import numpy as np PIN_POSITIONS = ((4, 6), (3, 7), (5, 7), (2, 8), (4, 8), (6, 8), (1, 9), (3, 9), (5, 9), (7, 9)) class BowlingEnvironment: """Ten-frame steerable bowling with standard strike, spare, and tenth-frame scoring.""" score_cap = 300.0 def __init__(self, sticky_action_prob: float = 0.1, horizon: int = 500): self.sticky_action_prob = sticky_action_prob self.horizon = horizon self.random = np.random.RandomState() self.seed(0) self.reset() @classmethod def normalize_score(cls, raw_score: float) -> float: return min(max(raw_score, 0.0), cls.score_cap) / cls.score_cap def seed(self, seed: int) -> None: self.random.seed(seed) def reset(self) -> None: self.bowler_row = 4 self.ball: list[int] | None = None self.previous_ball: list[int] | None = None self.hook = 0 self.standing = set(range(10)) self.frames: list[list[int]] = [[] for _ in range(10)] self.frame = 0 self.confirmed_score = 0 self.steps = 0 self.last_action = 0 self.terminal = False def act(self, action: int) -> tuple[float, bool]: if self.terminal: return 0.0, True if self.random.rand() < self.sticky_action_prob: action = self.last_action self.last_action = action if self.ball is None: if action == 2: self.bowler_row = max(1, self.bowler_row - 1) elif action == 4: self.bowler_row = min(7, self.bowler_row + 1) elif action == 5: self.ball = [self.bowler_row, 0] self.previous_ball = self.ball.copy() self.hook = 0 else: self.previous_ball = self.ball.copy() if action == 2: self.ball[0] = max(1, self.ball[0] - 1) self.hook = max(-1, self.hook - 1) elif action == 4: self.ball[0] = min(7, self.ball[0] + 1) self.hook = min(1, self.hook + 1) self.ball[1] += 1 if self.ball[1] >= 9: previous_score = self.confirmed_score self._finish_roll() self.confirmed_score = self._score_available() reward = float(self.confirmed_score - previous_score) self.steps += 1 return reward, self.terminal self.steps += 1 if self.steps >= self.horizon: self.terminal = True return 0.0, self.terminal def _finish_roll(self) -> None: knocked = self._knocked_pins() self.standing -= knocked pinfall = len(knocked) frame_rolls = self.frames[self.frame] frame_rolls.append(pinfall) self.ball = None self.previous_ball = None self.hook = 0 if self.frame < 9: if pinfall == 10 or len(frame_rolls) == 2: self.frame += 1 self.standing = set(range(10)) return if len(frame_rolls) == 1: if pinfall == 10: self.standing = set(range(10)) elif len(frame_rolls) == 2: if frame_rolls[0] == 10: if pinfall == 10: self.standing = set(range(10)) elif sum(frame_rolls) == 10: self.standing = set(range(10)) else: self.terminal = True else: self.terminal = True def _knocked_pins(self) -> set[int]: if not self.standing or self.ball is None: return set() entry_row = self.ball[0] if self.standing == set(range(10)) and entry_row == 4 and self.hook != 0: return self.standing.copy() knocked = { index for index in self.standing if abs(PIN_POSITIONS[index][0] - entry_row) <= 1 } if self.hook < 0: knocked |= {index for index in self.standing if PIN_POSITIONS[index][0] < entry_row and abs(PIN_POSITIONS[index][0] - entry_row) <= 2} elif self.hook > 0: knocked |= {index for index in self.standing if PIN_POSITIONS[index][0] > entry_row and abs(PIN_POSITIONS[index][0] - entry_row) <= 2} return knocked def _score_available(self) -> int: flattened = [roll for frame in self.frames for roll in frame] score = 0 cursor = 0 for frame_index in range(9): frame = self.frames[frame_index] if not frame: break if frame[0] == 10: if cursor + 2 >= len(flattened): break score += 10 + flattened[cursor + 1] + flattened[cursor + 2] cursor += 1 elif len(frame) == 2 and sum(frame) == 10: if cursor + 2 >= len(flattened): break score += 10 + flattened[cursor + 2] cursor += 2 elif len(frame) == 2: score += sum(frame) cursor += 2 else: break tenth = self.frames[9] if self.frame == 9 or self.terminal: score += sum(tenth) return score def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[self.bowler_row, 0, 0] = True state[0, :, 1] = True state[9, :, 1] = True for index in self.standing: state[*PIN_POSITIONS[index], 2] = True if self.ball is not None: state[*self.ball, 3] = True if self.previous_ball is not None: state[*self.previous_ball, 4] = True state[9, : self.frame + 1, 5] = True state[8, : min(10, len(self.frames[self.frame]) + 1), 5] = True score_bucket = min(9, self.confirmed_score // 30) state[7, : score_bucket + 1, 5] = True state[6, self.hook + 1, 5] = True return state