import numpy as np DIRECTIONS = ( (-1, 0), (-1, 1), (0, 1), (1, 1), (1, 0), (1, -1), (0, -1), (-1, -1), ) POINTS = {"tank": 1_000.0, "fighter": 2_000.0, "supertank": 3_000.0, "saucer": 5_000.0} WAVES = ( ("tank", "tank", "tank", "fighter", "saucer"), ("tank", "tank", "fighter", "fighter", "saucer"), ("tank", "tank", "fighter", "supertank", "saucer"), ("tank", "fighter", "fighter", "supertank", "saucer"), ("tank", "fighter", "supertank", "supertank", "saucer"), ) OBSTACLES = {(2, 2), (2, 7), (5, 1), (5, 8), (7, 3), (7, 6)} SPAWNS = ((0, 1), (0, 5), (0, 9), (4, 0), (4, 9)) class BattleZoneEnvironment: """Radar combat with oriented movement, cover, shell dodging, and four target classes.""" score_cap = 60_000.0 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.player = [9, 5] self.previous_player = self.player.copy() self.direction = 0 self.lives = 5 self.wave = 0 self.steps = 0 self.total_score = 0.0 self.bonus_awarded = False self.player_shell: list[int] | None = None self.enemy_shells: list[list[int]] = [] self.last_action = 0 self.terminal = False self._start_wave() def _start_wave(self) -> None: self.enemies = [ {"kind": kind, "position": [*SPAWNS[index]], "previous": [*SPAWNS[index]]} for index, kind in enumerate(WAVES[self.wave]) ] 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_player = self.player.copy() if action == 1: self.direction = (self.direction - 1) % 8 elif action == 3: self.direction = (self.direction + 1) % 8 elif action in (2, 4): multiplier = 1 if action == 2 else -1 row_delta, column_delta = DIRECTIONS[self.direction] target = [self.player[0] + multiplier * row_delta, self.player[1] + multiplier * column_delta] if self._open(target): self.player = target elif action == 5 and self.player_shell is None: row_delta, column_delta = DIRECTIONS[self.direction] self.player_shell = [self.player[0], self.player[1], row_delta, column_delta, 9] self._move_enemies() self._move_shells() reward = self._resolve_player_shell() self._resolve_enemy_shells() self._enemy_fire() self.steps += 1 if self.total_score >= 50_000 and not self.bonus_awarded: self.lives += 1 self.bonus_awarded = True if not self.enemies: self.wave += 1 if self.wave == len(WAVES): self.terminal = True else: self._start_wave() if self.steps >= self.horizon: self.terminal = True return reward, self.terminal @staticmethod def _open(position: list[int]) -> bool: return 0 <= position[0] < 10 and 0 <= position[1] < 10 and tuple(position) not in OBSTACLES def _move_enemies(self) -> None: for enemy in self.enemies: enemy["previous"] = list(enemy["position"]) kind = str(enemy["kind"]) if kind == "saucer": enemy["position"][1] = (enemy["position"][1] + 1) % 10 continue interval = {"tank": 3, "fighter": 2, "supertank": 1}[kind] if self.steps % interval != 0: continue position = list(enemy["position"]) row_delta = int(np.sign(self.player[0] - position[0])) column_delta = int(np.sign(self.player[1] - position[1])) if kind == "fighter" and self.steps % 4 < 2: column_delta = -column_delta or 1 candidates = ([position[0] + row_delta, position[1] + column_delta], [position[0] + row_delta, position[1]]) for target in candidates: if self._open(target) and target != self.player: enemy["position"] = target break def _move_shells(self) -> None: if self.player_shell is not None: self.player_shell[0] += self.player_shell[2] self.player_shell[1] += self.player_shell[3] self.player_shell[4] -= 1 if not self._open(self.player_shell[:2]) or self.player_shell[4] <= 0: self.player_shell = None remaining = [] for shell in self.enemy_shells: shell[0] += shell[2] shell[1] += shell[3] shell[4] -= 1 if self._open(shell[:2]) and shell[4] > 0: remaining.append(shell) self.enemy_shells = remaining def _resolve_player_shell(self) -> float: if self.player_shell is None: return 0.0 hit = next((enemy for enemy in self.enemies if enemy["position"] == self.player_shell[:2]), None) if hit is None: return 0.0 self.enemies.remove(hit) self.player_shell = None reward = POINTS[str(hit["kind"])] self.total_score += reward return reward def _resolve_enemy_shells(self) -> None: remaining = [] for shell in self.enemy_shells: friendly_hit = next((enemy for enemy in self.enemies if enemy["position"] == shell[:2]), None) if friendly_hit is not None: self.enemies.remove(friendly_hit) elif shell[:2] == self.player: self._lose_tank() else: remaining.append(shell) self.enemy_shells = remaining def _enemy_fire(self) -> None: for enemy in self.enemies: kind = str(enemy["kind"]) if kind == "saucer": continue interval = {"tank": 12, "fighter": 9, "supertank": 7}[kind] if self.steps % interval != 0: continue position = list(enemy["position"]) row_delta = int(np.sign(self.player[0] - position[0])) column_delta = int(np.sign(self.player[1] - position[1])) self.enemy_shells.append([position[0], position[1], row_delta, column_delta, 10]) def _lose_tank(self) -> None: self.lives -= 1 self.player = [9, 5] self.previous_player = self.player.copy() self.direction = 0 self.player_shell = None self.enemy_shells.clear() if self.lives <= 0: self.terminal = True def _in_view(self, position: list[int]) -> bool: row_delta = int(np.sign(position[0] - self.player[0])) column_delta = int(np.sign(position[1] - self.player[1])) if (row_delta, column_delta) == (0, 0): return True target_direction = DIRECTIONS.index((row_delta, column_delta)) return min((target_direction - self.direction) % 8, (self.direction - target_direction) % 8) <= 1 def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[*self.player, 0] = True for enemy in self.enemies: position = list(enemy["position"]) state[*position, 1] = True if self._in_view(position): state[*position, 2] = True type_marker = {"tank": 0, "fighter": 1, "supertank": 2, "saucer": 3}[str(enemy["kind"])] state[position[0], type_marker, 5] = True state[*list(enemy["previous"]), 4] = True for shell in self.enemy_shells: state[shell[0], shell[1], 1] = True if self.player_shell is not None: state[self.player_shell[0], self.player_shell[1], 3] = True state[*self.previous_player, 4] = True for obstacle in OBSTACLES: state[*obstacle, 5] = True state[9, : min(10, self.lives), 5] = True state[8, : self.wave + 1, 5] = True state[7, self.direction, 5] = True return state