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- """
- Copied and adapted from https://github.com/mila-iqia/babyai.
- Levels described in the Baby AI ICLR 2019 submission, with the `Unlock` instruction.
- """
- from __future__ import annotations
- from minigrid.core.constants import COLOR_NAMES
- from minigrid.core.world_object import Ball, Box, Key
- from minigrid.envs.babyai.core.roomgrid_level import RoomGridLevel
- from minigrid.envs.babyai.core.verifier import ObjDesc, OpenInstr, PickupInstr
- class Unlock(RoomGridLevel):
- """
- ## Description
- Unlock a door.
- Competencies: Maze, Open, Unlock. No unblocking.
- ## Mission Space
- "open the {color} door"
- {color} is the color of the box. Can be "red", "green", "blue", "purple",
- "yellow" or "grey".
- ## Action Space
- | Num | Name | Action |
- |-----|--------------|-------------------|
- | 0 | left | Turn left |
- | 1 | right | Turn right |
- | 2 | forward | Move forward |
- | 3 | pickup | Pick up an object |
- | 4 | drop | Unused |
- | 5 | toggle | Open/closes door |
- | 6 | done | Unused |
- ## 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 opens the correct door.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-Unlock-v0`
- """
- def gen_mission(self):
- # Add a locked door to a random room
- id = self._rand_int(0, self.num_cols)
- jd = self._rand_int(0, self.num_rows)
- door, pos = self.add_door(id, jd, locked=True)
- locked_room = self.get_room(id, jd)
- # Add the key to a different room
- while True:
- ik = self._rand_int(0, self.num_cols)
- jk = self._rand_int(0, self.num_rows)
- if ik is id and jk is jd:
- continue
- self.add_object(ik, jk, "key", door.color)
- break
- # With 50% probability, ensure that the locked door is the only
- # door of that color
- if self._rand_bool():
- colors = list(filter(lambda c: c is not door.color, COLOR_NAMES))
- self.connect_all(door_colors=colors)
- else:
- self.connect_all()
- # Add distractors to all but the locked room.
- # We do this to speed up the reachability test,
- # which otherwise will reject all levels with
- # objects in the locked room.
- for i in range(self.num_cols):
- for j in range(self.num_rows):
- if i is not id or j is not jd:
- self.add_distractors(i, j, num_distractors=3, all_unique=False)
- # The agent must be placed after all the object to respect constraints
- while True:
- self.place_agent()
- start_room = self.room_from_pos(*self.agent_pos)
- # Ensure that we are not placing the agent in the locked room
- if start_room is locked_room:
- continue
- break
- self.check_objs_reachable()
- self.instrs = OpenInstr(ObjDesc(door.type, door.color))
- class UnlockLocal(RoomGridLevel):
- """
- ## Description
- Fetch a key and unlock a door
- (in the current room)
- ## Mission Space
- "open the door"
- ## Action Space
- | Num | Name | Action |
- |-----|--------------|-------------------|
- | 0 | left | Turn left |
- | 1 | right | Turn right |
- | 2 | forward | Move forward |
- | 3 | pickup | Pick up an object |
- | 4 | drop | Unused |
- | 5 | toggle | Open/closes door |
- | 6 | done | Unused |
- ## 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 opens the door.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-UnlockLocal-v0`
- - `BabyAI-UnlockLocalDist-v0`
- """
- def __init__(self, distractors=False, **kwargs):
- self.distractors = distractors
- super().__init__(**kwargs)
- def gen_mission(self):
- door, _ = self.add_door(1, 1, locked=True)
- self.add_object(1, 1, "key", door.color)
- if self.distractors:
- self.add_distractors(1, 1, num_distractors=3)
- self.place_agent(1, 1)
- self.instrs = OpenInstr(ObjDesc(door.type))
- class KeyInBox(RoomGridLevel):
- """
- ## Description
- Unlock a door. Key is in a box (in the current room).
- ## Mission Space
- "open the door"
- ## Action Space
- | Num | Name | Action |
- |-----|--------------|-------------------|
- | 0 | left | Turn left |
- | 1 | right | Turn right |
- | 2 | forward | Move forward |
- | 3 | pickup | Pick up an object |
- | 4 | drop | Unused |
- | 5 | toggle | Open/closes door |
- | 6 | done | Unused |
- ## 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 opens the door.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-KeyInBox-v0`
- ## Additional Notes
- The BabyAI bot is unable to solve this level.
- """
- def __init__(self, **kwargs):
- super().__init__(**kwargs)
- def gen_mission(self):
- door, _ = self.add_door(1, 1, locked=True)
- # Put the key in the box, then place the box in the room
- key = Key(door.color)
- box = Box(self._rand_color(), key)
- self.place_in_room(1, 1, box)
- self.place_agent(1, 1)
- self.instrs = OpenInstr(ObjDesc(door.type))
- class UnlockPickup(RoomGridLevel):
- """
- ## Description
- Unlock a door, then pick up a box in another room
- ## Mission Space
- "pick up the {color} box"
- {color} is the color of the box. Can be "red", "green", "blue", "purple",
- "yellow" or "grey".
- ## Action Space
- | Num | Name | Action |
- |-----|--------------|-------------------|
- | 0 | left | Turn left |
- | 1 | right | Turn right |
- | 2 | forward | Move forward |
- | 3 | pickup | Pick up an object |
- | 4 | drop | Unused |
- | 5 | toggle | Open/closes door |
- | 6 | done | Unused |
- ## 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 picks up the correct box.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-UnlockPickup-v0`
- - `BabyAI-UnlockPickupDist-v0`
- """
- def __init__(self, distractors=False, max_steps: int | None = None, **kwargs):
- self.distractors = distractors
- room_size = 6
- if max is None:
- max_steps = 8 * room_size**2
- super().__init__(
- num_rows=1, num_cols=2, room_size=6, max_steps=max_steps, **kwargs
- )
- def gen_mission(self):
- # Add a random object to the room on the right
- obj, _ = self.add_object(1, 0, kind="box")
- # Make sure the two rooms are directly connected by a locked door
- door, _ = self.add_door(0, 0, 0, locked=True)
- # Add a key to unlock the door
- self.add_object(0, 0, "key", door.color)
- if self.distractors:
- self.add_distractors(num_distractors=4)
- self.place_agent(0, 0)
- self.instrs = PickupInstr(ObjDesc(obj.type, obj.color))
- class BlockedUnlockPickup(RoomGridLevel):
- """
- ## Description
- Unlock a door blocked by a ball, then pick up a box
- in another room
- ## Mission Space
- "pick up the box"
- ## Action Space
- | Num | Name | Action |
- |-----|--------------|-------------------|
- | 0 | left | Turn left |
- | 1 | right | Turn right |
- | 2 | forward | Move forward |
- | 3 | pickup | Pick up an object |
- | 4 | drop | Unused |
- | 5 | toggle | Open/closes door |
- | 6 | done | Unused |
- ## 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 picks up the box.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-BlockedUnlockPickup-v0`
- """
- def __init__(self, max_steps: int | None = None, **kwargs):
- room_size = 6
- if max_steps is None:
- max_steps = 16 * room_size**2
- super().__init__(
- num_rows=1, num_cols=2, room_size=room_size, max_steps=max_steps, **kwargs
- )
- def gen_mission(self):
- # Add a box to the room on the right
- obj, _ = self.add_object(1, 0, kind="box")
- # Make sure the two rooms are directly connected by a locked door
- door, pos = self.add_door(0, 0, 0, locked=True)
- # Block the door with a ball
- color = self._rand_color()
- self.grid.set(pos[0] - 1, pos[1], Ball(color))
- # Add a key to unlock the door
- self.add_object(0, 0, "key", door.color)
- self.place_agent(0, 0)
- self.instrs = PickupInstr(ObjDesc(obj.type))
- class UnlockToUnlock(RoomGridLevel):
- """
- ## Description
- Unlock a door A that requires to unlock a door B before
- ## Mission Space
- "pick up the ball"
- ## Action Space
- | Num | Name | Action |
- |-----|--------------|-------------------|
- | 0 | left | Turn left |
- | 1 | right | Turn right |
- | 2 | forward | Move forward |
- | 3 | pickup | Pick up an object |
- | 4 | drop | Unused |
- | 5 | toggle | Open/closes door |
- | 6 | done | Unused |
- ## 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 picks up the ball.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-UnlockToUnlock-v0`
- """
- def __init__(self, max_steps: int | None = None, **kwargs):
- room_size = 6
- if max_steps is None:
- max_steps = 30 * room_size**2
- super().__init__(
- num_rows=1, num_cols=3, room_size=room_size, max_steps=max_steps, **kwargs
- )
- def gen_mission(self):
- colors = self._rand_subset(COLOR_NAMES, 2)
- # Add a door of color A connecting left and middle room
- self.add_door(0, 0, door_idx=0, color=colors[0], locked=True)
- # Add a key of color A in the room on the right
- self.add_object(2, 0, kind="key", color=colors[0])
- # Add a door of color B connecting middle and right room
- self.add_door(1, 0, door_idx=0, color=colors[1], locked=True)
- # Add a key of color B in the middle room
- self.add_object(1, 0, kind="key", color=colors[1])
- obj, _ = self.add_object(0, 0, kind="ball")
- self.place_agent(1, 0)
- self.instrs = PickupInstr(ObjDesc(obj.type))
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