from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 BLAST_RADIUS = 25 @dataclass class Submarine: x: float y: float vx: float fire_timer: int @dataclass class Bullet: x: float y: float vx: float class BlastBuoyEnvironment: score_cap = 500 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.spawn_timer = self.combo_timer = self.shield = self.freeze = 0 self.combo = 1 self.pressed = self.terminal = False self.x, self.y = 30.0, 40.0 self.vx = self.vy = 0.0 self.submarines: list[Submarine] = [] self.bullets: list[Bullet] = [] @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_frame() if self.terminal: break self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _advance_frame(self) -> int: if self.freeze: self.freeze -= 1 return 0 self.vy = min(1.1, max(-1.1, self.vy + (0.06 if self.pressed else -0.05))) self.vx *= 0.95 self.x = min(95, max(5, self.x + self.vx)) self.y = min(87, max(13, self.y + self.vy)) if self.y in (13, 87): self.vy = 0 self.shield = max(0, self.shield - 1) if self.combo_timer: self.combo_timer -= 1 else: self.combo = 1 if not self.spawn_timer: direction = int(self.random.choice((-1, 1))) self.submarines.append(Submarine( -8 if direction > 0 else 108, self.random.uniform(13, 87), direction * self.random.uniform(0.2, 0.45), int(self.random.integers(60, 121)), )) self.spawn_timer = int(self.random.integers(50, 91)) self.spawn_timer -= 1 contact = None for sub in self.submarines: sub.x += sub.vx sub.fire_timer -= 1 if sub.fire_timer < 0 and 0 < sub.x < 100 and abs(sub.y - self.y) < 10: if math.hypot(sub.x - self.x, sub.y - self.y) > 36: direction = 1 if self.x > sub.x else -1 self.bullets.append(Bullet(sub.x + direction * 6, sub.y, direction * 0.95)) sub.fire_timer = int(self.random.integers(90, 151)) if contact is None and not self.shield and abs(sub.x - self.x) < 7.5 and abs(sub.y - self.y) < 5: contact = sub self.submarines = [sub for sub in self.submarines if -12 <= sub.x <= 112] reward = self._blast(contact) if contact is not None else 0 survivors = [] for bullet in self.bullets: bullet.x += bullet.vx if abs(bullet.x - self.x) < 5.5 and abs(bullet.y - self.y) < 4: self.terminal |= not self.shield elif -5 <= bullet.x <= 105: survivors.append(bullet) self.bullets = survivors return reward def _blast(self, center: Submarine) -> int: self.submarines.remove(center) remaining = [ sub for sub in self.submarines if math.hypot(sub.x - center.x, sub.y - center.y) >= BLAST_RADIUS ] extras = len(self.submarines) - len(remaining) self.submarines = remaining self.bullets = [ bullet for bullet in self.bullets if math.hypot(bullet.x - center.x, bullet.y - center.y) >= BLAST_RADIUS ] reward = (5 + 8 * extras) * self.combo self.combo += 1 self.combo_timer = 120 angle = math.atan2(self.y - center.y, self.x - center.x) self.vx, self.vy = 2.2 * math.cos(angle), 2.2 * math.sin(angle) self.shield = 40 self.freeze = min(8, 3 + extras) return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row, column = int(self.y) // 10, int(self.x) // 10 state[row, column, 0] = True state[row, column, 4] = self.shield > 0 for sub in self.submarines: if 0 <= sub.x < 100: state[int(sub.y) // 10, int(sub.x) // 10, 1 if sub.vx > 0 else 2] = True for bullet in self.bullets: if 0 <= bullet.x < 100: state[int(bullet.y) // 10, int(bullet.x) // 10, 3] = True for row, value in enumerate((self.steps, self.combo, self.combo_timer, self.shield, self.freeze)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, :2, 5] = self.pressed, self.vy > 0 return state