mr-pong-rl-demo / pong_engine.py
multimodalart's picture
multimodalart HF Staff
Mr. Pong interactive demo: browser-side play + server-side match video & benchmark
13eb3cb verified
Raw
History Blame Contribute Delete
15.4 kB
"""
Standalone table-tennis physics environment + baseline opponents for Mr. Pong.
This is a faithful port of the reference implementation shipped by the model
author in `inference.py` at https://huggingface.co/fromziro/MrPong (Apache-2.0).
Physics constants, collision handling, observation layout and the baseline
opponent policies are kept 1:1 with the original so that the behaviour shown in
this Space matches the numbers reported on the model card.
"""
import math
import random
from dataclasses import dataclass
from typing import Any, Dict, Optional, Tuple
import numpy as np
@dataclass
class PhysicsConfig:
table_width: float = 800.0
table_height: float = 500.0
paddle_width: float = 14.0
paddle_height: float = 80.0
paddle_speed: float = 8.0
paddle_smoothing: float = 0.70
ball_radius: float = 8.0
ball_speed_initial: float = 8.0
ball_speed_max: float = 16.0
ball_acceleration: float = 1.035
frame_skip: int = 3
max_rally_steps: int = 1500
class StandalonePongEnv:
"""Self-contained table tennis physics environment (port of the author's env)."""
def __init__(self, phys: Optional[PhysicsConfig] = None, seed: Optional[int] = None):
self.phys = phys or PhysicsConfig()
self.rng = random.Random(seed)
self.ego_paddle_h = self.phys.paddle_height
self.opp_paddle_h = self.phys.paddle_height
self.reset()
def reset(self, serve_direction: Optional[int] = None,
initial_speed: Optional[float] = None) -> np.ndarray:
self.ego_y = self.phys.table_height / 2.0
self.opp_y = self.phys.table_height / 2.0
self.ego_vy = 0.0
self.opp_vy = 0.0
self.prev_ego_action = 0
self.ball_x = self.phys.table_width / 2.0
self.ball_y = self.phys.table_height / 2.0
if serve_direction is None:
serve_direction = 1 if self.rng.random() < 0.5 else -1
serve_angle = self.rng.uniform(-math.pi / 7.0, math.pi / 7.0)
speed = initial_speed or self.phys.ball_speed_initial
self.ball_vx = serve_direction * speed * math.cos(serve_angle)
self.ball_vy = speed * math.sin(serve_angle)
self.rally_count = 0
self.step_count = 0
return self.get_ego_observation()
def _get_action_velocity(self, action: int) -> float:
if action == 1:
return -self.phys.paddle_speed
elif action == 2:
return self.phys.paddle_speed
return 0.0
def physics_substep(self, ego_action: int, opp_action: int) -> Tuple[bool, Dict[str, Any]]:
info = {"winner": None}
done = False
prev_ego_y = self.ego_y
prev_opp_y = self.opp_y
ego_target_v = self._get_action_velocity(ego_action)
opp_target_v = self._get_action_velocity(opp_action)
alpha = self.phys.paddle_smoothing
self.ego_vy = alpha * self.ego_vy + (1.0 - alpha) * ego_target_v
self.opp_vy = alpha * self.opp_vy + (1.0 - alpha) * opp_target_v
ego_half_h = self.ego_paddle_h / 2.0
opp_half_h = self.opp_paddle_h / 2.0
self.ego_y = float(np.clip(self.ego_y + self.ego_vy, ego_half_h,
self.phys.table_height - ego_half_h))
self.opp_y = float(np.clip(self.opp_y + self.opp_vy, opp_half_h,
self.phys.table_height - opp_half_h))
prev_ball_x = self.ball_x
prev_ball_y = self.ball_y
r = self.phys.ball_radius
ego_paddle_x = self.phys.paddle_width
opp_paddle_x = self.phys.table_width - self.phys.paddle_width
ego_impact_plane = ego_paddle_x + r
opp_impact_plane = opp_paddle_x - r
next_ball_x = prev_ball_x + self.ball_vx
next_ball_y = prev_ball_y + self.ball_vy
hit_occurred = False
# Left (ego) paddle — continuous collision detection
if self.ball_vx < 0 and prev_ball_x >= ego_impact_plane and next_ball_x <= ego_impact_plane:
t = float(np.clip((prev_ball_x - ego_impact_plane) / max(1e-6, -self.ball_vx), 0.0, 1.0))
y_ball_at_impact = prev_ball_y + t * self.ball_vy
y_ego_at_impact = prev_ego_y + t * (self.ego_y - prev_ego_y)
if abs(y_ball_at_impact - y_ego_at_impact) <= (ego_half_h + r * 0.6):
hit_occurred = True
self.rally_count += 1
offset = float(np.clip((y_ball_at_impact - y_ego_at_impact) / ego_half_h, -1.0, 1.0))
bounce_angle = offset * (math.pi / 3.0)
current_speed = math.hypot(self.ball_vx, self.ball_vy)
new_speed = min(current_speed * self.phys.ball_acceleration, self.phys.ball_speed_max)
new_vx = new_speed * math.cos(bounce_angle)
new_vy = new_speed * math.sin(bounce_angle) + 0.25 * self.ego_vy
rem_dt = 1.0 - t
self.ball_x = ego_impact_plane + rem_dt * new_vx
self.ball_y = y_ball_at_impact + rem_dt * new_vy
self.ball_vx = new_vx
self.ball_vy = new_vy
# Right (opponent) paddle
elif self.ball_vx > 0 and prev_ball_x <= opp_impact_plane and next_ball_x >= opp_impact_plane:
t = float(np.clip((opp_impact_plane - prev_ball_x) / max(1e-6, self.ball_vx), 0.0, 1.0))
y_ball_at_impact = prev_ball_y + t * self.ball_vy
y_opp_at_impact = prev_opp_y + t * (self.opp_y - prev_opp_y)
if abs(y_ball_at_impact - y_opp_at_impact) <= (opp_half_h + r * 0.6):
hit_occurred = True
self.rally_count += 1
offset = float(np.clip((y_ball_at_impact - y_opp_at_impact) / opp_half_h, -1.0, 1.0))
bounce_angle = offset * (math.pi / 3.0)
current_speed = math.hypot(self.ball_vx, self.ball_vy)
new_speed = min(current_speed * self.phys.ball_acceleration, self.phys.ball_speed_max)
new_vx = -new_speed * math.cos(bounce_angle)
new_vy = new_speed * math.sin(bounce_angle) + 0.25 * self.opp_vy
rem_dt = 1.0 - t
self.ball_x = opp_impact_plane + rem_dt * new_vx
self.ball_y = y_ball_at_impact + rem_dt * new_vy
self.ball_vx = new_vx
self.ball_vy = new_vy
if not hit_occurred:
self.ball_x = next_ball_x
self.ball_y = next_ball_y
# Wall collisions
if self.ball_y - r <= 0:
self.ball_y = r + abs(r - self.ball_y)
self.ball_vy = abs(self.ball_vy)
elif self.ball_y + r >= self.phys.table_height:
self.ball_y = (self.phys.table_height - r) - abs(self.ball_y + r - self.phys.table_height)
self.ball_vy = -abs(self.ball_vy)
# Goal boundaries
if self.ball_x - r < 0:
done = True
info["winner"] = "opponent"
elif self.ball_x + r > self.phys.table_width:
done = True
info["winner"] = "ego"
self.prev_ego_action = ego_action
return done, info
def step(self, ego_action: int, opp_action: int) -> Tuple[np.ndarray, bool, Dict[str, Any]]:
self.step_count += 1
done = False
info = {"winner": None}
for _ in range(self.phys.frame_skip):
d, sub_info = self.physics_substep(ego_action, opp_action)
if d:
done = True
info = sub_info
break
if not done and self.step_count >= self.phys.max_rally_steps:
done = True
info["winner"] = "draw"
return self.get_ego_observation(), done, info
def calculate_intercept_y(self, target_x: float, ball_x: float, ball_y: float,
ball_vx: float, ball_vy: float) -> float:
if (target_x > ball_x and ball_vx <= 0) or (target_x < ball_x and ball_vx >= 0):
return self.phys.table_height / 2.0
bx, by = float(ball_x), float(ball_y)
bvx, bvy = float(ball_vx), float(ball_vy)
h = self.phys.table_height
r = self.phys.ball_radius
for _ in range(10):
dt_x = (target_x - bx) / bvx if bvx != 0 else float("inf")
if dt_x <= 0:
break
if bvy > 0:
dt_y = (h - r - by) / bvy
elif bvy < 0:
dt_y = (r - by) / bvy
else:
dt_y = float("inf")
if dt_x <= dt_y:
by += bvy * dt_x
break
else:
bx += bvx * dt_y
by += bvy * dt_y
bvy = -bvy
return float(np.clip(by, r, h - r))
def get_ego_observation(self) -> np.ndarray:
w, h = self.phys.table_width, self.phys.table_height
v_max = self.phys.ball_speed_max
pv_max = self.phys.paddle_speed
half_h = self.ego_paddle_h / 2.0
ego_x = self.phys.paddle_width
pred_intercept_y = self.calculate_intercept_y(ego_x, self.ball_x, self.ball_y,
self.ball_vx, self.ball_vy)
rel_pred_y = (pred_intercept_y - self.ego_y) / h
pred_norm_y = pred_intercept_y / h
opp_y_norm = self.opp_y / h
opp_open_top = (self.opp_y - half_h) / h
opp_open_bottom = (h - (self.opp_y + half_h)) / h
speed_norm = math.hypot(self.ball_vx, self.ball_vy) / v_max
return np.array([
(self.ball_y - self.ego_y) / h,
(self.ball_x - ego_x) / w,
self.ball_vx / v_max,
self.ball_vy / v_max,
self.ego_y / h,
self.ego_vy / pv_max,
(self.opp_y - self.ego_y) / h,
self.opp_vy / pv_max,
self.ball_y / h,
self.ball_x / w,
rel_pred_y,
pred_norm_y,
opp_y_norm,
opp_open_top,
opp_open_bottom,
speed_norm,
], dtype=np.float32)
def get_opp_observation(self) -> np.ndarray:
w, h = self.phys.table_width, self.phys.table_height
v_max = self.phys.ball_speed_max
pv_max = self.phys.paddle_speed
half_h = self.opp_paddle_h / 2.0
opp_x = self.phys.table_width - self.phys.paddle_width
pred_intercept_y = self.calculate_intercept_y(opp_x, self.ball_x, self.ball_y,
self.ball_vx, self.ball_vy)
rel_pred_y = (pred_intercept_y - self.opp_y) / h
pred_norm_y = pred_intercept_y / h
ego_y_norm = self.ego_y / h
ego_open_top = (self.ego_y - half_h) / h
ego_open_bottom = (h - (self.ego_y + half_h)) / h
speed_norm = math.hypot(self.ball_vx, self.ball_vy) / v_max
return np.array([
(self.ball_y - self.opp_y) / h,
(opp_x - self.ball_x) / w,
-self.ball_vx / v_max,
self.ball_vy / v_max,
self.opp_y / h,
self.opp_vy / pv_max,
(self.ego_y - self.opp_y) / h,
self.ego_vy / pv_max,
self.ball_y / h,
(w - self.ball_x) / w,
rel_pred_y,
pred_norm_y,
ego_y_norm,
ego_open_top,
ego_open_bottom,
speed_norm,
], dtype=np.float32)
# ==================================================================================
# Baseline opponents (ported from the author's inference.py)
# ==================================================================================
def smooth_aim_action(current_y: float, target_y: float, prev_action: int,
deadzone: float = 6.0) -> int:
diff = target_y - current_y
if abs(diff) < deadzone:
return 0
return 2 if diff > 0 else 1
class RealisticHardOpponent:
def __init__(self, commit_x_ratio: float = 0.60, rng: Optional[random.Random] = None):
self.commit_x_ratio = commit_x_ratio
self.prev_action = 0
self.perceptual_noise = 0.0
self.rng = rng or random.Random()
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0:
target_y = env.phys.table_height / 2.0
self.perceptual_noise = self.rng.uniform(-12.0, 12.0)
elif env.ball_x < env.phys.table_width * self.commit_x_ratio:
target_y = env.phys.table_height / 2.0 + (env.ball_y - env.phys.table_height / 2.0) * 0.40
else:
target_x = env.phys.table_width - env.phys.paddle_width
exact_y = env.calculate_intercept_y(target_x, env.ball_x, env.ball_y,
env.ball_vx, env.ball_vy)
target_y = float(np.clip(exact_y + self.perceptual_noise, 8.0,
env.phys.table_height - 8.0))
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=7.0)
self.prev_action = action
return action
class MediumOpponent:
def __init__(self, rng: Optional[random.Random] = None):
self.prev_action = 0
self.rng = rng or random.Random()
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0:
target_y = env.phys.table_height / 2.0
else:
dt = (env.phys.table_width - env.phys.paddle_width - env.ball_x) / max(1.0, env.ball_vx)
target_y = env.ball_y + env.ball_vy * dt
target_y = float(np.clip(target_y, 0, env.phys.table_height))
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=14.0)
self.prev_action = action
return action
class EasyOpponent:
def __init__(self, rng: Optional[random.Random] = None):
self.prev_action = 0
self.rng = rng or random.Random()
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0 or env.ball_x < env.phys.table_width * 0.45:
target_y = env.phys.table_height / 2.0
else:
target_y = env.ball_y + self.rng.uniform(-30.0, 30.0)
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=25.0)
self.prev_action = action
return action
class ImpossibleHardOpponent:
def __init__(self, rng: Optional[random.Random] = None):
self.prev_action = 0
self.rng = rng or random.Random()
def act(self, env: StandalonePongEnv) -> int:
if env.ball_vx <= 0:
target_y = env.phys.table_height / 2.0
else:
target_x = env.phys.table_width - env.phys.paddle_width
target_y = env.calculate_intercept_y(target_x, env.ball_x, env.ball_y,
env.ball_vx, env.ball_vy)
action = smooth_aim_action(env.opp_y, target_y, self.prev_action, deadzone=2.0)
self.prev_action = action
return action
class RandomOpponent:
def __init__(self, rng: Optional[random.Random] = None):
self.rng = rng or random.Random()
def act(self, env: StandalonePongEnv) -> int:
return self.rng.randint(0, 2)
OPPONENTS = {
"Realistic Hard": RealisticHardOpponent,
"Medium Logic": MediumOpponent,
"Easy Logic": EasyOpponent,
"Impossible Hard": ImpossibleHardOpponent,
"Random Agent": RandomOpponent,
}