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167 lines
5.2 KiB
167 lines
5.2 KiB
from __future__ import annotations
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from operator import add
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from gymnasium.spaces import Discrete
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from minigrid.core.grid import Grid
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from minigrid.core.mission import MissionSpace
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from minigrid.core.world_object import Ball, Goal
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from minigrid.minigrid_env import MiniGridEnv
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class DynamicObstaclesEnv(MiniGridEnv):
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"""
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## Description
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This environment is an empty room with moving obstacles.
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The goal of the agent is to reach the green goal square without colliding
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with any obstacle. A large penalty is subtracted if the agent collides with
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an obstacle and the episode finishes. This environment is useful to test
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Dynamic Obstacle Avoidance for mobile robots with Reinforcement Learning in
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Partial Observability.
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## Mission Space
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"get to the green goal square"
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## Action Space
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| Num | Name | Action |
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|-----|--------------|--------------|
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| 0 | left | Turn left |
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| 1 | right | Turn right |
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| 2 | forward | Move forward |
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| 3 | pickup | Unused |
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| 4 | drop | Unused |
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| 5 | toggle | Unused |
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| 6 | done | Unused |
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## Observation Encoding
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- Each tile is encoded as a 3 dimensional tuple:
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`(OBJECT_IDX, COLOR_IDX, STATE)`
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- `OBJECT_TO_IDX` and `COLOR_TO_IDX` mapping can be found in
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[minigrid/minigrid.py](minigrid/minigrid.py)
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- `STATE` refers to the door state with 0=open, 1=closed and 2=locked
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## Rewards
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A reward of '1 - 0.9 * (step_count / max_steps)' is given for success, and '0' for failure. A '-1' penalty is
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subtracted if the agent collides with an obstacle.
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## Termination
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The episode ends if any one of the following conditions is met:
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1. The agent reaches the goal.
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2. The agent collides with an obstacle.
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3. Timeout (see `max_steps`).
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## Registered Configurations
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- `MiniGrid-Dynamic-Obstacles-5x5-v0`
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- `MiniGrid-Dynamic-Obstacles-Random-5x5-v0`
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- `MiniGrid-Dynamic-Obstacles-6x6-v0`
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- `MiniGrid-Dynamic-Obstacles-Random-6x6-v0`
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- `MiniGrid-Dynamic-Obstacles-8x8-v0`
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- `MiniGrid-Dynamic-Obstacles-16x16-v0`
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"""
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def __init__(
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self,
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size=8,
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agent_start_pos=(1, 1),
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agent_start_dir=0,
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n_obstacles=4,
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max_steps: int | None = None,
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**kwargs,
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):
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self.agent_start_pos = agent_start_pos
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self.agent_start_dir = agent_start_dir
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# Reduce obstacles if there are too many
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if n_obstacles <= size / 2 + 1:
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self.n_obstacles = int(n_obstacles)
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else:
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self.n_obstacles = int(size / 2)
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mission_space = MissionSpace(mission_func=self._gen_mission)
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if max_steps is None:
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max_steps = 4 * size**2
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super().__init__(
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mission_space=mission_space,
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grid_size=size,
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# Set this to True for maximum speed
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see_through_walls=True,
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max_steps=max_steps,
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**kwargs,
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)
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# Allow only 3 actions permitted: left, right, forward
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self.action_space = Discrete(self.actions.forward + 1)
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self.reward_range = (-1, 1)
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@staticmethod
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def _gen_mission():
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return "get to the green goal square"
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def _gen_grid(self, width, height):
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# Create an empty grid
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self.grid = Grid(width, height)
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# Generate the surrounding walls
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self.grid.wall_rect(0, 0, width, height)
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# Place a goal square in the bottom-right corner
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self.grid.set(width - 2, height - 2, Goal())
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# Place the agent
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if self.agent_start_pos is not None:
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self.agent_pos = self.agent_start_pos
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self.agent_dir = self.agent_start_dir
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else:
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self.place_agent()
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# Place obstacles
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self.obstacles = []
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for i_obst in range(self.n_obstacles):
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self.obstacles.append(Ball())
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self.place_obj(self.obstacles[i_obst], max_tries=100)
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self.mission = "get to the green goal square"
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def step(self, action):
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# Invalid action
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if action >= self.action_space.n:
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action = 0
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# Check if there is an obstacle in front of the agent
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front_cell = self.grid.get(*self.front_pos)
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not_clear = front_cell and front_cell.type != "goal"
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# Update obstacle positions
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for i_obst in range(len(self.obstacles)):
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old_pos = self.obstacles[i_obst].cur_pos
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top = tuple(map(add, old_pos, (-1, -1)))
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try:
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self.place_obj(
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self.obstacles[i_obst], top=top, size=(3, 3), max_tries=100
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)
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self.grid.set(old_pos[0], old_pos[1], None)
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except Exception:
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pass
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# Update the agent's position/direction
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obs, reward, terminated, truncated, info = super().step(action)
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# If the agent tried to walk over an obstacle or wall
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if action == self.actions.forward and not_clear:
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reward = -1
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terminated = True
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return obs, reward, terminated, truncated, info
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return obs, reward, terminated, truncated, info
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