obstructedmaze.py 7.4 KB

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  1. from gym_minigrid.minigrid import COLOR_NAMES, DIR_TO_VEC, Ball, Box, Key
  2. from gym_minigrid.register import register
  3. from gym_minigrid.roomgrid import RoomGrid
  4. class ObstructedMazeEnv(RoomGrid):
  5. """
  6. A blue ball is hidden in the maze. Doors may be locked,
  7. doors may be obstructed by a ball and keys may be hidden in boxes.
  8. """
  9. def __init__(self, num_rows, num_cols, num_rooms_visited, **kwargs):
  10. room_size = 6
  11. max_steps = 4 * num_rooms_visited * room_size**2
  12. super().__init__(
  13. room_size=room_size,
  14. num_rows=num_rows,
  15. num_cols=num_cols,
  16. max_steps=max_steps,
  17. **kwargs
  18. )
  19. self.obj = Ball() # intiale the obj attribute, that will be changed later on
  20. def _gen_grid(self, width, height):
  21. super()._gen_grid(width, height)
  22. # Define all possible colors for doors
  23. self.door_colors = self._rand_subset(COLOR_NAMES, len(COLOR_NAMES))
  24. # Define the color of the ball to pick up
  25. self.ball_to_find_color = COLOR_NAMES[0]
  26. # Define the color of the balls that obstruct doors
  27. self.blocking_ball_color = COLOR_NAMES[1]
  28. # Define the color of boxes in which keys are hidden
  29. self.box_color = COLOR_NAMES[2]
  30. self.mission = "pick up the %s ball" % self.ball_to_find_color
  31. def step(self, action):
  32. obs, reward, terminated, truncated, info = super().step(action)
  33. if action == self.actions.pickup:
  34. if self.carrying and self.carrying == self.obj:
  35. reward = self._reward()
  36. terminated = True
  37. return obs, reward, terminated, truncated, info
  38. def add_door(
  39. self,
  40. i,
  41. j,
  42. door_idx=0,
  43. color=None,
  44. locked=False,
  45. key_in_box=False,
  46. blocked=False,
  47. ):
  48. """
  49. Add a door. If the door must be locked, it also adds the key.
  50. If the key must be hidden, it is put in a box. If the door must
  51. be obstructed, it adds a ball in front of the door.
  52. """
  53. door, door_pos = super().add_door(i, j, door_idx, color, locked=locked)
  54. if blocked:
  55. vec = DIR_TO_VEC[door_idx]
  56. blocking_ball = Ball(self.blocking_ball_color) if blocked else None
  57. self.grid.set(door_pos[0] - vec[0], door_pos[1] - vec[1], blocking_ball)
  58. if locked:
  59. obj = Key(door.color)
  60. if key_in_box:
  61. box = Box(self.box_color)
  62. box.contains = obj
  63. obj = box
  64. self.place_in_room(i, j, obj)
  65. return door, door_pos
  66. class ObstructedMaze_1Dlhb(ObstructedMazeEnv):
  67. """
  68. A blue ball is hidden in a 2x1 maze. A locked door separates
  69. rooms. Doors are obstructed by a ball and keys are hidden in boxes.
  70. """
  71. def __init__(self, key_in_box=True, blocked=True, **kwargs):
  72. self.key_in_box = key_in_box
  73. self.blocked = blocked
  74. super().__init__(num_rows=1, num_cols=2, num_rooms_visited=2, **kwargs)
  75. def _gen_grid(self, width, height):
  76. super()._gen_grid(width, height)
  77. self.add_door(
  78. 0,
  79. 0,
  80. door_idx=0,
  81. color=self.door_colors[0],
  82. locked=True,
  83. key_in_box=self.key_in_box,
  84. blocked=self.blocked,
  85. )
  86. self.obj, _ = self.add_object(1, 0, "ball", color=self.ball_to_find_color)
  87. self.place_agent(0, 0)
  88. class ObstructedMaze_Full(ObstructedMazeEnv):
  89. """
  90. A blue ball is hidden in one of the 4 corners of a 3x3 maze. Doors
  91. are locked, doors are obstructed by a ball and keys are hidden in
  92. boxes.
  93. """
  94. def __init__(
  95. self,
  96. agent_room=(1, 1),
  97. key_in_box=True,
  98. blocked=True,
  99. num_quarters=4,
  100. num_rooms_visited=25,
  101. **kwargs
  102. ):
  103. self.agent_room = agent_room
  104. self.key_in_box = key_in_box
  105. self.blocked = blocked
  106. self.num_quarters = num_quarters
  107. super().__init__(
  108. num_rows=3, num_cols=3, num_rooms_visited=num_rooms_visited, **kwargs
  109. )
  110. def _gen_grid(self, width, height):
  111. super()._gen_grid(width, height)
  112. middle_room = (1, 1)
  113. # Define positions of "side rooms" i.e. rooms that are neither
  114. # corners nor the center.
  115. side_rooms = [(2, 1), (1, 2), (0, 1), (1, 0)][: self.num_quarters]
  116. for i in range(len(side_rooms)):
  117. side_room = side_rooms[i]
  118. # Add a door between the center room and the side room
  119. self.add_door(
  120. *middle_room, door_idx=i, color=self.door_colors[i], locked=False
  121. )
  122. for k in [-1, 1]:
  123. # Add a door to each side of the side room
  124. self.add_door(
  125. *side_room,
  126. locked=True,
  127. door_idx=(i + k) % 4,
  128. color=self.door_colors[(i + k) % len(self.door_colors)],
  129. key_in_box=self.key_in_box,
  130. blocked=self.blocked
  131. )
  132. corners = [(2, 0), (2, 2), (0, 2), (0, 0)][: self.num_quarters]
  133. ball_room = self._rand_elem(corners)
  134. self.obj, _ = self.add_object(
  135. ball_room[0], ball_room[1], "ball", color=self.ball_to_find_color
  136. )
  137. self.place_agent(*self.agent_room)
  138. class ObstructedMaze_2Dl(ObstructedMaze_Full):
  139. def __init__(self, **kwargs):
  140. super().__init__((2, 1), False, False, 1, 4, **kwargs)
  141. class ObstructedMaze_2Dlh(ObstructedMaze_Full):
  142. def __init__(self, **kwargs):
  143. super().__init__((2, 1), True, False, 1, 4, **kwargs)
  144. class ObstructedMaze_2Dlhb(ObstructedMaze_Full):
  145. def __init__(self, **kwargs):
  146. super().__init__((2, 1), True, True, 1, 4, **kwargs)
  147. register(
  148. id="MiniGrid-ObstructedMaze-1Dl-v0",
  149. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_1Dlhb",
  150. key_in_box=False,
  151. blocked=False,
  152. )
  153. register(
  154. id="MiniGrid-ObstructedMaze-1Dlh-v0",
  155. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_1Dlhb",
  156. key_in_box=True,
  157. blocked=False,
  158. )
  159. register(
  160. id="MiniGrid-ObstructedMaze-1Dlhb-v0",
  161. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_1Dlhb",
  162. )
  163. register(
  164. id="MiniGrid-ObstructedMaze-2Dl-v0",
  165. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_Full",
  166. agent_room=(2, 1),
  167. key_in_box=False,
  168. blocked=False,
  169. num_quarters=1,
  170. num_rooms_visited=4,
  171. )
  172. register(
  173. id="MiniGrid-ObstructedMaze-2Dlh-v0",
  174. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_Full",
  175. agent_room=(2, 1),
  176. key_in_box=True,
  177. blocked=False,
  178. num_quarters=1,
  179. num_rooms_visited=4,
  180. )
  181. register(
  182. id="MiniGrid-ObstructedMaze-2Dlhb-v0",
  183. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_Full",
  184. agent_room=(2, 1),
  185. key_in_box=True,
  186. blocked=True,
  187. num_quarters=1,
  188. num_rooms_visited=4,
  189. )
  190. register(
  191. id="MiniGrid-ObstructedMaze-1Q-v0",
  192. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_Full",
  193. agent_room=(1, 1),
  194. key_in_box=True,
  195. blocked=True,
  196. num_quarters=1,
  197. num_rooms_visited=5,
  198. )
  199. register(
  200. id="MiniGrid-ObstructedMaze-2Q-v0",
  201. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_Full",
  202. agent_room=(2, 1),
  203. key_in_box=True,
  204. blocked=True,
  205. num_quarters=2,
  206. num_rooms_visited=11,
  207. )
  208. register(
  209. id="MiniGrid-ObstructedMaze-Full-v0",
  210. entry_point="gym_minigrid.envs.obstructedmaze:ObstructedMaze_Full",
  211. )