from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 @dataclass class Block: x: float y: float width: float class BlockStackerEnvironment: score_cap = 50 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.stacked = 0 self.pressed = self.falling = self.terminal = False self.angle = self.vx = self.vy = self.drift = 0.0 self.current = Block(50, 25, self.random.uniform(10, 30)) self.tower = [Block(50, 99, 99)] @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 tap = pressed and not self.pressed self.pressed = pressed self.steps += 1 reward = 0 for frame in range(FRAMES_PER_STEP): reward += self._advance_frame(tap and frame == 0) if self.terminal: break self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _advance_frame(self, tap: bool) -> int: difficulty = 1 + self.stacked / 50 self.angle += 0.05 * difficulty previous_y = self.current.y if self.falling: self.current.x += self.vx * difficulty self.current.y += self.vy * difficulty self.vy += 0.1 else: swing = math.sin(self.angle) self.current.x = 50 - 20 * math.sin(swing) self.current.y = 5 + 20 * math.cos(swing) if tap: self.falling = True self.vx, self.vy = -math.cos(self.angle), 0.0 for block in self.tower: block.x = (block.x + self.drift) % 100 top = min(block.y for block in self.tower) reward = 0 if self.falling: for block in sorted(self.tower, key=lambda block: block.y): distance = abs((self.current.x - block.x + 50) % 100 - 50) if previous_y <= block.y - 10 <= self.current.y and distance < (self.current.width + block.width) / 2: self.current.y = block.y - 10 self.tower.append(self.current) self.current = Block(50, 25, self.random.uniform(10, 30)) self.falling = False self.stacked += 1 self.drift = self.random.uniform(-1, 1) * self.stacked / 50 reward = 1 break else: self.terminal = self.current.y > 105 scroll = difficulty * 0.01 + max(0, 70 - top) * 0.1 for block in self.tower: block.y += scroll self.tower = [block for block in self.tower if block.y <= 106] self.terminal |= not self.tower return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) for block in self.tower: self._draw_block(state, block, 0, wraps=True) self._draw_block(state, self.current, 2 if self.falling else 1, wraps=False) if not self.falling: for fraction in np.linspace(0, 1, 8): x = 50 + (self.current.x - 50) * fraction y = (self.current.y - 5) * fraction state[int(y) // 10, int(x) // 10, 3] = True if self.drift < 0: state[:, :, 4] = state[:, :, 0] state[9, 0, 5] = self.pressed for row, value in enumerate((self.steps, self.stacked)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, 1, 5] = (self.vx < 0 if self.falling else math.cos(self.angle) > 0) return state @staticmethod def _draw_block(state: np.ndarray, block: Block, channel: int, wraps: bool) -> None: for row in range(10): if row * 10 < block.y + 5 and (row + 1) * 10 > block.y - 5: for column in range(10): dx = column * 10 + 5 - block.x distance = abs((dx + 50) % 100 - 50) if wraps else abs(dx) state[row, column, channel] |= distance < block.width / 2 + 5