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- from __future__ import annotations
- from minigrid.core.constants import COLOR_NAMES
- from minigrid.core.grid import Grid
- from minigrid.core.mission import MissionSpace
- from minigrid.core.world_object import Ball, Box, Key
- from minigrid.minigrid_env import MiniGridEnv
- class GoToObjectEnv(MiniGridEnv):
- """
- ## Description
- This environment is a room with colored objects. The agent
- receives a textual (mission) string as input, telling it which colored object to go
- to, (eg: "go to the red key"). It receives a positive reward for performing
- the `done` action next to the correct object, as indicated in the mission
- string.
- ## Mission Space
- "go to the {color} {obj_type}"
- {color} is the color of the object. Can be "red", "green", "blue", "purple",
- "yellow" or "grey".
- {obj_type} is the type of the object. Can be "key", "ball", "box".
- ## Action Space
- | Num | Name | Action |
- |-----|--------------|----------------------|
- | 0 | left | Turn left |
- | 1 | right | Turn right |
- | 2 | forward | Move forward |
- | 3 | pickup | Unused |
- | 4 | drop | Unused |
- | 5 | toggle | Unused |
- | 6 | done | Done completing task |
- ## Observation Encoding
- - Each tile is encoded as a 3 dimensional tuple:
- `(OBJECT_IDX, COLOR_IDX, STATE)`
- - `OBJECT_TO_IDX` and `COLOR_TO_IDX` mapping can be found in
- [minigrid/core/constants.py](minigrid/core/constants.py)
- - `STATE` refers to the door state with 0=open, 1=closed and 2=locked
- ## Rewards
- A reward of '1 - 0.9 * (step_count / max_steps)' is given for success, and '0' for failure.
- ## Termination
- The episode ends if any one of the following conditions is met:
- 1. The agent stands next the correct door performing the `done` action.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `MiniGrid-GoToObject-6x6-N2-v0`
- - `MiniGrid-GoToObject-8x8-N2-v0`
- """
- def __init__(self, size=6, numObjs=2, max_steps: int | None = None, **kwargs):
- self.numObjs = numObjs
- self.size = size
- # Types of objects to be generated
- self.obj_types = ["key", "ball", "box"]
- mission_space = MissionSpace(
- mission_func=self._gen_mission,
- ordered_placeholders=[COLOR_NAMES, self.obj_types],
- )
- if max_steps is None:
- max_steps = 5 * size**2
- super().__init__(
- mission_space=mission_space,
- width=size,
- height=size,
- # Set this to True for maximum speed
- see_through_walls=True,
- max_steps=max_steps,
- **kwargs,
- )
- @staticmethod
- def _gen_mission(color: str, obj_type: str):
- return f"go to the {color} {obj_type}"
- 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 (ax == tx and abs(ay - ty) == 1) or (ay == ty and abs(ax - tx) == 1):
- reward = self._reward()
- terminated = True
- return obs, reward, terminated, truncated, info
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