import numpy as np DELTAS = {1: (0, -1), 2: (-1, 0), 3: (0, 1), 4: (1, 0)} class BoxingEnvironment: """Two-minute top-down bout with guarded jabs, power punches, and counter windows.""" score_cap = 100.0 def __init__(self, sticky_action_prob: float = 0.1, round_steps: int = 120): self.sticky_action_prob = sticky_action_prob self.round_steps = round_steps 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.player = [5, 2] self.opponent = [5, 7] self.previous_player = self.player.copy() self.previous_opponent = self.opponent.copy() self.player_score = 0 self.opponent_score = 0 self.player_recovery = 0 self.opponent_recovery = 0 self.player_punch: list[int] | None = None self.opponent_punch: list[int] | None = None 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 self.previous_player = self.player.copy() self.previous_opponent = self.opponent.copy() self.player_punch = None self.opponent_punch = None reward = 0.0 if action in DELTAS: self._move(self.player, self.opponent, action) elif action == 5 and self.player_recovery == 0: scored = self._punch(self.player, self.opponent, defender_is_player=False) reward = float(min(scored, 100 - self.player_score)) self.player_score += int(reward) self.player_recovery = 2 if self.player_score >= 100: self.player_score = 100 self.terminal = True return reward, True if self.steps < 60 or self.steps % 2 == 0: self._opponent_action() self.player_recovery = max(0, self.player_recovery - 1) self.opponent_recovery = max(0, self.opponent_recovery - 1) self.steps += 1 if self.opponent_score >= 100 or self.steps >= self.round_steps: self.opponent_score = min(100, self.opponent_score) self.terminal = True return reward, self.terminal @staticmethod def _move(boxer: list[int], other: list[int], action: int) -> None: row_delta, column_delta = DELTAS[action] target = [boxer[0] + row_delta, boxer[1] + column_delta] if 1 <= target[0] <= 8 and 1 <= target[1] <= 8 and target != other: boxer[:] = target def _punch(self, attacker: list[int], defender: list[int], defender_is_player: bool) -> int: row_distance = abs(attacker[0] - defender[0]) column_distance = abs(attacker[1] - defender[1]) distance = max(row_distance, column_distance) if distance > 2: return 0 recovery = self.player_recovery if defender_is_player else self.opponent_recovery angled = row_distance > 0 and column_distance > 0 if not angled and recovery == 0: return 0 points = 2 if distance == 1 else 1 punch_cell = [ attacker[0] + int(np.sign(defender[0] - attacker[0])), attacker[1] + int(np.sign(defender[1] - attacker[1])), ] if defender_is_player: self.opponent_punch = punch_cell else: self.player_punch = punch_cell self._push(attacker, defender) return points @staticmethod def _push(attacker: list[int], defender: list[int]) -> None: row_delta = int(np.sign(defender[0] - attacker[0])) column_delta = int(np.sign(defender[1] - attacker[1])) target = [ int(np.clip(defender[0] + row_delta, 1, 8)), int(np.clip(defender[1] + column_delta, 1, 8)), ] if target != attacker: defender[:] = target def _opponent_action(self) -> None: row_distance = abs(self.opponent[0] - self.player[0]) column_distance = abs(self.opponent[1] - self.player[1]) if max(row_distance, column_distance) <= 2 and self.opponent_recovery == 0: self.opponent_score += self._punch(self.opponent, self.player, defender_is_player=True) self.opponent_recovery = 2 return candidates = [] for action in DELTAS: row_delta, column_delta = DELTAS[action] target = [self.opponent[0] + row_delta, self.opponent[1] + column_delta] if not (1 <= target[0] <= 8 and 1 <= target[1] <= 8) or target == self.player: continue distance = max(abs(target[0] - self.player[0]), abs(target[1] - self.player[1])) angled_bonus = -1 if target[0] != self.player[0] and target[1] != self.player[1] else 0 candidates.append((distance + angled_bonus, self.random.rand(), action)) if candidates: self._move(self.opponent, self.player, min(candidates)[2]) def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[*self.player, 0] = True state[*self.opponent, 1] = True state[*self.opponent, 2] = True if self.player_punch is not None: state[*self.player_punch, 3] = True state[*self.previous_player, 4] = True state[*self.previous_opponent, 4] = True state[9, : min(10, (self.player_score + 9) // 10), 5] = True state[8, : min(10, (self.opponent_score + 9) // 10), 5] = True remaining = max(0, self.round_steps - self.steps) state[7, : min(10, (remaining + 11) // 12), 5] = True state[6, : self.player_recovery, 5] = True return state