Source code for concepts.benchmark.gridworld.minigrid.gym_minigrid.minigrid

#! /usr/bin/env python3
# -*- coding: utf-8 -*-
# File   : minigrid.py
# Author : Zhezheng Luo, Jiayuan Mao
# Email  : ezzluo@mit.edu, jiayuanm@mit.edu
# Date   : 04/23/2021
#
# This file is part of Project Concepts.
# Distributed under terms of the MIT license.

r"""
Original file from Chevalier-Boisvert, Maxime and Willems, Lucas and Pal, Suman.

.. code-block:: bibtex

    @misc{gym_minigrid,
      author = {Chevalier-Boisvert, Maxime and Willems, Lucas and Pal, Suman},
      title = {Minimalistic Gridworld Environment for OpenAI Gym},
      year = {2018},
      publisher = {GitHub},
      journal = {GitHub repository},
      howpublished = {\url{https://github.com/maximecb/gym-minigrid}},
    }
"""

import hashlib
import math
import numpy as np
import gym

from typing import Optional, Tuple, List, Iterable
from enum import IntEnum
from gym import spaces
from gym.utils import seeding
import concepts.benchmark.gridworld.minigrid.gym_minigrid.rendering as R

__all__ = [
    'TILE_PIXELS',
    'COLORS', 'COLOR_NAMES', 'COLOR_TO_IDX', 'IDX_TO_COLOR',
    'OBJECT_TO_IDX', 'IDX_TO_OBJECT',
    'STATE_TO_IDX', 'IDX_TO_STATE',
    'DIR_TO_VEC',
    'WorldObj', 'Goal', 'Floor', 'Lava', 'Wall', 'Door', 'Key', 'Ball', 'Box',
    'Grid',
    'MiniGridEnv'
]

# Size in pixels of a tile in the full-scale human view
TILE_PIXELS = 32

# Map of color names to RGB values
COLORS = {
    'red': np.array([255, 0, 0]),
    'green': np.array([0, 255, 0]),
    'blue': np.array([0, 0, 255]),
    'purple': np.array([112, 39, 195]),
    'yellow': np.array([255, 255, 0]),
    'grey': np.array([100, 100, 100]),
}

COLOR_NAMES = sorted(list(COLORS.keys()))

# Used to map colors to integers
COLOR_TO_IDX = {'red': 0, 'green': 1, 'blue': 2, 'purple': 3, 'yellow': 4, 'grey': 5}

IDX_TO_COLOR = dict(zip(COLOR_TO_IDX.values(), COLOR_TO_IDX.keys()))

# Map of object type to integers
OBJECT_TO_IDX = {
    'unseen': 0,
    'empty': 1,
    'wall': 2,
    'floor': 3,
    'door': 4,
    'key': 5,
    'ball': 6,
    'box': 7,
    'goal': 8,
    'lava': 9,
    'agent': 10,
}

IDX_TO_OBJECT = dict(zip(OBJECT_TO_IDX.values(), OBJECT_TO_IDX.keys()))

# Map of state names to integers
STATE_TO_IDX = {
    'open': 0,
    'closed': 1,
    'locked': 2,
}

IDX_TO_STATE = dict(zip(STATE_TO_IDX.values(), STATE_TO_IDX.keys()))

# Map of agent direction indices to vectors
DIR_TO_VEC = [
    # Pointing right (positive X)
    np.array((1, 0)),
    # Down (positive Y)
    np.array((0, 1)),
    # Pointing left (negative X)
    np.array((-1, 0)),
    # Up (negative Y)
    np.array((0, -1)),
]


[docs] class WorldObj: """ Base class for grid world objects """
[docs] def __init__(self, type, color): assert type in OBJECT_TO_IDX, type assert color in COLOR_TO_IDX, color self.type = type self.color = color self.contains = None # Initial position of the object self.init_pos = None # Current position of the object self.cur_pos = None
[docs] def can_overlap(self): """Can the agent overlap with this?""" return False
[docs] def can_pickup(self): """Can the agent pick this up?""" return False
[docs] def can_contain(self): """Can this contain another object?""" return False
[docs] def see_behind(self): """Can the agent see behind this object?""" return True
[docs] def toggle(self, env, pos): """Method to trigger/toggle an action this object performs""" return False
[docs] def encode(self): """Encode the a description of this object as a 3-tuple of integers""" return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], 0)
[docs] @staticmethod def decode(type_idx, color_idx, state): """Create an object from a 3-tuple state description""" obj_type = IDX_TO_OBJECT[type_idx] color = IDX_TO_COLOR[color_idx] if obj_type == 'empty' or obj_type == 'unseen': return None # State, 0: open, 1: closed, 2: locked is_open = state == 0 is_locked = state == 2 if obj_type == 'wall': v = Wall(color) elif obj_type == 'floor': v = Floor(color) elif obj_type == 'ball': v = Ball(color) elif obj_type == 'key': v = Key(color) elif obj_type == 'box': v = Box(color) elif obj_type == 'door': v = Door(color, is_open, is_locked) elif obj_type == 'goal': v = Goal() elif obj_type == 'lava': v = Lava() else: assert False, "unknown object type in decode '%s'" % obj_type return v
[docs] def render(self, r): """Draw this object with the given renderer""" raise NotImplementedError
[docs] class Goal(WorldObj):
[docs] def __init__(self): super().__init__('goal', 'green')
[docs] def can_overlap(self): return True
[docs] def render(self, img): R.fill_coords(img, R.point_in_rect(0, 1, 0, 1), COLORS[self.color])
[docs] class Floor(WorldObj): """ Colored floor tile the agent can walk over """
[docs] def __init__(self, color='blue'): super().__init__('floor', color)
[docs] def can_overlap(self): return True
[docs] def render(self, img): # Give the floor a pale color color = COLORS[self.color] / 2 R.fill_coords(img, R.point_in_rect(0.031, 1, 0.031, 1), color)
[docs] class Lava(WorldObj):
[docs] def __init__(self): super().__init__('lava', 'red')
[docs] def can_overlap(self): return True
[docs] def render(self, img): c = (255, 128, 0) # Background color R.fill_coords(img, R.point_in_rect(0, 1, 0, 1), c) # Little waves for i in range(3): ylo = 0.3 + 0.2 * i yhi = 0.4 + 0.2 * i R.fill_coords(img, R.point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0)) R.fill_coords(img, R.point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0)) R.fill_coords(img, R.point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0)) R.fill_coords(img, R.point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
[docs] class Wall(WorldObj):
[docs] def __init__(self, color='grey'): super().__init__('wall', color)
[docs] def see_behind(self): return False
[docs] def render(self, img): R.fill_coords(img, R.point_in_rect(0, 1, 0, 1), COLORS[self.color])
[docs] class Door(WorldObj):
[docs] def __init__(self, color, is_open=False, is_locked=False): super().__init__('door', color) self.is_open = is_open self.is_locked = is_locked
[docs] def can_overlap(self): """The agent can only walk over this cell when the door is open""" return self.is_open
[docs] def see_behind(self): return self.is_open
[docs] def toggle(self, env, pos): # If the player has the right key to open the door if self.is_locked: if isinstance(env.carrying, Key) and env.carrying.color == self.color: self.is_locked = False self.is_open = True return True return False self.is_open = not self.is_open return True
[docs] def encode(self): """Encode the a description of this object as a 3-tuple of integers""" # State, 0: open, 1: closed, 2: locked if self.is_open: state = 0 elif self.is_locked: state = 2 elif not self.is_open: state = 1 return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], state)
[docs] def render(self, img): c = COLORS[self.color] if self.is_open: R.fill_coords(img, R.point_in_rect(0.88, 1.00, 0.00, 1.00), c) R.fill_coords(img, R.point_in_rect(0.92, 0.96, 0.04, 0.96), (0, 0, 0)) return # Door frame and door if self.is_locked: R.fill_coords(img, R.point_in_rect(0.00, 1.00, 0.00, 1.00), c) R.fill_coords(img, R.point_in_rect(0.06, 0.94, 0.06, 0.94), 0.45 * np.array(c)) # Draw key slot R.fill_coords(img, R.point_in_rect(0.52, 0.75, 0.50, 0.56), c) else: R.fill_coords(img, R.point_in_rect(0.00, 1.00, 0.00, 1.00), c) R.fill_coords(img, R.point_in_rect(0.04, 0.96, 0.04, 0.96), (0, 0, 0)) R.fill_coords(img, R.point_in_rect(0.08, 0.92, 0.08, 0.92), c) R.fill_coords(img, R.point_in_rect(0.12, 0.88, 0.12, 0.88), (0, 0, 0)) # Draw door handle R.fill_coords(img, R.point_in_circle(cx=0.75, cy=0.50, r=0.08), c)
[docs] class Key(WorldObj):
[docs] def __init__(self, color='blue'): super(Key, self).__init__('key', color)
[docs] def can_overlap(self): """Modified so that the key can be walked through.""" return True
[docs] def can_pickup(self): return True
[docs] def render(self, img): c = COLORS[self.color] # Vertical quad R.fill_coords(img, R.point_in_rect(0.50, 0.63, 0.31, 0.88), c) # Teeth R.fill_coords(img, R.point_in_rect(0.38, 0.50, 0.59, 0.66), c) R.fill_coords(img, R.point_in_rect(0.38, 0.50, 0.81, 0.88), c) # Ring R.fill_coords(img, R.point_in_circle(cx=0.56, cy=0.28, r=0.190), c) R.fill_coords(img, R.point_in_circle(cx=0.56, cy=0.28, r=0.064), (0, 0, 0))
[docs] class Ball(WorldObj):
[docs] def __init__(self, color='blue'): super(Ball, self).__init__('ball', color)
[docs] def can_pickup(self): return True
[docs] def render(self, img): R.fill_coords(img, R.point_in_circle(0.5, 0.5, 0.31), COLORS[self.color])
[docs] class Box(WorldObj):
[docs] def __init__(self, color, contains=None): super(Box, self).__init__('box', color) self.contains = contains
[docs] def can_pickup(self): return True
[docs] def render(self, img): c = COLORS[self.color] # Outline R.fill_coords(img, R.point_in_rect(0.12, 0.88, 0.12, 0.88), c) R.fill_coords(img, R.point_in_rect(0.18, 0.82, 0.18, 0.82), (0, 0, 0)) # Horizontal slit R.fill_coords(img, R.point_in_rect(0.16, 0.84, 0.47, 0.53), c)
[docs] def toggle(self, env, pos): # Replace the box by its contents env.grid.set(*pos, self.contains) return True
[docs] class Grid: """ Represent a grid and operations on it """ # Static cache of pre-renderer tiles tile_cache = {}
[docs] def __init__(self, width: int, height: int): assert width >= 3 assert height >= 3 self.width: int = width self.height: int = height self.grid: List[Optional[WorldObj]] = [None] * width * height
def __contains__(self, key): if isinstance(key, WorldObj): for e in self.grid: if e is key: return True elif isinstance(key, tuple): for e in self.grid: if e is None: continue if (e.color, e.type) == key: return True if key[0] is None and key[1] == e.type: return True return False def __eq__(self, other): grid1 = self.encode() grid2 = other.encode() return np.array_equal(grid2, grid1) def __ne__(self, other): return not self == other
[docs] def copy(self): from copy import deepcopy return deepcopy(self)
[docs] def set(self, i: int, j: int, v: Optional[WorldObj]): assert 0 <= i < self.width assert 0 <= j < self.height self.grid[j * self.width + i] = v
[docs] def get(self, i, j) -> Optional[WorldObj]: assert 0 <= i < self.width assert 0 <= j < self.height return self.grid[j * self.width + i]
[docs] def horz_wall(self, x, y, length=None, obj_type=Wall): if length is None: length = self.width - x for i in range(0, length): self.set(x + i, y, obj_type())
[docs] def vert_wall(self, x, y, length=None, obj_type=Wall): if length is None: length = self.height - y for j in range(0, length): self.set(x, y + j, obj_type())
[docs] def wall_rect(self, x, y, w, h): self.horz_wall(x, y, w) self.horz_wall(x, y + h - 1, w) self.vert_wall(x, y, h) self.vert_wall(x + w - 1, y, h)
[docs] def rotate_left(self): """ Rotate the grid to the left (counter-clockwise) """ grid = Grid(self.height, self.width) for i in range(self.width): for j in range(self.height): v = self.get(i, j) grid.set(j, grid.height - 1 - i, v) return grid
[docs] def slice(self, topX, topY, width, height): """ Get a subset of the grid """ grid = Grid(width, height) for j in range(0, height): for i in range(0, width): x = topX + i y = topY + j if 0 <= x < self.width and 0 <= y < self.height: v = self.get(x, y) else: v = Wall() grid.set(i, j, v) return grid
[docs] @classmethod def render_tile(cls, obj, agent_dir=None, highlight=False, tile_size=TILE_PIXELS, subdivs=3): """ Render a tile and cache the result """ # Hash map lookup key for the cache key = (agent_dir, highlight, tile_size) key = obj.encode() + key if obj else key if key in cls.tile_cache: return cls.tile_cache[key] img = np.zeros(shape=(tile_size * subdivs, tile_size * subdivs, 3), dtype=np.uint8) # Draw the grid lines (top and left edges) R.fill_coords(img, R.point_in_rect(0, 0.031, 0, 1), (100, 100, 100)) R.fill_coords(img, R.point_in_rect(0, 1, 0, 0.031), (100, 100, 100)) if obj != None: obj.render(img) # Overlay the agent on top if agent_dir is not None: tri_fn = R.point_in_triangle( (0.12, 0.19), (0.87, 0.50), (0.12, 0.81), ) # Rotate the agent based on its direction tri_fn = R.rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5 * math.pi * agent_dir) R.fill_coords(img, tri_fn, (255, 0, 0)) # Highlight the cell if needed if highlight: R.highlight_img(img) # R.downsample the image to perform supersampling/anti-aliasing img = R.downsample(img, subdivs) # Cache the rendered tile cls.tile_cache[key] = img return img
[docs] def render(self, tile_size, agent_pos=None, agent_dir=None, highlight_mask=None): """ Render this grid at a given scale :param r: target renderer object :param tile_size: tile size in pixels """ if highlight_mask is None: highlight_mask = np.zeros(shape=(self.width, self.height), dtype=bool) # Compute the total grid size width_px = self.width * tile_size height_px = self.height * tile_size img = np.zeros(shape=(height_px, width_px, 3), dtype=np.uint8) # Render the grid for j in range(0, self.height): for i in range(0, self.width): cell = self.get(i, j) agent_here = np.array_equal(agent_pos, (i, j)) tile_img = Grid.render_tile( cell, agent_dir=agent_dir if agent_here else None, highlight=highlight_mask[i, j], tile_size=tile_size, ) ymin = j * tile_size ymax = (j + 1) * tile_size xmin = i * tile_size xmax = (i + 1) * tile_size img[ymin:ymax, xmin:xmax, :] = tile_img return img
[docs] def encode(self, vis_mask=None): """ Produce a compact numpy encoding of the grid """ if vis_mask is None: vis_mask = np.ones((self.width, self.height), dtype=bool) array = np.zeros((self.width, self.height, 3), dtype='uint8') for i in range(self.width): for j in range(self.height): if vis_mask[i, j]: v = self.get(i, j) if v is None: array[i, j, 0] = OBJECT_TO_IDX['empty'] array[i, j, 1] = 0 array[i, j, 2] = 0 else: array[i, j, :] = v.encode() return array
[docs] @staticmethod def decode(array): """ Decode an array grid encoding back into a grid """ width, height, channels = array.shape assert channels == 3 vis_mask = np.ones(shape=(width, height), dtype=bool) grid = Grid(width, height) for i in range(width): for j in range(height): type_idx, color_idx, state = array[i, j] v = WorldObj.decode(type_idx, color_idx, state) grid.set(i, j, v) vis_mask[i, j] = type_idx != OBJECT_TO_IDX['unseen'] return grid, vis_mask
[docs] def process_vis(grid, agent_pos): mask = np.zeros(shape=(grid.width, grid.height), dtype=bool) mask[agent_pos[0], agent_pos[1]] = True for j in reversed(range(0, grid.height)): for i in range(0, grid.width - 1): if not mask[i, j]: continue cell = grid.get(i, j) if cell and not cell.see_behind(): continue mask[i + 1, j] = True if j > 0: mask[i + 1, j - 1] = True mask[i, j - 1] = True for i in reversed(range(1, grid.width)): if not mask[i, j]: continue cell = grid.get(i, j) if cell and not cell.see_behind(): continue mask[i - 1, j] = True if j > 0: mask[i - 1, j - 1] = True mask[i, j - 1] = True for j in range(0, grid.height): for i in range(0, grid.width): if not mask[i, j]: grid.set(i, j, None) return mask
[docs] class MiniGridEnv(gym.Env): """A 2D grid world game environment.""" metadata = {'render.modes': ['human', 'rgb_array'], 'video.frames_per_second': 10} # Enumeration of possible actions
[docs] class Actions(IntEnum): # Turn left, turn right, move forward left = 0 right = 1 forward = 2 # Pick up an object pickup = 3 # Drop an object drop = 4 # Toggle/activate an object toggle = 5 # Done completing task done = 6
[docs] def __init__( self, grid_size=None, width=None, height=None, max_steps=100, see_through_walls=False, seed=1337, agent_view_size=7, require_obs=True, ): # Can't set both grid_size and width/height if grid_size: assert width == None and height == None width = grid_size height = grid_size # Action enumeration for this environment self.actions = MiniGridEnv.Actions # Actions are discrete integer values self.action_space = spaces.Discrete(len(self.actions)) # Number of cells (width and height) in the agent view assert agent_view_size % 2 == 1 assert agent_view_size >= 3 self.agent_view_size = agent_view_size # Set require obs self.require_obs = require_obs # Observations are dictionaries containing an # encoding of the grid and a textual 'mission' string self.observation_space = spaces.Box( low=0, high=255, shape=(self.agent_view_size, self.agent_view_size, 3), dtype='uint8' ) self.observation_space = spaces.Dict({'image': self.observation_space}) # Range of possible rewards self.reward_range = (0, 1) # Window to use for human rendering mode self.window = None # Environment configuration self.width = width self.height = height self.max_steps = max_steps self.see_through_walls = see_through_walls # The grid. self.grid: Optional[Grid] = None # Current position and direction of the agent. self.agent_pos: Optional[Tuple[int, int]] = None self.agent_dir: Optional[int] = None # Item picked up, being carried, initially nothing self.carrying: Optional[WorldObj] = None # Step count since episode start self.step_count = 0 # Initialize the RNG self.seed(seed=seed)
# Initialize the state # self.reset() action_space: spaces.Discrete """The action space for the environment. It always has 6 discrete actions""" observation_space: spaces.Box """The observation space for the environment. It is a Box of shape (agent_view_size, agent_view_size, 3)"""
[docs] def reset(self): # Current position and direction of the agent self.agent_pos = None self.agent_dir = None # Generate a new random grid at the start of each episode # To keep the same grid for each episode, call env.seed() with # the same seed before calling env.reset() self._gen_grid(self.width, self.height) # These fields should be defined by _gen_grid assert self.grid is not None assert self.agent_pos is not None assert self.agent_dir is not None # Check that the agent doesn't overlap with an object start_cell = self.grid.get(*self.agent_pos) assert start_cell is None or start_cell.can_overlap() # Item picked up, being carried, initially nothing self.carrying = None # Step count since episode start self.step_count = 0 # Return first observation if self.require_obs: obs = self.gen_obs() return obs
[docs] def seed(self, seed=1337): # Seed the random number generator self.np_random, _ = seeding.np_random(seed) return [seed]
[docs] def hash(self, size=16): """Compute a hash that uniquely identifies the current state of the environment. :param size: Size of the hashing """ sample_hash = hashlib.sha256() to_encode = [self.grid.encode(), self.agent_pos, self.agent_dir] for item in to_encode: sample_hash.update(str(item).encode('utf8')) return sample_hash.hexdigest()[:size]
@property def steps_remaining(self): return self.max_steps - self.step_count def __str__(self): """ Produce a pretty string of the environment's grid along with the agent. A grid cell is represented by 2-character string, the first one for the object and the second one for the color. """ # Map of object types to short string OBJECT_TO_STR = { 'wall': 'W', 'floor': 'F', 'door': 'D', 'key': 'K', 'ball': 'A', 'box': 'B', 'goal': 'G', 'lava': 'V', } # Short string for opened door OPENDED_DOOR_IDS = '_' # Map agent's direction to short string AGENT_DIR_TO_STR = {0: '>', 1: 'V', 2: '<', 3: '^'} str = '' for j in range(self.grid.height): for i in range(self.grid.width): if i == self.agent_pos[0] and j == self.agent_pos[1]: str += 2 * AGENT_DIR_TO_STR[self.agent_dir] continue c = self.grid.get(i, j) if c == None: str += ' ' continue if c.type == 'door': if c.is_open: str += '__' elif c.is_locked: str += 'L' + c.color[0].upper() else: str += 'D' + c.color[0].upper() continue str += OBJECT_TO_STR[c.type] + c.color[0].upper() if j < self.grid.height - 1: str += '\n' return str def _gen_grid(self, width, height): assert False, "_gen_grid needs to be implemented by each environment" def _reward(self): """ Compute the reward to be given upon success """ return 1 - 0.9 * (self.step_count / self.max_steps)
[docs] def iter_objects(self) -> Iterable[Tuple[int, int, WorldObj]]: """Iterate over every object in the environment, including the current object held by the agent. This function ensures that the order of iteration is deterministic and fixed through time.""" k = 0 objects = list() for j in range(self.height): for i in range(self.width): if self.grid.grid[k] is not None: objects.append((i, j, self.grid.grid[k])) k += 1 if self.carrying is not None: objects.append((-1, -1, self.carrying)) objects.sort(key=lambda x: id(x[2])) return objects
def _rand_int(self, low, high): """ Generate random integer in [low,high[ """ return self.np_random.randint(low, high) def _rand_float(self, low, high): """ Generate random float in [low,high[ """ return self.np_random.uniform(low, high) def _rand_bool(self): """ Generate random boolean value """ return self.np_random.randint(0, 2) == 0 def _rand_elem(self, iterable): """ Pick a random element in a list """ lst = list(iterable) idx = self._rand_int(0, len(lst)) return lst[idx] def _rand_subset(self, iterable, num_elems): """ Sample a random subset of distinct elements of a list """ lst = list(iterable) assert num_elems <= len(lst) out = [] while len(out) < num_elems: elem = self._rand_elem(lst) lst.remove(elem) out.append(elem) return out def _rand_color(self): """ Generate a random color name (string) """ return self._rand_elem(COLOR_NAMES) def _rand_pos(self, xLow, xHigh, yLow, yHigh): """ Generate a random (x,y) position tuple """ return (self.np_random.randint(xLow, xHigh), self.np_random.randint(yLow, yHigh))
[docs] def place_obj(self, obj, top=None, size=None, reject_fn=None, max_tries=math.inf): """ Place an object at an empty position in the grid :param top: top-left position of the rectangle where to place :param size: size of the rectangle where to place :param reject_fn: function to filter out potential positions """ if top is None: top = (0, 0) else: top = (max(top[0], 0), max(top[1], 0)) if size is None: size = (self.grid.width, self.grid.height) num_tries = 0 while True: # This is to handle with rare cases where rejection sampling # gets stuck in an infinite loop if num_tries > max_tries: raise RecursionError('rejection sampling failed in place_obj') num_tries += 1 pos = np.array( ( self._rand_int(top[0], min(top[0] + size[0], self.grid.width)), self._rand_int(top[1], min(top[1] + size[1], self.grid.height)), ) ) # Don't place the object on top of another object if self.grid.get(*pos) != None: continue # Don't place the object where the agent is if np.array_equal(pos, self.agent_pos): continue # Check if there is a filtering criterion if reject_fn and reject_fn(self, pos): continue break self.grid.set(*pos, obj) if obj is not None: obj.init_pos = pos obj.cur_pos = pos return pos
[docs] def put_obj(self, obj, i, j): """ Put an object at a specific position in the grid """ self.grid.set(i, j, obj) obj.init_pos = (i, j) obj.cur_pos = (i, j)
[docs] def place_agent(self, top=None, size=None, rand_dir=True, max_tries=math.inf): """ Set the agent's starting point at an empty position in the grid """ self.agent_pos = None pos = self.place_obj(None, top, size, max_tries=max_tries) self.agent_pos = pos if rand_dir: self.agent_dir = self._rand_int(0, 4) return pos
@property def dir_vec(self) -> np.ndarray: """ Get the direction vector for the agent, pointing in the direction of forward movement. """ assert self.agent_dir >= 0 and self.agent_dir < 4 return DIR_TO_VEC[self.agent_dir] @property def right_vec(self) -> np.ndarray: """ Get the vector pointing to the right of the agent. """ dx, dy = self.dir_vec return np.array((-dy, dx)) @property def front_pos(self) -> Tuple[int, int]: """ Get the position of the cell that is right in front of the agent """ return self.agent_pos + self.dir_vec
[docs] def get_view_coords(self, i, j): """ Translate and rotate absolute grid coordinates (i, j) into the agent's partially observable view (sub-grid). Note that the resulting coordinates may be negative or outside of the agent's view size. """ ax, ay = self.agent_pos dx, dy = self.dir_vec rx, ry = self.right_vec # Compute the absolute coordinates of the top-left view corner sz = self.agent_view_size hs = self.agent_view_size // 2 tx = ax + (dx * (sz - 1)) - (rx * hs) ty = ay + (dy * (sz - 1)) - (ry * hs) lx = i - tx ly = j - ty # Project the coordinates of the object relative to the top-left # corner onto the agent's own coordinate system vx = rx * lx + ry * ly vy = -(dx * lx + dy * ly) return vx, vy
[docs] def get_view_exts(self): """ Get the extents of the square set of tiles visible to the agent Note: the bottom extent indices are not included in the set """ # Facing right if self.agent_dir == 0: topX = self.agent_pos[0] topY = self.agent_pos[1] - self.agent_view_size // 2 # Facing down elif self.agent_dir == 1: topX = self.agent_pos[0] - self.agent_view_size // 2 topY = self.agent_pos[1] # Facing left elif self.agent_dir == 2: topX = self.agent_pos[0] - self.agent_view_size + 1 topY = self.agent_pos[1] - self.agent_view_size // 2 # Facing up elif self.agent_dir == 3: topX = self.agent_pos[0] - self.agent_view_size // 2 topY = self.agent_pos[1] - self.agent_view_size + 1 else: assert False, "invalid agent direction" botX = topX + self.agent_view_size botY = topY + self.agent_view_size return (topX, topY, botX, botY)
[docs] def relative_coords(self, x, y): """ Check if a grid position belongs to the agent's field of view, and returns the corresponding coordinates """ vx, vy = self.get_view_coords(x, y) if vx < 0 or vy < 0 or vx >= self.agent_view_size or vy >= self.agent_view_size: return None return vx, vy
[docs] def in_view(self, x, y): """ check if a grid position is visible to the agent """ return self.relative_coords(x, y) is not None
[docs] def agent_sees(self, x, y): """Check if a non-empty grid position is visible to the agent.""" coordinates = self.relative_coords(x, y) if coordinates is None: return False vx, vy = coordinates obs = self.gen_obs() obs_grid, _ = Grid.decode(obs['image']) obs_cell = obs_grid.get(vx, vy) world_cell = self.grid.get(x, y) return obs_cell is not None and obs_cell.type == world_cell.type
[docs] def step(self, action): """The agent performs an action.""" self.step_count += 1 reward = 0 done = False # Get the position in front of the agent fwd_pos = self.front_pos # Get the contents of the cell in front of the agent fwd_cell = self.grid.get(*fwd_pos) # Rotate left if action == self.actions.left: self.agent_dir -= 1 if self.agent_dir < 0: self.agent_dir += 4 # Rotate right elif action == self.actions.right: self.agent_dir = (self.agent_dir + 1) % 4 # Move forward elif action == self.actions.forward: if fwd_cell == None or fwd_cell.can_overlap(): self.agent_pos = fwd_pos if fwd_cell != None and fwd_cell.type == 'goal': done = True reward = self._reward() if fwd_cell != None and fwd_cell.type == 'lava': done = True # Pick up an object elif action == self.actions.pickup: if fwd_cell and fwd_cell.can_pickup(): if self.carrying is None: self.carrying = fwd_cell self.carrying.cur_pos = np.array([-1, -1]) self.grid.set(*fwd_pos, None) # Drop an object elif action == self.actions.drop: if not fwd_cell and self.carrying: self.grid.set(*fwd_pos, self.carrying) self.carrying.cur_pos = fwd_pos self.carrying = None # Toggle/activate an object elif action == self.actions.toggle: if fwd_cell: fwd_cell.toggle(self, fwd_pos) # Done action (not used by default) elif action == self.actions.done: pass else: assert False, "unknown action" if self.step_count >= self.max_steps: done = True if self.require_obs: obs = self.gen_obs() return obs, reward, done, {} return reward, done, {}
[docs] def gen_obs_grid(self): """ Generate the sub-grid observed by the agent. This method also outputs a visibility mask telling us which grid cells the agent can actually see. """ topX, topY, botX, botY = self.get_view_exts() grid = self.grid.slice(topX, topY, self.agent_view_size, self.agent_view_size) for i in range(self.agent_dir + 1): grid = grid.rotate_left() # Process occluders and visibility # Note that this incurs some performance cost if not self.see_through_walls: vis_mask = grid.process_vis(agent_pos=(self.agent_view_size // 2, self.agent_view_size - 1)) else: vis_mask = np.ones(shape=(grid.width, grid.height), dtype=bool) # Make it so the agent sees what it's carrying # We do this by placing the carried object at the agent's position # in the agent's partially observable view agent_pos = grid.width // 2, grid.height - 1 if self.carrying: grid.set(*agent_pos, self.carrying) else: grid.set(*agent_pos, None) return grid, vis_mask
[docs] def gen_obs(self): """ Generate the agent's view (partially observable, low-resolution encoding) """ grid, vis_mask = self.gen_obs_grid() # Encode the partially observable view into a numpy array image = grid.encode(vis_mask) assert hasattr(self, 'mission'), "environments must define a textual mission string" # Observations are dictionaries containing: # - an image (partially observable view of the environment) # - the agent's direction/orientation (acting as a compass) # - a textual mission string (instructions for the agent) obs = {'image': image, 'direction': self.agent_dir, 'mission': self.mission} return obs
[docs] def get_obs_render(self, obs, tile_size=TILE_PIXELS // 2): """ Render an agent observation for visualization """ grid, vis_mask = Grid.decode(obs) # Render the whole grid img = grid.render( tile_size, agent_pos=(self.agent_view_size // 2, self.agent_view_size - 1), agent_dir=3, highlight_mask=vis_mask, ) return img
[docs] def render(self, mode='human', close=False, highlight=True, tile_size=TILE_PIXELS): """ Render the whole-grid human view """ if close: if self.window: self.window.close() return if mode == 'human' and not self.window: from concepts.benchmark.gridworld.minigrid.gym_minigrid.window import Window self.window = Window('gym_minigrid') self.window.show(block=False) # Compute which cells are visible to the agent _, vis_mask = self.gen_obs_grid() # Compute the world coordinates of the bottom-left corner # of the agent's view area f_vec = self.dir_vec r_vec = self.right_vec top_left = self.agent_pos + f_vec * (self.agent_view_size - 1) - r_vec * (self.agent_view_size // 2) # Mask of which cells to highlight highlight_mask = np.zeros(shape=(self.width, self.height), dtype=bool) # For each cell in the visibility mask for vis_j in range(0, self.agent_view_size): for vis_i in range(0, self.agent_view_size): # If this cell is not visible, don't highlight it if not vis_mask[vis_i, vis_j]: continue # Compute the world coordinates of this cell abs_i, abs_j = top_left - (f_vec * vis_j) + (r_vec * vis_i) if abs_i < 0 or abs_i >= self.width: continue if abs_j < 0 or abs_j >= self.height: continue # Mark this cell to be highlighted highlight_mask[abs_i, abs_j] = True # Render the whole grid img = self.grid.render( tile_size, self.agent_pos, self.agent_dir, highlight_mask=highlight_mask if highlight else None ) if mode == 'human': self.window.set_caption(self.mission) self.window.show_img(img) return img
[docs] def close(self): if self.window: self.window.close() return