123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249 |
- from minigrid.core.constants import COLOR_NAMES, DIR_TO_VEC
- from minigrid.core.mission import MissionSpace
- from minigrid.core.roomgrid import RoomGrid
- from minigrid.core.world_object import Ball, Box, Key
- class ObstructedMazeEnv(RoomGrid):
- """
- ### Description
- The agent has to pick up a box which is placed in a corner of a 3x3 maze.
- The doors are locked, the keys are hidden in boxes and doors are obstructed
- by balls. This environment can be solved without relying on language.
- ### Mission Space
- "pick up the {COLOR_NAMES[0]} 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 | Toggle/activate an object |
- | 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 blue ball.
- 2. Timeout (see `max_steps`).
- ### Registered Configurations
- "NDl" are the number of doors locked.
- "h" if the key is hidden in a box.
- "b" if the door is obstructed by a ball.
- "Q" number of quarters that will have doors and keys out of the 9 that the
- map already has.
- "Full" 3x3 maze with "h" and "b" options.
- - `MiniGrid-ObstructedMaze-1Dl-v0`
- - `MiniGrid-ObstructedMaze-1Dlh-v0`
- - `MiniGrid-ObstructedMaze-1Dlhb-v0`
- - `MiniGrid-ObstructedMaze-2Dl-v0`
- - `MiniGrid-ObstructedMaze-2Dlh-v0`
- - `MiniGrid-ObstructedMaze-2Dlhb-v0`
- - `MiniGrid-ObstructedMaze-1Q-v0`
- - `MiniGrid-ObstructedMaze-2Q-v0`
- - `MiniGrid-ObstructedMaze-Full-v0`
- """
- 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)
|