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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
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