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161 lines
5.0 KiB
161 lines
5.0 KiB
from __future__ import annotations
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from minigrid.core.constants import COLOR_NAMES
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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, Box, Key
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from minigrid.minigrid_env import MiniGridEnv
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class GoToObjectEnv(MiniGridEnv):
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"""
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## Description
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This environment is a room with colored objects. The agent
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receives a textual (mission) string as input, telling it which colored object to go
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to, (eg: "go to the red key"). It receives a positive reward for performing
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the `done` action next to the correct object, as indicated in the mission
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string.
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## Mission Space
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"go to the {color} {obj_type}"
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{color} is the color of the object. Can be "red", "green", "blue", "purple",
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"yellow" or "grey".
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{obj_type} is the type of the object. Can be "key", "ball", "box".
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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 | Done completing task |
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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.
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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 stands next the correct door performing the `done` action.
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2. Timeout (see `max_steps`).
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## Registered Configurations
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- `MiniGrid-GoToObject-6x6-N2-v0`
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- `MiniGrid-GoToObject-8x8-N2-v0`
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"""
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def __init__(self, size=6, numObjs=2, max_steps: int | None = None, **kwargs):
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self.numObjs = numObjs
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self.size = size
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# Types of objects to be generated
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self.obj_types = ["key", "ball", "box"]
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mission_space = MissionSpace(
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mission_func=self._gen_mission,
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ordered_placeholders=[COLOR_NAMES, self.obj_types],
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)
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if max_steps is None:
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max_steps = 5 * size**2
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super().__init__(
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mission_space=mission_space,
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width=size,
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height=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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@staticmethod
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def _gen_mission(color: str, obj_type: str):
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return f"go to the {color} {obj_type}"
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def _gen_grid(self, width, height):
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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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# Types and colors of objects we can generate
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types = ["key", "ball", "box"]
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objs = []
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objPos = []
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# Until we have generated all the objects
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while len(objs) < self.numObjs:
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objType = self._rand_elem(types)
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objColor = self._rand_elem(COLOR_NAMES)
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# If this object already exists, try again
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if (objType, objColor) in objs:
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continue
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if objType == "key":
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obj = Key(objColor)
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elif objType == "ball":
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obj = Ball(objColor)
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elif objType == "box":
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obj = Box(objColor)
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else:
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raise ValueError(
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"{} object type given. Object type can only be of values key, ball and box.".format(
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objType
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)
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)
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pos = self.place_obj(obj)
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objs.append((objType, objColor))
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objPos.append(pos)
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# Randomize the agent start position and orientation
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self.place_agent()
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# Choose a random object to be picked up
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objIdx = self._rand_int(0, len(objs))
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self.targetType, self.target_color = objs[objIdx]
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self.target_pos = objPos[objIdx]
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descStr = f"{self.target_color} {self.targetType}"
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self.mission = "go to the %s" % descStr
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# print(self.mission)
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def step(self, action):
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obs, reward, terminated, truncated, info = super().step(action)
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ax, ay = self.agent_pos
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tx, ty = self.target_pos
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# Toggle/pickup action terminates the episode
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if action == self.actions.toggle:
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terminated = True
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# Reward performing the done action next to the target object
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if action == self.actions.done:
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if (ax == tx and abs(ay - ty) == 1) or (ay == ty and abs(ax - tx) == 1):
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reward = self._reward()
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terminated = True
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return obs, reward, terminated, truncated, info
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