""" Copied and adapted from https://github.com/mila-iqia/babyai. Levels described in the Baby AI ICLR 2019 submission, with different instructions than those in other files. """ from __future__ import annotations from minigrid.envs.babyai.core.roomgrid_level import RoomGridLevel from minigrid.envs.babyai.core.verifier import ( BeforeInstr, GoToInstr, ObjDesc, OpenInstr, PickupInstr, PutNextInstr, ) class ActionObjDoor(RoomGridLevel): """ ## Description [pick up an object] or [go to an object or door] or [open a door] (in the current room) ## Mission Space "pick up the {color} {type}" or "go to the {color} {type}" or "open a {color} door" {color} is the color of the box. Can be "red", "green", "blue", "purple", "yellow" or "grey". {type} is the type of the object. Can be "ball", "box", "door" or "key". ## Action Space | Num | Name | Action | |-----|--------------|-------------------| | 0 | left | Turn left | | 1 | right | Turn right | | 2 | forward | Move forward | | 3 | pickup | Pick up an object | | 4 | drop | Unused | | 5 | toggle | Unused | | 6 | done | Unused | ## Observation Encoding - Each tile is encoded as a 3 dimensional tuple: `(OBJECT_IDX, COLOR_IDX, STATE)` - `OBJECT_TO_IDX` and `COLOR_TO_IDX` mapping can be found in [minigrid/minigrid.py](minigrid/minigrid.py) - `STATE` refers to the door state with 0=open, 1=closed and 2=locked ## Rewards A reward of '1 - 0.9 * (step_count / max_steps)' is given for success, and '0' for failure. ## Termination The episode ends if any one of the following conditions is met: 1. The agent finishes the instruction. 2. Timeout (see `max_steps`). ## Registered Configurations - `BabyAI-ActionObjDoor-v0` """ def __init__(self, **kwargs): super().__init__(room_size=7, **kwargs) def gen_mission(self): objs = self.add_distractors(1, 1, num_distractors=5) for _ in range(4): door, _ = self.add_door(1, 1, locked=False) objs.append(door) self.place_agent(1, 1) obj = self._rand_elem(objs) desc = ObjDesc(obj.type, obj.color) if obj.type == "door": if self._rand_bool(): self.instrs = GoToInstr(desc) else: self.instrs = OpenInstr(desc) else: if self._rand_bool(): self.instrs = GoToInstr(desc) else: self.instrs = PickupInstr(desc) class FindObjS5(RoomGridLevel): """ ## Description Pick up an object (in a random room) Rooms have a size of 5 This level requires potentially exhaustive exploration ## Mission Space "pick up the {type}" {type} is the type of the object. Can be "ball", "box" or "key". ## Action Space | Num | Name | Action | |-----|--------------|-------------------| | 0 | left | Turn left | | 1 | right | Turn right | | 2 | forward | Move forward | | 3 | pickup | Pick up an object | | 4 | drop | Unused | | 5 | toggle | Unused | | 6 | done | Unused | ## Observation Encoding - Each tile is encoded as a 3 dimensional tuple: `(OBJECT_IDX, COLOR_IDX, STATE)` - `OBJECT_TO_IDX` and `COLOR_TO_IDX` mapping can be found in [minigrid/minigrid.py](minigrid/minigrid.py) - `STATE` refers to the door state with 0=open, 1=closed and 2=locked ## Rewards A reward of '1 - 0.9 * (step_count / max_steps)' is given for success, and '0' for failure. ## Termination The episode ends if any one of the following conditions is met: 1. The agent picks up the object. 2. Timeout (see `max_steps`). ## Registered Configurations - `BabyAI-FindObjS5-v0` - `BabyAI-FindObjS6-v0` - `BabyAI-FindObjS7-v0` """ def __init__(self, room_size=5, max_steps: int | None = None, **kwargs): if max_steps is None: max_steps = 20 * room_size**2 super().__init__(room_size=room_size, max_steps=max_steps, **kwargs) def gen_mission(self): # Add a random object to a random room i = self._rand_int(0, self.num_rows) j = self._rand_int(0, self.num_cols) obj, _ = self.add_object(i, j) self.place_agent(1, 1) self.connect_all() self.instrs = PickupInstr(ObjDesc(obj.type)) class KeyCorridor(RoomGridLevel): """ ## Description A ball is behind a locked door, the key is placed in a random room. ## Mission Space "pick up the ball" ## Action Space | Num | Name | Action | |-----|--------------|-------------------| | 0 | left | Turn left | | 1 | right | Turn right | | 2 | forward | Move forward | | 3 | pickup | Pick up an object | | 4 | drop | Unused | | 5 | toggle | Unused | | 6 | done | Unused | ## Observation Encoding - Each tile is encoded as a 3 dimensional tuple: `(OBJECT_IDX, COLOR_IDX, STATE)` - `OBJECT_TO_IDX` and `COLOR_TO_IDX` mapping can be found in [minigrid/minigrid.py](minigrid/minigrid.py) - `STATE` refers to the door state with 0=open, 1=closed and 2=locked ## Rewards A reward of '1 - 0.9 * (step_count / max_steps)' is given for success, and '0' for failure. ## Termination The episode ends if any one of the following conditions is met: 1. The agent picks up the ball. 2. Timeout (see `max_steps`). ## Registered Configurations - `BabyAI-KeyCorridor-v0` - `BabyAI-KeyCorridorS3R1-v0` - `BabyAI-KeyCorridorS3R2-v0` - `BabyAI-KeyCorridorS3R3-v0` - `BabyAI-KeyCorridorS4R3-v0` - `BabyAI-KeyCorridorS5R3-v0` - `BabyAI-KeyCorridorS6R3-v0` """ def __init__( self, num_rows=3, obj_type="ball", room_size=6, max_steps: int | None = None, **kwargs, ): self.obj_type = obj_type if max_steps is None: max_steps = 30 * room_size**2 super().__init__( room_size=room_size, num_rows=num_rows, max_steps=max_steps, **kwargs ) def gen_mission(self): # Connect the middle column rooms into a hallway for j in range(1, self.num_rows): self.remove_wall(1, j, 3) # Add a locked door on the bottom right # Add an object behind the locked door room_idx = self._rand_int(0, self.num_rows) door, _ = self.add_door(2, room_idx, 2, locked=True) obj, _ = self.add_object(2, room_idx, kind=self.obj_type) # Add a key in a random room on the left side self.add_object(0, self._rand_int(0, self.num_rows), "key", door.color) # Place the agent in the middle self.place_agent(1, self.num_rows // 2) # Make sure all rooms are accessible self.connect_all() self.instrs = PickupInstr(ObjDesc(obj.type)) class OneRoomS8(RoomGridLevel): """ ## Description Pick up the ball. Rooms have a size of 8. ## Mission Space "pick up the ball" ## Action Space | Num | Name | Action | |-----|--------------|-------------------| | 0 | left | Turn left | | 1 | right | Turn right | | 2 | forward | Move forward | | 3 | pickup | Pick up an object | | 4 | drop | Unused | | 5 | toggle | Unused | | 6 | done | Unused | ## Observation Encoding - Each tile is encoded as a 3 dimensional tuple: `(OBJECT_IDX, COLOR_IDX, STATE)` - `OBJECT_TO_IDX` and `COLOR_TO_IDX` mapping can be found in [minigrid/minigrid.py](minigrid/minigrid.py) - `STATE` refers to the door state with 0=open, 1=closed and 2=locked ## Rewards A reward of '1 - 0.9 * (step_count / max_steps)' is given for success, and '0' for failure. ## Termination The episode ends if any one of the following conditions is met: 1. The agent picks up the ball. 2. Timeout (see `max_steps`). ## Registered Configurations - `BabyAI-OneRoomS8-v0` - `BabyAI-OneRoomS12-v0` - `BabyAI-OneRoomS16-v0` - `BabyAI-OneRoomS20-v0` """ def __init__(self, room_size=8, **kwargs): super().__init__(room_size=room_size, num_rows=1, num_cols=1, **kwargs) def gen_mission(self): obj, _ = self.add_object(0, 0, kind="ball") self.place_agent() self.instrs = PickupInstr(ObjDesc(obj.type)) class MoveTwoAcross(RoomGridLevel): """ ## Description Task of the form: move the A next to the B and the C next to the D. This task is structured to have a very large number of possible instructions. ## Mission Space "put the {color} {type} next to the {color} {type}, then put the {color} {type} next to the {color} {type}" {color} is the color of the box. Can be "red", "green", "blue", "purple", "yellow" or "grey". {type} is the type of the object. Can be "ball", "box" or "key". ## Action Space | Num | Name | Action | |-----|--------------|-------------------| | 0 | left | Turn left | | 1 | right | Turn right | | 2 | forward | Move forward | | 3 | pickup | Pick up an object | | 4 | drop | Unused | | 5 | toggle | Unused | | 6 | done | Unused | ## Observation Encoding - Each tile is encoded as a 3 dimensional tuple: `(OBJECT_IDX, COLOR_IDX, STATE)` - `OBJECT_TO_IDX` and `COLOR_TO_IDX` mapping can be found in [minigrid/minigrid.py](minigrid/minigrid.py) - `STATE` refers to the door state with 0=open, 1=closed and 2=locked ## Rewards A reward of '1 - 0.9 * (step_count / max_steps)' is given for success, and '0' for failure. ## Termination The episode ends if any one of the following conditions is met: 1. The agent finishes the instruction. 2. Timeout (see `max_steps`). ## Registered Configurations - `BabyAI-MoveTwoAcrossS5N2-v0` - `BabyAI-MoveTwoAcrossS8N9-v0` """ def __init__( self, room_size, objs_per_room, max_steps: int | None = None, **kwargs ): assert objs_per_room <= 9 self.objs_per_room = objs_per_room if max_steps is None: max_steps = 16 * room_size**2 super().__init__( num_rows=1, num_cols=2, room_size=room_size, max_steps=max_steps, **kwargs ) def gen_mission(self): self.place_agent(0, 0) # Add objects to both the left and right rooms # so that we know that we have two non-adjacent set of objects objs_l = self.add_distractors(0, 0, self.objs_per_room) objs_r = self.add_distractors(1, 0, self.objs_per_room) # Remove the wall between the two rooms self.remove_wall(0, 0, 0) # Select objects from both subsets objs_l = self._rand_subset(objs_l, 2) objs_r = self._rand_subset(objs_r, 2) a = objs_l[0] b = objs_r[0] c = objs_r[1] d = objs_l[1] self.instrs = BeforeInstr( PutNextInstr(ObjDesc(a.type, a.color), ObjDesc(b.type, b.color)), PutNextInstr(ObjDesc(c.type, c.color), ObjDesc(d.type, d.color)), )