from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 PLAYER_X = 35 GROUND = 80 JUMP_DURATION = 30 @dataclass class Enemy: x: float y: float size: float class BladeDancerEnvironment: score_cap = 100 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.jump_ticks = 0.0 self.y = float(GROUND) self.angle = math.pi / 2 self.length = 10.0 self.multiplier = 1 self.enemies: list[Enemy] = [] self.platforms = [(0.0, 200.0)] @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 pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5 if pressed and not self.pressed and not self.jump_ticks: self.jump_ticks = JUMP_DURATION self.multiplier = 1 self.pressed = pressed self.steps += 1 reward = 0 for _ in range(FRAMES_PER_STEP): reward += self._advance_frame() if self.terminal: break self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _sword_vector(self) -> tuple[float, float]: return self.length * math.cos(self.angle), self.length * math.sin(self.angle) def _advance_frame(self) -> int: if self.jump_ticks: self.jump_ticks = max(0, self.jump_ticks - (0.5 if self.pressed else 1)) progress = self.jump_ticks / JUMP_DURATION self.y = GROUND - math.sin(progress * math.pi) * 30 self.angle = self.angle - 0.3 if self.jump_ticks else math.pi / 2 self.length = 8 + (1 - progress) * 22 if self.jump_ticks else 10 if not self.enemies or self.random.random() < 0.04: if len(self.enemies) == 32: self.enemies.pop(0) self.enemies.append(Enemy(205, self.random.uniform(30, 75), self.random.uniform(3, 6))) reward = 0 survivors = [] sword_x, sword_y = self._sword_vector() sword_radius = 2.5 if self.jump_ticks else 1 for enemy in self.enemies: enemy.x -= 1 dx, dy = enemy.x - PLAYER_X, enemy.y - (self.y - 4) fraction = min(1, max(0, (dx * sword_x + dy * sword_y) / self.length**2)) distance = math.hypot(dx - fraction * sword_x, dy - fraction * sword_y) radius = enemy.size / 2 if distance <= radius + sword_radius: reward += self.multiplier self.multiplier += 1 continue if abs(dx) < 2 + radius and abs(enemy.y - self.y) < 4 + radius: self.terminal = True if enemy.x >= -10: survivors.append(enemy) self.enemies = survivors self.platforms = [(left - 1, right - 1) for left, right in self.platforms if right >= 1] end = self.platforms[-1][1] if end < 200: gap = self.random.uniform(15, 30) if self.random.random() < 0.32 else 0 length = self.random.uniform(30, 100) if gap else self.random.uniform(50, 150) self.platforms.append((end + gap, end + gap + length)) if not self.jump_ticks and not any(left <= PLAYER_X <= right for left, right in self.platforms): self.terminal = True return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row, column = int(self.y) // 10, PLAYER_X // 20 state[row, column, 0] = True state[row, column, 4] = self.jump_ticks > 0 sword_x, sword_y = self._sword_vector() for fraction in np.linspace(0, 1, 12): y = int(self.y - 4 + fraction * sword_y) // 10 x = int(PLAYER_X + fraction * sword_x) // 20 state[y, x, 1] = True for enemy in self.enemies: if 0 <= enemy.x < 200: state[int(enemy.y) // 10, int(enemy.x) // 20, 2] = True for column in range(10): x = 20 * column + PLAYER_X % 20 state[8, column, 3] = any(left <= x <= right for left, right in self.platforms) state[9, 0, 5] = self.pressed for row, value in enumerate((int(self.jump_ticks * 2), self.multiplier, self.steps)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) return state