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- """
- Copied and adapted from https://github.com/mila-iqia/babyai.
- Levels described in the Baby AI ICLR 2019 submission, with different instructions than those in other files.
- """
- from __future__ import annotations
- from minigrid.envs.babyai.core.roomgrid_level import RoomGridLevel
- from minigrid.envs.babyai.core.verifier import (
- BeforeInstr,
- GoToInstr,
- ObjDesc,
- OpenInstr,
- PickupInstr,
- PutNextInstr,
- )
- class ActionObjDoor(RoomGridLevel):
- """
- ## Description
- [pick up an object] or
- [go to an object or door] or
- [open a door]
- (in the current room)
- ## Mission Space
- "pick up the {color} {type}"
- or
- "go to the {color} {type}"
- or
- "open a {color} door"
- {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 "ball", "box", "door" 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 finishes the instruction.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-ActionObjDoor-v0`
- """
- def __init__(self, **kwargs):
- super().__init__(room_size=7, **kwargs)
- def gen_mission(self):
- objs = self.add_distractors(1, 1, num_distractors=5)
- for _ in range(4):
- door, _ = self.add_door(1, 1, locked=False)
- objs.append(door)
- self.place_agent(1, 1)
- obj = self._rand_elem(objs)
- desc = ObjDesc(obj.type, obj.color)
- if obj.type == "door":
- if self._rand_bool():
- self.instrs = GoToInstr(desc)
- else:
- self.instrs = OpenInstr(desc)
- else:
- if self._rand_bool():
- self.instrs = GoToInstr(desc)
- else:
- self.instrs = PickupInstr(desc)
- class FindObjS5(RoomGridLevel):
- """
- ## Description
- Pick up an object (in a random room)
- Rooms have a size of 5
- This level requires potentially exhaustive exploration
- ## Mission Space
- "pick up the {type}"
- {type} is the type of the object. Can be "ball", "box" 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 object.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-FindObjS5-v0`
- - `BabyAI-FindObjS6-v0`
- - `BabyAI-FindObjS7-v0`
- """
- def __init__(self, room_size=5, max_steps: int | None = None, **kwargs):
- if max_steps is None:
- max_steps = 20 * room_size**2
- super().__init__(room_size=room_size, max_steps=max_steps, **kwargs)
- def gen_mission(self):
- # Add a random object to a random room
- i = self._rand_int(0, self.num_rows)
- j = self._rand_int(0, self.num_cols)
- obj, _ = self.add_object(i, j)
- self.place_agent(1, 1)
- self.connect_all()
- self.instrs = PickupInstr(ObjDesc(obj.type))
- class KeyCorridor(RoomGridLevel):
- """
- ## Description
- A ball is behind a locked door, the key is placed in a
- random room.
- ## 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 | 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 ball.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-KeyCorridor-v0`
- - `BabyAI-KeyCorridorS3R1-v0`
- - `BabyAI-KeyCorridorS3R2-v0`
- - `BabyAI-KeyCorridorS3R3-v0`
- - `BabyAI-KeyCorridorS4R3-v0`
- - `BabyAI-KeyCorridorS5R3-v0`
- - `BabyAI-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
- if max_steps is None:
- max_steps = 30 * room_size**2
- super().__init__(
- room_size=room_size, num_rows=num_rows, max_steps=max_steps, **kwargs
- )
- def gen_mission(self):
- # 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.instrs = PickupInstr(ObjDesc(obj.type))
- class OneRoomS8(RoomGridLevel):
- """
- ## Description
- Pick up the ball. Rooms have a size of 8.
- ## 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 | 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 ball.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-OneRoomS8-v0`
- - `BabyAI-OneRoomS12-v0`
- - `BabyAI-OneRoomS16-v0`
- - `BabyAI-OneRoomS20-v0`
- """
- def __init__(self, room_size=8, **kwargs):
- super().__init__(room_size=room_size, num_rows=1, num_cols=1, **kwargs)
- def gen_mission(self):
- obj, _ = self.add_object(0, 0, kind="ball")
- self.place_agent()
- self.instrs = PickupInstr(ObjDesc(obj.type))
- class MoveTwoAcross(RoomGridLevel):
- """
- ## Description
- Task of the form: move the A next to the B and the C next to the D.
- This task is structured to have a very large number of possible
- instructions.
- ## Mission Space
- "put the {color} {type} next to the {color} {type}, then put the {color} {type} next to the {color} {type}"
- {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 "ball", "box" 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 finishes the instruction.
- 2. Timeout (see `max_steps`).
- ## Registered Configurations
- - `BabyAI-MoveTwoAcrossS5N2-v0`
- - `BabyAI-MoveTwoAcrossS8N9-v0`
- """
- def __init__(
- self, room_size, objs_per_room, max_steps: int | None = None, **kwargs
- ):
- assert objs_per_room <= 9
- self.objs_per_room = objs_per_room
- 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):
- self.place_agent(0, 0)
- # Add objects to both the left and right rooms
- # so that we know that we have two non-adjacent set of objects
- objs_l = self.add_distractors(0, 0, self.objs_per_room)
- objs_r = self.add_distractors(1, 0, self.objs_per_room)
- # Remove the wall between the two rooms
- self.remove_wall(0, 0, 0)
- # Select objects from both subsets
- objs_l = self._rand_subset(objs_l, 2)
- objs_r = self._rand_subset(objs_r, 2)
- a = objs_l[0]
- b = objs_r[0]
- c = objs_r[1]
- d = objs_l[1]
- self.instrs = BeforeInstr(
- PutNextInstr(ObjDesc(a.type, a.color), ObjDesc(b.type, b.color)),
- PutNextInstr(ObjDesc(c.type, c.color), ObjDesc(d.type, d.color)),
- )
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