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@@ -1,61 +1,65 @@
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-import math
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import hashlib
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-import gym
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+import math
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from enum import IntEnum
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+
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+import gym
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import numpy as np
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-from gym import error, spaces, utils
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+from gym import spaces
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from gym.utils import seeding
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-from .rendering import *
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+
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+from gym_minigrid.rendering import (
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+ downsample,
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+ fill_coords,
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+ highlight_img,
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+ point_in_circle,
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+ point_in_line,
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+ point_in_rect,
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+ point_in_triangle,
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+ rotate_fn,
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+)
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# Size in pixels of a tile in the full-scale human view
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TILE_PIXELS = 32
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# Map of color names to RGB values
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COLORS = {
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- 'red' : np.array([255, 0, 0]),
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- 'green' : np.array([0, 255, 0]),
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- 'blue' : np.array([0, 0, 255]),
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- 'purple': np.array([112, 39, 195]),
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- 'yellow': np.array([255, 255, 0]),
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- 'grey' : np.array([100, 100, 100])
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+ "red": np.array([255, 0, 0]),
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+ "green": np.array([0, 255, 0]),
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+ "blue": np.array([0, 0, 255]),
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+ "purple": np.array([112, 39, 195]),
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+ "yellow": np.array([255, 255, 0]),
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+ "grey": np.array([100, 100, 100]),
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}
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COLOR_NAMES = sorted(list(COLORS.keys()))
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# Used to map colors to integers
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-COLOR_TO_IDX = {
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- 'red' : 0,
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- 'green' : 1,
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- 'blue' : 2,
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- 'purple': 3,
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- 'yellow': 4,
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- 'grey' : 5
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-}
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+COLOR_TO_IDX = {"red": 0, "green": 1, "blue": 2, "purple": 3, "yellow": 4, "grey": 5}
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IDX_TO_COLOR = dict(zip(COLOR_TO_IDX.values(), COLOR_TO_IDX.keys()))
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# Map of object type to integers
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OBJECT_TO_IDX = {
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- 'unseen' : 0,
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- 'empty' : 1,
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- 'wall' : 2,
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- 'floor' : 3,
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- 'door' : 4,
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- 'key' : 5,
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- 'ball' : 6,
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- 'box' : 7,
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- 'goal' : 8,
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- 'lava' : 9,
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- 'agent' : 10,
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+ "unseen": 0,
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+ "empty": 1,
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+ "wall": 2,
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+ "floor": 3,
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+ "door": 4,
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+ "key": 5,
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+ "ball": 6,
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+ "box": 7,
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+ "goal": 8,
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+ "lava": 9,
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+ "agent": 10,
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}
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IDX_TO_OBJECT = dict(zip(OBJECT_TO_IDX.values(), OBJECT_TO_IDX.keys()))
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# Map of state names to integers
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STATE_TO_IDX = {
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- 'open' : 0,
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- 'closed': 1,
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- 'locked': 2,
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+ "open": 0,
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+ "closed": 1,
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+ "locked": 2,
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}
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# Map of agent direction indices to vectors
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@@ -70,6 +74,7 @@ DIR_TO_VEC = [
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np.array((0, -1)),
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]
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+
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class WorldObj:
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"""
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Base class for grid world objects
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@@ -119,28 +124,28 @@ class WorldObj:
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obj_type = IDX_TO_OBJECT[type_idx]
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color = IDX_TO_COLOR[color_idx]
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- if obj_type == 'empty' or obj_type == 'unseen':
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+ if obj_type == "empty" or obj_type == "unseen":
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return None
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# State, 0: open, 1: closed, 2: locked
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is_open = state == 0
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is_locked = state == 2
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- if obj_type == 'wall':
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+ if obj_type == "wall":
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v = Wall(color)
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- elif obj_type == 'floor':
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+ elif obj_type == "floor":
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v = Floor(color)
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- elif obj_type == 'ball':
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+ elif obj_type == "ball":
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v = Ball(color)
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- elif obj_type == 'key':
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+ elif obj_type == "key":
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v = Key(color)
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- elif obj_type == 'box':
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+ elif obj_type == "box":
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v = Box(color)
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- elif obj_type == 'door':
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+ elif obj_type == "door":
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v = Door(color, is_open, is_locked)
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- elif obj_type == 'goal':
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+ elif obj_type == "goal":
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v = Goal()
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- elif obj_type == 'lava':
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+ elif obj_type == "lava":
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v = Lava()
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else:
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assert False, "unknown object type in decode '%s'" % obj_type
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@@ -151,9 +156,10 @@ class WorldObj:
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"""Draw this object with the given renderer"""
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raise NotImplementedError
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+
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class Goal(WorldObj):
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def __init__(self):
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- super().__init__('goal', 'green')
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+ super().__init__("goal", "green")
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def can_overlap(self):
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return True
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@@ -161,13 +167,14 @@ class Goal(WorldObj):
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def render(self, img):
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fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
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+
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class Floor(WorldObj):
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"""
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Colored floor tile the agent can walk over
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"""
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- def __init__(self, color='blue'):
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- super().__init__('floor', color)
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+ def __init__(self, color="blue"):
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+ super().__init__("floor", color)
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def can_overlap(self):
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return True
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@@ -180,7 +187,7 @@ class Floor(WorldObj):
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class Lava(WorldObj):
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def __init__(self):
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- super().__init__('lava', 'red')
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+ super().__init__("lava", "red")
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def can_overlap(self):
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return True
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@@ -195,14 +202,15 @@ class Lava(WorldObj):
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for i in range(3):
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ylo = 0.3 + 0.2 * i
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yhi = 0.4 + 0.2 * i
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- fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0,0,0))
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- fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0,0,0))
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- fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0,0,0))
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- fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0,0,0))
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+ fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0, 0, 0))
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+ fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0, 0, 0))
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+ fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0, 0, 0))
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+ fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0, 0, 0))
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+
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class Wall(WorldObj):
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- def __init__(self, color='grey'):
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- super().__init__('wall', color)
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+ def __init__(self, color="grey"):
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+ super().__init__("wall", color)
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def see_behind(self):
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return False
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@@ -210,9 +218,10 @@ class Wall(WorldObj):
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def render(self, img):
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fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
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+
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class Door(WorldObj):
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def __init__(self, color, is_open=False, is_locked=False):
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- super().__init__('door', color)
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+ super().__init__("door", color)
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self.is_open = is_open
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self.is_locked = is_locked
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@@ -253,7 +262,7 @@ class Door(WorldObj):
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if self.is_open:
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fill_coords(img, point_in_rect(0.88, 1.00, 0.00, 1.00), c)
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- fill_coords(img, point_in_rect(0.92, 0.96, 0.04, 0.96), (0,0,0))
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+ fill_coords(img, point_in_rect(0.92, 0.96, 0.04, 0.96), (0, 0, 0))
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return
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# Door frame and door
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@@ -265,16 +274,17 @@ class Door(WorldObj):
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fill_coords(img, point_in_rect(0.52, 0.75, 0.50, 0.56), c)
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else:
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fill_coords(img, point_in_rect(0.00, 1.00, 0.00, 1.00), c)
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- fill_coords(img, point_in_rect(0.04, 0.96, 0.04, 0.96), (0,0,0))
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+ fill_coords(img, point_in_rect(0.04, 0.96, 0.04, 0.96), (0, 0, 0))
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fill_coords(img, point_in_rect(0.08, 0.92, 0.08, 0.92), c)
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- fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), (0,0,0))
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+ fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), (0, 0, 0))
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# Draw door handle
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fill_coords(img, point_in_circle(cx=0.75, cy=0.50, r=0.08), c)
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+
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class Key(WorldObj):
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- def __init__(self, color='blue'):
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- super(Key, self).__init__('key', color)
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+ def __init__(self, color="blue"):
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+ super().__init__("key", color)
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def can_pickup(self):
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return True
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@@ -291,11 +301,12 @@ class Key(WorldObj):
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# Ring
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fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.190), c)
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- fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.064), (0,0,0))
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+ fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.064), (0, 0, 0))
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+
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class Ball(WorldObj):
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- def __init__(self, color='blue'):
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- super(Ball, self).__init__('ball', color)
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+ def __init__(self, color="blue"):
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+ super().__init__("ball", color)
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def can_pickup(self):
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return True
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@@ -303,9 +314,10 @@ class Ball(WorldObj):
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def render(self, img):
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fill_coords(img, point_in_circle(0.5, 0.5, 0.31), COLORS[self.color])
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+
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class Box(WorldObj):
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def __init__(self, color, contains=None):
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- super(Box, self).__init__('box', color)
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+ super().__init__("box", color)
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self.contains = contains
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def can_pickup(self):
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@@ -316,7 +328,7 @@ class Box(WorldObj):
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# Outline
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fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), c)
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- fill_coords(img, point_in_rect(0.18, 0.82, 0.18, 0.82), (0,0,0))
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+ fill_coords(img, point_in_rect(0.18, 0.82, 0.18, 0.82), (0, 0, 0))
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# Horizontal slit
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fill_coords(img, point_in_rect(0.16, 0.84, 0.47, 0.53), c)
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@@ -326,6 +338,7 @@ class Box(WorldObj):
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env.grid.set(*pos, self.contains)
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return True
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+
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class Grid:
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"""
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Represent a grid and operations on it
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@@ -359,7 +372,7 @@ class Grid:
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return False
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def __eq__(self, other):
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- grid1 = self.encode()
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+ grid1 = self.encode()
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grid2 = other.encode()
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return np.array_equal(grid2, grid1)
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@@ -368,6 +381,7 @@ class Grid:
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def copy(self):
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from copy import deepcopy
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+
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return deepcopy(self)
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def set(self, i, j, v):
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@@ -394,9 +408,9 @@ class Grid:
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def wall_rect(self, x, y, w, h):
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self.horz_wall(x, y, w)
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- self.horz_wall(x, y+h-1, w)
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+ self.horz_wall(x, y + h - 1, w)
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self.vert_wall(x, y, h)
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- self.vert_wall(x+w-1, y, h)
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+ self.vert_wall(x + w - 1, y, h)
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def rotate_left(self):
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"""
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@@ -424,8 +438,7 @@ class Grid:
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x = topX + i
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y = topY + j
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- if x >= 0 and x < self.width and \
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- y >= 0 and y < self.height:
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+ if x >= 0 and x < self.width and y >= 0 and y < self.height:
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v = self.get(x, y)
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else:
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v = Wall()
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@@ -436,12 +449,7 @@ class Grid:
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@classmethod
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def render_tile(
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- cls,
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- obj,
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- agent_dir=None,
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- highlight=False,
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- tile_size=TILE_PIXELS,
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- subdivs=3
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+ cls, obj, agent_dir=None, highlight=False, tile_size=TILE_PIXELS, subdivs=3
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):
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"""
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Render a tile and cache the result
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@@ -454,13 +462,15 @@ class Grid:
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if key in cls.tile_cache:
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return cls.tile_cache[key]
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- img = np.zeros(shape=(tile_size * subdivs, tile_size * subdivs, 3), dtype=np.uint8)
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+ img = np.zeros(
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+ shape=(tile_size * subdivs, tile_size * subdivs, 3), dtype=np.uint8
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+ )
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# Draw the grid lines (top and left edges)
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fill_coords(img, point_in_rect(0, 0.031, 0, 1), (100, 100, 100))
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fill_coords(img, point_in_rect(0, 1, 0, 0.031), (100, 100, 100))
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- if obj != None:
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+ if obj is not None:
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obj.render(img)
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# Overlay the agent on top
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@@ -472,7 +482,7 @@ class Grid:
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)
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# Rotate the agent based on its direction
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- tri_fn = rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5*math.pi*agent_dir)
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+ tri_fn = rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5 * math.pi * agent_dir)
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fill_coords(img, tri_fn, (255, 0, 0))
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# Highlight the cell if needed
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@@ -487,13 +497,7 @@ class Grid:
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return img
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- def render(
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- self,
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- tile_size,
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- agent_pos=None,
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- agent_dir=None,
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- highlight_mask=None
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- ):
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+ def render(self, tile_size, agent_pos=None, agent_dir=None, highlight_mask=None):
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"""
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Render this grid at a given scale
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:param r: target renderer object
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@@ -519,13 +523,13 @@ class Grid:
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cell,
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agent_dir=agent_dir if agent_here else None,
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highlight=highlight_mask[i, j],
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- tile_size=tile_size
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+ tile_size=tile_size,
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)
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ymin = j * tile_size
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- ymax = (j+1) * tile_size
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+ ymax = (j + 1) * tile_size
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xmin = i * tile_size
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- xmax = (i+1) * tile_size
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+ xmax = (i + 1) * tile_size
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img[ymin:ymax, xmin:xmax, :] = tile_img
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return img
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@@ -538,7 +542,7 @@ class Grid:
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if vis_mask is None:
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vis_mask = np.ones((self.width, self.height), dtype=bool)
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- array = np.zeros((self.width, self.height, 3), dtype='uint8')
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+ array = np.zeros((self.width, self.height, 3), dtype="uint8")
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for i in range(self.width):
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for j in range(self.height):
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@@ -546,7 +550,7 @@ class Grid:
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v = self.get(i, j)
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if v is None:
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- array[i, j, 0] = OBJECT_TO_IDX['empty']
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+ array[i, j, 0] = OBJECT_TO_IDX["empty"]
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array[i, j, 1] = 0
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array[i, j, 2] = 0
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@@ -572,7 +576,7 @@ class Grid:
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type_idx, color_idx, state = array[i, j]
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v = WorldObj.decode(type_idx, color_idx, state)
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grid.set(i, j, v)
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- vis_mask[i, j] = (type_idx != OBJECT_TO_IDX['unseen'])
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+ vis_mask[i, j] = type_idx != OBJECT_TO_IDX["unseen"]
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return grid, vis_mask
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@@ -582,7 +586,7 @@ class Grid:
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mask[agent_pos[0], agent_pos[1]] = True
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for j in reversed(range(0, grid.height)):
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- for i in range(0, grid.width-1):
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+ for i in range(0, grid.width - 1):
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if not mask[i, j]:
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continue
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@@ -590,10 +594,10 @@ class Grid:
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if cell and not cell.see_behind():
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continue
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- mask[i+1, j] = True
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+ mask[i + 1, j] = True
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if j > 0:
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- mask[i+1, j-1] = True
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- mask[i, j-1] = True
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+ mask[i + 1, j - 1] = True
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+ mask[i, j - 1] = True
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for i in reversed(range(1, grid.width)):
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if not mask[i, j]:
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@@ -603,10 +607,10 @@ class Grid:
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if cell and not cell.see_behind():
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continue
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- mask[i-1, j] = True
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+ mask[i - 1, j] = True
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if j > 0:
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- mask[i-1, j-1] = True
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- mask[i, j-1] = True
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+ mask[i - 1, j - 1] = True
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+ mask[i, j - 1] = True
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for j in range(0, grid.height):
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for i in range(0, grid.width):
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@@ -615,15 +619,13 @@ class Grid:
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return mask
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+
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class MiniGridEnv(gym.Env):
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"""
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2D grid world game environment
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"""
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- metadata = {
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- 'render.modes': ['human', 'rgb_array'],
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- 'video.frames_per_second' : 10
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- }
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+ metadata = {"render.modes": ["human", "rgb_array"], "video.frames_per_second": 10}
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# Enumeration of possible actions
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class Actions(IntEnum):
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@@ -650,11 +652,11 @@ class MiniGridEnv(gym.Env):
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max_steps=100,
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see_through_walls=False,
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seed=1337,
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- agent_view_size=7
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+ agent_view_size=7,
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):
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# Can't set both grid_size and width/height
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if grid_size:
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- assert width == None and height == None
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+ assert width is None and height is None
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width = grid_size
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height = grid_size
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@@ -675,11 +677,9 @@ class MiniGridEnv(gym.Env):
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low=0,
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high=255,
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shape=(self.agent_view_size, self.agent_view_size, 3),
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- dtype='uint8'
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+ dtype="uint8",
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)
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- self.observation_space = spaces.Dict({
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- 'image': self.observation_space
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- })
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+ self.observation_space = spaces.Dict({"image": self.observation_space})
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# Range of possible rewards
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self.reward_range = (0, 1)
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@@ -744,7 +744,7 @@ class MiniGridEnv(gym.Env):
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to_encode = [self.grid.encode().tolist(), self.agent_pos, self.agent_dir]
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for item in to_encode:
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- sample_hash.update(str(item).encode('utf8'))
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+ sample_hash.update(str(item).encode("utf8"))
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return sample_hash.hexdigest()[:size]
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@@ -761,28 +761,20 @@ class MiniGridEnv(gym.Env):
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# Map of object types to short string
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OBJECT_TO_STR = {
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- 'wall' : 'W',
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- 'floor' : 'F',
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- 'door' : 'D',
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- 'key' : 'K',
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- 'ball' : 'A',
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- 'box' : 'B',
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- 'goal' : 'G',
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- 'lava' : 'V',
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+ "wall": "W",
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+ "floor": "F",
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+ "door": "D",
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+ "key": "K",
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+ "ball": "A",
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+ "box": "B",
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+ "goal": "G",
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+ "lava": "V",
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}
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- # Short string for opened door
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- OPENDED_DOOR_IDS = '_'
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-
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# Map agent's direction to short string
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- AGENT_DIR_TO_STR = {
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- 0: '>',
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- 1: 'V',
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- 2: '<',
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- 3: '^'
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- }
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+ AGENT_DIR_TO_STR = {0: ">", 1: "V", 2: "<", 3: "^"}
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- str = ''
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+ str = ""
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for j in range(self.grid.height):
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@@ -793,23 +785,23 @@ class MiniGridEnv(gym.Env):
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c = self.grid.get(i, j)
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- if c == None:
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- str += ' '
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+ if c is None:
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+ str += " "
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continue
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- if c.type == 'door':
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+ if c.type == "door":
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if c.is_open:
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- str += '__'
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+ str += "__"
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elif c.is_locked:
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- str += 'L' + c.color[0].upper()
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+ str += "L" + c.color[0].upper()
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else:
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- str += 'D' + c.color[0].upper()
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+ str += "D" + c.color[0].upper()
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continue
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str += OBJECT_TO_STR[c.type] + c.color[0].upper()
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if j < self.grid.height - 1:
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- str += '\n'
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+ str += "\n"
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return str
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@@ -842,7 +834,7 @@ class MiniGridEnv(gym.Env):
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Generate random boolean value
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"""
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- return (self.np_random.randint(0, 2) == 0)
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+ return self.np_random.randint(0, 2) == 0
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def _rand_elem(self, iterable):
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"""
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@@ -884,16 +876,10 @@ class MiniGridEnv(gym.Env):
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return (
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self.np_random.randint(xLow, xHigh),
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- self.np_random.randint(yLow, yHigh)
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+ self.np_random.randint(yLow, yHigh),
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)
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- def place_obj(self,
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- obj,
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- top=None,
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- size=None,
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- reject_fn=None,
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- max_tries=math.inf
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- ):
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+ def place_obj(self, obj, top=None, size=None, reject_fn=None, max_tries=math.inf):
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"""
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Place an object at an empty position in the grid
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@@ -916,17 +902,19 @@ class MiniGridEnv(gym.Env):
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# This is to handle with rare cases where rejection sampling
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# gets stuck in an infinite loop
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if num_tries > max_tries:
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- raise RecursionError('rejection sampling failed in place_obj')
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+ raise RecursionError("rejection sampling failed in place_obj")
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num_tries += 1
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- pos = np.array((
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- self._rand_int(top[0], min(top[0] + size[0], self.grid.width)),
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- self._rand_int(top[1], min(top[1] + size[1], self.grid.height))
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- ))
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+ pos = np.array(
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+ (
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+ self._rand_int(top[0], min(top[0] + size[0], self.grid.width)),
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+ self._rand_int(top[1], min(top[1] + size[1], self.grid.height)),
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+ )
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+ )
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# Don't place the object on top of another object
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- if self.grid.get(*pos) != None:
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+ if self.grid.get(*pos) is not None:
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continue
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# Don't place the object where the agent is
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@@ -956,13 +944,7 @@ class MiniGridEnv(gym.Env):
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obj.init_pos = (i, j)
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obj.cur_pos = (i, j)
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- def place_agent(
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- self,
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- top=None,
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- size=None,
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- rand_dir=True,
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- max_tries=math.inf
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- ):
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+ def place_agent(self, top=None, size=None, rand_dir=True, max_tries=math.inf):
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"""
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Set the agent's starting point at an empty position in the grid
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"""
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@@ -1017,16 +999,16 @@ class MiniGridEnv(gym.Env):
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# Compute the absolute coordinates of the top-left view corner
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sz = self.agent_view_size
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hs = self.agent_view_size // 2
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- tx = ax + (dx * (sz-1)) - (rx * hs)
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- ty = ay + (dy * (sz-1)) - (ry * hs)
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+ tx = ax + (dx * (sz - 1)) - (rx * hs)
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+ ty = ay + (dy * (sz - 1)) - (ry * hs)
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lx = i - tx
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ly = j - ty
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# Project the coordinates of the object relative to the top-left
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# corner onto the agent's own coordinate system
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- vx = (rx*lx + ry*ly)
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- vy = -(dx*lx + dy*ly)
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+ vx = rx * lx + ry * ly
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+ vy = -(dx * lx + dy * ly)
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return vx, vy
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@@ -1090,7 +1072,7 @@ class MiniGridEnv(gym.Env):
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vx, vy = coordinates
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obs = self.gen_obs()
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- obs_grid, _ = Grid.decode(obs['image'])
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+ obs_grid, _ = Grid.decode(obs["image"])
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obs_cell = obs_grid.get(vx, vy)
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world_cell = self.grid.get(x, y)
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@@ -1120,12 +1102,12 @@ class MiniGridEnv(gym.Env):
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# Move forward
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elif action == self.actions.forward:
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- if fwd_cell == None or fwd_cell.can_overlap():
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+ if fwd_cell is None or fwd_cell.can_overlap():
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self.agent_pos = fwd_pos
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- if fwd_cell != None and fwd_cell.type == 'goal':
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+ if fwd_cell is not None and fwd_cell.type == "goal":
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done = True
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reward = self._reward()
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- if fwd_cell != None and fwd_cell.type == 'lava':
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+ if fwd_cell is not None and fwd_cell.type == "lava":
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done = True
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# Pick up an object
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@@ -1179,7 +1161,9 @@ class MiniGridEnv(gym.Env):
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# Process occluders and visibility
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# Note that this incurs some performance cost
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if not self.see_through_walls:
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- vis_mask = grid.process_vis(agent_pos=(self.agent_view_size // 2 , self.agent_view_size - 1))
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+ vis_mask = grid.process_vis(
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+ agent_pos=(self.agent_view_size // 2, self.agent_view_size - 1)
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+ )
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else:
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vis_mask = np.ones(shape=(grid.width, grid.height), dtype=bool)
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@@ -1204,21 +1188,19 @@ class MiniGridEnv(gym.Env):
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# Encode the partially observable view into a numpy array
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image = grid.encode(vis_mask)
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- assert hasattr(self, 'mission'), "environments must define a textual mission string"
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+ assert hasattr(
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+ self, "mission"
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+ ), "environments must define a textual mission string"
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# Observations are dictionaries containing:
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# - an image (partially observable view of the environment)
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# - the agent's direction/orientation (acting as a compass)
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# - a textual mission string (instructions for the agent)
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- obs = {
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- 'image': image,
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- 'direction': self.agent_dir,
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- 'mission': self.mission
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- }
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+ obs = {"image": image, "direction": self.agent_dir, "mission": self.mission}
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return obs
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- def get_obs_render(self, obs, tile_size=TILE_PIXELS//2):
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+ def get_obs_render(self, obs, tile_size=TILE_PIXELS // 2):
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"""
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Render an agent observation for visualization
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"""
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@@ -1230,12 +1212,12 @@ class MiniGridEnv(gym.Env):
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tile_size,
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agent_pos=(self.agent_view_size // 2, self.agent_view_size - 1),
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agent_dir=3,
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- highlight_mask=vis_mask
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+ highlight_mask=vis_mask,
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)
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return img
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- def render(self, mode='human', close=False, highlight=True, tile_size=TILE_PIXELS):
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+ def render(self, mode="human", close=False, highlight=True, tile_size=TILE_PIXELS):
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"""
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Render the whole-grid human view
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"""
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@@ -1245,9 +1227,10 @@ class MiniGridEnv(gym.Env):
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self.window.close()
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return
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- if mode == 'human' and not self.window:
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+ if mode == "human" and not self.window:
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import gym_minigrid.window
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- self.window = gym_minigrid.window.Window('gym_minigrid')
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+
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+ self.window = gym_minigrid.window.Window("gym_minigrid")
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self.window.show(block=False)
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# Compute which cells are visible to the agent
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@@ -1257,7 +1240,11 @@ class MiniGridEnv(gym.Env):
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# of the agent's view area
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f_vec = self.dir_vec
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r_vec = self.right_vec
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- top_left = self.agent_pos + f_vec * (self.agent_view_size-1) - r_vec * (self.agent_view_size // 2)
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+ top_left = (
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+ self.agent_pos
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+ + f_vec * (self.agent_view_size - 1)
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+ - r_vec * (self.agent_view_size // 2)
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+ )
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# Mask of which cells to highlight
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highlight_mask = np.zeros(shape=(self.width, self.height), dtype=bool)
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@@ -1285,10 +1272,10 @@ class MiniGridEnv(gym.Env):
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tile_size,
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self.agent_pos,
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self.agent_dir,
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- highlight_mask=highlight_mask if highlight else None
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+ highlight_mask=highlight_mask if highlight else None,
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)
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- if mode == 'human':
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+ if mode == "human":
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self.window.set_caption(self.mission)
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self.window.show_img(img)
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