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@@ -92,377 +92,3 @@ register(
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id='MiniGrid-DoorKey-16x16-v0',
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entry_point='gym_minigrid.envs:DoorKeyEnv16x16'
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)
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-
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-class Room:
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- def __init__(self,
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- top,
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- size,
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- entryDoorPos,
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- exitDoorPos
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- ):
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- self.top = top
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- self.size = size
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- self.entryDoorPos = entryDoorPos
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- self.exitDoorPos = exitDoorPos
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-
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-class MultiRoomEnv(MiniGridEnv):
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- """
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- Environment with multiple rooms (subgoals)
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- """
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-
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- def __init__(self,
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- minNumRooms,
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- maxNumRooms,
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- maxRoomSize=10
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- ):
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- assert minNumRooms > 0
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- assert maxNumRooms >= minNumRooms
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- assert maxRoomSize >= 4
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-
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- self.minNumRooms = minNumRooms
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- self.maxNumRooms = maxNumRooms
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- self.maxRoomSize = maxRoomSize
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-
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- self.rooms = []
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-
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- super(MultiRoomEnv, self).__init__(
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- gridSize=25,
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- maxSteps=self.maxNumRooms * 20
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- )
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-
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- def _genGrid(self, width, height):
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-
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- roomList = []
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-
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- # Choose a random number of rooms to generate
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- numRooms = self._randInt(self.minNumRooms, self.maxNumRooms+1)
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-
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- while len(roomList) < numRooms:
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- curRoomList = []
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-
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- entryDoorPos = (
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- self._randInt(0, width - 2),
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- self._randInt(0, width - 2)
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- )
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-
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- # Recursively place the rooms
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- self._placeRoom(
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- numRooms,
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- roomList=curRoomList,
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- minSz=4,
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- maxSz=self.maxRoomSize,
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- entryDoorWall=2,
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- entryDoorPos=entryDoorPos
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- )
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-
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- if len(curRoomList) > len(roomList):
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- roomList = curRoomList
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-
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- # Store the list of rooms in this environment
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- assert len(roomList) > 0
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- self.rooms = roomList
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-
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- # Randomize the starting agent position and direction
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- topX, topY = roomList[0].top
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- sizeX, sizeY = roomList[0].size
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- self.startPos = (
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- self._randInt(topX + 1, topX + sizeX - 2),
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- self._randInt(topY + 1, topY + sizeY - 2)
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- )
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- self.startDir = self._randInt(0, 4)
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-
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- # Create the grid
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- grid = Grid(width, height)
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- wall = Wall()
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-
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- prevDoorColor = None
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-
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- # For each room
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- for idx, room in enumerate(roomList):
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-
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- topX, topY = room.top
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- sizeX, sizeY = room.size
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-
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- # Draw the top and bottom walls
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- for i in range(0, sizeX):
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- grid.set(topX + i, topY, wall)
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- grid.set(topX + i, topY + sizeY - 1, wall)
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-
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- # Draw the left and right walls
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- for j in range(0, sizeY):
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- grid.set(topX, topY + j, wall)
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- grid.set(topX + sizeX - 1, topY + j, wall)
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-
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- # If this isn't the first room, place the entry door
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- if idx > 0:
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- # Pick a door color different from the previous one
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- doorColors = set(COLORS.keys())
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- if prevDoorColor:
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- doorColors.remove(prevDoorColor)
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- doorColor = self._randElem(doorColors)
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-
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- entryDoor = Door(doorColor)
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- grid.set(*room.entryDoorPos, entryDoor)
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- prevDoorColor = doorColor
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-
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- prevRoom = roomList[idx-1]
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- prevRoom.exitDoorPos = room.entryDoorPos
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-
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- # Place the final goal
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- while True:
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- self.goalPos = (
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- self._randInt(topX + 1, topX + sizeX - 1),
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- self._randInt(topY + 1, topY + sizeY - 1)
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- )
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-
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- # Make sure the goal doesn't overlap with the agent
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- if self.goalPos != self.startPos:
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- grid.set(*self.goalPos, Goal())
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- break
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-
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- return grid
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-
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- def _placeRoom(
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- self,
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- numLeft,
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- roomList,
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- minSz,
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- maxSz,
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- entryDoorWall,
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- entryDoorPos
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- ):
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- # Choose the room size randomly
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- sizeX = self._randInt(minSz, maxSz+1)
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- sizeY = self._randInt(minSz, maxSz+1)
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-
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- # The first room will be at the door position
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- if len(roomList) == 0:
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- topX, topY = entryDoorPos
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- # Entry on the right
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- elif entryDoorWall == 0:
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- topX = entryDoorPos[0] - sizeX + 1
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- y = entryDoorPos[1]
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- topY = self._randInt(y - sizeY + 2, y)
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- # Entry wall on the south
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- elif entryDoorWall == 1:
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- x = entryDoorPos[0]
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- topX = self._randInt(x - sizeX + 2, x)
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- topY = entryDoorPos[1] - sizeY + 1
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- # Entry wall on the left
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- elif entryDoorWall == 2:
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- topX = entryDoorPos[0]
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- y = entryDoorPos[1]
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- topY = self._randInt(y - sizeY + 2, y)
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- # Entry wall on the top
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- elif entryDoorWall == 3:
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- x = entryDoorPos[0]
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- topX = self._randInt(x - sizeX + 2, x)
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- topY = entryDoorPos[1]
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- else:
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- assert False, entryDoorWall
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-
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- # If the room is out of the grid, can't place a room here
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- if topX < 0 or topY < 0:
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- return False
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- if topX + sizeX > self.gridSize or topY + sizeY >= self.gridSize:
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- return False
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-
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- # If the room intersects with previous rooms, can't place it here
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- for room in roomList[:-1]:
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- nonOverlap = \
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- topX + sizeX < room.top[0] or \
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- room.top[0] + room.size[0] <= topX or \
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- topY + sizeY < room.top[1] or \
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- room.top[1] + room.size[1] <= topY
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-
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- if not nonOverlap:
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- return False
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-
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- # Add this room to the list
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- roomList.append(Room(
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- (topX, topY),
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- (sizeX, sizeY),
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- entryDoorPos,
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- None
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- ))
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-
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- # If this was the last room, stop
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- if numLeft == 1:
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- return True
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-
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- # Try placing the next room
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- for i in range(0, 8):
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-
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- # Pick which wall to place the out door on
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- wallSet = set((0, 1, 2, 3))
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- wallSet.remove(entryDoorWall)
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- exitDoorWall = self._randElem(wallSet)
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- nextEntryWall = (exitDoorWall + 2) % 4
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-
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- # Pick the exit door position
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- # Exit on right wall
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- if exitDoorWall == 0:
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- exitDoorPos = (
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- topX + sizeX - 1,
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- topY + self._randInt(1, sizeY - 1)
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- )
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- # Exit on south wall
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- elif exitDoorWall == 1:
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- exitDoorPos = (
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- topX + self._randInt(1, sizeX - 1),
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- topY + sizeY - 1
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- )
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- # Exit on left wall
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- elif exitDoorWall == 2:
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- exitDoorPos = (
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- topX,
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- topY + self._randInt(1, sizeY - 1)
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- )
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- # Exit on north wall
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- elif exitDoorWall == 3:
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- exitDoorPos = (
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- topX + self._randInt(1, sizeX - 1),
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- topY
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- )
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- else:
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- assert False
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-
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- # Recursively create the other rooms
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- success = self._placeRoom(
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- numLeft - 1,
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- roomList=roomList,
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- minSz=minSz,
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- maxSz=maxSz,
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- entryDoorWall=nextEntryWall,
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- entryDoorPos=exitDoorPos
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- )
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-
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- if success:
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- break
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-
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- return True
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-
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-class MultiRoomEnvN6(MultiRoomEnv):
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- def __init__(self):
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- super(MultiRoomEnvN6, self).__init__(
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- minNumRooms=6,
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- maxNumRooms=6
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- )
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-
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-register(
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- id='MiniGrid-MultiRoom-N6-v0',
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- entry_point='gym_minigrid.envs:MultiRoomEnvN6',
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- reward_threshold=1000.0
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-)
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-
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-class FetchEnv(MiniGridEnv):
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- """
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- Environment in which the agent has to fetch a random object
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- named using English text strings
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- """
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-
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- def __init__(
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- self,
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- size=8,
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- numObjs=3):
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- self.numObjs = numObjs
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- super(FetchEnv, self).__init__(gridSize=size, maxSteps=5*size)
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-
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- def _genGrid(self, width, height):
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- assert width == height
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- gridSz = width
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-
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- # Create a grid surrounded by walls
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- grid = Grid(width, height)
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- for i in range(0, width):
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- grid.set(i, 0, Wall())
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- grid.set(i, height-1, Wall())
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- for j in range(0, height):
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- grid.set(0, j, Wall())
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- grid.set(width-1, j, Wall())
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-
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- types = ['key', 'ball']
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- colors = list(COLORS.keys())
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-
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- objs = []
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-
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- # For each object to be generated
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- for i in range(0, self.numObjs):
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- objType = self._randElem(types)
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- objColor = self._randElem(colors)
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-
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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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-
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- while True:
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- pos = (
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- self._randInt(1, gridSz - 1),
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- self._randInt(1, gridSz - 1)
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- )
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-
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- if pos != self.startPos:
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- grid.set(*pos, obj)
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- break
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-
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- objs.append(obj)
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-
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- # Choose a random object to be picked up
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- target = objs[self._randInt(0, len(objs))]
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- self.targetType = target.type
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- self.targetColor = target.color
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-
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- descStr = '%s %s' % (self.targetColor, self.targetType)
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-
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- # Generate the mission string
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- idx = self._randInt(0, 5)
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- if idx == 0:
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- self.mission = 'get a %s' % descStr
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- elif idx == 1:
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- self.mission = 'go get a %s' % descStr
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- elif idx == 2:
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- self.mission = 'fetch a %s' % descStr
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- elif idx == 3:
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- self.mission = 'go fetch a %s' % descStr
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- elif idx == 4:
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- self.mission = 'you must fetch a %s' % descStr
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- assert hasattr(self, 'mission')
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-
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- return grid
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-
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- def _reset(self):
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- obs = MiniGridEnv._reset(self)
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-
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- obs = {
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- 'image': obs,
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- 'mission': self.mission,
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- 'advice' : ''
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- }
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-
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- return obs
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-
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- def _step(self, action):
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- obs, reward, done, info = MiniGridEnv._step(self, action)
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-
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- if self.carrying:
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- if self.carrying.color == self.targetColor and \
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- self.carrying.type == self.targetType:
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- reward = 1000 - self.stepCount
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- done = True
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- else:
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- reward = -1000
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- done = True
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-
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- obs = {
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- 'image': obs,
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- 'mission': self.mission,
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- 'advice': ''
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- }
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-
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- return obs, reward, done, info
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-
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-register(
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- id='MiniGrid-Fetch-8x8-v0',
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- entry_point='gym_minigrid.envs:FetchEnv'
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-)
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