from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 @dataclass class Bubble: x: float y: float size: float class BlazeThrustEnvironment: score_cap = 250 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.hold_time = 0 self.pressed = self.terminal = False self.x, self.y = 50.0, 90.0 self.vx = self.vy = 0.0 self.size = 9.0 self.multiplier = 1 self.next_bubble = self.random.uniform(10, 40) self.winds = [(0.0, self.random.uniform(20, 40))] self.bubbles: list[Bubble] = [] @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 _wind_left(self, y: float) -> bool: return any(top <= y <= bottom for top, bottom in self.winds) def _advance_frame(self) -> int: self.vy += -0.1 if self.pressed else 0.1 self.hold_time = self.hold_time + 1 if self.pressed else max(0, self.hold_time - 3) scroll = max(0, (60 - self.y) * 0.1) self.x += self.vx self.y += self.vy + scroll self.vx *= 0.95 self.vy *= 0.95 if self.x < 5: self.x, self.vx = 10, abs(self.vx) * 0.5 elif self.x > 95: self.x, self.vx = 90, -abs(self.vx) * 0.5 if self.y > 95: self.y, self.vy = 90, -abs(self.vy) * 0.3 if scroll: self.winds = [(top + scroll, bottom + scroll) for top, bottom in self.winds if top + scroll < 120] top = self.winds[0][0] if top >= 0: bottom = top - self.random.uniform(20, 40) self.winds.insert(0, (bottom - self.random.uniform(20, 40), bottom)) self.vx += self.size * (-0.02 if self._wind_left(self.y) else 0.02) self.size *= 1 - 0.0016 * (1 + self.hold_time * 0.01) if self.size <= 2: self.terminal = True return 0 reward = self._advance_bubbles(scroll) if scroll and len(self.bubbles) < 15: self.next_bubble -= scroll if self.next_bubble <= 0: size = self.random.uniform(3, 9) self.bubbles.append(Bubble(self.random.uniform(10, 90), -size, size)) self.next_bubble = self.random.uniform(5, 55) return reward def _advance_bubbles(self, scroll: float) -> int: reward = 0 remaining = [] for bubble in self.bubbles: bubble.y += scroll + 0.3 - (bubble.size - 3) * 0.015 bubble.x += bubble.size * (-0.02 if self._wind_left(bubble.y) else 0.02) bubble.x = min(95, max(5, bubble.x)) if math.hypot(bubble.x - self.x, bubble.y - self.y) <= bubble.size + self.size: reward += self.multiplier self.multiplier = min(16, self.multiplier + 1) self.size = min(25, self.size + bubble.size * 0.2) elif bubble.y > 120: self.multiplier = 1 else: remaining.append(bubble) self.bubbles = remaining 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.vy < 0 for row in range(10): state[row, :, 1 if self._wind_left(10 * row + 5) else 2] = True for bubble in self.bubbles: if 0 <= bubble.y < 100: state[int(bubble.y) // 10, int(bubble.x) // 10, 3] = True for row, value in enumerate((round(self.size * 10), self.multiplier, self.hold_time, self.steps)): for bit in range(10): state[row, bit, 5] = bool(value & (1 << bit)) state[row + 4, 0, 5] = bool(value & 1024) state[9, 0, 5] = self.pressed return state