from gym_minigrid.minigrid import ( COLOR_NAMES, Ball, Box, Grid, Key, MiniGridEnv, MissionSpace, ) class GoToObjectEnv(MiniGridEnv): """ Environment in which the agent is instructed to go to a given object named using an English text string """ def __init__(self, size=6, numObjs=2, **kwargs): self.numObjs = numObjs self.size = size # Types of objects to be generated self.obj_types = ["key", "ball", "box"] mission_space = MissionSpace( mission_func=lambda color, type: f"go to the {color} {type}", ordered_placeholders=[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.wall_rect(0, 0, width, height) # Types and colors of objects we can generate types = ["key", "ball", "box"] objs = [] objPos = [] # Until we have generated all the objects while len(objs) < self.numObjs: objType = self._rand_elem(types) objColor = self._rand_elem(COLOR_NAMES) # If this object already exists, try again if (objType, objColor) in objs: continue if objType == "key": obj = Key(objColor) elif objType == "ball": obj = Ball(objColor) elif objType == "box": obj = Box(objColor) else: raise ValueError( "{} object type given. Object type can only be of values key, ball and box.".format( objType ) ) pos = self.place_obj(obj) objs.append((objType, objColor)) objPos.append(pos) # Randomize the agent start position and orientation self.place_agent() # Choose a random object to be picked up objIdx = self._rand_int(0, len(objs)) self.targetType, self.target_color = objs[objIdx] self.target_pos = objPos[objIdx] descStr = f"{self.target_color} {self.targetType}" self.mission = "go to the %s" % descStr # print(self.mission) def step(self, action): obs, reward, terminated, truncated, info = super().step(action) ax, ay = self.agent_pos tx, ty = self.target_pos # Toggle/pickup action terminates the episode if action == self.actions.toggle: terminated = True # Reward performing the done action next to the target object if action == self.actions.done: if abs(ax - tx) <= 1 and abs(ay - ty) <= 1: reward = self._reward() terminated = True return obs, reward, terminated, truncated, info