from dataclasses import dataclass import math import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 DIAGONAL = math.sqrt(0.5) @dataclass class Bar: x: float y: float width: float passed: bool = False class CatapultEnvironment: 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.passed_count = 0 self.pressed = self.terminal = False self.x, self.y, self.vx, self.vy = 200.0, 60.0, 0.0, 0.0 self.bar_position, self.base_score, self.next_bar = -10.0, 1.0, 50.0 self.support: Bar | None = Bar(200, 60, 20, passed=True) self.bars = [self.support] @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: scroll = 0.05 + max(0, self.x - 30) * 0.1 slope = 1 if self.pressed else -1 self.x -= scroll if self.support is not None: self.bar_position -= slope * 0.2 self.base_score = max(1, self.base_score - 0.5) self.x = self.support.x + slope * (4 - self.bar_position) * DIAGONAL self.y = self.support.y - (4 + self.bar_position) * DIAGONAL if abs(self.bar_position) > self.support.width * 0.65: self.support = None self.vx = self.vy = 0.0 elif tap and self.bar_position > 0: self.vx = math.sqrt(self.bar_position) * DIAGONAL self.vy = -self.vx self.x += self.vx self.y += self.vy self.support = None self.passed_count = 0 else: self.x += self.vx self.y += self.vy self.vy += 0.1 self.base_score += self.vx * 0.1 if self.y > 99 or self.x < 0: self.terminal = True return 0 reward = 0 for bar in self.bars: bar.x -= scroll dx, dy = self.x - bar.x, self.y - bar.y if self.support is None and abs(dy - slope * dx) * DIAGONAL < 4 and abs(dx + slope * dy) * DIAGONAL < bar.width / 2 + 2: self.support = bar offset = math.hypot(dx - slope * 4 * DIAGONAL, dy + 4 * DIAGONAL) self.bar_position = max(-bar.width * 0.4, min(bar.width * 0.4, offset if dx <= slope * 4 * DIAGONAL else -offset)) reward += math.ceil(self.base_score) bar.passed = True if not bar.passed and bar.x + bar.width / 2 < self.x: bar.passed = True self.passed_count += 1 bonus = 10 * self.passed_count reward += bonus self.base_score += bonus self.bars = [bar for bar in self.bars if bar.x >= -bar.width / 2] self.next_bar -= scroll if self.next_bar < 0: width = self.random.uniform(20, 30) self.bars.append(Bar(200 + width / 2, self.random.uniform(50, 90), width)) self.next_bar += width / 2 + self.random.uniform(30, 50) return reward def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) row = min(9, max(0, int(self.y) // 10)) column = min(9, max(0, int(self.x) // 20)) state[row, column, 0] = True state[row, column, 3] = self.support is not None slope = 1 if self.pressed else -1 for bar in self.bars: for distance in np.linspace(-bar.width / 2, bar.width / 2, 9): x = bar.x + distance * DIAGONAL y = bar.y + slope * distance * DIAGONAL if 0 <= x < 200 and 0 <= y < 100: state[int(y) // 10, int(x) // 20, 1 if bar.passed else 2] = True for row, value in enumerate((self.steps, round((self.bar_position + 32) * 4), math.ceil(self.base_score), self.passed_count)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, :3, 4] = self.pressed, self.vy < 0, self.bar_position > 0 return state