from gym_minigrid.minigrid import ( COLOR_NAMES, Ball, Grid, Key, MiniGridEnv, MissionSpace, ) class FetchEnv(MiniGridEnv): """ Environment in which the agent has to fetch a random object named using English text strings """ def __init__(self, size=8, numObjs=3, **kwargs): self.numObjs = numObjs self.obj_types = ["key", "ball"] MISSION_SYNTAX = [ "get a", "go get a", "fetch a", "go fetch a", "you must fetch a", ] self.size = size mission_space = MissionSpace( mission_func=lambda syntax, color, type: f"{syntax} {color} {type}", ordered_placeholders=[MISSION_SYNTAX, COLOR_NAMES, self.obj_types], ) super().__init__( mission_space=mission_space, width=size, height=size, max_steps=5 * size**2, # Set this to True for maximum speed see_through_walls=True, **kwargs, ) def _gen_grid(self, width, height): self.grid = Grid(width, height) # Generate the surrounding walls self.grid.horz_wall(0, 0) self.grid.horz_wall(0, height - 1) self.grid.vert_wall(0, 0) self.grid.vert_wall(width - 1, 0) objs = [] # For each object to be generated while len(objs) < self.numObjs: objType = self._rand_elem(self.obj_types) objColor = self._rand_elem(COLOR_NAMES) if objType == "key": obj = Key(objColor) elif objType == "ball": obj = Ball(objColor) else: raise ValueError( "{} object type given. Object type can only be of values key and ball.".format( objType ) ) self.place_obj(obj) objs.append(obj) # Randomize the player start position and orientation self.place_agent() # Choose a random object to be picked up target = objs[self._rand_int(0, len(objs))] self.targetType = target.type self.targetColor = target.color descStr = f"{self.targetColor} {self.targetType}" # Generate the mission string idx = self._rand_int(0, 5) if idx == 0: self.mission = "get a %s" % descStr elif idx == 1: self.mission = "go get a %s" % descStr elif idx == 2: self.mission = "fetch a %s" % descStr elif idx == 3: self.mission = "go fetch a %s" % descStr elif idx == 4: self.mission = "you must fetch a %s" % descStr assert hasattr(self, "mission") def step(self, action): obs, reward, terminated, truncated, info = super().step(action) if self.carrying: if ( self.carrying.color == self.targetColor and self.carrying.type == self.targetType ): reward = self._reward() terminated = True else: reward = 0 terminated = True return obs, reward, terminated, truncated, info