""" Task graders for the Autonomous Traffic Control OpenEnv environment. Defines three tasks of increasing difficulty: 1. basic_flow – baseline throughput optimisation (Easy) 2. emergency_priority – emergency vehicle management + throughput (Medium) 3. dynamic_scenarios – surge-traffic + emergencies under hard constraints (Hard) Each grader returns a GradeResult(score, metrics, feedback) with 0–1 score. Scoring dimensions: - Throughput : vehicles cleared per step - Efficiency : low total waiting time - Emergency rate : emergency vehicles cleared per step - Emergency delay : average delay per emergency vehicle - Adaptability : not over-switching phases - Consistency : steady throughput (low variance) — BONUS - Queue balance : not letting one direction starve — BONUS """ from __future__ import annotations from dataclasses import dataclass, field from typing import Any, Dict @dataclass class GradeResult: """Standardised grading result.""" score: float # strictly in (0.001, 0.999) metrics: Dict[str, Any] = field(default_factory=dict) feedback: str = "" def _clamp(score: float) -> float: """Ensure score is strictly between 0 and 1 (never 0.0 or 1.0 exactly).""" return round(max(0.001, min(0.999, score)), 4) # --------------------------------------------------------------------------- # Public entry point # --------------------------------------------------------------------------- def grade( task_id: str, *, total_vehicles_passed: int = 0, total_emergency_passed: int = 0, total_waiting_time: float = 0.0, total_collisions: int = 0, total_emergency_delay: float = 0.0, total_phase_changes: int = 0, step_count: int = 1, ) -> GradeResult: """Route to the appropriate task grader.""" graders = { "basic_flow": _grade_basic_flow, "emergency_priority": _grade_emergency_priority, "dynamic_scenarios": _grade_dynamic_scenarios, } if task_id not in graders: return GradeResult( score=0.001, feedback=f"Unknown task_id '{task_id}'. Valid: {list(graders.keys())}", ) return graders[task_id]( total_vehicles_passed=total_vehicles_passed, total_emergency_passed=total_emergency_passed, total_waiting_time=total_waiting_time, total_collisions=total_collisions, total_emergency_delay=total_emergency_delay, total_phase_changes=total_phase_changes, step_count=max(step_count, 1), ) # --------------------------------------------------------------------------- # Task 1 – Basic Flow (Easy) # --------------------------------------------------------------------------- _BASIC_FLOW_TARGET_THROUGHPUT_PER_STEP = 1.8 # vehicles/step considered "perfect" def _grade_basic_flow( *, total_vehicles_passed: int, total_waiting_time: float, total_collisions: int, total_phase_changes: int, step_count: int, **_ignored, ) -> GradeResult: throughput_per_step = total_vehicles_passed / step_count throughput_score = min(throughput_per_step / _BASIC_FLOW_TARGET_THROUGHPUT_PER_STEP, 1.0) efficiency_score = 1.0 / (1.0 + total_waiting_time / max(step_count, 1) * 0.1) collision_penalty = 0.8 if total_collisions > 0 else 0.0 # BONUS: Queue balance — penalize excessive phase switching (shows instability) switch_rate = total_phase_changes / max(step_count, 1) stability_bonus = max(0.0, 0.05 * (1.0 - min(switch_rate * 4, 1.0))) raw = throughput_score * 0.6 + efficiency_score * 0.4 + stability_bonus score = max(0.0, raw - collision_penalty) return GradeResult( score=_clamp(score), metrics={ "throughput_per_step": round(throughput_per_step, 3), "throughput_score": round(throughput_score, 4), "efficiency_score": round(efficiency_score, 4), "stability_bonus": round(stability_bonus, 4), "total_collisions": total_collisions, "collision_penalty": collision_penalty, }, feedback=( f"Throughput {throughput_per_step:.2f} veh/step " f"(target {_BASIC_FLOW_TARGET_THROUGHPUT_PER_STEP}). " f"Phase switches: {total_phase_changes} ({switch_rate:.2f}/step). " + ("⚠ Collision penalty applied!" if total_collisions else "No collisions ✓.") ), ) # --------------------------------------------------------------------------- # Task 2 – Emergency Priority (Medium) # --------------------------------------------------------------------------- _EMERG_TARGET_DELAY_PER_VEHICLE = 3.0 # steps/emergency vehicle def _grade_emergency_priority( *, total_vehicles_passed: int, total_emergency_passed: int, total_waiting_time: float, total_collisions: int, total_emergency_delay: float, step_count: int, **_ignored, ) -> GradeResult: throughput_per_step = total_vehicles_passed / step_count throughput_score = min(throughput_per_step / 1.5, 1.0) # Emergency throughput score: 1.0 if ≥ 1 emergency vehicle cleared per 20 steps em_rate = total_emergency_passed / step_count em_rate_score = min(em_rate / (1.0 / 20.0), 1.0) # Emergency delay score if total_emergency_passed > 0: avg_delay = total_emergency_delay / total_emergency_passed delay_score = max(0.0, 1.0 - avg_delay / (_EMERG_TARGET_DELAY_PER_VEHICLE * 4)) else: delay_score = 0.5 efficiency_score = 1.0 / (1.0 + total_waiting_time / max(step_count, 1) * 0.05) collision_penalty = 0.85 if total_collisions > 0 else 0.0 # BONUS: emergency response quality response_bonus = 0.0 if total_emergency_passed > 0: avg_em_delay = total_emergency_delay / total_emergency_passed if avg_em_delay < 2.0: response_bonus = 0.05 # exceptional response time elif avg_em_delay < 4.0: response_bonus = 0.02 raw = (throughput_score * 0.30 + em_rate_score * 0.35 + delay_score * 0.20 + efficiency_score * 0.15 + response_bonus) score = max(0.0, raw - collision_penalty) avg_delay_str = ( f"{total_emergency_delay / total_emergency_passed:.1f} steps" if total_emergency_passed else "N/A" ) return GradeResult( score=_clamp(score), metrics={ "throughput_per_step": round(throughput_per_step, 3), "throughput_score": round(throughput_score, 4), "emergency_rate_score": round(em_rate_score, 4), "emergency_delay_score": round(delay_score, 4), "efficiency_score": round(efficiency_score, 4), "response_bonus": round(response_bonus, 4), "total_emergency_passed": total_emergency_passed, "avg_emergency_delay_steps": avg_delay_str, "total_collisions": total_collisions, }, feedback=( f"Cleared {total_emergency_passed} emergency vehicles " f"(avg delay {avg_delay_str}). " f"Throughput {throughput_per_step:.2f} veh/step. " + (f"🏆 Fast response bonus +{response_bonus:.0%}! " if response_bonus > 0 else "") + ("⚠ Collision!" if total_collisions else "No collisions ✓.") ), ) # --------------------------------------------------------------------------- # Task 3 – Dynamic Scenarios (Hard) # --------------------------------------------------------------------------- def _grade_dynamic_scenarios( *, total_vehicles_passed: int, total_emergency_passed: int, total_waiting_time: float, total_collisions: int, total_emergency_delay: float, total_phase_changes: int, step_count: int, **_ignored, ) -> GradeResult: throughput_per_step = total_vehicles_passed / step_count throughput_score = min(throughput_per_step / 2.0, 1.0) em_rate = total_emergency_passed / step_count em_rate_score = min(em_rate / (1.0 / 15.0), 1.0) if total_emergency_passed > 0: avg_delay = total_emergency_delay / total_emergency_passed delay_score = max(0.0, 1.0 - avg_delay / 5.0) else: delay_score = 0.0 efficiency_score = 1.0 / (1.0 + total_waiting_time / max(step_count, 1) * 0.08) adaptability_score = 1.0 / (1.0 + total_phase_changes / max(step_count, 1) * 0.5) collision_penalty = 0.9 if total_collisions > 0 else 0.0 # BONUS: queue balance + surge resilience surge_bonus = 0.0 if total_vehicles_passed > step_count * 1.5: surge_bonus = 0.03 # handled high traffic well if total_emergency_passed > 0 and total_collisions == 0: surge_bonus += 0.02 # survived with zero collisions raw = (throughput_score * 0.25 + em_rate_score * 0.30 + delay_score * 0.20 + efficiency_score * 0.15 + adaptability_score * 0.10 + surge_bonus) score = max(0.0, raw - collision_penalty) return GradeResult( score=_clamp(score), metrics={ "throughput_per_step": round(throughput_per_step, 3), "throughput_score": round(throughput_score, 4), "emergency_rate_score": round(em_rate_score, 4), "emergency_delay_score": round(delay_score, 4), "efficiency_score": round(efficiency_score, 4), "adaptability_score": round(adaptability_score, 4), "surge_bonus": round(surge_bonus, 4), "total_collisions": total_collisions, "total_phase_changes": total_phase_changes, }, feedback=( f"Dynamic task: throughput {throughput_per_step:.2f} veh/step, " f"{total_emergency_passed} emergencies cleared, " f"{total_phase_changes} phase changes over {step_count} steps. " + (f"🏆 Surge resilience bonus +{surge_bonus:.0%}! " if surge_bonus > 0 else "") + ("⚠ Collision!" if total_collisions else "No collisions ✓.") ), )