from __future__ import annotations from minigrid.core.constants import COLOR_NAMES from minigrid.core.grid import Grid from minigrid.core.mission import MissionSpace from minigrid.core.world_object import Ball, Key from minigrid.minigrid_env import MiniGridEnv class FetchEnv(MiniGridEnv): """ ## Description This environment has multiple objects of assorted types and colors. The agent receives a textual string as part of its observation telling it which object to pick up. Picking up the wrong object terminates the episode with zero reward. ## Mission Space "{syntax} {color} {type}" {syntax} is one of the following: "get a", "go get a", "fetch a", "go fetch a", "you must fetch a". {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 "key" or "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 correct object. 2. The agent picks up the wrong object. 2. Timeout (see `max_steps`). ## Registered Configurations N: number of objects to be generated. - `MiniGrid-Fetch-5x5-N2-v0` - `MiniGrid-Fetch-6x6-N2-v0` - `MiniGrid-Fetch-8x8-N3-v0` """ def __init__(self, size=8, numObjs=3, max_steps: int | None = None, **kwargs): self.numObjs = numObjs self.obj_types = ["key", "ball"] MISSION_SYNTAX = [ "get a", "go get a", "fetch a", "go fetch a", "you must fetch a", ] self.size = size mission_space = MissionSpace( mission_func=self._gen_mission, ordered_placeholders=[MISSION_SYNTAX, COLOR_NAMES, self.obj_types], ) if max_steps is None: max_steps = 5 * size**2 super().__init__( mission_space=mission_space, width=size, height=size, # Set this to True for maximum speed see_through_walls=True, max_steps=max_steps, **kwargs, ) @staticmethod def _gen_mission(syntax: str, color: str, obj_type: str): return f"{syntax} {color} {obj_type}" def _gen_grid(self, width, height): self.grid = Grid(width, height) # Generate the surrounding walls self.grid.horz_wall(0, 0) self.grid.horz_wall(0, height - 1) self.grid.vert_wall(0, 0) self.grid.vert_wall(width - 1, 0) objs = [] # For each object to be generated while len(objs) < self.numObjs: objType = self._rand_elem(self.obj_types) objColor = self._rand_elem(COLOR_NAMES) if objType == "key": obj = Key(objColor) elif objType == "ball": obj = Ball(objColor) else: raise ValueError( "{} object type given. Object type can only be of values key and ball.".format( objType ) ) self.place_obj(obj) objs.append(obj) # Randomize the player start position and orientation self.place_agent() # Choose a random object to be picked up target = objs[self._rand_int(0, len(objs))] self.targetType = target.type self.targetColor = target.color descStr = f"{self.targetColor} {self.targetType}" # Generate the mission string idx = self._rand_int(0, 5) if idx == 0: self.mission = "get a %s" % descStr elif idx == 1: self.mission = "go get a %s" % descStr elif idx == 2: self.mission = "fetch a %s" % descStr elif idx == 3: self.mission = "go fetch a %s" % descStr elif idx == 4: self.mission = "you must fetch a %s" % descStr assert hasattr(self, "mission") def step(self, action): obs, reward, terminated, truncated, info = super().step(action) if self.carrying: if ( self.carrying.color == self.targetColor and self.carrying.type == self.targetType ): reward = self._reward() terminated = True else: reward = 0 terminated = True return obs, reward, terminated, truncated, info