from __future__ import annotations import itertools as itt import numpy as np from minigrid.core.grid import Grid from minigrid.core.mission import MissionSpace from minigrid.core.world_object import Goal, Lava from minigrid.minigrid_env import MiniGridEnv class CrossingEnv(MiniGridEnv): """ ## Description Depending on the `obstacle_type` parameter: - `Lava` - The agent has to reach the green goal square on the other corner of the room while avoiding rivers of deadly lava which terminate the episode in failure. Each lava stream runs across the room either horizontally or vertically, and has a single crossing point which can be safely used; Luckily, a path to the goal is guaranteed to exist. This environment is useful for studying safety and safe exploration. - otherwise - Similar to the `LavaCrossing` environment, the agent has to reach the green goal square on the other corner of the room, however lava is replaced by walls. This MDP is therefore much easier and maybe useful for quickly testing your algorithms. ## Mission Space Depending on the `obstacle_type` parameter: - `Lava` - "avoid the lava and get to the green goal square" - otherwise - "find the opening and get to the green goal square" ## Action Space | Num | Name | Action | |-----|--------------|--------------| | 0 | left | Turn left | | 1 | right | Turn right | | 2 | forward | Move forward | | 3 | pickup | Unused | | 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 reaches the goal. 2. The agent falls into lava. 3. Timeout (see `max_steps`). ## Registered Configurations S: size of the map SxS. N: number of valid crossings across lava or walls from the starting position to the goal - `Lava` : - `MiniGrid-LavaCrossingS9N1-v0` - `MiniGrid-LavaCrossingS9N2-v0` - `MiniGrid-LavaCrossingS9N3-v0` - `MiniGrid-LavaCrossingS11N5-v0` - otherwise : - `MiniGrid-SimpleCrossingS9N1-v0` - `MiniGrid-SimpleCrossingS9N2-v0` - `MiniGrid-SimpleCrossingS9N3-v0` - `MiniGrid-SimpleCrossingS11N5-v0` """ def __init__( self, size=9, num_crossings=1, obstacle_type=Lava, max_steps: int | None = None, **kwargs, ): self.num_crossings = num_crossings self.obstacle_type = obstacle_type if obstacle_type == Lava: mission_space = MissionSpace(mission_func=self._gen_mission_lava) else: mission_space = MissionSpace(mission_func=self._gen_mission) if max_steps is None: max_steps = 4 * size**2 super().__init__( mission_space=mission_space, grid_size=size, see_through_walls=False, # Set this to True for maximum speed max_steps=max_steps, **kwargs, ) @staticmethod def _gen_mission_lava(): return "avoid the lava and get to the green goal square" @staticmethod def _gen_mission(): return "find the opening and get to the green goal square" def _gen_grid(self, width, height): assert width % 2 == 1 and height % 2 == 1 # odd size # Create an empty grid self.grid = Grid(width, height) # Generate the surrounding walls self.grid.wall_rect(0, 0, width, height) # Place the agent in the top-left corner self.agent_pos = np.array((1, 1)) self.agent_dir = 0 # Place a goal square in the bottom-right corner self.put_obj(Goal(), width - 2, height - 2) # Place obstacles (lava or walls) v, h = object(), object() # singleton `vertical` and `horizontal` objects # Lava rivers or walls specified by direction and position in grid rivers = [(v, i) for i in range(2, height - 2, 2)] rivers += [(h, j) for j in range(2, width - 2, 2)] self.np_random.shuffle(rivers) rivers = rivers[: self.num_crossings] # sample random rivers rivers_v = sorted(pos for direction, pos in rivers if direction is v) rivers_h = sorted(pos for direction, pos in rivers if direction is h) obstacle_pos = itt.chain( itt.product(range(1, width - 1), rivers_h), itt.product(rivers_v, range(1, height - 1)), ) for i, j in obstacle_pos: self.put_obj(self.obstacle_type(), i, j) # Sample path to goal path = [h] * len(rivers_v) + [v] * len(rivers_h) self.np_random.shuffle(path) # Create openings limits_v = [0] + rivers_v + [height - 1] limits_h = [0] + rivers_h + [width - 1] room_i, room_j = 0, 0 for direction in path: if direction is h: i = limits_v[room_i + 1] j = self.np_random.choice( range(limits_h[room_j] + 1, limits_h[room_j + 1]) ) room_i += 1 elif direction is v: i = self.np_random.choice( range(limits_v[room_i] + 1, limits_v[room_i + 1]) ) j = limits_h[room_j + 1] room_j += 1 else: assert False self.grid.set(i, j, None) self.mission = ( "avoid the lava and get to the green goal square" if self.obstacle_type == Lava else "find the opening and get to the green goal square" )