from dataclasses import dataclass import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 @dataclass class Spike: x: float y: float class BottopEnvironment: score_cap = HORIZON * FRAMES_PER_STEP / 10 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 = 0 self.spawn_distance = self.height = self.velocity = 0.0 self.jumping = self.pressed = self.terminal = False self.spikes: list[Spike] = [] @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 frames = 0 for _ in range(FRAMES_PER_STEP): self._advance_frame() frames += 1 if self.terminal: break self.terminal |= self.steps >= self.horizon return frames / 10, self.terminal def _advance_frame(self) -> None: self.spawn_distance -= 1 if self.spawn_distance < 0: if self.random.random() < 0.33: y = float(self.random.choice((8, 92))) else: y = self.random.uniform(8, 92) self.spikes.append(Spike(103, y)) self.spawn_distance += self.random.uniform(30, 60) for spike in self.spikes: spike.x -= 1 self.spikes = [spike for spike in self.spikes if spike.x > -3] if not self.jumping and self.pressed: self.jumping = True self.velocity = 3 if self.jumping: self.velocity -= 0.1 if self.pressed else 0.3 self.height += self.velocity if self.height < 0: self.height = self.velocity = 0 self.jumping = False top, bottom = 8 + self.height, 92 - self.height self.terminal = any( abs(spike.x - 9) < 6 and min(abs(spike.y - top), abs(spike.y - bottom)) < 6 for spike in self.spikes ) def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[int(8 + self.height) // 10, 0, 0] = True state[int(92 - self.height) // 10, 0, 1] = True for spike in self.spikes: if 0 <= spike.x < 100: state[int(spike.y) // 10, int(spike.x) // 10, 2] = True state[(0, 9), :, 3] = True state[0, :3, 4] = self.pressed, self.jumping, self.velocity > 0 for bit in range(9): state[9, bit, 5] = bool(self.steps & (1 << bit)) return state