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+from gym_minigrid.minigrid import *
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+from gym_minigrid.roomgrid import RoomGrid
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+from gym_minigrid.register import register
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+
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+class ObstructedMazeEnv(RoomGrid):
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+ """
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+ A blue ball is hidden in the maze. Doors may be locked,
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+ doors may be obstructed by a ball and keys may be hidden in boxes.
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+ """
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+
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+ def __init__(self,
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+ num_rows,
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+ num_cols,
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+ num_rooms_visited,
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+ seed=None
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+ ):
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+ room_size = 6
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+ max_steps = 4*num_rooms_visited*room_size**2
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+
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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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+ max_steps=max_steps,
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+ seed=seed
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+ )
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+
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+ def _gen_grid(self, width, height):
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+ super()._gen_grid(width, height)
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+
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+
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+ self.door_colors = self._rand_subset(COLOR_NAMES, len(COLOR_NAMES))
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+
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+ self.ball_to_find_color = COLOR_NAMES[0]
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+
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+ self.blocking_ball_color = COLOR_NAMES[1]
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+
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+ self.box_color = COLOR_NAMES[2]
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+
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+ self.mission = "pick up the %s ball" % self.ball_to_find_color
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+
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+ def step(self, action):
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+ obs, reward, done, info = super().step(action)
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+
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+ if action == self.actions.pickup:
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+ if self.carrying and self.carrying == self.obj:
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+ reward = self._reward()
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+ done = True
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+
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+ return obs, reward, done, info
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+
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+ def add_door(self, i, j, door_idx=0, color=None, locked=False, key_in_box=False, blocked=False):
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+ """
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+ Add a door. If the door must be locked, it also adds the key.
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+ If the key must be hidden, it is put in a box. If the door must
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+ be obstructed, it adds a ball in front of the door.
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+ """
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+
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+ door, door_pos = super().add_door(i, j, door_idx, color, locked=locked)
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+
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+ if locked:
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+ obj = Key(door.color)
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+ if key_in_box:
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+ box = Box(self.box_color) if key_in_box else None
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+ box.contains = obj
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+ obj = box
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+ self.place_in_room(i, j, obj)
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+ if blocked:
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+ vec = DIR_TO_VEC[door_idx]
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+ blocking_ball = Ball(self.blocking_ball_color) if blocked else None
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+ self.grid.set(door_pos[0]-vec[0], door_pos[1]-vec[1], blocking_ball)
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+
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+ return door, door_pos
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+
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+class ObstructedMaze_1Dlhb(ObstructedMazeEnv):
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+ """
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+ A blue ball is hidden in a 2x1 maze. A locked door separates
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+ rooms. Doors are obstructed by a ball and keys are hidden in boxes.
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+ """
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+
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+ def __init__(self, key_in_box=True, blocked=True, seed=None):
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+ self.key_in_box = key_in_box
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+ self.blocked = blocked
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+
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+ super().__init__(
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+ num_rows=1,
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+ num_cols=2,
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+ num_rooms_visited=2,
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+ seed=seed
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+ )
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+
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+ def _gen_grid(self, width, height):
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+ super()._gen_grid(width, height)
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+
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+ self.add_door(0, 0, door_idx=0, color=self.door_colors[0],
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+ locked=True,
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+ key_in_box=self.key_in_box,
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+ blocked=self.blocked)
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+
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+ self.obj, _ = self.add_object(1, 0, "ball", color=self.ball_to_find_color)
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+ self.place_agent(0, 0)
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+
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+class ObstructedMaze_1Dl(ObstructedMaze_1Dlhb):
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+ def __init__(self, seed=None):
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+ super().__init__(False, False, seed)
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+
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+class ObstructedMaze_1Dlh(ObstructedMaze_1Dlhb):
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+ def __init__(self, seed=None):
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+ super().__init__(True, False, seed)
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+
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+class ObstructedMaze_Full(ObstructedMazeEnv):
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+ """
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+ A blue ball is hidden in one of the 4 corners of a 3x3 maze. Doors
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+ are locked, doors are obstructed by a ball and keys are hidden in
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+ boxes.
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+ """
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+
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+ def __init__(self, agent_room=(1, 1), key_in_box=True, blocked=True,
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+ num_quarters=4, num_rooms_visited=25, seed=None):
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+ self.agent_room = agent_room
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+ self.key_in_box = key_in_box
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+ self.blocked = blocked
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+ self.num_quarters = num_quarters
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+
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+ super().__init__(
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+ num_rows=3,
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+ num_cols=3,
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+ num_rooms_visited=num_rooms_visited,
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+ seed=seed
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+ )
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+
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+ def _gen_grid(self, width, height):
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+ super()._gen_grid(width, height)
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+
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+ middle_room = (1, 1)
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+
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+
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+ side_rooms = [(2, 1), (1, 2), (0, 1), (1, 0)][:self.num_quarters]
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+ for i in range(len(side_rooms)):
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+ side_room = side_rooms[i]
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+
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+
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+ self.add_door(*middle_room, door_idx=i, color=self.door_colors[i], locked=False)
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+
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+ for k in [-1, 1]:
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+
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+ self.add_door(*side_room, locked=True,
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+ door_idx=(i+k)%4,
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+ color=self.door_colors[(i+k)%len(self.door_colors)],
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+ key_in_box=self.key_in_box,
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+ blocked=self.blocked)
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+
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+ corners = [(2, 0), (2, 2), (0, 2), (0, 0)][:self.num_quarters]
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+ ball_room = self._rand_elem(corners)
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+
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+ self.obj, _ = self.add_object(*ball_room, "ball", color=self.ball_to_find_color)
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+ self.place_agent(*self.agent_room)
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+
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+class ObstructedMaze_2Dl(ObstructedMaze_Full):
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+ def __init__(self, seed=None):
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+ super().__init__((2, 1), False, False, 1, 4, seed)
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+
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+class ObstructedMaze_2Dlh(ObstructedMaze_Full):
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+ def __init__(self, seed=None):
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+ super().__init__((2, 1), True, False, 1, 4, seed)
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+
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+
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+class ObstructedMaze_2Dlhb(ObstructedMaze_Full):
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+ def __init__(self, seed=None):
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+ super().__init__((2, 1), True, True, 1, 4, seed)
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+
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+class ObstructedMaze_1Q(ObstructedMaze_Full):
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+ def __init__(self, seed=None):
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+ super().__init__((1, 1), True, True, 1, 5, seed)
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+
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+class ObstructedMaze_2Q(ObstructedMaze_Full):
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+ def __init__(self, seed=None):
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+ super().__init__((1, 1), True, True, 2, 11, seed)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-1Dl-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_1Dl"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-1Dlh-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_1Dlh"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-1Dlhb-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_1Dlhb"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-2Dl-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_2Dl"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-2Dlh-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_2Dlh"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-2Dlhb-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_2Dlhb"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-1Q-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_1Q"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-2Q-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_2Q"
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+)
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+
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+register(
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+ id="MiniGrid-ObstructedMaze-Full-v0",
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+ entry_point="gym_minigrid.envs:ObstructedMaze_Full"
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+)
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