import numpy as np DELTAS = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)} OPENINGS = {(0, 5), (9, 5), (5, 0), (5, 9)} BASE_INTERIOR = {(2, 2), (2, 3), (2, 4), (4, 7), (5, 7), (6, 7), (7, 2), (7, 3)} SPAWN_CANDIDATES = ((1, 1), (1, 8), (4, 4), (7, 7), (8, 1), (3, 8), (6, 2)) def room_walls(room: int) -> set[tuple[int, int]]: boundary = { (row, column) for row in range(10) for column in range(10) if row in (0, 9) or column in (0, 9) } - OPENINGS interior = BASE_INTERIOR for _ in range(room): interior = {(column, 9 - row) for row, column in interior} return boundary | interior class BerzerkEnvironment: """Four electrified mazes with robot crossfire and invincible Evil Otto pressure.""" score_cap = 1_200.0 def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 1_000): 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.room = 0 self.lives = 3 self.steps = 0 self.last_action = 0 self.death_this_step = False self.terminal = False self._start_room([9, 5]) def _start_room(self, entry: list[int]) -> None: self.walls = room_walls(self.room) self.player = entry.copy() self.previous_player = self.player.copy() self.aim = 2 available = [position for position in SPAWN_CANDIDATES if position not in self.walls and list(position) != self.player] self.robots = [list(position) for position in available[:5]] self.previous_robots = [robot.copy() for robot in self.robots] self.player_shot: list[int] | None = None self.robot_shots: list[list[int]] = [] self.otto: list[int] | None = None self.room_steps = 0 self.clear_bonus_awarded = False 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.death_this_step = False self.previous_player = self.player.copy() if action in DELTAS: self.aim = action if self._move_player(action): self.steps += 1 return 0.0, self.terminal elif action == 5 and self.player_shot is None: row_delta, column_delta = DELTAS[self.aim] self.player_shot = [self.player[0], self.player[1], row_delta, column_delta, 8] self.previous_robots = [robot.copy() for robot in self.robots] reward = self._move_robots() self._move_shots() reward += self._resolve_player_shot() reward += self._resolve_robot_shots() self._spawn_and_move_otto() reward += self._resolve_otto() if not self.robots and not self.clear_bonus_awarded: reward += 50.0 self.clear_bonus_awarded = True self.room_steps += 1 self.steps += 1 if self.steps >= self.horizon: self.terminal = True return reward, self.terminal def _move_player(self, action: int) -> bool: row_delta, column_delta = DELTAS[action] target = [self.player[0] + row_delta, self.player[1] + column_delta] if not (0 <= target[0] < 10 and 0 <= target[1] < 10): if tuple(self.player) in OPENINGS: self.room += 1 if self.room == 4: self.terminal = True else: opposite = {1: [5, 9], 2: [9, 5], 3: [5, 0], 4: [0, 5]}[action] self._start_room(opposite) return True return False if tuple(target) in self.walls: self._lose_life() elif target in self.robots or target == self.otto: self._lose_life() else: self.player = target return False def _move_robots(self) -> float: if self.room_steps % 2 != 0: return 0.0 reward = 0.0 for robot in self.robots.copy(): row_delta = int(np.sign(self.player[0] - robot[0])) column_delta = int(np.sign(self.player[1] - robot[1])) target = [robot[0] + row_delta, robot[1] + column_delta] if tuple(target) in self.walls: if robot in self.robots: self.robots.remove(robot) reward += 50.0 elif target in self.robots: if robot in self.robots: self.robots.remove(robot) reward += 50.0 if target in self.robots: self.robots.remove(target) reward += 50.0 elif target == self.player: self._lose_life() elif robot in self.robots: robot[:] = target if self.room_steps % 8 == 0: for robot in self.robots: row_delta = int(np.sign(self.player[0] - robot[0])) column_delta = int(np.sign(self.player[1] - robot[1])) self.robot_shots.append([robot[0], robot[1], row_delta, column_delta, 8]) return reward def _move_shots(self) -> None: if self.player_shot is not None: self.player_shot[0] += self.player_shot[2] self.player_shot[1] += self.player_shot[3] self.player_shot[4] -= 1 if ( self.player_shot[4] <= 0 or not (0 <= self.player_shot[0] < 10 and 0 <= self.player_shot[1] < 10) or tuple(self.player_shot[:2]) in self.walls ): self.player_shot = None remaining = [] for shot in self.robot_shots: shot[0] += shot[2] shot[1] += shot[3] shot[4] -= 1 if shot[4] > 0 and 0 <= shot[0] < 10 and 0 <= shot[1] < 10 and tuple(shot[:2]) not in self.walls: remaining.append(shot) self.robot_shots = remaining def _resolve_player_shot(self) -> float: if self.player_shot is None: return 0.0 hit = next((robot for robot in self.robots if robot == self.player_shot[:2]), None) if hit is None: return 0.0 self.robots.remove(hit) self.player_shot = None return 50.0 def _resolve_robot_shots(self) -> float: reward = 0.0 remaining = [] for shot in self.robot_shots: hit = next((robot for robot in self.robots if robot == shot[:2]), None) if hit is not None: self.robots.remove(hit) reward += 50.0 elif shot[:2] == self.player: self._lose_life() else: remaining.append(shot) self.robot_shots = remaining return reward def _spawn_and_move_otto(self) -> None: if self.otto is None and self.room_steps >= 40: self.otto = [9, 5] if self.otto is None or self.room_steps % 2 != 0: return self.otto[0] += int(np.sign(self.player[0] - self.otto[0])) self.otto[1] += int(np.sign(self.player[1] - self.otto[1])) def _resolve_otto(self) -> float: if self.otto is None: return 0.0 reward = 0.0 hit = next((robot for robot in self.robots if robot == self.otto), None) if hit is not None: self.robots.remove(hit) reward += 50.0 if self.otto == self.player: self._lose_life() return reward def _lose_life(self) -> None: if self.death_this_step: return self.death_this_step = True self.lives -= 1 self.player = [9, 5] self.previous_player = self.player.copy() self.player_shot = None self.robot_shots.clear() if self.lives <= 0: self.terminal = True def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[*self.player, 0] = True for robot in self.robots: state[*robot, 1] = True state[*robot, 2] = True for shot in self.robot_shots: state[shot[0], shot[1], 1] = True if self.otto is not None: state[*self.otto, 1] = True if self.player_shot is not None: state[self.player_shot[0], self.player_shot[1], 3] = True state[*self.previous_player, 4] = True for robot in self.previous_robots: state[*robot, 4] = True for wall in self.walls: state[*wall, 5] = True state[9, : self.lives, 5] = True state[8, : self.room + 1, 5] = True state[7, self.aim, 5] = True return state