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"""
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)),
)