from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 @dataclass class Board: x: float y: float slope: int @dataclass class Passenger: x: float y: float kind: int vx: float = 0 vy: float = 0 bounces: int = 0 class BoardingEnvironment: 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.cooldown = 0 self.pressed = self.ready = self.terminal = False self.x, self.direction, self.kind = 50.0, -1, -1 self.gate = self.gate_target = 91.0 self.board_credit = 0 self.boards: list[Board] = [] self.passengers: list[Passenger] = [] for y in range(47, 88, 2): self._add_board(y) def _add_board(self, y: float) -> None: x = self.random.uniform(9, 90) if all(math.hypot(board.x - x, board.y - y) >= 16 for board in self.boards): self.boards.append(Board(x, y, int(self.random.choice((-1, 1))))) @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 released = self.pressed and not pressed self.pressed = pressed self.steps += 1 reward = 0 for frame in range(FRAMES_PER_STEP): reward += self._advance_frame(released and frame == 0) if self.terminal: break self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _advance_frame(self, released: bool) -> int: for board in self.boards: board.y -= 0.1 self.boards = [board for board in self.boards if 15 < board.y < self.gate] self.gate_target = max(11, self.gate_target - 0.1) self.gate += (self.gate_target - self.gate) * 0.1 if self.gate <= 12: self.terminal = True return 0 if self.board_credit >= 2: self._add_board(self.gate - 3) self.board_credit -= 2 self.cooldown = max(0, self.cooldown - 1) boarding = self.pressed and self.ready if boarding and not self.cooldown: self.passengers.append(Passenger(self.x, 9, self.kind)) self.cooldown = 10 self.x += self.direction * (0.1 if boarding else 1) if self.x < 10 or self.x > 90: self.direction = 1 if self.x < 10 else -1 if released: if self.ready: self.kind *= -1 self.ready = True reward = 0 survivors = [] for passenger in self.passengers: self._move_passenger(passenger) if passenger.y <= self.gate: survivors.append(passenger) elif (passenger.x - 50) * passenger.kind > 0: reward += passenger.bounces self.gate_target = min(91, self.gate_target + 2 * passenger.bounces) self.board_credit += passenger.bounces else: reward -= 1 + passenger.bounces self.gate_target -= min(20, math.sqrt(1 + passenger.bounces)) self.passengers = survivors return reward def _move_passenger(self, passenger: Passenger) -> None: old_x, old_y = passenger.x, passenger.y passenger.vx *= 0.9 passenger.vy = (passenger.vy + 0.2) * 0.9 passenger.x += passenger.vx passenger.y += passenger.vy for board in self.boards: previous = old_y - board.y - board.slope * (old_x - board.x) current = passenger.y - board.y - board.slope * (passenger.x - board.x) if previous > 0 or current < 0 or current == previous: continue crossing_x = old_x + (passenger.x - old_x) * (-previous / (current - previous)) if abs(crossing_x - board.x) <= 4: impulse = math.hypot(passenger.vx, passenger.vy) * math.sqrt(2) passenger.vx += board.slope * impulse passenger.vy += impulse passenger.x += 2 * passenger.vx passenger.y += 2 * passenger.vy passenger.bounces += 1 break if passenger.x < 0 or passenger.x > 99: passenger.x = min(99, max(0, passenger.x)) passenger.vx *= -1 def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[0, int(self.x) // 10, 0] = True state[int(self.gate) // 10, :, 1] = True for board in self.boards: state[int(board.y) // 10, int(board.x) // 10, 2 if board.slope < 0 else 3] = True for passenger in self.passengers: state[int(passenger.y) // 10, int(passenger.x) // 10, 4 if passenger.kind < 0 else 5] = True state[0, :4, 1] = self.kind > 0, self.direction > 0, self.ready, self.pressed return state