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minigrid.py
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import hashlib
import math
from abc import abstractmethod
from enum import IntEnum
from typing import Any, Callable, Optional, Union
import gym
import numpy as np
from gym import spaces
from gym.utils import seeding
# Size in pixels of a tile in the full-scale human view
from gym_minigrid.rendering import (
downsample,
fill_coords,
highlight_img,
point_in_circle,
point_in_line,
point_in_rect,
point_in_triangle,
rotate_fn,
)
from gym_minigrid.window import Window
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": 4, "purple": 3, "yellow": 2, "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": 4,
"empty": 0,
"wall": 5,
"floor": 6,
"door": 7,
"key": 8,
"ball": 9,
"box": 10,
"goal": 2,
"lava": 1,
"agent": 3,
}
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,
}
# 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)),
]
def check_if_no_duplicate(duplicate_list: list) -> bool:
"""Check if given list contains any duplicates"""
return len(set(duplicate_list)) == len(duplicate_list)
class MissionSpace(spaces.Space[str]):
r"""A space representing a mission for the Gym-Minigrid environments.
The space allows generating random mission strings constructed with an input placeholder list.
Example Usage::
>>> observation_space = MissionSpace(mission_func=lambda color: f"Get the {color} ball.",
ordered_placeholders=[["green", "blue"]])
>>> observation_space.sample()
"Get the green ball."
>>> observation_space = MissionSpace(mission_func=lambda : "Get the ball.".,
ordered_placeholders=None)
>>> observation_space.sample()
"Get the ball."
"""
def __init__(
self,
mission_func: Callable[..., str],
ordered_placeholders: Optional["list[list[str]]"] = None,
seed: Optional[Union[int, seeding.RandomNumberGenerator]] = None,
):
r"""Constructor of :class:`MissionSpace` space.
Args:
mission_func (lambda _placeholders(str): _mission(str)): Function that generates a mission string from random placeholders.
ordered_placeholders (Optional["list[list[str]]"]): List of lists of placeholders ordered in placing order in the mission function mission_func.
seed: seed: The seed for sampling from the space.
"""
# Check that the ordered placeholders and mission function are well defined.
if ordered_placeholders is not None:
assert (
len(ordered_placeholders) == mission_func.__code__.co_argcount
), f"The number of placeholders {len(ordered_placeholders)} is different from the number of parameters in the mission function {mission_func.__code__.co_argcount}."
for placeholder_list in ordered_placeholders:
assert check_if_no_duplicate(
placeholder_list
), "Make sure that the placeholders don't have any duplicate values."
else:
assert (
mission_func.__code__.co_argcount == 0
), f"If the ordered placeholders are {ordered_placeholders}, the mission function shouldn't have any parameters."
self.ordered_placeholders = ordered_placeholders
self.mission_func = mission_func
super().__init__(dtype=str, seed=seed)
# Check that mission_func returns a string
sampled_mission = self.sample()
assert isinstance(sampled_mission, str), f"mission_func must return type str not {type(sampled_mission)}"
def sample(self) -> str:
"""Sample a random mission string."""
if self.ordered_placeholders is not None:
placeholders = []
for rand_var_list in self.ordered_placeholders:
idx = self.np_random.integers(0, len(rand_var_list))
placeholders.append(rand_var_list[idx])
return self.mission_func(*placeholders)
else:
return self.mission_func()
def contains(self, x: Any) -> bool:
"""Return boolean specifying if x is a valid member of this space."""
# Store a list of all the placeholders from self.ordered_placeholders that appear in x
if self.ordered_placeholders is not None:
check_placeholder_list = []
for placeholder_list in self.ordered_placeholders:
for placeholder in placeholder_list:
if placeholder in x:
check_placeholder_list.append(placeholder)
# Remove duplicates from the list
check_placeholder_list = list(set(check_placeholder_list))
start_id_placeholder = []
end_id_placeholder = []
# Get the starting and ending id of the identified placeholders with possible duplicates
new_check_placeholder_list = []
for placeholder in check_placeholder_list:
new_start_id_placeholder = [i for i in range(len(x)) if x.startswith(placeholder, i)]
new_check_placeholder_list += [placeholder] * len(new_start_id_placeholder)
end_id_placeholder += [start_id + len(placeholder) - 1 for start_id in new_start_id_placeholder]
start_id_placeholder += new_start_id_placeholder
# Order by starting id the placeholders
ordered_placeholder_list = sorted(zip(start_id_placeholder, end_id_placeholder, new_check_placeholder_list))
# Check for repeated placeholders contained in each other
remove_placeholder_id = []
for i, placeholder_1 in enumerate(ordered_placeholder_list):
starting_id = i + 1
for j, placeholder_2 in enumerate(ordered_placeholder_list[starting_id:]):
# Check if place holder ids overlap and keep the longest
if max(placeholder_1[0], placeholder_2[0]) < min(placeholder_1[1], placeholder_2[1]):
remove_placeholder = min(placeholder_1[2], placeholder_2[2], key=len)
if remove_placeholder == placeholder_1[2]:
remove_placeholder_id.append(i)
else:
remove_placeholder_id.append(i + j + 1)
for id in remove_placeholder_id:
del ordered_placeholder_list[id]
final_placeholders = [placeholder[2] for placeholder in ordered_placeholder_list]
# Check that the identified final placeholders are in the same order as the original placeholders.
for orered_placeholder, final_placeholder in zip(self.ordered_placeholders, final_placeholders):
if final_placeholder in orered_placeholder:
continue
else:
return False
try:
mission_string_with_placeholders = self.mission_func(*final_placeholders)
except Exception as e:
print(f"{x} is not contained in MissionSpace due to the following exception: {e}")
return False
return bool(mission_string_with_placeholders == x)
else:
return bool(self.mission_func() == x)
def __repr__(self) -> str:
"""Gives a string representation of this space."""
return f"MissionSpace({self.mission_func}, {self.ordered_placeholders})"
def __eq__(self, other) -> bool:
"""Check whether ``other`` is equivalent to this instance."""
if isinstance(other, MissionSpace):
# Check that place holder lists are the same
if self.ordered_placeholders is not None:
# Check length
if (len(self.order_placeholder) == len(other.order_placeholder)) and (
all(set(i) == set(j) for i, j in zip(self.order_placeholder, other.order_placeholder))
):
# Check mission string is the same with dummy space placeholders
test_placeholders = [""] * len(self.order_placeholder)
mission = self.mission_func(*test_placeholders)
other_mission = other.mission_func(*test_placeholders)
return mission == other_mission
else:
# Check that other is also None
if other.ordered_placeholders is None:
# Check mission string is the same
mission = self.mission_func()
other_mission = other.mission_func()
return mission == other_mission
# If none of the statements above return then False
return False
class WorldObj:
"""
Base class for grid world objects
"""
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
def can_overlap(self):
"""Can the agent overlap with this?"""
return False
def can_pickup(self):
"""Can the agent pick this up?"""
return False
def can_contain(self):
"""Can this contain another object?"""
return False
def see_behind(self):
"""Can the agent see behind this object?"""
return True
def toggle(self, env, pos):
"""Method to trigger/toggle an action this object performs"""
return False
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)
@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
def render(self, r):
"""Draw this object with the given renderer"""
raise NotImplementedError
class Goal(WorldObj):
def __init__(self):
super().__init__("goal", "green")
def can_overlap(self):
return True
def render(self, img):
fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
class Floor(WorldObj):
"""
Colored floor tile the agent can walk over
"""
def __init__(self, color="blue"):
super().__init__("floor", color)
def can_overlap(self):
return True
def render(self, img):
# Give the floor a pale color
color = COLORS[self.color] / 2
fill_coords(img, point_in_rect(0.031, 1, 0.031, 1), color)
class Lava(WorldObj):
def __init__(self):
super().__init__("lava", "red")
def can_overlap(self):
return True
def render(self, img):
c = (255, 128, 0)
# Background color
fill_coords(img, 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
fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0))
fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
class Wall(WorldObj):
def __init__(self, color="grey"):
super().__init__("wall", color)
def see_behind(self):
return False
def render(self, img):
fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
class Door(WorldObj):
def __init__(self, color, is_open=False, is_locked=False):
super().__init__("door", color)
self.is_open = is_open
self.is_locked = is_locked
def can_overlap(self):
"""The agent can only walk over this cell when the door is open"""
return self.is_open
def see_behind(self):
return self.is_open
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
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
# if door is closed and unlocked
elif not self.is_open:
state = 1
else:
raise ValueError(
f"There is no possible state encoding for the state:\n -Door Open: {self.is_open}\n -Door Closed: {not self.is_open}\n -Door Locked: {self.is_locked}"
)
return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], state)
def render(self, img):
c = COLORS[self.color]
if self.is_open:
fill_coords(img, point_in_rect(0.88, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.92, 0.96, 0.04, 0.96), (0, 0, 0))
return
# Door frame and door
if self.is_locked:
fill_coords(img, point_in_rect(0.00, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.06, 0.94, 0.06, 0.94), 0.45 * np.array(c))
# Draw key slot
fill_coords(img, point_in_rect(0.52, 0.75, 0.50, 0.56), c)
else:
fill_coords(img, point_in_rect(0.00, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.04, 0.96, 0.04, 0.96), (0, 0, 0))
fill_coords(img, point_in_rect(0.08, 0.92, 0.08, 0.92), c)
fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), (0, 0, 0))
# Draw door handle
fill_coords(img, point_in_circle(cx=0.75, cy=0.50, r=0.08), c)
class Key(WorldObj):
def __init__(self, color="blue"):
super().__init__("key", color)
def can_pickup(self):
return True
def render(self, img):
c = COLORS[self.color]
# Vertical quad
fill_coords(img, point_in_rect(0.50, 0.63, 0.31, 0.88), c)
# Teeth
fill_coords(img, point_in_rect(0.38, 0.50, 0.59, 0.66), c)
fill_coords(img, point_in_rect(0.38, 0.50, 0.81, 0.88), c)
# Ring
fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.190), c)
fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.064), (0, 0, 0))
class Ball(WorldObj):
def __init__(self, color="blue"):
super().__init__("ball", color)
def can_pickup(self):
return True
def render(self, img):
fill_coords(img, point_in_circle(0.5, 0.5, 0.31), COLORS[self.color])
class Box(WorldObj):
def __init__(self, color, contains=None):
super().__init__("box", color)
self.contains = contains
def can_pickup(self):
return True
def render(self, img):
c = COLORS[self.color]
# Outline
fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), c)
fill_coords(img, point_in_rect(0.18, 0.82, 0.18, 0.82), (0, 0, 0))
# Horizontal slit
fill_coords(img, point_in_rect(0.16, 0.84, 0.47, 0.53), c)
def toggle(self, env, pos):
# Replace the box by its contents
env.grid.set(pos[0], pos[1], self.contains)
return True
class Grid:
"""
Represent a grid and operations on it
"""
# Static cache of pre-renderer tiles
tile_cache = {}
def __init__(self, width, height):
assert width >= 3
assert height >= 3
self.width = width
self.height = height
self.grid = [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
def copy(self):
from copy import deepcopy
return deepcopy(self)
def set(self, i, j, v):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
self.grid[j * self.width + i] = v
def get(self, i, j):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
return self.grid[j * self.width + i]
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())
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())
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)
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
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 x >= 0 and x < self.width and y >= 0 and y < self.height:
v = self.get(x, y)
else:
v = Wall()
grid.set(i, j, v)
return grid
@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)
fill_coords(img, point_in_rect(0, 0.031, 0, 1), (100, 100, 100))
fill_coords(img, point_in_rect(0, 1, 0, 0.031), (100, 100, 100))
if obj is not None:
obj.render(img)
# Overlay the agent on top
if agent_dir is not None:
tri_fn = point_in_triangle(
(0.12, 0.19),
(0.87, 0.50),
(0.12, 0.81),
)
# Rotate the agent based on its direction
tri_fn = rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5 * math.pi * agent_dir)
fill_coords(img, tri_fn, (255, 0, 0))
# Highlight the cell if needed
if highlight:
highlight_img(img)
# Downsample the image to perform supersampling/anti-aliasing
img = downsample(img, subdivs)
# Cache the rendered tile
cls.tile_cache[key] = img
return img
def render(self, tile_size, agent_pos, 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
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
@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
def process_vis(self, agent_pos):
mask = np.zeros(shape=(self.width, self.height), dtype=bool)
mask[agent_pos[0], agent_pos[1]] = True
for j in reversed(range(0, self.height)):
for i in range(0, self.width - 1):
if not mask[i, j]:
continue
cell = self.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, self.width)):
if not mask[i, j]:
continue
cell = self.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, self.height):
for i in range(0, self.width):
if not mask[i, j]:
self.set(i, j, None)
return mask
class MiniGridEnv(gym.Env):
"""
2D grid world game environment
"""
metadata = {
"render_modes": ["human", "rgb_array"],
"render_fps": 10,
}
# Enumeration of possible actions
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
def __init__(
self,
mission_space: MissionSpace,
grid_size: int = None,
width: int = None,
height: int = None,
max_steps: int = 100,
see_through_walls: bool = False,
agent_view_size: int = 7,
render_mode: Optional[str] = None,
highlight: bool = True,
tile_size: int = TILE_PIXELS,
agent_pov: bool = False,
):
# Initialize mission
self.mission = mission_space.sample()
# Can't set both grid_size and width/height
if grid_size:
assert width is None and height is 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
# Observations are dictionaries containing an
# encoding of the grid and a textual 'mission' string
image_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": image_observation_space,
"direction": spaces.Discrete(4),
"mission": mission_space,
}
)
# Range of possible rewards
self.reward_range = (0, 1)
self.window: Window = None
# Environment configuration
self.width = width
self.height = height
self.max_steps = max_steps
self.see_through_walls = see_through_walls
# Current position and direction of the agent
self.agent_pos: np.ndarray = None
self.agent_dir: int = None
# Current grid and mission and carryinh
self.grid = Grid(width, height)
self.carrying = None
# Rendering attributes
self.render_mode = render_mode
self.highlight = highlight
self.tile_size = tile_size
self.agent_pov = agent_pov
def reset(self, *, seed=None, options=None):
super().reset(seed=seed)
# Reinitialize episode-specific variables
self.agent_pos = (-1, -1)
self.agent_dir = -1
# Generate a new random grid at the start of each episode
self._gen_grid(self.width, self.height)
# These fields should be defined by _gen_grid
assert (
self.agent_pos >= (0, 0)
if isinstance(self.agent_pos, tuple)
else all(self.agent_pos >= 0) and self.agent_dir >= 0
)
# 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
if self.render_mode == "human":
self.render()
# Return first observation
obs = self.gen_obs()
return obs, {}
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().tolist(), 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",
}
# 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 is 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
@abstractmethod
def _gen_grid(self, width, height):
pass
def _reward(self):
"""
Compute the reward to be given upon success
"""
return 1 - 0.9 * (self.step_count / self.max_steps)
def _rand_int(self, low, high):