import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 COLUMNS = 5 class CardQEnvironment: score_cap = 250 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.player = self.random.integers(1, 14, (5, 5)) self.player[0] = [1, 3, 3, 11, 13] self.enemy = self.random.integers(1, 14, (5, 5)) self.piles = [2, 12] self.steps = self.last_action = self.player_pile = self.enemy_pile = 0 self.shuffle_timer = self.shuffle_count = 0 self.enemy_timer = 120.0 self.enemy_column: int | None = None self.center = self.target = 40.0 self.multiplier = 1 self.terminal = False @classmethod def normalize_score(cls, score: float) -> float: return min(max(score, 0), cls.score_cap) / cls.score_cap def _match(self, rank: int, preferred: int) -> int | None: for index in (preferred, 1 - preferred): if (rank - self.piles[index]) % 13 in (1, 12): return index return None def _place(self, cards: np.ndarray, column: int, pile: int) -> None: self.piles[pile] = int(cards[0, column]) cards[:-1, column] = cards[1:, column] cards[-1, column] = self.random.integers(1, 14) self.shuffle_timer = self.shuffle_count = 0 def act(self, action: int) -> tuple[float, bool]: if self.terminal: return 0.0, True if self.random.random() < self.sticky_action_prob: action = self.last_action column = action - 1 if 1 <= action <= COLUMNS and action != self.last_action else None self.last_action = action self.steps += 1 reward = 0 for frame in range(FRAMES_PER_STEP): reward += self._advance_frame(column if frame == 0 else None) if self.terminal: break self.terminal |= self.steps >= self.horizon return float(reward), self.terminal def _advance_frame(self, column: int | None) -> int: self.shuffle_timer += 1 if self.shuffle_timer > 60: player_can_play = any(self._match(rank, self.player_pile) is not None for rank in self.player[0]) enemy_can_play = any(self._match(rank, self.enemy_pile) is not None for rank in self.enemy[0]) if not player_can_play: self.enemy_timer *= 0.3 self.shuffle_count += 1 if not (player_can_play or enemy_can_play) or self.shuffle_count > 2: self.piles = self.random.integers(1, 14, 2).tolist() self.shuffle_count = 0 self.shuffle_timer = 0 reward = 0 if column is not None: pile = self._match(self.player[0, column], self.player_pile) if pile is None: self.target += 5 self.multiplier = 1 self.shuffle_timer = self.shuffle_count = 0 else: self._place(self.player, column, pile) self.player_pile = pile self.target -= 5 reward = self.multiplier self.multiplier += 1 self.enemy_timer -= 1 if self.enemy_timer < 0: self._enemy_turn() self.center += (self.target - self.center) * 0.1 if self.target < 16: self.target += (16 - self.target) * 0.1 self.terminal = self.center > 94 return reward def _enemy_turn(self) -> None: self.enemy_timer = self.random.uniform(50, 70) if self.enemy_column is not None: pile = self._match(self.enemy[0, self.enemy_column], self.enemy_pile) if pile is None: self.enemy_timer *= 3 else: self._place(self.enemy, self.enemy_column, pile) self.enemy_pile = pile self.target += 5 self.multiplier = 1 self.enemy_column = None start = int(self.random.integers(COLUMNS)) for offset in range(COLUMNS): column = (start + offset) % COLUMNS pile = self._match(self.enemy[0, column], self.enemy_pile) if pile is not None: self.enemy_column = column if pile != self.enemy_pile: self.enemy_timer *= 1.5 break def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) cards = np.concatenate((self.enemy[::-1], self.player)) for bit in range(4): state[:, :5, bit] = (cards & (1 << bit)) != 0 state[4:6, :5, 4] = True if self.enemy_column is not None: state[4, self.enemy_column, 5] = True for index, rank in enumerate(self.piles): for bit in range(4): state[4 + index, 5, bit] = bool(rank & (1 << bit)) state[4 + index, 5, 4:6] = index == self.player_pile, index == self.enemy_pile for row, value in enumerate((self.steps, self.multiplier, round(self.center), round(self.target), round(self.enemy_timer), self.shuffle_timer, self.shuffle_count, self.last_action)): for bit in range(10): state[row, 6 + bit // 5, bit % 5] = bool(value & (1 << bit)) return state