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9bd7482 2bc1c6b 9bd7482 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 | """Built-in mock ARC-AGI-3 game: multi-level push-box ("sokoban-lite").
Purpose: the FULL QwenJev pipeline (collect -> build-data -> distill ->
train-s1 -> eval) must run on any machine, including CPU-only laptops with
no `arc-agi` package and no game downloads. `MockGame` reproduces the parts
of the official environment contract that the pipeline touches:
reset() / step(action) / observe()
FrameData-like fields: grids (<=64x64, values 0..15),
levels_completed, win_levels, available_actions, state
actions: RESET, ACTION1..ACTION5, ACTION6(x,y), ACTION7 (undo)
Mechanics (sparse-reward, locality-sensitive - good training signal):
* grid values: 0 floor, 1 wall, 2 player, 3 box, 4 goal;
* ACTION1..4 move the player (up/down/left/right); walking into a box
pushes it one cell if the far side is free;
* a level is complete when every box sits on a goal -> levels_completed+1
and a NEW (larger, more boxes) level is generated;
* ACTION5 waits (no-op), ACTION6(x,y) steps onto an adjacent walkable cell,
ACTION7 undoes up to 8 recent frames;
* running out of a per-level action budget -> GAME_OVER;
* completing `win_levels` levels -> WIN.
Deterministic under `seed`; solvability approximated with BFS reachability
from player to each box and from each box to a goal (walls only).
"""
from __future__ import annotations
import random
from dataclasses import dataclass, field
from typing import Sequence
GAME_ID = "mock-pushbox"
# cell values (ARC palette indices; 0..15 legal, we use 0,1,2,3,4)
FLOOR, WALL, PLAYER, BOX, GOAL = 0, 1, 2, 3, 4
DIRS = {
"ACTION1": (-1, 0), # up
"ACTION2": (1, 0), # down
"ACTION3": (0, -1), # left
"ACTION4": (0, 1), # right
}
ALL_ACTIONS = (
"RESET", "ACTION1", "ACTION2", "ACTION3", "ACTION4",
"ACTION5", "ACTION6", "ACTION7",
)
UNDO_DEPTH = 8
@dataclass
class MockFrame:
"""FrameData-compatible observation."""
grids: list[list[list[int]]]
levels_completed: int = 0
win_levels: int = 3
available_actions: list[str] = field(default_factory=lambda: list(ALL_ACTIONS))
state: str = "NOT_PLAYED" # NOT_PLAYED | NOT_FINISHED | WIN | GAME_OVER
@dataclass
class _Level:
grid: list[list[int]]
boxes: list[tuple[int, int]]
goals: list[tuple[int, int]]
player: tuple[int, int]
budget: int
steps_used: int = 0
class MockGame:
"""One game instance. `step` accepts an action NAME (str) - the mock has
no dependency on the official `arcengine` enums."""
def __init__(self, seed: int = 0, win_levels: int = 3, base_size: int = 10):
self.rng = random.Random(seed)
self.win_levels = win_levels
self.base_size = base_size
self.levels_completed = 0
self.state = "NOT_PLAYED"
self._level: _Level | None = None
self._undo: list[list[list[int]]] = []
self._last_frame: MockFrame | None = None
# ------------------------------------------------------------------ #
# level generation #
# ------------------------------------------------------------------ #
def _gen_level(self, index: int) -> _Level:
rng = self.rng
size = min(64, self.base_size + 2 * index) # grow with levels
n_boxes = min(3, 1 + index // 2)
wall_ratio = 0.10
grid = [[FLOOR] * size for _ in range(size)]
for i in range(size): # border walls
grid[0][i] = grid[size - 1][i] = WALL
grid[i][0] = grid[i][size - 1] = WALL
inner = [(y, x) for y in range(1, size - 1)
for x in range(1, size - 1)]
for (y, x) in rng.sample(inner, int(len(inner) * wall_ratio)):
grid[y][x] = WALL
free = [(y, x) for (y, x) in inner if grid[y][x] == FLOOR]
rng.shuffle(free)
def far(cell, others, min_dist):
for (y, x) in others:
if abs(y - cell[0]) + abs(x - cell[1]) < min_dist:
return False
return True
player = free.pop()
boxes, goals = [], []
tries = 0
while len(boxes) < n_boxes and free and tries < 200:
tries += 1
b = free.pop()
if not far(b, [player], 3):
continue
if not far(b, boxes + goals, 2):
continue
g = free.pop()
if not far(g, boxes + goals, 2) or g == b:
continue
if not (self._reachable(grid, player, b)
and self._reachable(grid, b, g)):
continue
boxes.append(b)
goals.append(g)
if not boxes: # degenerate: retry
return self._gen_level(index)
for (y, x) in boxes:
grid[y][x] = BOX
for (y, x) in goals:
if grid[y][x] == FLOOR:
grid[y][x] = GOAL
grid[player[0]][player[1]] = PLAYER
return _Level(
grid=grid, boxes=boxes, goals=goals, player=player,
budget=6 * size * size // max(1, n_boxes),
)
@staticmethod
def _reachable(grid, src, dst) -> bool:
"""BFS on floor cells (walls only) - walls-only solvability proxy."""
size = len(grid)
seen = {src}
queue = [src]
while queue:
y, x = queue.pop()
if (y, x) == dst:
return True
for dy, dx in ((-1, 0), (1, 0), (0, -1), (0, 1)):
ny, nx = y + dy, x + dx
if (0 <= ny < size and 0 <= nx < size
and grid[ny][nx] != WALL and (ny, nx) not in seen):
seen.add((ny, nx))
queue.append((ny, nx))
return False
# ------------------------------------------------------------------ #
# environment contract #
# ------------------------------------------------------------------ #
def observe(self) -> MockFrame:
if self._level is None:
return MockFrame(grids=[[[FLOOR]]],
levels_completed=self.levels_completed,
win_levels=self.win_levels,
state=self.state)
return MockFrame(
grids=[[list(row) for row in self._level.grid]],
levels_completed=self.levels_completed,
win_levels=self.win_levels,
available_actions=list(ALL_ACTIONS),
state=self.state,
)
def reset(self) -> MockFrame:
self.levels_completed = 0
self.state = "NOT_FINISHED"
self._level = self._gen_level(0)
self._undo = []
self._last_frame = self.observe()
return self._last_frame
def step(self, action: str, x: int | None = None, y: int | None = None) -> MockFrame:
if self.state in ("WIN", "GAME_OVER"):
return self.observe()
if action == "RESET":
return self.reset()
lvl = self._level
self._undo.append([list(row) for row in lvl.grid])
if len(self._undo) > UNDO_DEPTH:
self._undo.pop(0)
moved = False
if action in DIRS:
moved = self._move(lvl, *DIRS[action])
elif action == "ACTION5":
moved = False # explicit no-op
elif action == "ACTION6":
moved = self._click(lvl, x, y)
elif action == "ACTION7":
if self._undo:
lvl.grid = self._undo.pop() # restore state
self._sync_entities(lvl)
moved = True
# unknown action names: treated as no-op (frame unchanged)
lvl.steps_used += 1
if self._all_boxes_on_goals(lvl):
self.levels_completed += 1
if self.levels_completed >= self.win_levels:
self.state = "WIN"
else:
self._level = self._gen_level(self.levels_completed)
self._undo = []
elif lvl.steps_used >= lvl.budget:
self.state = "GAME_OVER"
self._last_frame = self.observe()
return self._last_frame
# ------------------------------------------------------------------ #
# mechanics #
# ------------------------------------------------------------------ #
def _move(self, lvl: _Level, dy: int, dx: int) -> bool:
size = len(lvl.grid)
py, px = lvl.player
ny, nx = py + dy, px + dx
if not (0 <= ny < size and 0 <= nx < size) or lvl.grid[ny][nx] == WALL:
return False
if lvl.grid[ny][nx] == BOX:
by, bx = ny + dy, nx + dx
if not (0 <= by < size and 0 <= bx < size):
return False
if lvl.grid[by][bx] in (WALL, BOX):
return False
lvl.grid[by][bx] = BOX
lvl.boxes[lvl.boxes.index((ny, nx))] = (by, bx)
lvl.grid[py][px] = FLOOR
lvl.grid[ny][nx] = PLAYER
lvl.player = (ny, nx)
return True
def _click(self, lvl: _Level, x: int | None, y: int | None) -> bool:
"""ACTION6(x, y): one step toward an adjacent walkable cell."""
if x is None or y is None:
return False
size = len(lvl.grid)
if not (0 <= y < size and 0 <= x < size):
return False
py, px = lvl.player
if abs(y - py) + abs(x - px) != 1:
return False
if lvl.grid[y][x] in (WALL, BOX):
return False
lvl.grid[py][px] = FLOOR
lvl.grid[y][x] = PLAYER
lvl.player = (y, x)
return True
@staticmethod
def _sync_entities(lvl: _Level) -> None:
"""Rebuild player/box coordinates after an undo (grid is truth)."""
lvl.boxes = []
for y, row in enumerate(lvl.grid):
for x, v in enumerate(row):
if v == PLAYER:
lvl.player = (y, x)
lvl.grid[y][x] = FLOOR # re-stamp below
elif v == BOX:
lvl.boxes.append((y, x))
y, x = lvl.player
lvl.grid[y][x] = PLAYER
@staticmethod
def _all_boxes_on_goals(lvl: _Level) -> bool:
goal_set = set(lvl.goals)
return all(b in goal_set for b in lvl.boxes)
# --------------------------------------------------------------------- #
# adapter used by collect / eval #
# --------------------------------------------------------------------- #
def make_mock_env(seed: int = 0, win_levels: int = 3) -> MockGame:
return MockGame(seed=seed, win_levels=win_levels)
def step_env(env, action_name: str, x: int | None = None, y: int | None = None):
"""Dispatch one action to either a MockGame (name-based) or the official
offline engine (GameAction enum). Keeps callers engine-agnostic."""
if isinstance(env, MockGame):
return env.step(action_name, x=x, y=y)
from arcengine import GameAction # official toolkit
action = GameAction.from_name(action_name)
if x is not None and y is not None and action.is_complex():
# official signature: step(action, data={"x": .., "y": ..})
return env.step(action, data={"x": int(x), "y": int(y)})
return env.step(action)
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