from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 BRIGADE_LEFT = 10 BRIGADE_RIGHT = 40 BRIDGE_TOP = 32 GROUND = 37 @dataclass class Bridge: x: float length: float def overlaps_brigade(self) -> bool: return self.x <= BRIGADE_RIGHT and self.x + self.length >= BRIGADE_LEFT class BridgeCrossEnvironment: 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.score_timer = 0 self.spawn_timer = 0.0 self.multiplier = 1 self.y, self.vy = float(GROUND), 0.0 self.pressed = self.jumping = self.falling = self.on_bridge = self.terminal = False self.bridges: list[Bridge] = [] @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 def _advance_frame(self, tap: bool) -> int: if self.spawn_timer <= 0: self.bridges.append(Bridge(153, self.random.uniform(20, 40))) self.spawn_timer = self.random.uniform(50, 100) self.spawn_timer -= 1 for bridge in self.bridges: bridge.x -= 1 self.bridges = [bridge for bridge in self.bridges if bridge.x + bridge.length > 0] above_bridge = any(bridge.overlaps_brigade() for bridge in self.bridges) if self.y < 35 and not above_bridge: self.falling, self.on_bridge = True, False if self.jumping or self.falling: self.y += self.vy self.vy += 0.1 if self.pressed else 0.2 surface = BRIDGE_TOP if above_bridge else GROUND if self.y > surface and self.vy > 0: self.y, self.vy = float(surface), 0.0 self.jumping = self.falling = False self.on_bridge = above_bridge if tap and not self.jumping: self.jumping, self.on_bridge = True, False self.vy = -2 self.multiplier = math.ceil(self.multiplier / 2) if not self.jumping and self.y > BRIDGE_TOP and above_bridge: self.terminal = True if self.on_bridge: self.score_timer -= 1 if self.score_timer < 0: reward = self.multiplier self.multiplier += 1 self.score_timer = 10 return reward return 0 def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row = int(self.y) // 5 state[row, :3, 0] = True state[row, :3, 3] = self.on_bridge state[8:, :, 2] = True for bridge in self.bridges: for column in range(10): state[7, column, 1] |= column * 15 < bridge.x + bridge.length and (column + 1) * 15 > bridge.x state[0, :3, 4] = self.pressed, self.jumping, self.vy < 0 for row, value in enumerate((self.steps, self.multiplier, self.score_timer)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) return state