from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 SCROLL = 0.55 ROTATION = 0.022 @dataclass class Wall: x: float gap_y: float height: float nub: bool passed: bool = False def blocked(self, y: float, margin: float = 0) -> bool: return ( abs(y - self.gap_y) + margin > self.height / 2 or self.nub and abs(y - 50) < 4 + margin ) @dataclass class Beacon: x: float y: float class BolaThreadEnvironment: score_cap = 150 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.freeze = 0 self.pressed = self.terminal = False self.angle, self.radius = 0.0, 20.0 self.next_wall, self.next_beacon = 60.0, 100 self.walls: list[Wall] = [] self.beacons: list[Beacon] = [] @property def balls(self) -> tuple[tuple[float, float], tuple[float, float]]: dx = math.cos(self.angle) * self.radius dy = math.sin(self.angle) * self.radius return (30 + dx, 50 + dy), (30 - dx, 50 - dy) @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.radius = max(6, self.radius - 0.6) if self.pressed else min(26, self.radius + 0.45) self.angle = (self.angle + ROTATION) % math.tau self.next_wall -= SCROLL self.next_beacon -= 1 if self.next_wall < 0: arrival_angle = self.angle + ROTATION * (108 - 30) / SCROLL nub = self.random.random() < 0.36 and abs(math.sin(arrival_angle)) > 0.8 gap_y = self.random.uniform(42, 58) height = self.random.uniform(42, 54) if nub else self.random.uniform(25, 40) self.walls.append(Wall(108, gap_y, height, nub)) self.next_wall = self.random.uniform(65, 90) if self.next_beacon < 0: self.beacons.append(Beacon(108, self.random.uniform(20, 80))) self.next_beacon = int(self.random.integers(90, 151)) reward = 0 balls = self.balls for wall in self.walls: wall.x -= SCROLL if any(abs(x - wall.x) < 4 and wall.blocked(y, margin=2) for x, y in balls): self.terminal = True return reward if not wall.passed and wall.x < 30: wall.passed = True bonus = max(1, int((self.radius - 6) // 3)) reward += bonus self.freeze = 2 + 2 * (bonus >= 3) + 2 * (bonus >= 5) self.walls = [wall for wall in self.walls if wall.x >= -5] survivors = [] for beacon in self.beacons: beacon.x -= SCROLL if any(abs(x - beacon.x) < 4.5 and abs(y - beacon.y) < 4.5 for x, y in balls): reward += 8 elif beacon.x >= -5: survivors.append(beacon) self.beacons = survivors return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[5, 3, 0] = True for x, y in self.balls: state[int(y) // 10, int(x) // 10, 1] = True for wall in self.walls: if 0 <= wall.x < 100: column = int(wall.x) // 10 for row in range(10): state[row, column, 2] |= abs(10 * row + 5 - wall.gap_y) > wall.height / 2 state[4:6, column, 3] |= wall.nub for beacon in self.beacons: if 0 <= beacon.x < 100: state[int(beacon.y) // 10, int(beacon.x) // 10, 4] = True for row, value in enumerate((self.steps, round(self.radius * 10), round(self.angle * 80), self.freeze)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, 0, 5] = self.pressed return state