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- from __future__ import annotations
- from minigrid.core.constants import COLOR_NAMES
- from minigrid.core.mission import MissionSpace
- from minigrid.core.roomgrid import RoomGrid
- class KeyCorridorEnv(RoomGrid):
- """
- ## Description
- This environment is similar to the locked room environment, but there are
- multiple registered environment configurations of increasing size,
- making it easier to use curriculum learning to train an agent to solve it.
- The agent has to pick up an object which is behind a locked door. The key is
- hidden in another room, and the agent has to explore the environment to find
- it. The mission string does not give the agent any clues as to where the
- key is placed. This environment can be solved without relying on language.
- ## Mission Space
- "pick up the {color} {obj_type}"
- {color} is the color of the object. Can be "red", "green", "blue", "purple",
- "yellow" or "grey".
- {type} is the type of the object. Can be "ball" or "key".
- ## 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/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 object.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- S: room size.
- R: Number of rows.
- - `MiniGrid-KeyCorridorS3R1-v0`
- - `MiniGrid-KeyCorridorS3R2-v0`
- - `MiniGrid-KeyCorridorS3R3-v0`
- - `MiniGrid-KeyCorridorS4R3-v0`
- - `MiniGrid-KeyCorridorS5R3-v0`
- - `MiniGrid-KeyCorridorS6R3-v0`
- """
- def __init__(
- self,
- num_rows=3,
- obj_type="ball",
- room_size=6,
- max_steps: int | None = None,
- **kwargs,
- ):
- self.obj_type = obj_type
- mission_space = MissionSpace(
- mission_func=self._gen_mission,
- ordered_placeholders=[COLOR_NAMES, [obj_type]],
- )
- if max_steps is None:
- max_steps = 30 * room_size**2
- super().__init__(
- mission_space=mission_space,
- room_size=room_size,
- num_rows=num_rows,
- max_steps=max_steps,
- **kwargs,
- )
- @staticmethod
- def _gen_mission(color: str, obj_type: str):
- return f"pick up the {color} {obj_type}"
- def _gen_grid(self, width, height):
- super()._gen_grid(width, height)
- # Connect the middle column rooms into a hallway
- for j in range(1, self.num_rows):
- self.remove_wall(1, j, 3)
- # Add a locked door on the bottom right
- # Add an object behind the locked door
- room_idx = self._rand_int(0, self.num_rows)
- door, _ = self.add_door(2, room_idx, 2, locked=True)
- obj, _ = self.add_object(2, room_idx, kind=self.obj_type)
- # Add a key in a random room on the left side
- self.add_object(0, self._rand_int(0, self.num_rows), "key", door.color)
- # Place the agent in the middle
- self.place_agent(1, self.num_rows // 2)
- # Make sure all rooms are accessible
- self.connect_all()
- self.obj = obj
- self.mission = f"pick up the {obj.color} {obj.type}"
- 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
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