -> int: if not self.pressed: self.progress = max(0, self.progress - RUNNER_SPEED) return 0 self.progress += RUNNER_SPEED if self.progress < LEG_LENGTH: return 0 self.runner_base = self.runner_target self.progress = 0.0 return 1 def _advance_ball(self) -> None: x, y = self.ball target = BASES[self.ball_target] dx, dy = target[0] - x, target[1] - y distance = math.hypot(dx, dy) speed = BALL_SPEED * (3 if self.thrown else 1) if distance <= speed: self.ball = target self.ball_base = self.ball_target self.thrown = False self.ball_target = self.runner_target if self.ball_base == self.runner_base else self.runner_base return self.ball = x + dx * speed / distance, y + dy * speed / distance if not self.thrown and self.random.random() < 0.05: self.thrown = True if self.ball_base not in (self.runner_base, self.runner_target): self.ball_target = self.runner_target def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) for x, y in BASES: state[y // 10, x // 10, 0] = True runner_x, runner_y = self.runner_position state[int(runner_y) // 10, int(runner_x) // 10, 1] = True ball_x, ball_y = self.ball state[int(ball_y) // 10, int(ball_x) // 10, 2 if self.thrown else 3] = True target_x, target_y = BASES[self.ball_target] state[target_y // 10, target_x // 10, 4] = True for index, channel in ((self.runner_base, 4), (self.runner_target, 5)): state[0, index, channel] = True for bit in range(9): state[9, bit, 5] = bool(self.steps & (1 << bit)) state[9, 9, 5] = self.pressed return state