<filename>game_of_life/envs/world.py
import numpy as np

class World:

    class LocationOccupied(RuntimeError): pass

    # Python doesn't have a concept of public/private variables

    def __init__(self, width, height, prob_life=20, env=None):
        self.env = env
        self.width = width
        self.height = height
        self.prob_life = prob_life
        self.tick = 0
        self.cells = np.full(shape=(width, height), fill_value=None)
        self.cached_directions = [
            [-1, 1],  [0, 1],  [1, 1], # above
            [-1, 0],           [1, 0], # sides
            [-1, -1], [0, -1], [1, -1] # below
        ]

        self.state = np.zeros(shape=(1, width, height), dtype=np.uint8)
        self.populate_cells()
        self.prepopulate_neighbours()

    def seed(self, seed=None):
        np.random.seed(seed)

    def _tick(self):
        state_changed = False
        # First determine the action for all cells
        for row in self.cells:
            for cell in row:
                alive_neighbours = self.alive_neighbours_around(cell)
                if cell.alive is False and alive_neighbours == 3:
                    cell.next_state = 1
                    state_changed = True
                elif alive_neighbours < 2 or alive_neighbours > 3:
                    if cell.alive:
                        state_changed = True
                    cell.next_state = 0
                    if self.env is not None and self.env.view_agent:
                        self.env.agent_builds[cell.x, cell.y] = 0
        self.state_changed = state_changed

        # Then execute the determined action for all cells
        for row in self.cells:
            for cell in row:
                if cell.next_state == 1:
                    cell.alive = True
                elif cell.next_state == 0:
                    cell.alive = False
                x, y = cell.x, cell.y
                self.state[0][x][y] = int(cell.alive)

        self.tick += 1

    # Implement first using string concatenation. Then implement any
    # special string builders, and use whatever runs the fastest
    def render(self):
        rendering = ''
        for y in list(range(self.height)):
            for x in list(range(self.width)):
                cell = self.cell_at(x, y)
                rendering += cell.to_char()
            rendering += "\n"
        return rendering

        # The following works but performs no faster than above
        # rendering = []
        # for y in list(range(self.height)):
        #     for x in list(range(self.width)):
        #         cell = self.cell_at(x, y)
        #         rendering.append(cell.to_char())
        #     rendering.append("\n")
        # return ''.join(rendering)

    # Python doesn't have a concept of public/private methods

    def populate_cells(self):
        for y in list(range(self.height)):
            for x in list(range(self.width)):
                alive = (np.random.randint(0, 100) <= self.prob_life)
                self.add_cell(x, y, alive)

    def repopulate_cells(self):
        ''' When resetting the env.'''
        for y in list(range(self.height)):
            for x in list(range(self.width)):
                alive = (np.random.randint(0, 100) <= self.prob_life)
                self.build_cell(x, y, alive)

    def prepopulate_neighbours(self):
        for row in self.cells:
            for cell in row:
                self.neighbours_around(cell)

    def add_cell(self, x, y, alive=False):
        cell = self.cell_at(x, y)
        if cell != None:
            self.state[0][x][y] = int(cell.alive)
            raise World.LocationOccupied
        cell = Cell(x, y, alive)
        self.cells[x, y] = cell
        self.state[0][x][y] = int(alive)
        return self.cell_at(x, y)

    def build_cell(self, x, y, alive=True):
        cell = Cell(x, y, alive)
        self.cells[x, y] = cell
        self.state[0][x][y] = int(alive)
        return self.cell_at(x, y)

    def cell_at(self, x, y):
        x = x % self.width
        y = y % self.width
        return self.cells[x][y]

    def neighbours_around(self, cell):
        if cell.neighbours is None:
            cell.neighbours = []
            for rel_x,rel_y in self.cached_directions:
                neighbour = self.cell_at(
                    cell.x + rel_x,
                    cell.y + rel_y
                )
                if neighbour is not None:
                    cell.neighbours.append(neighbour)

        return cell.neighbours

    # Implement first using filter/lambda if available. Then implement
    # foreach and for. Retain whatever implementation runs the fastest
    def alive_neighbours_around(self, cell):
        # The following works but is slower
        # filter_alive = lambda neighbour: neighbour.alive
        # return len(list(filter(filter_alive, neighbours)))

        alive_neighbours = 0
        for neighbour in self.neighbours_around(cell):
            if neighbour.alive:
                alive_neighbours += 1
        return alive_neighbours

    def set_state(self, state):
        pass

class Cell:

    def __init__(self, x, y, alive = False):
        self.x = x
        self.y = y
        self.alive = alive
        self.next_state = None
        self.neighbours = None

    def to_char(self):
        return 'o' if self.alive else ' '

<filename>game_of_life/envs/world.py
import numpy as np

class World:

    class LocationOccupied(RuntimeError): pass

    # Python doesn't have a concept of public/private variables

    def __init__(self, width, height, prob_life=20, env=None):
        self.env = env
        self.width = width
        self.height = height
        self.prob_life = prob_life
        self.tick = 0
        self.cells = np.full(shape=(width, height), fill_value=None)
        self.cached_directions = [
            [-1, 1],  [0, 1],  [1, 1], # above
            [-1, 0],           [1, 0], # sides
            [-1, -1], [0, -1], [1, -1] # below
        ]

        self.state = np.zeros(shape=(1, width, height), dtype=np.uint8)
        self.populate_cells()
        self.prepopulate_neighbours()

    def seed(self, seed=None):
        np.random.seed(seed)

    def _tick(self):
        state_changed = False
        # First determine the action for all cells
        for row in self.cells:
            for cell in row:
                alive_neighbours = self.alive_neighbours_around(cell)
                if cell.alive is False and alive_neighbours == 3:
                    cell.next_state = 1
                    state_changed = True
                elif alive_neighbours < 2 or alive_neighbours > 3:
                    if cell.alive:
                        state_changed = True
                    cell.next_state = 0
                    if self.env is not None and self.env.view_agent:
                        self.env.agent_builds[cell.x, cell.y] = 0
        self.state_changed = state_changed

        # Then execute the determined action for all cells
        for row in self.cells:
            for cell in row:
                if cell.next_state == 1:
                    cell.alive = True
                elif cell.next_state == 0:
                    cell.alive = False
                x, y = cell.x, cell.y
                self.state[0][x][y] = int(cell.alive)

        self.tick += 1

    # Implement first using string concatenation. Then implement any
    # special string builders, and use whatever runs the fastest
    def render(self):
        rendering = ''
        for y in list(range(self.height)):
            for x in list(range(self.width)):
                cell = self.cell_at(x, y)
                rendering += cell.to_char()
            rendering += "\n"
        return rendering

        # The following works but performs no faster than above
        # rendering = []
        # for y in list(range(self.height)):
        #     for x in list(range(self.width)):
        #         cell = self.cell_at(x, y)
        #         rendering.append(cell.to_char())
        #     rendering.append("\n")
        # return ''.join(rendering)

    # Python doesn't have a concept of public/private methods

    def populate_cells(self):
        for y in list(range(self.height)):
            for x in list(range(self.width)):
                alive = (np.random.randint(0, 100) <= self.prob_life)
                self.add_cell(x, y, alive)

    def repopulate_cells(self):
        ''' When resetting the env.'''
        for y in list(range(self.height)):
            for x in list(range(self.width)):
                alive = (np.random.randint(0, 100) <= self.prob_life)
                self.build_cell(x, y, alive)

    def prepopulate_neighbours(self):
        for row in self.cells:
            for cell in row:
                self.neighbours_around(cell)

    def add_cell(self, x, y, alive=False):
        cell = self.cell_at(x, y)
        if cell != None:
            self.state[0][x][y] = int(cell.alive)
            raise World.LocationOccupied
        cell = Cell(x, y, alive)
        self.cells[x, y] = cell
        self.state[0][x][y] = int(alive)
        return self.cell_at(x, y)

    def build_cell(self, x, y, alive=True):
        cell = Cell(x, y, alive)
        self.cells[x, y] = cell
        self.state[0][x][y] = int(alive)
        return self.cell_at(x, y)

    def cell_at(self, x, y):
        x = x % self.width
        y = y % self.width
        return self.cells[x][y]

    def neighbours_around(self, cell):
        if cell.neighbours is None:
            cell.neighbours = []
            for rel_x,rel_y in self.cached_directions:
                neighbour = self.cell_at(
                    cell.x + rel_x,
                    cell.y + rel_y
                )
                if neighbour is not None:
                    cell.neighbours.append(neighbour)

        return cell.neighbours

    # Implement first using filter/lambda if available. Then implement
    # foreach and for. Retain whatever implementation runs the fastest
    def alive_neighbours_around(self, cell):
        # The following works but is slower
        # filter_alive = lambda neighbour: neighbour.alive
        # return len(list(filter(filter_alive, neighbours)))

        alive_neighbours = 0
        for neighbour in self.neighbours_around(cell):
            if neighbour.alive:
                alive_neighbours += 1
        return alive_neighbours

    def set_state(self, state):
        pass

class Cell:

    def __init__(self, x, y, alive = False):
        self.x = x
        self.y = y
        self.alive = alive
        self.next_state = None
        self.neighbours = None

    def to_char(self):
        return 'o' if self.alive else ' '

# Python doesn't have a concept of public/private variables # above # sides # below # First determine the action for all cells # Then execute the determined action for all cells # Implement first using string concatenation. Then implement any # special string builders, and use whatever runs the fastest # The following works but performs no faster than above # rendering = [] # for y in list(range(self.height)): #     for x in list(range(self.width)): #         cell = self.cell_at(x, y) #         rendering.append(cell.to_char()) #     rendering.append("\n") # return ''.join(rendering) # Python doesn't have a concept of public/private methods When resetting the env. # Implement first using filter/lambda if available. Then implement # foreach and for. Retain whatever implementation runs the fastest # The following works but is slower # filter_alive = lambda neighbour: neighbour.alive # return len(list(filter(filter_alive, neighbours)))