from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 HALF_PI = math.pi / 2 def wrap(angle: float) -> float: return (angle + math.pi) % math.tau - math.pi @dataclass class Wall: angle: float width: float y: float floating: bool bonus: bool def projection(self, player_angle: float, rear: bool = False) -> tuple[float, float]: relative = player_angle - self.angle + (math.pi if rear else 0) start = max(-HALF_PI, min(HALF_PI, wrap(relative - self.width / 2))) end = max(-HALF_PI, min(HALF_PI, wrap(relative + self.width / 2))) radius = 48 if self.floating else 44 return 50 + math.sin(start) * radius, 50 + math.sin(end) * radius class CTowerEnvironment: score_cap = 5000 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.pressed = self.terminal = False self.angle, self.y, self.speed = 0.0, 80.0, 3.0 self.angular_velocity = -1.0 self.direction = -1 self.next_wall = 0.0 self.next_bonus = self.multiplier = 1 self.walls: list[Wall] = [] @property def player_x(self) -> float: return 50 + 30 * self.angular_velocity @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 = 0.0 for _ in range(FRAMES_PER_STEP): reward += self._advance_frame() if self.terminal: break self.terminal |= self.steps >= self.horizon return reward, self.terminal def _advance_frame(self) -> float: self.speed += ((9 if self.pressed else 1) - self.speed) * 0.2 self.angular_velocity += (self.direction - self.angular_velocity) * 0.2 self.y = max(80, self.y - 0.01) self.angle = wrap(self.angle + self.angular_velocity * 0.05) scroll = self.speed * 0.3 self.next_wall -= scroll if self.next_wall < 0: self.next_bonus -= 1 bonus = self.next_bonus < 0 if bonus: self.next_bonus = int(self.random.integers(9, 13)) self.walls.append(Wall(self.random.uniform(0, math.tau), self.random.uniform(math.pi / 4, HALF_PI), -5, bonus or self.random.random() < 0.3, bonus)) self.next_wall += self.random.uniform(30, 40) for wall in self.walls: wall.y += scroll left, right = wall.projection(self.angle) if left >= right or not (left - 3 < self.player_x < right + 3 and self.y - 3 < wall.y < self.y + 8): continue if wall.bonus: self.multiplier += 1 wall.bonus = False elif not wall.floating: self.angle = wrap(wall.angle - self.direction * (wall.width / 2 + 0.7)) self.direction *= -1 self.y = min(99, wall.y + 6) self.walls = [wall for wall in self.walls if wall.y <= 105] self.terminal = self.y > 97 return scroll * self.multiplier def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) state[int(self.y) // 10, int(self.player_x) // 10, 0] = True for wall in self.walls: if 0 <= wall.y < 100: row = int(wall.y) // 10 for rear in (False, True): left, right = wall.projection(self.angle, rear) if left < right: channel = 4 if rear else 3 if wall.bonus else 2 if wall.floating else 1 state[row, int(left) // 10:int(right) // 10 + 1, channel] = True for row, value in enumerate((self.steps, self.multiplier, round(self.speed * 10))): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, :2, 5] = self.pressed, self.direction > 0 return state