123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230 |
- from gym_minigrid.minigrid import *
- from gym_minigrid.register import register
- class Room:
- def __init__(
- self,
- top,
- size
- ):
- # Top-left corner and size (tuples)
- self.top = top
- self.size = size
- # List of door objects and door positions
- # Order of the doors is right, down, left, up
- self.doors = [None] * 4
- self.door_pos = [None] * 4
- # List of rooms this is connected to
- # Order of the neighbors is right, down, left, up
- self.neighbors = [None] * 4
- # Indicates if this room is locked
- self.locked = False
- # List of objects contained
- self.objs = []
- def rand_pos(self, env):
- topX, topY = self.top
- sizeX, sizeY = self.size
- return env._randPos(
- topX + 1, topX + sizeX - 1,
- topY + 1, topY + sizeY - 1
- )
- class RoomGrid(MiniGridEnv):
- """
- Environment with multiple rooms and random objects.
- This is meant to serve as a base class for other environments.
- """
- def __init__(
- self,
- room_size=6,
- num_cols=4,
- max_steps=200
- ):
- assert room_size > 0
- assert room_size >= 4
- assert num_cols > 0
- self.room_size = room_size
- self.num_cols = num_cols
- self.num_rows = num_cols
- grid_size = (room_size - 1) * num_cols + 1
- super().__init__(gridSize=grid_size, maxSteps=max_steps)
- self.reward_range = (0, 1)
- def room_from_pos(self, x, y):
- """Get the room a given position maps to"""
- assert x >= 0
- assert y >= 0
- i = x // self.room_size
- j = y // self.room_size
- assert i < self.num_cols
- assert j < self.num_rows
- return self.room_grid[j][i]
- def get_room(self, i, j):
- assert i < self.num_cols
- assert j < self.num_rows
- return self.room_grid[j][i]
- def _genGrid(self, width, height):
- # Create the grid
- self.grid = Grid(width, height)
- self.room_grid = []
- # For each row of rooms
- for j in range(0, self.num_rows):
- row = []
- # For each column of rooms
- for i in range(0, self.num_cols):
- room = Room(
- (i * (self.room_size-1), j * (self.room_size-1)),
- (self.room_size, self.room_size)
- )
- row.append(room)
- # Generate the walls for this room
- self.grid.wallRect(*room.top, *room.size)
- self.room_grid.append(row)
- # For each row of rooms
- for j in range(0, self.num_rows):
- # For each column of rooms
- for i in range(0, self.num_cols):
- room = self.room_grid[j][i]
- x_l, y_l = room.top
- x_m, y_m = (room.top[0] + room.size[0] - 1, room.top[1] + room.size[1] - 1)
- # Door positions, order is right, down, left, up
- if i < self.num_cols - 1:
- room.neighbors[0] = self.room_grid[j][i+1]
- room.door_pos[0] = (x_m, self._randInt(y_l, y_m))
- if j < self.num_rows - 1:
- room.neighbors[1] = self.room_grid[j+1][i]
- room.door_pos[1] = (self._randInt(x_l, x_m), y_m)
- if i > 0:
- room.neighbors[2] = self.room_grid[j][i-1]
- room.door_pos[2] = room.neighbors[2].door_pos[0]
- if j > 0:
- room.neighbors[3] = self.room_grid[j-1][i]
- room.door_pos[3] = room.neighbors[3].door_pos[1]
- # The agent starts in the middle, facing right
- self.startPos = (
- (self.num_cols // 2) * (self.room_size-1) + (self.room_size // 2),
- (self.num_rows // 2) * (self.room_size-1) + (self.room_size // 2)
- )
- self.startDir = 0
- # By default, this environment has no mission
- self.mission = ''
- def add_object(self, i, j, kind, color):
- """
- Add a new object to room (i, j)
- """
- # TODO: we probably want to add an Object.make helper function
- assert kind in ['key', 'ball', 'box']
- if kind == 'key':
- obj = Key(color)
- elif kind == 'ball':
- obj = Ball(color)
- elif kind == 'box':
- obj = Box(color)
- room = self.get_room(i, j)
- self.placeObj(obj, room.top, room.size)
- room.objs.append(obj)
- return obj
- def add_door(self, i, j, k, color, locked=False):
- """
- Add a door to a room, connecting it to a neighbor
- """
- room = self.get_room(i, j)
- assert room.doors[k] is None, "door already exists"
- if locked:
- door = LockedDoor(color)
- room.locked = True
- else:
- door = Door(color)
- self.grid.set(*room.door_pos[k], door)
- neighbor = room.neighbors[k]
- room.doors[k] = door
- neighbor.doors[(k+2) % 4] = door
- def connect_all(self):
- """
- Make sure that all rooms are reachable by the agent from its
- starting position
- """
- start_room = self.room_from_pos(*self.startPos)
- def find_reach():
- reach = set()
- stack = [start_room]
- while len(stack) > 0:
- room = stack.pop()
- if room in reach:
- continue
- reach.add(room)
- for i in range(0, 4):
- if room.doors[i]:
- stack.append(room.neighbors[i])
- return reach
- while True:
- # If all rooms are reachable, stop
- reach = find_reach()
- if len(reach) == self.num_rows * self.num_cols:
- break
- # Pick a random room and door position
- i = self._randInt(0, self.num_cols)
- j = self._randInt(0, self.num_rows)
- k = self._randInt(0, 4)
- room = self.get_room(i, j)
- # If there is already a door there, skip
- if not room.door_pos[k] or room.doors[k]:
- continue
- if room.locked or room.neighbors[k].locked:
- continue
- color = self._randElem(COLOR_NAMES)
- self.add_door(i, j, k, color)
- def step(self, action):
- obs, reward, done, info = super().step(action)
- return obs, reward, done, info
- register(
- id='MiniGrid-RoomGrid-v0',
- entry_point='gym_minigrid.envs:RoomGrid'
- )
|