You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

2102 lines
68 KiB

import hashlib
import math
from abc import abstractmethod
from enum import IntEnum
from typing import Any, Callable, Optional, Union, List
import gym
import numpy
import numpy as np
from gym import spaces
from gym.utils import seeding
from collections import deque
from copy import deepcopy
import colorsys
TASKREWARD = 20
PICKUPREWARD = TASKREWARD
DELIVERREWARD = TASKREWARD
# Size in pixels of a tile in the full-scale human view
from gym_minigrid.rendering import (
downsample,
fill_coords,
highlight_img,
point_in_circle,
point_in_line,
point_in_rect,
point_in_triangle,
rotate_fn,
)
from gym_minigrid.window import Window
#from gym_minigrid.Task import DoRandom, TaskManager, DoNothing, GoTo, PlaceObject, PickUpObject, Task
TILE_PIXELS = 32
# Map of color names to RGB values
COLORS = {
"red": np.array([255, 0, 0]),
"lightred": np.array([255, 165, 165]),
"green": np.array([0, 255, 0]),
"lightgreen": np.array([165, 255, 165]),
"blue": np.array([0, 0, 255]),
"lightblue": np.array([165, 165, 255]),
"purple": np.array([112, 39, 195]),
"lightpurple": np.array([202, 170, 238]),
"yellow": np.array([255, 255, 0]),
"grey": np.array([100, 100, 100]),
}
COLOR_NAMES = sorted(list(COLORS.keys()))
# Used to map colors to integers
COLOR_TO_IDX = {"red": 0, "green": 1, "blue": 2, "purple": 3, "yellow": 4, "grey": 5, "lightred": 6, "lightblue":7, "lightgreen":8, "lightpurple": 9}
IDX_TO_COLOR = dict(zip(COLOR_TO_IDX.values(), COLOR_TO_IDX.keys()))
def color_bins(nr_bins):
color_1 = np.array([222,237,182])
color_2 = np.array([45,78,157])
inter_values = [1./nr_bins * i for i in range(nr_bins+1)]
color_values = []
for value in inter_values:
color_values.append((color_2 - color_1) * value + color_1)
return color_values
def color_states(value, ranking, nr_bins):
set_size = len(ranking)
bin_size = math.floor(set_size/nr_bins)
bin_bound_values = []
for i in range(nr_bins):
bin_bound_values.append(ranking[bin_size*i])
bin_bound_values.append(1.)
if len(set(bin_bound_values))!= len(bin_bound_values):
print("at least two bounds have the same value, you should probably reduce the bin size")
color_values = color_bins(nr_bins)
for i in range(nr_bins):
if(value >= bin_bound_values[i] and value <=bin_bound_values[i+1]):
if bin_bound_values[i]==bin_bound_values[i+1]:
inter_value = 0
else:
inter_value = (value - bin_bound_values[i])/(bin_bound_values[i+1] - bin_bound_values[i])
return (color_values[i+1] - color_values[i]) * inter_value + color_values[i]
def isSlippery(cell):
if isinstance(cell, SlipperyNorth):
return True
elif isinstance(cell, SlipperySouth):
return True
elif isinstance(cell, SlipperyEast):
return True
elif isinstance(cell, SlipperyWest):
return True
else:
return False
# Map of object type to integers
OBJECT_TO_IDX = {
"unseen": 0,
"empty": 1,
"wall": 2,
"floor": 3,
"door": 4,
"key": 5,
"ball": 6,
"box": 7,
"goal": 8,
"lava": 9,
"agent": 10,
"adversary": 11,
"slipperynorth": 12,
"slipperysouth": 13,
"slipperyeast": 14,
"slipperywest": 15,
"heattile" : 16,
"heattilereduced" : 17
}
IDX_TO_OBJECT = dict(zip(OBJECT_TO_IDX.values(), OBJECT_TO_IDX.keys()))
# Map of state names to integers
STATE_TO_IDX = {
"open": 0,
"closed": 1,
"locked": 2,
}
# Map of agent direction indices to vectors
DIR_TO_VEC = [
# Pointing right (positive X)
np.array((1, 0)),
# Down (positive Y)
np.array((0, 1)),
# Pointing left (negative X)
np.array((-1, 0)),
# Up (negative Y)
np.array((0, -1)),
]
def check_if_no_duplicate(duplicate_list: list) -> bool:
"""Check if given list contains any duplicates"""
return len(set(duplicate_list)) == len(duplicate_list)
def run_BFS_reward(grid, starting_position):
max_distance = 0
distances = [None] * grid.width * grid.height
bfs_queue = deque([starting_position])
traversed_cells = set()
distances[starting_position[0] + grid.width * starting_position[1]] = 0
while bfs_queue:
current_cell = bfs_queue.pop()
traversed_cells.add(current_cell)
current_distance = distances[current_cell[0] + grid.width * current_cell[1]]
if current_distance > max_distance:
max_distance = current_distance
for neighbour in grid.get_neighbours(*current_cell):
if neighbour in traversed_cells:
continue
bfs_queue.appendleft(neighbour)
if distances[neighbour[0] + grid.width * neighbour[1]] is None:
distances[neighbour[0] + grid.width * neighbour[1]] = current_distance + 1
distances = [x if x else 0 for x in distances]
#for i, x in enumerate(distances):
# if i % grid.width == 0:
# print("")
# if i is None:
# print(" ")
# continue
# else:
# print("{:0>4},".format(x), end="")
#print("")
return [-x/max_distance for x in distances]
class MissionSpace(spaces.Space[str]):
r"""A space representing a mission for the Gym-Minigrid environments.
The space allows generating random mission strings constructed with an input placeholder list.
Example Usage::
>>> observation_space = MissionSpace(mission_func=lambda color: f"Get the {color} ball.",
ordered_placeholders=[["green", "blue"]])
>>> observation_space.sample()
"Get the green ball."
>>> observation_space = MissionSpace(mission_func=lambda : "Get the ball.".,
ordered_placeholders=None)
>>> observation_space.sample()
"Get the ball."
"""
def __init__(
self,
mission_func: Callable[..., str],
ordered_placeholders: Optional["list[list[str]]"] = None,
seed: Optional[Union[int, seeding.RandomNumberGenerator]] = None,
):
r"""Constructor of :class:`MissionSpace` space.
Args:
mission_func (lambda _placeholders(str): _mission(str)): Function that generates a mission string from random placeholders.
ordered_placeholders (Optional["list[list[str]]"]): List of lists of placeholders ordered in placing order in the mission function mission_func.
seed: seed: The seed for sampling from the space.
"""
# Check that the ordered placeholders and mission function are well defined.
if ordered_placeholders is not None:
assert (
len(ordered_placeholders) == mission_func.__code__.co_argcount
), f"The number of placeholders {len(ordered_placeholders)} is different from the number of parameters in the mission function {mission_func.__code__.co_argcount}."
for placeholder_list in ordered_placeholders:
assert check_if_no_duplicate(
placeholder_list
), "Make sure that the placeholders don't have any duplicate values."
else:
assert (
mission_func.__code__.co_argcount == 0
), f"If the ordered placeholders are {ordered_placeholders}, the mission function shouldn't have any parameters."
self.ordered_placeholders = ordered_placeholders
self.mission_func = mission_func
super().__init__(dtype=str, seed=seed)
# Check that mission_func returns a string
sampled_mission = self.sample()
assert isinstance(
sampled_mission, str
), f"mission_func must return type str not {type(sampled_mission)}"
def sample(self) -> str:
"""Sample a random mission string."""
if self.ordered_placeholders is not None:
placeholders = []
for rand_var_list in self.ordered_placeholders:
idx = self.np_random.integers(0, len(rand_var_list))
placeholders.append(rand_var_list[idx])
return self.mission_func(*placeholders)
else:
return self.mission_func()
def contains(self, x: Any) -> bool:
"""Return boolean specifying if x is a valid member of this space."""
# Store a list of all the placeholders from self.ordered_placeholders that appear in x
if self.ordered_placeholders is not None:
check_placeholder_list = []
for placeholder_list in self.ordered_placeholders:
for placeholder in placeholder_list:
if placeholder in x:
check_placeholder_list.append(placeholder)
# Remove duplicates from the list
check_placeholder_list = list(set(check_placeholder_list))
start_id_placeholder = []
end_id_placeholder = []
# Get the starting and ending id of the identified placeholders with possible duplicates
new_check_placeholder_list = []
for placeholder in check_placeholder_list:
new_start_id_placeholder = [
i for i in range(len(x)) if x.startswith(placeholder, i)
]
new_check_placeholder_list += [placeholder] * len(
new_start_id_placeholder
)
end_id_placeholder += [
start_id + len(placeholder) - 1
for start_id in new_start_id_placeholder
]
start_id_placeholder += new_start_id_placeholder
# Order by starting id the placeholders
ordered_placeholder_list = sorted(
zip(
start_id_placeholder, end_id_placeholder, new_check_placeholder_list
)
)
# Check for repeated placeholders contained in each other
remove_placeholder_id = []
for i, placeholder_1 in enumerate(ordered_placeholder_list):
starting_id = i + 1
for j, placeholder_2 in enumerate(
ordered_placeholder_list[starting_id:]
):
# Check if place holder ids overlap and keep the longest
if max(placeholder_1[0], placeholder_2[0]) < min(
placeholder_1[1], placeholder_2[1]
):
remove_placeholder = min(
placeholder_1[2], placeholder_2[2], key=len
)
if remove_placeholder == placeholder_1[2]:
remove_placeholder_id.append(i)
else:
remove_placeholder_id.append(i + j + 1)
for id in remove_placeholder_id:
del ordered_placeholder_list[id]
final_placeholders = [
placeholder[2] for placeholder in ordered_placeholder_list
]
# Check that the identified final placeholders are in the same order as the original placeholders.
for orered_placeholder, final_placeholder in zip(
self.ordered_placeholders, final_placeholders
):
if final_placeholder in orered_placeholder:
continue
else:
return False
try:
mission_string_with_placeholders = self.mission_func(
*final_placeholders
)
except Exception as e:
print(
f"{x} is not contained in MissionSpace due to the following exception: {e}"
)
return False
return bool(mission_string_with_placeholders == x)
else:
return bool(self.mission_func() == x)
def __repr__(self) -> str:
"""Gives a string representation of this space."""
return f"MissionSpace({self.mission_func}, {self.ordered_placeholders})"
def __eq__(self, other) -> bool:
"""Check whether ``other`` is equivalent to this instance."""
if isinstance(other, MissionSpace):
# Check that place holder lists are the same
if self.ordered_placeholders is not None:
# Check length
if (len(self.order_placeholder) == len(other.order_placeholder)) and (
all(
set(i) == set(j)
for i, j in zip(self.order_placeholder, other.order_placeholder)
)
):
# Check mission string is the same with dummy space placeholders
test_placeholders = [""] * len(self.order_placeholder)
mission = self.mission_func(*test_placeholders)
other_mission = other.mission_func(*test_placeholders)
return mission == other_mission
else:
# Check that other is also None
if other.ordered_placeholders is None:
# Check mission string is the same
mission = self.mission_func()
other_mission = other.mission_func()
return mission == other_mission
# If none of the statements above return then False
return False
class WorldObj:
"""
Base class for grid world objects
"""
def __init__(self, type, color):
assert type in OBJECT_TO_IDX, type
assert color in COLOR_TO_IDX, color
self.type = type
self.color = color
self.contains = None
# Initial position of the object
self.init_pos = None
# Current position of the object
self.cur_pos = None
def can_overlap(self):
"""Can the agent overlap with this?"""
return False
def can_pickup(self):
"""Can the agent pick this up?"""
return False
def can_contain(self):
"""Can this contain another object?"""
return False
def see_behind(self):
"""Can the agent see behind this object?"""
return True
def toggle(self, env, pos):
"""Method to trigger/toggle an action this object performs"""
return False
def encode(self):
"""Encode the a description of this object as a 3-tuple of integers"""
return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], 0)
@staticmethod
def decode(type_idx, color_idx, state):
"""Create an object from a 3-tuple state description"""
obj_type = IDX_TO_OBJECT[type_idx]
color = IDX_TO_COLOR[color_idx]
if obj_type == "empty" or obj_type == "unseen":
return None
# State, 0: open, 1: closed, 2: locked
is_open = state == 0
is_locked = state == 2
if obj_type == "wall":
v = Wall(color)
elif obj_type == "floor":
v = Floor(color)
elif obj_type == "ball":
v = Ball(color)
elif obj_type == "key":
v = Key(color)
elif obj_type == "box":
v = Box(color)
elif obj_type == "door":
v = Door(color, is_open, is_locked)
elif obj_type == "goal":
v = Goal()
elif obj_type == "lava":
v = Lava()
elif obj_type == "slipperynorth":
v = SlipperyNorth(color)
elif obj_type == "slipperysouth":
v = SlipperySouth(color)
elif obj_type == "slipperywest":
v = SlipperyWest(color)
elif obj_type == "slipperyeast":
v = SlipperyEast(color)
elif obj_type == "heattile":
v = HeatMapTile(color)
elif obj_type == "heattilereduced":
v = HeatMapTileReduced(color)
else:
assert False, "unknown object type in decode '%s'" % obj_type
return v
def render(self, r):
"""Draw this object with the given renderer"""
raise NotImplementedError
class Goal(WorldObj):
def __init__(self):
super().__init__("goal", "green")
def can_overlap(self):
return True
def render(self, img):
fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
class Floor(WorldObj):
"""
Colored floor tile the agent can walk over
"""
def __init__(self, color="blue"):
super().__init__("floor", color)
def can_overlap(self):
return True
def render(self, img):
# Give the floor a pale color
color = COLORS[self.color] / 2
fill_coords(img, point_in_rect(0.031, 1, 0.031, 1), color)
def can_contain(self):
return True
class Lava(WorldObj):
def __init__(self):
super().__init__("lava", "red")
def can_overlap(self):
return True
def render(self, img):
c = (255, 128, 0)
# Background color
fill_coords(img, point_in_rect(0, 1, 0, 1), c)
# Little waves
for i in range(3):
ylo = 0.3 + 0.2 * i
yhi = 0.4 + 0.2 * i
fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
class Wall(WorldObj):
def __init__(self, color="grey"):
super().__init__("wall", color)
def see_behind(self):
return False
def render(self, img):
fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
class Door(WorldObj):
def __init__(self, color, is_open=False, is_locked=False):
super().__init__("door", color)
self.is_open = is_open
self.is_locked = is_locked
def can_overlap(self):
"""The agent can only walk over this cell when the door is open"""
return self.is_open
def see_behind(self):
return self.is_open
def toggle(self, env, pos):
# If the player has the right key to open the door
if self.is_locked:
if isinstance(env.carrying, Key) and env.carrying.color == self.color:
self.is_locked = False
self.is_open = True
return True
return False
self.is_open = not self.is_open
return True
def encode(self):
"""Encode the a description of this object as a 3-tuple of integers"""
# State, 0: open, 1: closed, 2: locked
if self.is_open:
state = 0
elif self.is_locked:
state = 2
# if door is closed and unlocked
elif not self.is_open:
state = 1
else:
raise ValueError(
f"There is no possible state encoding for the state:\n -Door Open: {self.is_open}\n -Door Closed: {not self.is_open}\n -Door Locked: {self.is_locked}"
)
return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], state)
def render(self, img):
c = COLORS[self.color]
if self.is_open:
fill_coords(img, point_in_rect(0.88, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.92, 0.96, 0.04, 0.96), (0, 0, 0))
return
# Door frame and door
if self.is_locked:
fill_coords(img, point_in_rect(0.00, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.06, 0.94, 0.06, 0.94), 0.45 * np.array(c))
# Draw key slot
fill_coords(img, point_in_rect(0.52, 0.75, 0.50, 0.56), c)
else:
fill_coords(img, point_in_rect(0.00, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.04, 0.96, 0.04, 0.96), (0, 0, 0))
fill_coords(img, point_in_rect(0.08, 0.92, 0.08, 0.92), c)
fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), (0, 0, 0))
# Draw door handle
fill_coords(img, point_in_circle(cx=0.75, cy=0.50, r=0.08), c)
class Key(WorldObj):
def __init__(self, color="blue"):
super().__init__("key", color)
def can_pickup(self):
return True
def render(self, img):
c = COLORS[self.color]
# Vertical quad
fill_coords(img, point_in_rect(0.50, 0.63, 0.31, 0.88), c)
# Teeth
fill_coords(img, point_in_rect(0.38, 0.50, 0.59, 0.66), c)
fill_coords(img, point_in_rect(0.38, 0.50, 0.81, 0.88), c)
# Ring
fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.190), c)
fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.064), (0, 0, 0))
class Ball(WorldObj):
def __init__(self, color="blue"):
super().__init__("ball", color)
def can_pickup(self):
return True
def render(self, img):
fill_coords(img, point_in_circle(0.5, 0.5, 0.31), COLORS[self.color])
class Box(WorldObj):
def __init__(self, color, contains=None):
super().__init__("box", color)
self.contains = contains
self.picked_up = False
self.placed_at_destination = False
def can_pickup(self):
return not self.placed_at_destination
def can_overlap(self):
return True
def render(self, img):
c = COLORS[self.color]
# Outline
fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), c)
fill_coords(img, point_in_rect(0.18, 0.82, 0.18, 0.82), (0, 0, 0))
# Horizontal slit
fill_coords(img, point_in_rect(0.16, 0.84, 0.47, 0.53), c)
def toggle(self, env, pos):
# Replace the box by its contents
return False # We dont want to destroy boxes, This is local change
#env.grid.set(pos[0], pos[1], self.contains)
#return True
class SlipperyNorth(WorldObj):
def __init__(self, color: str = "blue"):
super().__init__("slipperynorth", color)
self.probabilities_forward = [0.0, 1./9, 2./9, 0.0, -50, -50, 0.0, 1./9, 2./9]
self.probabilities_turn = [0.0, 0.0, 1./9, 0.0, -50, 1./9, 0.0, 0.0, 1./9]
self.offset = (0,1)
def can_overlap(self):
return True
def render(self, img):
c = (100, 100, 200)
fill_coords(img, point_in_rect(0, 1, 0, 1), c)
for i in range(6):
ylo = 0.1 + 0.15 * i
yhi = 0.20 + 0.15 * i
fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
class SlipperySouth(WorldObj):
def __init__(self, color: str = "blue"):
super().__init__("slipperysouth", color)
self.probabilities_forward = [2./9, 1./9, 0.0, -50, -50, 0.0, 2./9, 1./9, 0.0]
self.probabilities_turn = [1./9, 0.0, 0.0, 1./9, -50, 0.0, 1./9, 0.0, 0.0]
self.offset = (0,-1)
def can_overlap(self):
return True
def render(self, img):
c = (100, 100, 200)
fill_coords(img, point_in_rect(0, 1, 0, 1), c)
for i in range(6):
ylo = 0.1 + 0.15 * i
yhi = 0.20 + 0.15 * i
fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
class SlipperyEast(WorldObj):
def __init__(self, color: str = "blue"):
super().__init__("slipperyeast", color)
self.probabilities_forward = [2./9, -50, 2./9, 1./9., -50, 1./9, 0.0, 0.0, 0.0]
self.probabilities_turn = [1./9, 1./9, 1./9, 0.0, -50, 0.0, 0.0, 0.0, 0.0]
self.offset = (-1,0)
def can_overlap(self):
return True
def render(self, img):
c = (100, 100, 200)
fill_coords(img, point_in_rect(0, 1, 0, 1), c)
for i in range(6):
ylo = 0.1 + 0.15 * i
yhi = 0.20 + 0.15 * i
fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
class SlipperyWest(WorldObj):
def __init__(self, color: str = "blue"):
super().__init__("slipperywest", color)
self.probabilities_forward = [0.0, 0.0, 0.0, 1./9., -50, 1./9, 2./9, -50, 2./9]
self.probabilities_turn = [0.0, 0.0, 0.0, 0.0, -50, 0.0, 1./9, 1./9, 1./9]
self.offset = (1,0)
def can_overlap(self):
return True
def render(self, img):
c = (100, 100, 200)
fill_coords(img, point_in_rect(0, 1, 0, 1), c)
for i in range(6):
ylo = 0.1 + 0.15 * i
yhi = 0.20 + 0.15 * i
fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
#class Adversary(WorldObj):
# def __init__(self, adversary_dir=1, color="blue", tasks=[DoRandom()]):
# super().__init__("adversary", color)
# self.adversary_dir = adversary_dir
# self.color = color
# self.task_manager = TaskManager(tasks)
# self.carrying = None
#
# def render(self, img):
# tri_fn = point_in_triangle(
# (0.12, 0.19),
# (0.87, 0.50),
# (0.12, 0.81),
# )
#
# # Rotate the agent based on its direction
# tri_fn = rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5 * math.pi * self.adversary_dir)
# fill_coords(img, tri_fn, COLORS[self.color])
#
# def dir_vec(self):
# assert self.adversary_dir >= 0 and self.adversary_dir < 4
# return DIR_TO_VEC[self.adversary_dir]
#
# def can_overlap(self):
# return False
#
# def encode(self):
# return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], self.adversary_dir)
tri_22 = point_in_triangle(
(1.0, 0.0),
(0.0, 0.0),
(0.5, 0.5),
)
tri_33 = point_in_triangle(
(0.0, 0.0),
(0.0, 1.0),
(0.5, 0.5),
)
tri_00 = point_in_triangle(
(0.0, 1.0),
(1.0, 1.0),
(0.5, 0.5),
)
tri_11 = point_in_triangle(
(1.0, 1.0),
(1.0, 0.0),
(0.5, 0.5),
)
def tri_mask(width, heigth):
list22 = []
list33 = []
list00 = []
list11 = []
for x in range(width):
for y in range(heigth):
yf = (y + 0.5) / heigth
xf = (x + 0.5) / width
if tri_22(xf,yf):
list22.append((x,y))
elif tri_33(xf,yf):
list33.append((x,y))
elif tri_00(xf,yf):
list00.append((x,y))
elif tri_11(xf,yf):
list11.append((x,y))
return np.array(list22), np.array(list33), np.array(list00), np.array(list11)
list22, list33, list00, list11 = tri_mask(96, 96)
class HeatMapTile(WorldObj):
def __init__(self, tile=dict(), ranking = [], nr_bins=5, color="blue"):
super().__init__("heattile", color)
self.tile_values = tile
self.ranking = ranking
self.nr_bins = nr_bins
def can_overlap(self):
return True
def can_contain(self):
return True
def encode(self):
"""Encode the a description of this object as a 3-tuple of integers"""
return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], 0)
def render(self, img):
img[tuple(list22.T)] = color_states(self.tile_values[2], self.ranking, self.nr_bins)
img[tuple(list33.T)] = color_states(self.tile_values[3], self.ranking, self.nr_bins)
img[tuple(list00.T)] = color_states(self.tile_values[0], self.ranking, self.nr_bins)
img[tuple(list11.T)] = color_states(self.tile_values[1], self.ranking, self.nr_bins)
class HeatMapTileReduced(WorldObj):
def __init__(self, ranking_value=0, ranking=[], nr_bins=5, color="blue"):
super().__init__("heattilereduced", color)
self.ranking = ranking
self.nr_bins = nr_bins
self.color = color_states(ranking_value, self.ranking, self.nr_bins)
def can_overlap(self):
return True
def can_contain(self):
return True
def encode(self):
"""Encode the a description of this object as a 3-tuple of integers"""
return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX["blue"], 0)
def render(self, img):
fill_coords(img, point_in_rect(0, 1, 0, 1), self.color)
class Grid:
"""
Represent a grid and operations on it
"""
# Static cache of pre-renderer tiles
tile_cache = {}
def __init__(self, width, height):
assert width >= 3
assert height >= 3
self.width = width
self.height = height
self.grid = [None] * width * height
self.background = [None] * width * height
def __contains__(self, key):
if isinstance(key, WorldObj):
for e in self.grid:
if e is key:
return True
elif isinstance(key, tuple):
for e in self.grid:
if e is None:
continue
if (e.color, e.type) == key:
return True
if key[0] is None and key[1] == e.type:
return True
return False
def __eq__(self, other):
grid1 = self.encode()
grid2 = other.encode()
return np.array_equal(grid2, grid1)
def __ne__(self, other):
return not self == other
def copy(self):
return deepcopy(self)
def set(self, i, j, v):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
self.grid[j * self.width + i] = v
def get(self, i, j):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
return self.grid[j * self.width + i]
def set_background(self, i, j, v):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
self.background[j * self.width + i] = v
def get_background(self, i, j):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
return self.background[j * self.width + i]
def horz_wall(self, x, y, length=None, obj_type=Wall):
if length is None:
length = self.width - x
for i in range(0, length):
self.set(x + i, y, obj_type())
def vert_wall(self, x, y, length=None, obj_type=Wall):
if length is None:
length = self.height - y
for j in range(0, length):
self.set(x, y + j, obj_type())
def wall_rect(self, x, y, w, h):
self.horz_wall(x, y, w)
self.horz_wall(x, y + h - 1, w)
self.vert_wall(x, y, h)
self.vert_wall(x + w - 1, y, h)
def rotate_left(self):
"""
Rotate the grid to the left (counter-clockwise)
"""
grid = Grid(self.height, self.width)
for i in range(self.width):
for j in range(self.height):
v = self.get(i, j)
grid.set(j, grid.height - 1 - i, v)
return grid
def slice(self, topX, topY, width, height):
"""
Get a subset of the grid
"""
grid = Grid(width, height)
for j in range(0, height):
for i in range(0, width):
x = topX + i
y = topY + j
if x >= 0 and x < self.width and y >= 0 and y < self.height:
v = self.get(x, y)
else:
v = Wall()
grid.set(i, j, v)
return grid
@classmethod
def render_tile(
cls, obj, background, agent_dir=None, highlight=False, tile_size=TILE_PIXELS, subdivs=3, carrying=None, cache=True
):
"""
Render a tile and cache the result
"""
# Hash map lookup key for the cache
# this prevents re-rendering tiles
key = (agent_dir, highlight, tile_size)
if obj:
key = key + obj.encode()
if background:
key = key + background.encode()
if carrying:
key = key + carrying.encode()
if key in cls.tile_cache and cache:
return cls.tile_cache[key]
img = np.zeros(
shape=(tile_size * subdivs, tile_size * subdivs, 3), dtype=np.uint8
)
# Draw the grid lines (top and left edges)
fill_coords(img, point_in_rect(0, 0.031, 0, 1), (100, 100, 100))
fill_coords(img, point_in_rect(0, 1, 0, 0.031), (100, 100, 100))
if background is not None:
background.render(img)
if obj is not None:
obj.render(img)
# Overlay the agent on top
if agent_dir is not None:
tri_fn = point_in_triangle(
(0.12, 0.19),
(0.87, 0.50),
(0.12, 0.81),
)
# Rotate the agent based on its direction
tri_fn = rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5 * math.pi * agent_dir)
fill_coords(img, tri_fn, (255, 0, 0))
if carrying:
width = 0.15
tri_fn = point_in_triangle(
(0.12+width, 0.19+width),
(0.87-width, 0.50),
(0.12+width, 0.81-width),
)
# Rotate the agent based on its direction
tri_fn = rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5 * math.pi * agent_dir)
fill_coords(img, tri_fn, (255, 255, 255))
# Highlight the cell if needed
if highlight:
highlight_img(img)
# Downsample the image to perform supersampling/anti-aliasing
img = downsample(img, subdivs)
# Cache the rendered tile
cls.tile_cache[key] = img
return img
def render(self, tile_size, agent_pos, agent_dir=None, highlight_mask=None, carrying=None, cache=True):
"""
Render this grid at a given scale
:param r: target renderer object
:param tile_size: tile size in pixels
"""
if highlight_mask is None:
highlight_mask = np.zeros(shape=(self.width, self.height), dtype=bool)
# Compute the total grid size
width_px = self.width * tile_size
height_px = self.height * tile_size
img = np.zeros(shape=(height_px, width_px, 3), dtype=np.uint8)
# Render the grid
for j in range(0, self.height):
for i in range(0, self.width):
cell = self.get(i, j)
background = self.get_background(i,j)
agent_here = np.array_equal(agent_pos, (i, j))
tile_img = Grid.render_tile(
cell,
background,
agent_dir=agent_dir if agent_here else None,
highlight=highlight_mask[i, j],
tile_size=tile_size,
carrying=carrying if agent_here else None,
cache=cache
)
ymin = j * tile_size
ymax = (j + 1) * tile_size
xmin = i * tile_size
xmax = (i + 1) * tile_size
img[ymin:ymax, xmin:xmax, :] = tile_img
return img
def encode(self, vis_mask=None):
"""
Produce a compact numpy encoding of the grid
"""
if vis_mask is None:
vis_mask = np.ones((self.width, self.height), dtype=bool)
array = np.zeros((self.width, self.height, 3), dtype="uint8")
for i in range(self.width):
for j in range(self.height):
if vis_mask[i, j]:
v = self.get(i, j)
if v is None:
array[i, j, 0] = OBJECT_TO_IDX["empty"]
array[i, j, 1] = 0
array[i, j, 2] = 0
else:
array[i, j, :] = v.encode()
return array
@staticmethod
def decode(array):
"""
Decode an array grid encoding back into a grid
"""
width, height, channels = array.shape
assert channels == 3
vis_mask = np.ones(shape=(width, height), dtype=bool)
grid = Grid(width, height)
for i in range(width):
for j in range(height):
type_idx, color_idx, state = array[i, j]
v = WorldObj.decode(type_idx, color_idx, state)
grid.set(i, j, v)
vis_mask[i, j] = type_idx != OBJECT_TO_IDX["unseen"]
return grid, vis_mask
def process_vis(self, agent_pos):
mask = np.zeros(shape=(self.width, self.height), dtype=bool)
mask[agent_pos[0], agent_pos[1]] = True
for j in reversed(range(0, self.height)):
for i in range(0, self.width - 1):
if not mask[i, j]:
continue
cell = self.get(i, j)
if cell and not cell.see_behind():
continue
mask[i + 1, j] = True
if j > 0:
mask[i + 1, j - 1] = True
mask[i, j - 1] = True
for i in reversed(range(1, self.width)):
if not mask[i, j]:
continue
cell = self.get(i, j)
if cell and not cell.see_behind():
continue
mask[i - 1, j] = True
if j > 0:
mask[i - 1, j - 1] = True
mask[i, j - 1] = True
for j in range(0, self.height):
for i in range(0, self.width):
if not mask[i, j]:
self.set(i, j, None)
return mask
def get_neighbours(self, i, j):
neighbours = list()
potential_neighbours = [(i-1,j), (i,j+1), (i+1,j), (i,j-1)]
for n in potential_neighbours:
cell = self.get(*n)
if cell is None or (cell.can_overlap() and not isinstance(cell, Lava)):
neighbours.append(n)
return neighbours
class MiniGridEnv(gym.Env):
"""
2D grid world game environment
"""
metadata = {
"render_modes": ["human", "rgb_array"],
"render_fps": 10,
}
# Enumeration of possible actions
class Actions(IntEnum):
# Turn left, turn right, move forward
left = 0
right = 1
forward = 2
# Pick up an object
pickup = 3
# Drop an object
drop = 4
# Toggle/activate an object
toggle = 5
# Done completing task
done = 6
def __init__(
self,
mission_space: MissionSpace,
grid_size: int = None,
width: int = None,
height: int = None,
max_steps: int = 100,
see_through_walls: bool = False,
agent_view_size: int = 7,
render_mode: Optional[str] = None,
highlight: bool = True,
tile_size: int = TILE_PIXELS,
agent_pov: bool = False,
):
# Initialize mission
self.mission = mission_space.sample()
self.adversaries = list()
self.background_boxes = dict()
self.bfs_reward = list()
self.violation_deque = deque(maxlen=12)
# Can't set both grid_size and width/height
if grid_size:
assert width is None and height is None
width = grid_size
height = grid_size
# Action enumeration for this environment
self.actions = MiniGridEnv.Actions
# Actions are discrete integer values
self.action_space = spaces.Discrete(len(self.actions))
# Number of cells (width and height) in the agent view
assert agent_view_size % 2 == 1
assert agent_view_size >= 3
self.agent_view_size = agent_view_size
# Observations are dictionaries containing an
# encoding of the grid and a textual 'mission' string
image_observation_space = spaces.Box(
low=0,
high=255,
shape=(self.agent_view_size, self.agent_view_size, 3),
dtype="uint8",
)
self.observation_space = spaces.Dict(
{
"image": image_observation_space,
"direction": spaces.Discrete(4),
"mission": mission_space,
}
)
# Range of possible rewards
self.reward_range = (0, 1)
self.window: Window = None
# Environment configuration
self.width = width
self.height = height
self.max_steps = max_steps
self.see_through_walls = see_through_walls
# Current position and direction of the agent
self.agent_pos: np.ndarray = None
self.agent_dir: int = None
# Current grid and mission and carryinh
self.grid = Grid(width, height)
self.colorful_grid = Grid(width, height)
self.carrying = None
# Rendering attributes
self.render_mode = render_mode
self.highlight = highlight
self.tile_size = tile_size
self.agent_pov = agent_pov
# safety violations
self.safety_violations = []
self.safety_violations_timesteps = []
self.total_timesteps = 0
self.safety_violations_this_episode = None
self.episode_count = 0
def reset(self, *, state=None, seed=None, options=None):
super().reset(seed=seed)
# Reinitialize episode-specific variables
if state:
self.agent_pos = (state.pos_x, state.pos_y)
self.agent_dir = state.dir
else:
self.agent_pos = (-1, -1)
self.agent_dir = -1
# Generate a new random grid at the start of each episode
self._gen_grid(self.width, self.height)
# These fields should be defined by _gen_grid
assert (
self.agent_pos >= (0, 0)
if isinstance(self.agent_pos, tuple)
else all(self.agent_pos >= 0) and self.agent_dir >= 0
)
# Check that the agent doesn't overlap with an object
start_cell = self.grid.get(*self.agent_pos)
assert start_cell is None or start_cell.can_overlap()
# Item picked up, being carried, initially nothing
self.carrying = None
# Step count since episode start
self.step_count = 0
if self.render_mode == "human":
self.render()
# Return first observation
obs = self.gen_obs()
if self.safety_violations_this_episode is not None:
self.safety_violations.append(self.safety_violations_this_episode)
self.safety_violations_timesteps.append(self.total_timesteps)
self.safety_violations_this_episode = 0
self.episode_count += 1
#input("Episode End, Hit Enter.")
self.violation_deque.clear()
return obs, {}
def hash(self, size=16):
"""Compute a hash that uniquely identifies the current state of the environment.
:param size: Size of the hashing
"""
sample_hash = hashlib.sha256()
to_encode = [self.grid.encode().tolist(), self.agent_pos, self.agent_dir]
for item in to_encode:
sample_hash.update(str(item).encode("utf8"))
return sample_hash.hexdigest()[:size]
@property
def steps_remaining(self):
return self.max_steps - self.step_count
def printGrid(self, init=False):
"""
Produce a pretty string of the environment's grid along with the agent.
A grid cell is represented by 2-character string, the first one for
the object and the second one for the color.
"""
if init:
self._gen_grid(self.grid.width, self.grid.height) # todo need to add this for minigrid2prism
print("Dimensions: {} x {}".format(self.grid.height, self.grid.width))
self._gen_grid(self.grid.width, self.grid.height)
# Map of object types to short string
OBJECT_TO_STR = {
"wall": "W",
"floor": "F",
"door": "D",
"key": "K",
"ball": "A",
"box": "B",
"goal": "G",
"lava": "V",
"adversary": "Z",
"slipperynorth": "n",
"slipperysouth": "s",
"slipperyeast": "e",
"slipperywest": "w"
}
# Map agent's direction to short string
AGENT_DIR_TO_STR = {0: ">", 1: "V", 2: "<", 3: "^"}
str = ""
bfs_rewards = list()
background_str = ""
for j in range(self.grid.height):
for i in range(self.grid.width):
b = self.grid.get_background(i, j)
c = self.grid.get(i, j)
if init:
if c and c.type == "wall":
background_str += OBJECT_TO_STR[c.type] + c.color[0].upper()
elif c and c.type == "slipperynorth":
background_str += OBJECT_TO_STR[c.type] + c.color[0].upper()
elif c and c.type == "slipperysouth":
background_str += OBJECT_TO_STR[c.type] + c.color[0].upper()
elif c and c.type == "slipperyeast":
background_str += OBJECT_TO_STR[c.type] + c.color[0].upper()
elif c and c.type == "slipperywest":
background_str += OBJECT_TO_STR[c.type] + c.color[0].upper()
elif b is None:
background_str += " "
else:
if b.type != "floor":
type_str = OBJECT_TO_STR[b.type]
else:
type_str = " "
background_str += type_str + b.color.replace("light","")[0].upper()
if self.bfs_reward:
bfs_rewards.append(f"{i};{j};{self.bfs_reward[i + self.grid.width * j]}")
if self.agent_pos is not None and i == self.agent_pos[0] and j == self.agent_pos[1]:
#str += 2 * AGENT_DIR_TO_STR[self.agent_dir]
if init:
str += "XR"
else:
str += 2 * AGENT_DIR_TO_STR[self.agent_dir]
continue
if c is None:
#print("{}, {}".format(i,j,), end="")
str += " "
continue
#print("{}, {}: {}{}".format(i,j,OBJECT_TO_STR[c.type], c.color[0]), end="")
if c.type == "door":
if c.is_open:
str += "__"
elif c.is_locked:
str += "L" + c.color[0].upper()
else:
str += "D" + c.color[0].upper()
continue
if not init and c.type == "adversary":
str += AGENT_DIR_TO_STR[c.adversary_dir] + c.color[0].upper()
continue
str += OBJECT_TO_STR[c.type] + c.color[0].upper()
if j < self.grid.height - 1:
str += "\n"
if init:
background_str += "\n"
#print("")
if init and self.bfs_reward:
return str + "\n" + "-" * self.grid.width * 2 + "\n" + background_str + "\n" + "-" * self.grid.width * 2 + "\n" + ";".join(bfs_rewards)
else:
return str + "\n" + "-" * self.grid.width * 2 + "\n" + background_str
@abstractmethod
def _gen_grid(self, width, height):
pass
def _reward(self):
"""
Compute the reward to be given upon success
"""
return 1# - 0.9 * (self.step_count / self.max_steps)
def _rand_int(self, low, high):
"""
Generate random integer in [low,high[
"""
return self.np_random.integers(low, high)
def _rand_float(self, low, high):
"""
Generate random float in [low,high[
"""
return self.np_random.uniform(low, high)
def _rand_bool(self):
"""
Generate random boolean value
"""
return self.np_random.integers(0, 2) == 0
def _rand_elem(self, iterable):
"""
Pick a random element in a list
"""
lst = list(iterable)
idx = self._rand_int(0, len(lst))
return lst[idx]
def _rand_subset(self, iterable, num_elems):
"""
Sample a random subset of distinct elements of a list
"""
lst = list(iterable)
assert num_elems <= len(lst)
out = []
while len(out) < num_elems:
elem = self._rand_elem(lst)
lst.remove(elem)
out.append(elem)
return out
def _rand_color(self):
"""
Generate a random color name (string)
"""
return self._rand_elem(COLOR_NAMES)
def _rand_pos(self, xLow, xHigh, yLow, yHigh):
"""
Generate a random (x,y) position tuple
"""
return (
self.np_random.integers(xLow, xHigh),
self.np_random.integers(yLow, yHigh),
)
def place_obj(self, obj, top=None, size=None, reject_fn=None, max_tries=math.inf):
"""
Place an object at an empty position in the grid
:param top: top-left position of the rectangle where to place
:param size: size of the rectangle where to place
:param reject_fn: function to filter out potential positions
"""
if top is None:
top = (0, 0)
else:
top = (max(top[0], 0), max(top[1], 0))
if size is None:
size = (self.grid.width, self.grid.height)
num_tries = 0
while True:
# This is to handle with rare cases where rejection sampling
# gets stuck in an infinite loop
if num_tries > max_tries:
raise RecursionError("rejection sampling failed in place_obj")
num_tries += 1
pos = np.array(
(
self._rand_int(top[0], min(top[0] + size[0], self.grid.width)),
self._rand_int(top[1], min(top[1] + size[1], self.grid.height)),
)
)
pos = tuple(pos)
# Don't place the object on top of another object
if self.grid.get(*pos) is not None:
continue
# Don't place the object where the agent is
if np.array_equal(pos, self.agent_pos):
continue
# Check if there is a filtering criterion
if reject_fn and reject_fn(self, pos):
continue
break
self.grid.set(pos[0], pos[1], obj)
if obj is not None:
obj.init_pos = pos
obj.cur_pos = pos
return pos
def put_obj(self, obj, i, j):
"""
Put an object at a specific position in the grid
"""
self.grid.set(i, j, obj)
obj.init_pos = (i, j)
obj.cur_pos = (i, j)
def place_agent(self, top=None, size=None, rand_dir=True, max_tries=math.inf):
"""
Set the agent's starting point at an empty position in the grid
"""
self.agent_pos = (-1, -1)
pos = self.place_obj(None, top, size, max_tries=max_tries)
self.agent_pos = pos
if rand_dir:
self.agent_dir = self._rand_int(0, 4)
return pos
def add_slippery_tile(
self,
i: int,
j: int,
type: str
):
"""
Adds a slippery tile to the grid
"""
if type=="slipperynorth":
slippery_tile = SlipperyNorth()
elif type=="slipperysouth":
slippery_tile = SlipperySouth()
elif type=="slipperyeast":
slippery_tile = SlipperyEast()
elif type=="slipperywest":
slippery_tile = SlipperyWest()
else:
slippery_tile = SlipperyNorth()
self.grid.set(i, j, slippery_tile)
return (i, j)
#def add_adversary(
# self,
# i: int,
# j: int,
# color: str,
# direction: int = 0,
# tasks: List[Task] = [DoRandom()]
#):
# """
# Adds a slippery tile to the grid
# """
# slippery_tile = Slippery()
# adv = Adversary(direction,color, tasks=tasks)
# self.put_obj(adv,i,j)
# self.adversaries[color] = adv
# return (i, j)
@property
def dir_vec(self):
"""
Get the direction vector for the agent, pointing in the direction
of forward movement.
"""
assert self.agent_dir >= 0 and self.agent_dir < 4
return DIR_TO_VEC[self.agent_dir]
@property
def right_vec(self):
"""
Get the vector pointing to the right of the agent.
"""
dx, dy = self.dir_vec
return np.array((-dy, dx))
@property
def front_pos(self):
"""
Get the position of the cell that is right in front of the agent
"""
return self.agent_pos + self.dir_vec
def get_view_coords(self, i, j):
"""
Translate and rotate absolute grid coordinates (i, j) into the
agent's partially observable view (sub-grid). Note that the resulting
coordinates may be negative or outside of the agent's view size.
"""
ax, ay = self.agent_pos
dx, dy = self.dir_vec
rx, ry = self.right_vec
# Compute the absolute coordinates of the top-left view corner
sz = self.agent_view_size
hs = self.agent_view_size // 2
tx = ax + (dx * (sz - 1)) - (rx * hs)
ty = ay + (dy * (sz - 1)) - (ry * hs)
lx = i - tx
ly = j - ty
# Project the coordinates of the object relative to the top-left
# corner onto the agent's own coordinate system
vx = rx * lx + ry * ly
vy = -(dx * lx + dy * ly)
return vx, vy
def get_view_exts(self, agent_view_size=None):
"""
Get the extents of the square set of tiles visible to the agent
Note: the bottom extent indices are not included in the set
if agent_view_size is None, use self.agent_view_size
"""
agent_view_size = agent_view_size or self.agent_view_size
# Facing right
if self.agent_dir == 0:
topX = self.agent_pos[0]
topY = self.agent_pos[1] - agent_view_size // 2
# Facing down
elif self.agent_dir == 1:
topX = self.agent_pos[0] - agent_view_size // 2
topY = self.agent_pos[1]
# Facing left
elif self.agent_dir == 2:
topX = self.agent_pos[0] - agent_view_size + 1
topY = self.agent_pos[1] - agent_view_size // 2
# Facing up
elif self.agent_dir == 3:
topX = self.agent_pos[0] - agent_view_size // 2
topY = self.agent_pos[1] - agent_view_size + 1
else:
assert False, "invalid agent direction"
botX = topX + agent_view_size
botY = topY + agent_view_size
return (topX, topY, botX, botY)
def relative_coords(self, x, y):
"""
Check if a grid position belongs to the agent's field of view, and returns the corresponding coordinates
"""
vx, vy = self.get_view_coords(x, y)
if vx < 0 or vy < 0 or vx >= self.agent_view_size or vy >= self.agent_view_size:
return None
return vx, vy
def in_view(self, x, y):
"""
check if a grid position is visible to the agent
"""
return self.relative_coords(x, y) is not None
def agent_sees(self, x, y):
"""
Check if a non-empty grid position is visible to the agent
"""
coordinates = self.relative_coords(x, y)
if coordinates is None:
return False
vx, vy = coordinates
obs = self.gen_obs()
obs_grid, _ = Grid.decode(obs["image"])
obs_cell = obs_grid.get(vx, vy)
world_cell = self.grid.get(x, y)
assert world_cell is not None
return obs_cell is not None and obs_cell.type == world_cell.type
def get_neighbours_prob_forward(self, agent_pos, probabilities, offset):
neighbours = [tuple((x,y)) for x in range(agent_pos[0]-1, agent_pos[0]+2) for y in range(agent_pos[1]-1,agent_pos[1]+2)]
probabilities_dict = dict(zip(neighbours, probabilities))
for pos in probabilities_dict:
cell = self.grid.get(*pos)
if cell is not None and not cell.can_overlap():
probabilities_dict[pos] = 0.0
sum_prob = 0
for pos in probabilities_dict:
if (probabilities_dict[pos]!=-50):
sum_prob += probabilities_dict[pos]
if probabilities_dict[tuple((agent_pos[0] + offset[0], agent_pos[1]+offset[1]))] == 0:
probabilities_dict[agent_pos] = 1-sum_prob
else:
probabilities_dict[tuple((agent_pos[0] + offset[0], agent_pos[1]+offset[1]))] = 1-sum_prob
probabilities_dict[agent_pos] = 0.0
#print(probabilities_dict)
#print(agent_pos+offset)
return list(probabilities_dict.keys()), list(probabilities_dict.values())
def get_neighbours_prob_turn(self, agent_pos, probabilities):
neighbours = [tuple((x,y)) for x in range(agent_pos[0]-1, agent_pos[0]+2) for y in range(agent_pos[1]-1,agent_pos[1]+2)]
non_blocked_neighbours = []
i = 0
non_blocked_prob = []
for pos in neighbours:
cell = self.grid.get(*pos)
if (cell is None or cell.can_overlap()):
non_blocked_neighbours.append(pos)
non_blocked_prob.append(probabilities[i])
i += 1
sum_prob = 0
for prob in non_blocked_prob:
if (prob!=-50):
sum_prob += prob
non_blocked_prob = [x if x!=-50 else 1-sum_prob for x in non_blocked_prob]
return non_blocked_neighbours, non_blocked_prob
def step(self, action):
self.step_count += 1
self.total_timesteps += 1
reward = 0
terminated = False
truncated = False
# Get the position in front of the agent
fwd_pos = self.front_pos
# Get the contents of the cell in front of the agent
fwd_cell = self.grid.get(*fwd_pos)
current_cell = self.grid.get(*self.agent_pos)
ran_into_lava = False
reached_goal = False
if action == self.actions.forward and isSlippery(current_cell):
possible_fwd_pos, prob = self.get_neighbours_prob_forward(self.agent_pos, current_cell.probabilities_forward, current_cell.offset)
fwd_pos_index = np.random.choice(len(possible_fwd_pos), 1, p=prob)
fwd_pos = possible_fwd_pos[fwd_pos_index[0]]
fwd_cell = self.grid.get(*fwd_pos)
# Rotate left
if action == self.actions.left:
self.agent_dir -= 1
if self.agent_dir < 0:
self.agent_dir += 4
if isSlippery(current_cell):
possible_fwd_pos, prob = self.get_neighbours_prob_turn(self.agent_pos, current_cell.probabilities_turn)
fwd_pos_index = np.random.choice(len(possible_fwd_pos), 1, p=prob)
fwd_pos = possible_fwd_pos[fwd_pos_index[0]]
fwd_cell = self.grid.get(*fwd_pos)
if fwd_cell is None or fwd_cell.can_overlap():
self.agent_pos = tuple(fwd_pos)
if fwd_cell is not None and fwd_cell.type == "goal":
terminated = True
reached_goal = True
reward = self._reward()
if fwd_cell is not None and fwd_cell.type == "lava":
terminated = True
ran_into_lava = True
# Rotate right
elif action == self.actions.right:
self.agent_dir = (self.agent_dir + 1) % 4
if isSlippery(current_cell):
possible_fwd_pos, prob = self.get_neighbours_prob_turn(self.agent_pos, current_cell.probabilities_turn)
fwd_pos_index = np.random.choice(len(possible_fwd_pos), 1, p=prob)
fwd_pos = possible_fwd_pos[fwd_pos_index[0]]
fwd_cell = self.grid.get(*fwd_pos)
if fwd_cell is None or fwd_cell.can_overlap():
self.agent_pos = tuple(fwd_pos)
if fwd_cell is not None and fwd_cell.type == "goal":
terminated = True
reached_goal = True
reward = self._reward()
if fwd_cell is not None and fwd_cell.type == "lava":
terminated = True
ran_into_lava = True
# move forward
elif action == self.actions.forward:
if fwd_cell is None or fwd_cell.can_overlap():
self.agent_pos = tuple(fwd_pos)
if fwd_cell is not None and fwd_cell.type == "goal":
terminated = True
reached_goal = True
reward = self._reward()
if fwd_cell is not None and fwd_cell.type == "lava":
terminated = True
ran_into_lava = True
# Pick up an object
elif action == self.actions.pickup:
if fwd_cell and fwd_cell.can_pickup():
if self.carrying is None:
if type(fwd_cell) == Box and fwd_cell.color == "red":
if not fwd_cell.picked_up:
self.reward += PICKUPREWARD
fwd_cell.picked_up = True
self.carrying = fwd_cell
self.carrying.cur_pos = np.array([-1, -1])
self.grid.set(fwd_pos[0], fwd_pos[1], None)
# Drop an object
elif action == self.actions.drop:
if not fwd_cell and self.carrying:
if type(self.carrying == Box) and self.carrying.color == "red" and self.grid.get_background(*fwd_pos) and self.grid.get_background(*fwd_pos).color == "red":
self.reward += DELIVERREWARD
terminated = True
self.carrying.placed_at_destination = True
self.grid.set(fwd_pos[0], fwd_pos[1], self.carrying)
self.carrying.cur_pos = fwd_pos
self.carrying = None
# Toggle/activate an object
elif action == self.actions.toggle:
if fwd_cell:
fwd_cell.toggle(self, fwd_pos)
# Done action (not used by default)
elif action == self.actions.done:
pass
else:
raise ValueError(f"Unknown action: {action}")
if self.step_count >= self.max_steps:
truncated = True
if self.render_mode == "human":
self.render()
obs = self.gen_obs()
return obs, reward, terminated, truncated, {"pos": self.agent_pos, "dir": self.agent_dir, "ran_into_lava": ran_into_lava, "reached_goal": reached_goal, "is_success": reached_goal}
def gen_obs_grid(self, agent_view_size=None):
"""
Generate the sub-grid observed by the agent.
This method also outputs a visibility mask telling us which grid
cells the agent can actually see.
if agent_view_size is None, self.agent_view_size is used
"""
topX, topY, botX, botY = self.get_view_exts(agent_view_size)
agent_view_size = agent_view_size or self.agent_view_size
grid = self.grid.slice(topX, topY, agent_view_size, agent_view_size)
for i in range(self.agent_dir + 1):
grid = grid.rotate_left()
# Process occluders and visibility
# Note that this incurs some performance cost
if not self.see_through_walls:
vis_mask = grid.process_vis(
agent_pos=(agent_view_size // 2, agent_view_size - 1)
)
else:
vis_mask = np.ones(shape=(grid.width, grid.height), dtype=bool)
# Make it so the agent sees what it's carrying
# We do this by placing the carried object at the agent's position
# in the agent's partially observable view
agent_pos = grid.width // 2, grid.height - 1
if self.carrying:
grid.set(*agent_pos, self.carrying)
else:
grid.set(*agent_pos, None)
return grid, vis_mask
def gen_obs(self):
"""
Generate the agent's view (partially observable, low-resolution encoding)
"""
grid, vis_mask = self.gen_obs_grid()
# Encode the partially observable view into a numpy array
image = grid.encode(vis_mask)
# Observations are dictionaries containing:
# - an image (partially observable view of the environment)
# - the agent's direction/orientation (acting as a compass)
# - a textual mission string (instructions for the agent)
obs = {"image": image, "direction": self.agent_dir, "mission": self.mission}
return obs
def get_pov_render(self, tile_size):
"""
Render an agent's POV observation for visualization
"""
grid, vis_mask = self.gen_obs_grid()
# Render the whole grid
img = grid.render(
tile_size,
agent_pos=(self.agent_view_size // 2, self.agent_view_size - 1),
agent_dir=3,
highlight_mask=vis_mask,
carrying=self.carrying,
)
return img
def get_full_render(self, highlight, tile_size):
"""
Render a non-paratial observation for visualization
"""
# Compute which cells are visible to the agent
_, vis_mask = self.gen_obs_grid()
# Compute the world coordinates of the bottom-left corner
# of the agent's view area
f_vec = self.dir_vec
r_vec = self.right_vec
top_left = (
self.agent_pos
+ f_vec * (self.agent_view_size - 1)
- r_vec * (self.agent_view_size // 2)
)
# Mask of which cells to highlight
highlight_mask = np.zeros(shape=(self.width, self.height), dtype=bool)
# For each cell in the visibility mask
for vis_j in range(0, self.agent_view_size):
for vis_i in range(0, self.agent_view_size):
# If this cell is not visible, don't highlight it
if not vis_mask[vis_i, vis_j]:
continue
# Compute the world coordinates of this cell
abs_i, abs_j = top_left - (f_vec * vis_j) + (r_vec * vis_i)
if abs_i < 0 or abs_i >= self.width:
continue
if abs_j < 0 or abs_j >= self.height:
continue
# Mark this cell to be highlighted
highlight_mask[abs_i, abs_j] = True
# Render the whole grid
img = self.grid.render(
tile_size,
self.agent_pos,
self.agent_dir,
highlight_mask=highlight_mask if highlight else None,
carrying=self.carrying,
)
return img
def get_frame(
self,
highlight: bool = True,
tile_size: int = TILE_PIXELS,
agent_pov: bool = False,
):
"""Returns an RGB image corresponding to the whole environment or the agent's point of view.
Args:
highlight (bool): If true, the agent's field of view or point of view is highlighted with a lighter gray color.
tile_size (int): How many pixels will form a tile from the NxM grid.
agent_pov (bool): If true, the rendered frame will only contain the point of view of the agent.
Returns:
frame (np.ndarray): A frame of type numpy.ndarray with shape (x, y, 3) representing RGB values for the x-by-y pixel image.
"""
if agent_pov:
return self.get_pov_render(tile_size)
else:
return self.get_full_render(highlight, tile_size)
def render(self, mode=""):
img = self.get_frame(self.highlight, self.tile_size, self.agent_pov)
if mode == "human":
if self.window is None:
self.window = Window("gym_minigrid")
self.window.show(block=False)
self.window.set_caption(self.mission)
self.window.show_img(img)
elif mode == "rgb_array":
return img
def close(self):
if self.window:
self.window.close()