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- from typing import Optional
- 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, Key
- from minigrid.minigrid_env import MiniGridEnv
- class FetchEnv(MiniGridEnv):
- """
- ## Description
- This environment has multiple objects of assorted types and colors. The
- agent receives a textual string as part of its observation telling it which
- object to pick up. Picking up the wrong object terminates the episode with
- zero reward.
- ## Mission Space
- "{syntax} {color} {type}"
- {syntax} is one of the following: "get a", "go get a", "fetch a",
- "go fetch a", "you must fetch a".
- {color} is the color of the box. Can be "red", "green", "blue", "purple",
- "yellow" or "grey".
- {type} is the type of the object. Can be "key" or "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 | Unused |
- | 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/minigrid.py](minigrid/minigrid.py)
- - `STATE` refers to the door state with 0=open, 1=closed and 2=locked
- ## Rewards
- A reward of '1' 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 object.
- 2. The agent picks up the wrong object.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- N: number of objects to be generated.
- - `MiniGrid-Fetch-5x5-N2-v0`
- - `MiniGrid-Fetch-6x6-N2-v0`
- - `MiniGrid-Fetch-8x8-N3-v0`
- """
- def __init__(self, size=8, numObjs=3, max_steps: Optional[int] = None, **kwargs):
- self.numObjs = numObjs
- self.obj_types = ["key", "ball"]
- MISSION_SYNTAX = [
- "get a",
- "go get a",
- "fetch a",
- "go fetch a",
- "you must fetch a",
- ]
- self.size = size
- mission_space = MissionSpace(
- mission_func=self._gen_mission,
- ordered_placeholders=[MISSION_SYNTAX, 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(syntax: str, color: str, obj_type: str):
- return f"{syntax} {color} {obj_type}"
- def _gen_grid(self, width, height):
- self.grid = Grid(width, height)
- # Generate the surrounding walls
- self.grid.horz_wall(0, 0)
- self.grid.horz_wall(0, height - 1)
- self.grid.vert_wall(0, 0)
- self.grid.vert_wall(width - 1, 0)
- objs = []
- # For each object to be generated
- while len(objs) < self.numObjs:
- objType = self._rand_elem(self.obj_types)
- objColor = self._rand_elem(COLOR_NAMES)
- if objType == "key":
- obj = Key(objColor)
- elif objType == "ball":
- obj = Ball(objColor)
- else:
- raise ValueError(
- "{} object type given. Object type can only be of values key and ball.".format(
- objType
- )
- )
- self.place_obj(obj)
- objs.append(obj)
- # Randomize the player start position and orientation
- self.place_agent()
- # Choose a random object to be picked up
- target = objs[self._rand_int(0, len(objs))]
- self.targetType = target.type
- self.targetColor = target.color
- descStr = f"{self.targetColor} {self.targetType}"
- # Generate the mission string
- idx = self._rand_int(0, 5)
- if idx == 0:
- self.mission = "get a %s" % descStr
- elif idx == 1:
- self.mission = "go get a %s" % descStr
- elif idx == 2:
- self.mission = "fetch a %s" % descStr
- elif idx == 3:
- self.mission = "go fetch a %s" % descStr
- elif idx == 4:
- self.mission = "you must fetch a %s" % descStr
- assert hasattr(self, "mission")
- def step(self, action):
- obs, reward, terminated, truncated, info = super().step(action)
- if self.carrying:
- if (
- self.carrying.color == self.targetColor
- and self.carrying.type == self.targetType
- ):
- reward = self._reward()
- terminated = True
- else:
- reward = 0
- terminated = True
- return obs, reward, terminated, truncated, info
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