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							576 lines
						
					
					
						
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							576 lines
						
					
					
						
							14 KiB
						
					
					
				
								"""
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								Copied and adapted from https://github.com/mila-iqia/babyai.
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								Levels described in the Baby AI ICLR 2019 submission.
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								The instructions are a synthesis of those from `PutNext`, `Open`, `GoTo`, and `Pickup`.
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								"""
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						|
								
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								from __future__ import annotations
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								from minigrid.envs.babyai.core.levelgen import LevelGen
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								class Synth(LevelGen):
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								    """
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								    ## Description
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								    Union of all instructions from PutNext, Open, Goto and PickUp.
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								    The agent may need to move objects around. The agent may have
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								    to unlock the door, but only if it is explicitly referred by
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								    the instruction.
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								    Competencies: Maze, Unblock, Unlock, GoTo, PickUp, PutNext, Open
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						|
								
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						|
								    ## Mission Space
							 | 
						|
								
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								    "go to the {color} {type}"
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						|
								
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						|
								    or
							 | 
						|
								
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						|
								    "pick up a/the {color} {type}"
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						|
								
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						|
								    or
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						|
								
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						|
								    "open the {color} door"
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								    or
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						|
								
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								    "put the {color} {type} next to the {color} {type}"
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						|
								
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								    {color} is the color of the box. Can be "red", "green", "blue", "purple",
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								    "yellow" or "grey".
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						|
								
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								    {type} is the type of the object. Can be "ball", "box" or "key".
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						|
								
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						|
								    ## Action Space
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						|
								
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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       | Pick up an object |
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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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						|
								
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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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						|
								
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						|
								    ## Rewards
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						|
								
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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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						|
								
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								    The episode ends if any one of the following conditions is met:
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						|
								
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						|
								    1. The agent achieves the task.
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								    2. Timeout (see `max_steps`).
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						|
								
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						|
								    ## Registered Configurations
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						|
								
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								    - `BabyAI-Synth-v0`
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								    - `BabyAI-SynthS5R2-v0`
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						|
								
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								    """
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						|
								
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								    def __init__(self, room_size=8, num_rows=3, num_cols=3, num_dists=18, **kwargs):
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								        # We add many distractors to increase the probability
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								        # of ambiguous locations within the same room
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								        super().__init__(
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								            room_size=room_size,
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								            num_rows=num_rows,
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								            num_cols=num_cols,
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								            num_dists=num_dists,
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								            instr_kinds=["action"],
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								            locations=False,
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								            unblocking=True,
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								            implicit_unlock=False,
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								            **kwargs,
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						|
								        )
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						|
								
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						|
								
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								class SynthLoc(LevelGen):
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								    """
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						|
								    ## Description
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						|
								
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						|
								    Like Synth, but a significant share of object descriptions involves
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								    location language like in PickUpLoc. No implicit unlocking.
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						|
								
							 | 
						|
								    Competencies: Maze, Unblock, Unlock, GoTo, PickUp, PutNext, Open, Loc
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						|
								
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						|
								    ## Mission Space
							 | 
						|
								
							 | 
						|
								    "go to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
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						|
								    "pick up a/the {color} {type} {location}"
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						|
								
							 | 
						|
								    or
							 | 
						|
								
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						|
								    "open the {color} door {location}"
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						|
								
							 | 
						|
								    or
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						|
								
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						|
								    "put the {color} {type} {location} next to the {color} {type} {location}"
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						|
								
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						|
								    {color} is the color of the box. Can be "red", "green", "blue", "purple",
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						|
								    "yellow" or "grey".
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						|
								
							 | 
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								    {type} is the type of the object. Can be "ball", "box" or "key".
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						|
								
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						|
								    {location} can be " ", "in front of you", "behind you", "on your left"
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						|
								    or "on your right"
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						|
								
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						|
								    ## Action Space
							 | 
						|
								
							 | 
						|
								    | Num | Name         | Action            |
							 | 
						|
								    |-----|--------------|-------------------|
							 | 
						|
								    | 0   | left         | Turn left         |
							 | 
						|
								    | 1   | right        | Turn right        |
							 | 
						|
								    | 2   | forward      | Move forward      |
							 | 
						|
								    | 3   | pickup       | Pick up an object |
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						|
								    | 4   | drop         | Unused            |
							 | 
						|
								    | 5   | toggle       | Unused            |
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						|
								    | 6   | done         | Unused            |
							 | 
						|
								
							 | 
						|
								    ## Observation Encoding
							 | 
						|
								
							 | 
						|
								    - Each tile is encoded as a 3 dimensional tuple:
							 | 
						|
								        `(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
							 | 
						|
								
							 | 
						|
								    ## 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 achieves the task.
							 | 
						|
								    2. Timeout (see `max_steps`).
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						|
								
							 | 
						|
								    ## Registered Configurations
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						|
								
							 | 
						|
								    - `BabyAI-SynthLoc-v0`
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						|
								    """
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						|
								
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						|
								    def __init__(self, **kwargs):
							 | 
						|
								        # We add many distractors to increase the probability
							 | 
						|
								        # of ambiguous locations within the same room
							 | 
						|
								        super().__init__(
							 | 
						|
								            instr_kinds=["action"],
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						|
								            locations=True,
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						|
								            unblocking=True,
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						|
								            implicit_unlock=False,
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						|
								            **kwargs,
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						|
								        )
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						|
								
							 | 
						|
								
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						|
								class SynthSeq(LevelGen):
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						|
								    """
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						|
								
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						|
								    ## Description
							 | 
						|
								
							 | 
						|
								    Like SynthLoc, but now with multiple commands, combined just like in GoToSeq.
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								    No implicit unlocking.
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						|
								
							 | 
						|
								    Competencies: Maze, Unblock, Unlock, GoTo, PickUp, PutNext, Open, Loc, Seq
							 | 
						|
								
							 | 
						|
								    ## Mission Space
							 | 
						|
								
							 | 
						|
								    Action mission space:
							 | 
						|
								
							 | 
						|
								    "go to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "pick up a/the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "open the {color} door {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "put the {color} {type} {location} next to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    {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".
							 | 
						|
								
							 | 
						|
								    {location} can be " ", "in front of you", "behind you", "on your left"
							 | 
						|
								    or "on your right"
							 | 
						|
								
							 | 
						|
								    And mission space:
							 | 
						|
								
							 | 
						|
								    Two action missions concatenated with "and"
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    go to the green key
							 | 
						|
								    and
							 | 
						|
								    put the box next to the yellow ball
							 | 
						|
								
							 | 
						|
								    Sequence mission space:
							 | 
						|
								
							 | 
						|
								    Two missions, they can be action or and missions, concatenated with
							 | 
						|
								    ", then" or "after you".
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    open a red door and go to the ball on your left
							 | 
						|
								    after you
							 | 
						|
								    put the grey ball next to a door
							 | 
						|
								
							 | 
						|
								    ## 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 achieves the task.
							 | 
						|
								    2. Timeout (see `max_steps`).
							 | 
						|
								
							 | 
						|
								    ## Registered Configurations
							 | 
						|
								
							 | 
						|
								    - `BabyAI-SynthSeq-v0`
							 | 
						|
								
							 | 
						|
								    """
							 | 
						|
								
							 | 
						|
								    def __init__(self, **kwargs):
							 | 
						|
								        # We add many distractors to increase the probability
							 | 
						|
								        # of ambiguous locations within the same room
							 | 
						|
								        super().__init__(
							 | 
						|
								            locations=True, unblocking=True, implicit_unlock=False, **kwargs
							 | 
						|
								        )
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								class MiniBossLevel(LevelGen):
							 | 
						|
								    """
							 | 
						|
								
							 | 
						|
								    ## Description
							 | 
						|
								
							 | 
						|
								    Command can be any sentence drawn from the Baby Language grammar.
							 | 
						|
								    Union of all competencies. This level is a superset of all other levels.
							 | 
						|
								    Compared to BossLevel this has a smaller room and a lower probability of
							 | 
						|
								    locked rooms.
							 | 
						|
								
							 | 
						|
								    ## Mission Space
							 | 
						|
								
							 | 
						|
								    Action mission space:
							 | 
						|
								
							 | 
						|
								    "go to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "pick up a/the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "open the {color} door {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "put the {color} {type} {location} next to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    {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".
							 | 
						|
								
							 | 
						|
								    {location} can be " ", "in front of you", "behind you", "on your left"
							 | 
						|
								    or "on your right"
							 | 
						|
								
							 | 
						|
								    And mission space:
							 | 
						|
								
							 | 
						|
								    Two action missions concatenated with "and"
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    go to the green key
							 | 
						|
								    and
							 | 
						|
								    put the box next to the yellow ball
							 | 
						|
								
							 | 
						|
								    Sequence mission space:
							 | 
						|
								
							 | 
						|
								    Two missions, they can be action or and missions, concatenated with
							 | 
						|
								    ", then" or "after you".
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    open a red door and go to the ball on your left
							 | 
						|
								    after you
							 | 
						|
								    put the grey ball next to a door
							 | 
						|
								
							 | 
						|
								    ## 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 achieves the task.
							 | 
						|
								    2. Timeout (see `max_steps`).
							 | 
						|
								
							 | 
						|
								    ## Registered Configurations
							 | 
						|
								
							 | 
						|
								    - `BabyAI-MiniBossLevel-v0`
							 | 
						|
								
							 | 
						|
								    """
							 | 
						|
								
							 | 
						|
								    def __init__(self, **kwargs):
							 | 
						|
								        super().__init__(
							 | 
						|
								            num_cols=2,
							 | 
						|
								            num_rows=2,
							 | 
						|
								            room_size=5,
							 | 
						|
								            num_dists=7,
							 | 
						|
								            locked_room_prob=0.25,
							 | 
						|
								            **kwargs,
							 | 
						|
								        )
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								class BossLevel(LevelGen):
							 | 
						|
								    """
							 | 
						|
								
							 | 
						|
								    ## Description
							 | 
						|
								
							 | 
						|
								    Command can be any sentence drawn from the Baby Language grammar.
							 | 
						|
								    Union of all competencies. This level is a superset of all other levels.
							 | 
						|
								
							 | 
						|
								    ## Mission Space
							 | 
						|
								
							 | 
						|
								    Action mission space:
							 | 
						|
								
							 | 
						|
								    "go to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "pick up a/the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "open the {color} door {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "put the {color} {type} {location} next to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    {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".
							 | 
						|
								
							 | 
						|
								    {location} can be " ", "in front of you", "behind you", "on your left"
							 | 
						|
								    or "on your right"
							 | 
						|
								
							 | 
						|
								    And mission space:
							 | 
						|
								
							 | 
						|
								    Two action missions concatenated with "and"
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    go to the green key
							 | 
						|
								    and
							 | 
						|
								    put the box next to the yellow ball
							 | 
						|
								
							 | 
						|
								    Sequence mission space:
							 | 
						|
								
							 | 
						|
								    Two missions, they can be action or and missions, concatenated with
							 | 
						|
								    ", then" or "after you".
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    open a red door and go to the ball on your left
							 | 
						|
								    after you
							 | 
						|
								    put the grey ball next to a door
							 | 
						|
								
							 | 
						|
								    ## 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 achieves the task.
							 | 
						|
								    2. Timeout (see `max_steps`).
							 | 
						|
								
							 | 
						|
								    ## Registered Configurations
							 | 
						|
								
							 | 
						|
								    - `BabyAI-BossLevel-v0`
							 | 
						|
								    """
							 | 
						|
								
							 | 
						|
								    def __init__(self, **kwargs):
							 | 
						|
								        super().__init__(**kwargs)
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								class BossLevelNoUnlock(LevelGen):
							 | 
						|
								    """
							 | 
						|
								
							 | 
						|
								    ## Description
							 | 
						|
								
							 | 
						|
								    Command can be any sentence drawn from the Baby Language grammar.
							 | 
						|
								    Union of all competencies. This level is a superset of all other levels.
							 | 
						|
								    No implicit unlocking.
							 | 
						|
								
							 | 
						|
								    ## Mission Space
							 | 
						|
								
							 | 
						|
								    Action mission space:
							 | 
						|
								
							 | 
						|
								    "go to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "pick up a/the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "open the {color} door {location}"
							 | 
						|
								
							 | 
						|
								    or
							 | 
						|
								
							 | 
						|
								    "put the {color} {type} {location} next to the {color} {type} {location}"
							 | 
						|
								
							 | 
						|
								    {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".
							 | 
						|
								
							 | 
						|
								    {location} can be " ", "in front of you", "behind you", "on your left"
							 | 
						|
								    or "on your right"
							 | 
						|
								
							 | 
						|
								    And mission space:
							 | 
						|
								
							 | 
						|
								    Two action missions concatenated with "and"
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    go to the green key
							 | 
						|
								    and
							 | 
						|
								    put the box next to the yellow ball
							 | 
						|
								
							 | 
						|
								    Sequence mission space:
							 | 
						|
								
							 | 
						|
								    Two missions, they can be action or and missions, concatenated with
							 | 
						|
								    ", then" or "after you".
							 | 
						|
								
							 | 
						|
								    Example:
							 | 
						|
								
							 | 
						|
								    open a red door and go to the ball on your left
							 | 
						|
								    after you
							 | 
						|
								    put the grey ball next to a door
							 | 
						|
								
							 | 
						|
								    ## 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 achieves the task.
							 | 
						|
								    2. Timeout (see `max_steps`).
							 | 
						|
								
							 | 
						|
								    ## Registered Configurations
							 | 
						|
								
							 | 
						|
								    - `BabyAI-BossLevelNoUnlock-v0`
							 | 
						|
								    """
							 | 
						|
								
							 | 
						|
								    def __init__(self, **kwargs):
							 | 
						|
								        super().__init__(locked_room_prob=0, implicit_unlock=False, **kwargs)
							 |