from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 PLAYER_X = 35 SCROLL = 0.6 @dataclass class Rock: x: float y: float width: float height: float bore: int = 0 @property def threshold(self) -> int: return round(math.sqrt(self.width * self.height) / (SCROLL / 0.5)) def contains(self, y: float) -> bool: return abs(self.x - PLAYER_X) < self.width / 2 + 2 and abs(self.y - y) < self.height / 2 + 2 @dataclass class Enemy: x: float y: float vx: float class BoreCometEnvironment: score_cap = 500 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 = self.was_in_rock = False self.y, self.vy = 30.0, 0.0 self.next_rock, self.next_enemy = 20.0, 60 self.rocks: list[Rock] = [] self.enemies: list[Enemy] = [] @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 rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None) if rock is not None and not self.pressed: self.terminal = True return 0 reward = 0 if self.pressed: self.vy -= 0.06 if rock is not None else 0.11 if rock is not None: rock.bore += 1 reward += 1 if rock.bore >= rock.threshold: reward += rock.threshold + self._blast(15 + (rock.width + rock.height) / 4, 3) self.rocks.remove(rock) rock = None self.vy = min(1.8, max(-1.5, self.vy + 0.05)) self.y += self.vy * (0.45 if rock is not None else 1) if self.y < 10: self.y, self.vy = 10, 0 if self.was_in_rock and rock is None and self.pressed: reward += self._blast(22, 2) self.was_in_rock = rock is not None self._spawn() for obstacle in self.rocks: obstacle.x -= SCROLL self.rocks = [obstacle for obstacle in self.rocks if obstacle.x >= -20] for enemy in self.enemies: enemy.x += enemy.vx if rock is None and math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) < 5: self.terminal = True self.enemies = [enemy for enemy in self.enemies if enemy.x >= -8] self.terminal |= self.y > 91 return reward def _blast(self, radius: float, freeze: int) -> int: survivors = [enemy for enemy in self.enemies if math.hypot(enemy.x - PLAYER_X, enemy.y - self.y) >= radius] kills = len(self.enemies) - len(survivors) self.enemies = survivors if kills or freeze == 3: self.freeze = max(self.freeze, min(8, freeze + kills)) return 3 * kills**2 def _spawn(self) -> None: self.next_rock -= SCROLL if self.next_rock < 0: self.rocks.append(Rock(112, self.random.uniform(25, 75), self.random.uniform(14, 30), self.random.uniform(10, 22))) self.next_rock = self.random.uniform(30, 55) self.next_enemy -= 1 if self.next_enemy < 0: self.enemies.append(Enemy(105, self.random.uniform(8, 84), -SCROLL - self.random.uniform(0.2, 0.5))) self.next_enemy = int(self.random.integers(50, 91)) def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row = int(self.y) // 10 state[row, 3, 0] = True state[row, 3, 4] = self.pressed state[9, :, 3] = True for rock in self.rocks: for row in range(10): if abs(row * 10 + 5 - rock.y) < rock.height / 2 + 5: for column in range(10): state[row, column, 1] |= abs(column * 10 + 5 - rock.x) < rock.width / 2 + 5 for enemy in self.enemies: if 0 <= enemy.x < 100: state[int(enemy.y) // 10, int(enemy.x) // 10, 2] = True active_rock = next((rock for rock in reversed(self.rocks) if rock.contains(self.y)), None) for row, value in enumerate((self.steps, self.freeze, active_rock.bore if active_rock else 0)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, :2, 5] = self.vy < 0, self.was_in_rock return state