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- from gym_minigrid.minigrid import COLOR_NAMES, DIR_TO_VEC, Ball, Box, Key, MissionSpace
- from gym_minigrid.roomgrid import RoomGrid
- class ObstructedMazeEnv(RoomGrid):
- """
- A blue ball is hidden in the maze. Doors may be locked,
- doors may be obstructed by a ball and keys may be hidden in boxes.
- """
- def __init__(self, num_rows, num_cols, num_rooms_visited, **kwargs):
- room_size = 6
- max_steps = 4 * num_rooms_visited * room_size**2
- mission_space = MissionSpace(
- mission_func=lambda: f"pick up the {COLOR_NAMES[0]} ball",
- )
- super().__init__(
- mission_space=mission_space,
- room_size=room_size,
- num_rows=num_rows,
- num_cols=num_cols,
- max_steps=max_steps,
- **kwargs,
- )
- self.obj = Ball() # initialize the obj attribute, that will be changed later on
- def _gen_grid(self, width, height):
- super()._gen_grid(width, height)
- # Define all possible colors for doors
- self.door_colors = self._rand_subset(COLOR_NAMES, len(COLOR_NAMES))
- # Define the color of the ball to pick up
- self.ball_to_find_color = COLOR_NAMES[0]
- # Define the color of the balls that obstruct doors
- self.blocking_ball_color = COLOR_NAMES[1]
- # Define the color of boxes in which keys are hidden
- self.box_color = COLOR_NAMES[2]
- self.mission = "pick up the %s ball" % self.ball_to_find_color
- def step(self, action):
- obs, reward, terminated, truncated, info = super().step(action)
- if action == self.actions.pickup:
- if self.carrying and self.carrying == self.obj:
- reward = self._reward()
- terminated = True
- return obs, reward, terminated, truncated, info
- def add_door(
- self,
- i,
- j,
- door_idx=0,
- color=None,
- locked=False,
- key_in_box=False,
- blocked=False,
- ):
- """
- Add a door. If the door must be locked, it also adds the key.
- If the key must be hidden, it is put in a box. If the door must
- be obstructed, it adds a ball in front of the door.
- """
- door, door_pos = super().add_door(i, j, door_idx, color, locked=locked)
- if blocked:
- vec = DIR_TO_VEC[door_idx]
- blocking_ball = Ball(self.blocking_ball_color) if blocked else None
- self.grid.set(door_pos[0] - vec[0], door_pos[1] - vec[1], blocking_ball)
- if locked:
- obj = Key(door.color)
- if key_in_box:
- box = Box(self.box_color)
- box.contains = obj
- obj = box
- self.place_in_room(i, j, obj)
- return door, door_pos
- class ObstructedMaze_1Dlhb(ObstructedMazeEnv):
- """
- A blue ball is hidden in a 2x1 maze. A locked door separates
- rooms. Doors are obstructed by a ball and keys are hidden in boxes.
- """
- def __init__(self, key_in_box=True, blocked=True, **kwargs):
- self.key_in_box = key_in_box
- self.blocked = blocked
- super().__init__(num_rows=1, num_cols=2, num_rooms_visited=2, **kwargs)
- def _gen_grid(self, width, height):
- super()._gen_grid(width, height)
- self.add_door(
- 0,
- 0,
- door_idx=0,
- color=self.door_colors[0],
- locked=True,
- key_in_box=self.key_in_box,
- blocked=self.blocked,
- )
- self.obj, _ = self.add_object(1, 0, "ball", color=self.ball_to_find_color)
- self.place_agent(0, 0)
- class ObstructedMaze_Full(ObstructedMazeEnv):
- """
- A blue ball is hidden in one of the 4 corners of a 3x3 maze. Doors
- are locked, doors are obstructed by a ball and keys are hidden in
- boxes.
- """
- def __init__(
- self,
- agent_room=(1, 1),
- key_in_box=True,
- blocked=True,
- num_quarters=4,
- num_rooms_visited=25,
- **kwargs,
- ):
- self.agent_room = agent_room
- self.key_in_box = key_in_box
- self.blocked = blocked
- self.num_quarters = num_quarters
- super().__init__(
- num_rows=3, num_cols=3, num_rooms_visited=num_rooms_visited, **kwargs
- )
- def _gen_grid(self, width, height):
- super()._gen_grid(width, height)
- middle_room = (1, 1)
- # Define positions of "side rooms" i.e. rooms that are neither
- # corners nor the center.
- side_rooms = [(2, 1), (1, 2), (0, 1), (1, 0)][: self.num_quarters]
- for i in range(len(side_rooms)):
- side_room = side_rooms[i]
- # Add a door between the center room and the side room
- self.add_door(
- *middle_room, door_idx=i, color=self.door_colors[i], locked=False
- )
- for k in [-1, 1]:
- # Add a door to each side of the side room
- self.add_door(
- *side_room,
- locked=True,
- door_idx=(i + k) % 4,
- color=self.door_colors[(i + k) % len(self.door_colors)],
- key_in_box=self.key_in_box,
- blocked=self.blocked,
- )
- corners = [(2, 0), (2, 2), (0, 2), (0, 0)][: self.num_quarters]
- ball_room = self._rand_elem(corners)
- self.obj, _ = self.add_object(
- ball_room[0], ball_room[1], "ball", color=self.ball_to_find_color
- )
- self.place_agent(*self.agent_room)
- class ObstructedMaze_2Dl(ObstructedMaze_Full):
- def __init__(self, **kwargs):
- super().__init__((2, 1), False, False, 1, 4, **kwargs)
- class ObstructedMaze_2Dlh(ObstructedMaze_Full):
- def __init__(self, **kwargs):
- super().__init__((2, 1), True, False, 1, 4, **kwargs)
- class ObstructedMaze_2Dlhb(ObstructedMaze_Full):
- def __init__(self, **kwargs):
- super().__init__((2, 1), True, True, 1, 4, **kwargs)
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