from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 @dataclass class Body: x: float y: float vx: float = 0 vy: float = 0 @dataclass class Blast: x: float y: float age: int = 0 @property def radius(self) -> float: return 25 * math.sin(self.age * 0.15) def hits(self, x: float, y: float, tolerance: float) -> bool: return abs(math.hypot(x - self.x, y - self.y) - self.radius) <= tolerance class BombUpEnvironment: 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.spawn_timer = 0 self.multiplier = 1 self.pressed = self.terminal = False self.player = Body(50, 50) self.spawner = Body(80, 0) self.bomb: Body | None = None self.blast: Blast | None = None self.rocks: list[Body] = [] @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 @staticmethod def _bounce(body: Body) -> None: if (body.x < 7 and body.vx < 0) or (body.x > 93 and body.vx > 0): body.x = min(93, max(7, body.x)) body.vx *= -0.7 def _tap(self) -> None: player = self.player if self.bomb is None: direction = -1 if player.vx < 0 else 1 self.bomb = Body(player.x + 2 * direction, player.y, player.vx + 0.5 * direction, player.vy) self.multiplier = 1 return self.blast = Blast(self.bomb.x, self.bomb.y) dx, dy = player.x - self.bomb.x, player.y - self.bomb.y distance_squared = max(1, dx * dx + dy * dy) player.vx += 20 * dx / distance_squared player.vy += 20 * dy / distance_squared self.bomb = None def _advance_frame(self, tap: bool) -> int: player = self.player scroll = (40 - player.y) * 0.3 if player.y < 40 else min(0, (60 - player.y) * 0.2) self._bounce(player) player.vx *= 0.99 player.vy = (player.vy + 0.02) * 0.99 player.x += player.vx player.y += player.vy + scroll if tap: self._tap() if self.bomb is not None: bomb = self.bomb self._bounce(bomb) bomb.vx *= 0.98 bomb.vy = (bomb.vy + 0.15) * 0.98 bomb.x += bomb.vx bomb.y += bomb.vy + scroll if bomb.y > 103: self.bomb = None if self.blast is not None: self.blast.age += 1 if self.blast.radius < 0: self.blast = None self.spawner.vx = (self.spawner.vx + self.random.uniform(-0.1, 0.1)) * 0.99 self.spawner.x += self.spawner.vx self._bounce(self.spawner) if self.spawn_timer == 0: bottom = self.random.random() > (0.05 if player.y > 30 else 0.9) y = 103 if bottom else -3 vy = -self.random.uniform(0.5, 1) if bottom else player.vy / 2 self.rocks.append(Body(self.spawner.x, y, vy=vy)) self.spawn_timer = int(self.random.integers(8, 11)) self.spawn_timer -= 1 reward = 0 remaining = [] for rock in self.rocks: rock.y += rock.vy rock.vy = (rock.vy + 0.01) * 0.99 rock.y += rock.vy + scroll if self.blast is not None and self.blast.hits(rock.x, rock.y, 3.5): reward += self.multiplier self.multiplier += 1 continue if abs(rock.x - player.x) < 5.5 and abs(rock.y - player.y) < 5.5: self.terminal = True if -50 <= rock.y <= 150: remaining.append(rock) self.rocks = remaining return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row = min(9, max(0, int(self.player.y) // 10)) column = min(9, max(0, int(self.player.x) // 10)) state[row, column, 0] = True state[row, column, 4] = self.player.vy < 0 if self.bomb is not None and 0 <= self.bomb.x < 100 and 0 <= self.bomb.y < 100: state[int(self.bomb.y) // 10, int(self.bomb.x) // 10, 1] = True for rock in self.rocks: if 0 <= rock.y < 100: state[int(rock.y) // 10, int(rock.x) // 10, 2] = True if self.blast is not None: for y in range(10): for x in range(10): state[y, x, 3] = self.blast.hits(x * 10 + 5, y * 10 + 5, 7) for row, value in enumerate((self.steps, self.multiplier)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, :3, 5] = self.pressed, self.bomb is not None, self.player.vx < 0 return state