test-integration / rewards /minesweeper.py
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PR #9 (#9)
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"""
Reward functions for Minesweeper game tasks.
Board is a 9x9 grid (2D array) of Cell objects:
Cell: {
isMine: boolean,
isRevealed: boolean,
isFlagged: boolean,
neighborMineCount: number
}
Game statuses: "not_started", "playing", "won", "lost"
"""
import logging
from typing import Any, Dict, List, Tuple
logger = logging.getLogger(__name__)
# Helper functions for common validation patterns
def _check_cells_flagged(board: List[List[Dict[str, Any]]], positions: List[Tuple[int, int]]) -> Tuple[float, str]:
"""
Helper function to check if specific cells are flagged.
Args:
board: The game board (2D array)
positions: List of (row, col) tuples to check
Returns:
(1.0, success_message) if all positions are flagged
(0.0, error_message) otherwise
"""
flagged = []
unflagged = []
for row, col in positions:
# Check if position exists
if row >= len(board) or col >= len(board[row]):
return 0.0, f"Position [{row}][{col}] does not exist on board"
if board[row][col].get("isFlagged"):
flagged.append(f"[{row}][{col}]")
else:
unflagged.append(f"[{row}][{col}]")
if len(flagged) == len(positions):
cells_str = ", ".join(flagged)
return 1.0, f"All {len(positions)} cell(s) flagged successfully: {cells_str}."
return 0.0, f"Not all cells flagged. Flagged: {flagged}, Not flagged: {unflagged}"
def _check_cells_revealed(board: List[List[Dict[str, Any]]], min_count: int, check_for_mines: bool = True) -> Tuple[float, str]:
"""
Helper function to check if minimum number of cells are revealed.
Args:
board: The game board (2D array)
min_count: Minimum number of cells that should be revealed
check_for_mines: If True, fail if any revealed cell is a mine
Returns:
(1.0, success_message) if criteria met
(0.0, error_message) otherwise
"""
revealed_count = 0
revealed_mine = False
for row in board:
for cell in row:
if cell.get("isRevealed"):
revealed_count += 1
if check_for_mines and cell.get("isMine"):
revealed_mine = True
if check_for_mines and revealed_mine:
return 0.0, "A mine was revealed - task failed"
if revealed_count >= min_count:
return 1.0, f"Successfully revealed {revealed_count} safe cells (target: {min_count}+)."
return 0.0, f"Only {revealed_count} cells revealed, need at least {min_count}"
# Task-specific validation functions
def _validate_minesweeper_reveal_first_cell(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that first move was made - at least one cell revealed and game is playing."""
if "gameStatus" not in final_state:
return 0.0, "No gameStatus in final state"
if "board" not in final_state:
return 0.0, "No board in final state"
logger.debug(f"running reward function on state: {final_state}")
# Check if game status changed to playing
if final_state["gameStatus"] != "playing":
return 0.0, f"Game status is '{final_state['gameStatus']}', expected 'playing'"
# Check if at least one cell is revealed
board = final_state["board"]
revealed_count = 0
for row in board:
for cell in row:
if cell.get("isRevealed"):
revealed_count += 1
if revealed_count > 0:
return 1.0, f"First move successful - {revealed_count} cell(s) revealed and game is playing."
return 0.0, "No cells revealed yet."
def _validate_minesweeper_reveal_numbered_cell(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that a numbered cell (with neighborMineCount > 0) was revealed at position [1][1]."""
if "board" not in final_state:
return 0.0, "No board in final state"
logger.debug(f"running reward function on state: {final_state}")
board = final_state["board"]
# Check if position [1][1] exists
if len(board) < 2 or len(board[1]) < 2:
return 0.0, "Board does not have position [1][1]"
target_cell = board[1][1]
# Check if cell is revealed
if not target_cell.get("isRevealed"):
return 0.0, "Cell at [1][1] is not revealed"
# Check if cell shows a number (neighborMineCount > 0)
neighbor_count = target_cell.get("neighborMineCount", 0)
if neighbor_count > 0:
return 1.0, f"Cell at [1][1] revealed successfully showing {neighbor_count} neighboring mine(s)."
return 0.0, f"Cell at [1][1] has neighborMineCount of {neighbor_count}, expected > 0"
def _validate_minesweeper_reveal_10_cells(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that at least 10 cells are revealed, none are mines, and game is still playing."""
if "board" not in final_state:
return 0.0, "No board in final state"
if "gameStatus" not in final_state:
return 0.0, "No gameStatus in final state"
logger.debug(f"running reward function on state: {final_state}")
# Check if game is still playing
if final_state["gameStatus"] != "playing":
return 0.0, f"Game status is '{final_state['gameStatus']}', expected 'playing'"
return _check_cells_revealed(final_state["board"], 10, check_for_mines=True)
def _validate_minesweeper_reveal_20_cells(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that at least 20 cells are revealed and game is still playing."""
if "board" not in final_state:
return 0.0, "No board in final state"
if "gameStatus" not in final_state:
return 0.0, "No gameStatus in final state"
logger.debug(f"running reward function on state: {final_state}")
# Check if game is still playing
if final_state["gameStatus"] != "playing":
return 0.0, f"Game status is '{final_state['gameStatus']}', expected 'playing' (game should not be won or lost yet)"
return _check_cells_revealed(final_state["board"], 20, check_for_mines=True)
def _validate_minesweeper_flag_single_mine(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that cell at position [0][0] is flagged."""
if "board" not in final_state:
return 0.0, "No board in final state"
logger.debug(f"running reward function on state: {final_state}")
return _check_cells_flagged(final_state["board"], [(0, 0)])
def _validate_minesweeper_flag_three_mines(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that cells at [0][0], [0][8], and [8][0] are all flagged."""
if "board" not in final_state:
return 0.0, "No board in final state"
logger.debug(f"running reward function on state: {final_state}")
target_positions = [(0, 0), (0, 8), (8, 0)]
return _check_cells_flagged(final_state["board"], target_positions)
def _validate_minesweeper_flag_corner_mines(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that all four corner cells [0][0], [0][8], [8][0], [8][8] are flagged."""
if "board" not in final_state:
return 0.0, "No board in final state"
logger.debug(f"running reward function on state: {final_state}")
corner_positions = [(0, 0), (0, 8), (8, 0), (8, 8)]
return _check_cells_flagged(final_state["board"], corner_positions)
def _validate_minesweeper_reveal_safe_cell(initial_state: Dict[str, Any], final_state: Dict[str, Any]) -> Tuple[float, str]:
"""Validate that cell at position [4][4] is revealed and has 0 neighboring mines."""
if "board" not in final_state:
return 0.0, "No board in final state"
logger.debug(f"running reward function on state: {final_state}")
board = final_state["board"]
# Check if position [4][4] exists
if len(board) < 5 or len(board[4]) < 5:
return 0.0, "Board does not have position [4][4]"
target_cell = board[4][4]
# Check if cell is revealed
if not target_cell.get("isRevealed"):
return 0.0, "Cell at [4][4] is not revealed"
# Check if it's not a mine
if target_cell.get("isMine"):
return 0.0, "Cell at [4][4] is a mine - task failed!"
# Check if it has 0 neighboring mines
neighbor_count = target_cell.get("neighborMineCount", -1)
if neighbor_count == 0:
return 1.0, "Cell at [4][4] revealed successfully with 0 neighboring mines."
return 0.0, f"Cell at [4][4] has {neighbor_count} neighboring mines, expected 0"
# Registry of all minesweeper reward functions
REWARD_FUNCTIONS_MINESWEEPER = {
"_validate_minesweeper_reveal_first_cell": _validate_minesweeper_reveal_first_cell,
"_validate_minesweeper_reveal_numbered_cell": _validate_minesweeper_reveal_numbered_cell,
"_validate_minesweeper_reveal_10_cells": _validate_minesweeper_reveal_10_cells,
"_validate_minesweeper_reveal_20_cells": _validate_minesweeper_reveal_20_cells,
"_validate_minesweeper_flag_single_mine": _validate_minesweeper_flag_single_mine,
"_validate_minesweeper_flag_three_mines": _validate_minesweeper_flag_three_mines,
"_validate_minesweeper_flag_corner_mines": _validate_minesweeper_flag_corner_mines,
"_validate_minesweeper_reveal_safe_cell": _validate_minesweeper_reveal_safe_cell,
}