from dataclasses import dataclass import numpy as np HORIZON = 400 FRAMES_PER_STEP = 4 DIRECTIONS = ((1, 0), (0.7, 0.7), (0, 1), (-0.7, 0.7), (-1, 0), (-0.7, -0.7), (0, -1), (0.7, -0.7)) @dataclass class Mover: x: float y: float direction: int def move(self, speed: float) -> None: dx, dy = DIRECTIONS[self.direction] self.x += speed * dx self.y += speed * dy def inside(self, low: float, high: float) -> bool: return low <= self.x <= high and low <= self.y <= high def clamp(self) -> None: self.x = min(90, max(9, self.x)) self.y = min(90, max(9, self.y)) def touches(self, other: "Mover") -> bool: return abs(self.x - other.x) < 5 and abs(self.y - other.y) < 5 @dataclass class Cate(Mover): entering: bool = True class CatePEnvironment: score_cap = 100 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.wave_count = self.wave_timer = 0 self.multiplier = 1 self.pressed = self.terminal = False self.player = Mover(50, 50, 0) self.shot: Mover | None = None self.entrance: Mover | None = None self.newest: Cate | None = None self.cates: list[Cate] = [] @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: player = self.player if tap or not player.inside(9, 90): if tap and self.shot is None: self.shot = Mover(player.x, player.y, player.direction) self.multiplier = 1 player.clamp() player.direction = (player.direction + 2) % 8 player.move(0.2) if self.shot is not None: if self.shot.inside(9, 91): self.shot.move(1.5) else: self.shot = None self._spawn() survivors = [] reward = 0 for cate in self.cates: cate.move(0.2) if cate.entering: cate.entering = not cate.inside(9, 90) elif not cate.inside(9, 90): corner = not 9 <= cate.x <= 90 and not 9 <= cate.y <= 90 cate.direction = (cate.direction + (4 if corner else 3)) % 8 cate.clamp() if self.shot is not None and cate.touches(self.shot): reward += self.multiplier self.multiplier += 1 if self.newest is cate: self.newest = None else: self.terminal |= cate.touches(player) survivors.append(cate) self.cates = survivors return reward def _spawn(self) -> None: if self.wave_timer <= 0: direction = int(self.random.integers(4)) * 2 offset = self.random.uniform(9, 90) x, y = ((-3, offset), (offset, -3), (103, offset), (offset, 103))[direction // 2] self.entrance = Mover(x, y, direction) self.wave_count = int(self.random.integers(5, 9)) self.wave_timer = int(self.random.integers(60, 91)) if self.wave_count == 0: self.wave_timer -= 1 if self.newest is not None and self.newest.inside(3, 97): self.newest = None if self.wave_count and self.newest is None and self.entrance is not None: self.newest = Cate(self.entrance.x, self.entrance.y, self.entrance.direction) self.cates.append(self.newest) self.wave_count -= 1 def state(self) -> np.ndarray: state = np.zeros((10, 10, 6), dtype=bool) for channel, movers in ((0, [self.player]), (1, self.cates), (2, [self.shot])): for mover in movers: if mover is not None and mover.inside(0, 99.999): row, col = int(mover.y) // 10, int(mover.x) // 10 state[row, col, channel] = True if isinstance(mover, Cate): state[row, col, 3] |= mover.entering state[(0, 9), :, 4] = True state[:, (0, 9), 4] = True for row, value in enumerate((self.steps, self.player.direction, self.multiplier, self.shot.direction if self.shot is not None else 0)): for bit in range(9): state[row, bit, 5] = bool(value & (1 << bit)) state[9, 0, 5] = self.pressed return state