The source code and dockerfile for the GSW2024 AI Lab.
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from __future__ import annotations
from minigrid.core.constants import DIR_TO_VEC
from minigrid.core.roomgrid import RoomGrid
from minigrid.core.world_object import Ball, Box, Key
from minigrid.envs.obstructedmaze import ObstructedMazeEnv
class ObstructedMaze_Full(ObstructedMazeEnv):
"""
A blue ball is hidden in one of the 4 corners of a 3x3 maze. Doors
are locked, doors are obstructed by a ball and keys are hidden in
boxes.
All doors and their corresponding blocking balls will be added first,
followed by the boxes containing the keys.
"""
def __init__(
self,
agent_room=(1, 1),
key_in_box=True,
blocked=True,
num_quarters=4,
num_rooms_visited=25,
**kwargs,
):
self.agent_room = agent_room
self.key_in_box = key_in_box
self.blocked = blocked
self.num_quarters = num_quarters
super().__init__(
num_rows=3, num_cols=3, num_rooms_visited=num_rooms_visited, **kwargs
)
def _gen_grid(self, width, height):
super()._gen_grid(width, height)
middle_room = (1, 1)
# Define positions of "side rooms" i.e. rooms that are neither
# corners nor the center.
side_rooms = [(2, 1), (1, 2), (0, 1), (1, 0)][: self.num_quarters]
for i in range(len(side_rooms)):
side_room = side_rooms[i]
# Add a door between the center room and the side room
self.add_door(
*middle_room, door_idx=i, color=self.door_colors[i], locked=False
)
for k in [-1, 1]:
# Add a door to each side of the side room w/o placing a key
self.add_locked_door(
*side_room,
door_idx=(i + k) % 4,
color=self.door_colors[(i + k) % len(self.door_colors)],
blocked=self.blocked,
)
# Add keys after all doors and their blocking balls are added
for k in [-1, 1]:
self.add_key(
*side_room,
color=self.door_colors[(i + k) % len(self.door_colors)],
key_in_box=self.key_in_box,
)
corners = [(2, 0), (2, 2), (0, 2), (0, 0)][: self.num_quarters]
ball_room = self._rand_elem(corners)
self.obj, _ = self.add_object(
ball_room[0], ball_room[1], "ball", color=self.ball_to_find_color
)
self.place_agent(*self.agent_room)
def add_locked_door(self, i, j, door_idx=0, color=None, blocked=False):
door, door_pos = RoomGrid.add_door(self, i, j, door_idx, color, locked=True)
if blocked:
vec = DIR_TO_VEC[door_idx]
blocking_ball = Ball(self.blocking_ball_color) if blocked else None
self.grid.set(door_pos[0] - vec[0], door_pos[1] - vec[1], blocking_ball)
return door, door_pos
def add_key(
self,
i,
j,
color=None,
key_in_box=False,
):
obj = Key(color)
if key_in_box:
box = Box(self.box_color)
box.contains = obj
obj = box
self.place_in_room(i, j, obj)