Adjustments and Documentation, recording and new environments, refactoring

This commit is contained in:
Steffen Illium
2022-08-04 14:57:48 +02:00
parent e7461d7dcf
commit 6a24e7b518
41 changed files with 1660 additions and 760 deletions

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from environments.factory.additional.btry.btry_objects import Battery, ChargePod
from environments.factory.base.registers import EnvObjectCollection, EntityCollection
class BatteriesRegister(EnvObjectCollection):
_accepted_objects = Battery
def __init__(self, *args, **kwargs):
super(BatteriesRegister, self).__init__(*args, individual_slices=True,
is_blocking_light=False, can_be_shadowed=False, **kwargs)
self.is_observable = True
def spawn_batteries(self, agents, initial_charge_level):
batteries = [self._accepted_objects(initial_charge_level, agent, self) for _, agent in enumerate(agents)]
self.add_additional_items(batteries)
def summarize_states(self, n_steps=None):
# as dict with additional nesting
# return dict(items=super(Inventories, cls).summarize_states())
return super(BatteriesRegister, self).summarize_states(n_steps=n_steps)
# Todo Move this to Mixin!
def by_entity(self, entity):
try:
return next((x for x in self if x.belongs_to_entity(entity)))
except StopIteration:
return None
def idx_by_entity(self, entity):
try:
return next((idx for idx, x in enumerate(self) if x.belongs_to_entity(entity)))
except StopIteration:
return None
def as_array_by_entity(self, entity):
return self._array[self.idx_by_entity(entity)]
class ChargePods(EntityCollection):
_accepted_objects = ChargePod
def __repr__(self):
super(ChargePods, self).__repr__()
def summarize_states(self, n_steps=None):
# as dict with additional nesting
# return dict(items=super(Inventories, cls).summarize_states())
return super(ChargePods, self).summarize_states(n_steps=n_steps)

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from environments import helpers as h
from environments.factory.base.objects import BoundingMixin, EnvObject, Entity
from environments.factory.additional.btry.btry_util import Constants as c
class Battery(BoundingMixin, EnvObject):
@property
def is_discharged(self):
return self.charge_level == 0
def __init__(self, initial_charge_level: float, *args, **kwargs):
super(Battery, self).__init__(*args, **kwargs)
self.charge_level = initial_charge_level
def encoding(self):
return self.charge_level
def do_charge_action(self, amount):
if self.charge_level < 1:
# noinspection PyTypeChecker
self.charge_level = min(1, amount + self.charge_level)
return c.VALID
else:
return c.NOT_VALID
def decharge(self, amount) -> c:
if self.charge_level != 0:
# noinspection PyTypeChecker
self.charge_level = max(0, amount + self.charge_level)
self._collection.notify_change_to_value(self)
return c.VALID
else:
return c.NOT_VALID
def summarize_state(self, **_):
attr_dict = {key: str(val) for key, val in self.__dict__.items() if not key.startswith('_') and key != 'data'}
attr_dict.update(dict(name=self.name))
return attr_dict
class ChargePod(Entity):
@property
def encoding(self):
return c.CHARGE_POD
def __init__(self, *args, charge_rate: float = 0.4,
multi_charge: bool = False, **kwargs):
super(ChargePod, self).__init__(*args, **kwargs)
self.charge_rate = charge_rate
self.multi_charge = multi_charge
def charge_battery(self, battery: Battery):
if battery.charge_level == 1.0:
return c.NOT_VALID
if sum(guest for guest in self.tile.guests if 'agent' in guest.name.lower()) > 1:
return c.NOT_VALID
valid = battery.do_charge_action(self.charge_rate)
return valid
def summarize_state(self, n_steps=None) -> dict:
if n_steps == h.STEPS_START:
summary = super().summarize_state(n_steps=n_steps)
return summary
else:
{}

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from typing import NamedTuple, Union
from environments.helpers import Constants as BaseConstants, EnvActions as BaseActions
class Constants(BaseConstants):
# Battery Env
CHARGE_PODS = 'Charge_Pod'
BATTERIES = 'BATTERIES'
BATTERY_DISCHARGED = 'DISCHARGED'
CHARGE_POD = 1
class Actions(BaseActions):
CHARGE = 'do_charge_action'
class RewardsBtry(NamedTuple):
CHARGE_VALID: float = 0.1
CHARGE_FAIL: float = -0.1
BATTERY_DISCHARGED: float = -1.0
class BatteryProperties(NamedTuple):
initial_charge: float = 0.8 #
charge_rate: float = 0.4 #
charge_locations: int = 20 #
per_action_costs: Union[dict, float] = 0.02
done_when_discharged: bool = False
multi_charge: bool = False

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from typing import Dict, List
import numpy as np
from environments.factory.additional.btry.btry_collections import BatteriesRegister, ChargePods
from environments.factory.additional.btry.btry_util import Constants, Actions, RewardsBtry, BatteryProperties
from environments.factory.base.base_factory import BaseFactory
from environments.factory.base.objects import Agent, Action
from environments.factory.base.renderer import RenderEntity
c = Constants
a = Actions
class BatteryFactory(BaseFactory):
def __init__(self, *args, btry_prop=BatteryProperties(), rewards_btry: RewardsBtry = RewardsBtry(),
**kwargs):
if isinstance(btry_prop, dict):
btry_prop = BatteryProperties(**btry_prop)
if isinstance(rewards_btry, dict):
rewards_btry = RewardsBtry(**rewards_btry)
self.btry_prop = btry_prop
self.rewards_dest = rewards_btry
super().__init__(*args, **kwargs)
def per_agent_raw_observations_hook(self, agent) -> Dict[str, np.typing.ArrayLike]:
additional_raw_observations = super().per_agent_raw_observations_hook(agent)
additional_raw_observations.update({c.BATTERIES: self[c.BATTERIES].as_array_by_entity(agent)})
return additional_raw_observations
def observations_hook(self) -> Dict[str, np.typing.ArrayLike]:
additional_observations = super().observations_hook()
additional_observations.update({c.CHARGE_PODS: self[c.CHARGE_PODS].as_array()})
return additional_observations
@property
def entities_hook(self):
super_entities = super().entities_hook
empty_tiles = self[c.FLOOR].empty_tiles[:self.btry_prop.charge_locations]
charge_pods = ChargePods.from_tiles(
empty_tiles, self._level_shape,
entity_kwargs=dict(charge_rate=self.btry_prop.charge_rate,
multi_charge=self.btry_prop.multi_charge)
)
batteries = BatteriesRegister(self._level_shape if not self._pomdp_r else ((self.pomdp_diameter,) * 2),
)
batteries.spawn_batteries(self[c.AGENT], self.btry_prop.initial_charge)
super_entities.update({c.BATTERIES: batteries, c.CHARGE_PODS: charge_pods})
return super_entities
def step_hook(self) -> (List[dict], dict):
super_reward_info = super(BatteryFactory, self).step_hook()
# Decharge
batteries = self[c.BATTERIES]
for agent in self[c.AGENT]:
if isinstance(self.btry_prop.per_action_costs, dict):
energy_consumption = self.btry_prop.per_action_costs[agent.temp_action]
else:
energy_consumption = self.btry_prop.per_action_costs
batteries.by_entity(agent).decharge(energy_consumption)
return super_reward_info
def do_charge_action(self, agent) -> (dict, dict):
if charge_pod := self[c.CHARGE_PODS].by_pos(agent.pos):
valid = charge_pod.charge_battery(self[c.BATTERIES].by_entity(agent))
if valid:
info_dict = {f'{agent.name}_{a.CHARGE}_VALID': 1}
self.print(f'{agent.name} just charged batteries at {charge_pod.name}.')
else:
info_dict = {f'{agent.name}_{a.CHARGE}_FAIL': 1}
self.print(f'{agent.name} failed to charged batteries at {charge_pod.name}.')
else:
valid = c.NOT_VALID
info_dict = {f'{agent.name}_{a.CHARGE}_FAIL': 1}
# info_dict = {f'{agent.name}_no_charger': 1}
self.print(f'{agent.name} failed to charged batteries at {agent.pos}.')
reward = dict(value=self.rewards_dest.CHARGE_VALID if valid else self.rewards_dest.CHARGE_FAIL,
reason=a.CHARGE, info=info_dict)
return valid, reward
def do_additional_actions(self, agent: Agent, action: Action) -> (bool, dict):
action_result = super().do_additional_actions(agent, action)
if action_result is None:
if action == a.CHARGE:
action_result = self.do_charge_action(agent)
return action_result
else:
return None
else:
return action_result
pass
def reset_hook(self) -> (List[dict], dict):
super_reward_info = super(BatteryFactory, self).reset_hook()
# There is Nothing to reset.
return super_reward_info
def check_additional_done(self) -> (bool, dict):
super_done, super_dict = super(BatteryFactory, self).check_additional_done()
if super_done:
return super_done, super_dict
else:
if self.btry_prop.done_when_discharged:
if btry_done := any(battery.is_discharged for battery in self[c.BATTERIES]):
super_dict.update(DISCHARGE_DONE=1)
return btry_done, super_dict
else:
pass
else:
pass
return super_done, super_dict
def per_agent_reward_hook(self, agent: Agent) -> List[dict]:
reward_event_list = super(BatteryFactory, self).per_agent_reward_hook(agent)
if self[c.BATTERIES].by_entity(agent).is_discharged:
self.print(f'{agent.name} Battery is discharged!')
info_dict = {f'{agent.name}_{c.BATTERY_DISCHARGED}': 1}
reward_event_list.append({'value': self.rewards_dest.BATTERY_DISCHARGED,
'reason': c.BATTERY_DISCHARGED,
'info': info_dict}
)
else:
# All Fine
pass
return reward_event_list
def render_assets_hook(self):
# noinspection PyUnresolvedReferences
additional_assets = super().render_assets_hook()
charge_pods = [RenderEntity(c.CHARGE_PODS, charge_pod.tile.pos) for charge_pod in self[c.CHARGE_PODS]]
additional_assets.extend(charge_pods)
return additional_assets

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import random
# noinspection PyAbstractClass
from environments.factory.additional.btry.btry_util import BatteryProperties
from environments.factory.additional.btry.factory_battery import BatteryFactory
from environments.factory.additional.dest.factory_dest import DestFactory
from environments.factory.additional.dirt.dirt_util import DirtProperties
from environments.factory.additional.dirt.factory_dirt import DirtFactory
from environments.factory.additional.item.factory_item import ItemFactory
class DirtItemFactory(ItemFactory, DirtFactory):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# noinspection PyAbstractClass
class DirtBatteryFactory(DirtFactory, BatteryFactory):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# noinspection PyAbstractClass
class DirtDestItemFactory(ItemFactory, DirtFactory, DestFactory):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# noinspection PyAbstractClass
class DestBatteryFactory(BatteryFactory, DestFactory):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
if __name__ == '__main__':
from environments.utility_classes import AgentRenderOptions as ARO, ObservationProperties
render = True
dirt_props = DirtProperties(1, 0.05, 0.1, 3, 1, 20, 0)
obs_props = ObservationProperties(render_agents=ARO.COMBINED, omit_agent_self=True,
pomdp_r=2, additional_agent_placeholder=None)
move_props = {'allow_square_movement': True,
'allow_diagonal_movement': False,
'allow_no_op': False}
factory = DirtBatteryFactory(n_agents=5, done_at_collision=False,
level_name='rooms', max_steps=400,
obs_prop=obs_props, parse_doors=True,
record_episodes=True, verbose=True,
btry_prop=BatteryProperties(),
mv_prop=move_props, dirt_prop=dirt_props
)
# noinspection DuplicatedCode
n_actions = factory.action_space.n - 1
_ = factory.observation_space
for epoch in range(4):
random_actions = [[random.randint(0, n_actions) for _
in range(factory.n_agents)] for _
in range(factory.max_steps + 1)]
env_state = factory.reset()
r = 0
for agent_i_action in random_actions:
env_state, step_r, done_bool, info_obj = factory.step(agent_i_action)
r += step_r
if render:
factory.render()
if done_bool:
break
print(f'Factory run {epoch} done, reward is:\n {r}')
pass

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from environments.factory.base.registers import EntityCollection
from environments.factory.additional.dest.dest_util import Constants as c
from environments.factory.additional.dest.dest_enitites import Destination
class Destinations(EntityCollection):
_accepted_objects = Destination
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.is_blocking_light = False
self.can_be_shadowed = False
def as_array(self):
self._array[:] = c.FREE_CELL
# ToDo: Switch to new Style Array Put
# indices = list(zip(range(len(cls)), *zip(*[x.pos for x in cls])))
# np.put(cls._array, [np.ravel_multi_index(x, cls._array.shape) for x in indices], cls.encodings)
for item in self:
if item.pos != c.NO_POS:
self._array[0, item.x, item.y] = item.encoding
return self._array
def __repr__(self):
return super(Destinations, self).__repr__()
def summarize_states(self, n_steps=None):
return {}
class ReachedDestinations(Destinations):
_accepted_objects = Destination
def __init__(self, *args, **kwargs):
super(ReachedDestinations, self).__init__(*args, **kwargs)
self.can_be_shadowed = False
self.is_blocking_light = False
def summarize_states(self, n_steps=None):
return {}
def __repr__(self):
return super(ReachedDestinations, self).__repr__()

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from collections import defaultdict
from environments.factory.base.objects import Entity, Agent
from environments.factory.additional.dest.dest_util import Constants as c
class Destination(Entity):
@property
def any_agent_has_dwelled(self):
return bool(len(self._per_agent_times))
@property
def currently_dwelling_names(self):
return self._per_agent_times.keys()
@property
def encoding(self):
return c.DESTINATION
def __init__(self, *args, dwell_time: int = 0, **kwargs):
super(Destination, self).__init__(*args, **kwargs)
self.dwell_time = dwell_time
self._per_agent_times = defaultdict(lambda: dwell_time)
def do_wait_action(self, agent: Agent):
self._per_agent_times[agent.name] -= 1
return c.VALID
def leave(self, agent: Agent):
del self._per_agent_times[agent.name]
@property
def is_considered_reached(self):
agent_at_position = any(c.AGENT.lower() in x.name.lower() for x in self.tile.guests_that_can_collide)
return (agent_at_position and not self.dwell_time) or any(x == 0 for x in self._per_agent_times.values())
def agent_is_dwelling(self, agent: Agent):
return self._per_agent_times[agent.name] < self.dwell_time
def summarize_state(self, n_steps=None) -> dict:
state_summary = super().summarize_state(n_steps=n_steps)
state_summary.update(per_agent_times=self._per_agent_times)
return state_summary

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from typing import NamedTuple
from environments.helpers import Constants as BaseConstants, EnvActions as BaseActions
class Constants(BaseConstants):
# Destination Env
DEST = 'Destination'
DESTINATION = 1
DESTINATION_DONE = 0.5
DEST_REACHED = 'ReachedDestination'
class Actions(BaseActions):
WAIT_ON_DEST = 'WAIT'
class RewardsDest(NamedTuple):
WAIT_VALID: float = 0.1
WAIT_FAIL: float = -0.1
DEST_REACHED: float = 5.0
class DestModeOptions(object):
DONE = 'DONE'
GROUPED = 'GROUPED'
PER_DEST = 'PER_DEST'
class DestProperties(NamedTuple):
n_dests: int = 1 # How many destinations are there
dwell_time: int = 0 # How long does the agent need to "wait" on a destination
spawn_frequency: int = 0
spawn_in_other_zone: bool = True #
spawn_mode: str = DestModeOptions.DONE
assert dwell_time >= 0, 'dwell_time cannot be < 0!'
assert spawn_frequency >= 0, 'spawn_frequency cannot be < 0!'
assert n_dests >= 0, 'n_destinations cannot be < 0!'
assert (spawn_mode == DestModeOptions.DONE) != bool(spawn_frequency)

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import time
from enum import Enum
from typing import List, Union, Dict
import numpy as np
import random
from environments.factory.additional.dest.dest_collections import Destinations, ReachedDestinations
from environments.factory.additional.dest.dest_enitites import Destination
from environments.factory.additional.dest.dest_util import Constants, Actions, RewardsDest, DestModeOptions, \
DestProperties
from environments.factory.base.base_factory import BaseFactory
from environments.factory.base.objects import Agent, Action
from environments.factory.base.registers import Entities
from environments.factory.base.renderer import RenderEntity
c = Constants
a = Actions
# noinspection PyAttributeOutsideInit, PyAbstractClass
class DestFactory(BaseFactory):
# noinspection PyMissingConstructor
def __init__(self, *args, dest_prop: DestProperties = DestProperties(), rewards_dest: RewardsDest = RewardsDest(),
env_seed=time.time_ns(), **kwargs):
if isinstance(dest_prop, dict):
dest_prop = DestProperties(**dest_prop)
if isinstance(rewards_dest, dict):
rewards_dest = RewardsDest(**rewards_dest)
self.dest_prop = dest_prop
self.rewards_dest = rewards_dest
kwargs.update(env_seed=env_seed)
self._dest_rng = np.random.default_rng(env_seed)
super().__init__(*args, **kwargs)
@property
def actions_hook(self) -> Union[Action, List[Action]]:
# noinspection PyUnresolvedReferences
super_actions = super().actions_hook
# If targets are considers reached after some time, agents need an action for that.
if self.dest_prop.dwell_time:
super_actions.append(Action(enum_ident=a.WAIT_ON_DEST))
return super_actions
@property
def entities_hook(self) -> Dict[(Enum, Entities)]:
# noinspection PyUnresolvedReferences
super_entities = super().entities_hook
empty_tiles = self[c.FLOOR].empty_tiles[:self.dest_prop.n_dests]
destinations = Destinations.from_tiles(
empty_tiles, self._level_shape,
entity_kwargs=dict(
dwell_time=self.dest_prop.dwell_time)
)
reached_destinations = ReachedDestinations(level_shape=self._level_shape)
super_entities.update({c.DEST: destinations, c.DEST_REACHED: reached_destinations})
return super_entities
def do_wait_action(self, agent: Agent) -> (dict, dict):
if destination := self[c.DEST].by_pos(agent.pos):
valid = destination.do_wait_action(agent)
self.print(f'{agent.name} just waited at {agent.pos}')
info_dict = {f'{agent.name}_{a.WAIT_ON_DEST}_VALID': 1}
else:
valid = c.NOT_VALID
self.print(f'{agent.name} just tried to do_wait_action do_wait_action at {agent.pos} but failed')
info_dict = {f'{agent.name}_{a.WAIT_ON_DEST}_FAIL': 1}
reward = dict(value=self.rewards_dest.WAIT_VALID if valid else self.rewards_dest.WAIT_FAIL,
reason=a.WAIT_ON_DEST, info=info_dict)
return valid, reward
def do_additional_actions(self, agent: Agent, action: Action) -> (dict, dict):
# noinspection PyUnresolvedReferences
super_action_result = super().do_additional_actions(agent, action)
if super_action_result is None:
if action == a.WAIT_ON_DEST:
action_result = self.do_wait_action(agent)
return action_result
else:
return None
else:
return super_action_result
def reset_hook(self) -> None:
# noinspection PyUnresolvedReferences
super().reset_hook()
self._dest_spawn_timer = dict()
def trigger_destination_spawn(self):
destinations_to_spawn = [key for key, val in self._dest_spawn_timer.items()
if val == self.dest_prop.spawn_frequency]
if destinations_to_spawn:
n_dest_to_spawn = len(destinations_to_spawn)
if self.dest_prop.spawn_mode != DestModeOptions.GROUPED:
destinations = [Destination(tile, self[c.DEST]) for tile in self[c.FLOOR].empty_tiles[:n_dest_to_spawn]]
self[c.DEST].add_additional_items(destinations)
for dest in destinations_to_spawn:
del self._dest_spawn_timer[dest]
self.print(f'{n_dest_to_spawn} new destinations have been spawned')
elif self.dest_prop.spawn_mode == DestModeOptions.GROUPED and n_dest_to_spawn == self.dest_prop.n_dests:
destinations = [Destination(tile, self[c.DEST]) for tile in self[c.FLOOR].empty_tiles[:n_dest_to_spawn]]
self[c.DEST].add_additional_items(destinations)
for dest in destinations_to_spawn:
del self._dest_spawn_timer[dest]
self.print(f'{n_dest_to_spawn} new destinations have been spawned')
else:
self.print(f'{n_dest_to_spawn} new destinations could be spawned, but waiting for all.')
pass
else:
self.print('No Items are spawning, limit is reached.')
def step_hook(self) -> (List[dict], dict):
# noinspection PyUnresolvedReferences
super_reward_info = super().step_hook()
for key, val in self._dest_spawn_timer.items():
self._dest_spawn_timer[key] = min(self.dest_prop.spawn_frequency, self._dest_spawn_timer[key] + 1)
for dest in list(self[c.DEST].values()):
if dest.is_considered_reached:
dest.change_parent_collection(self[c.DEST_REACHED])
self._dest_spawn_timer[dest.name] = 0
self.print(f'{dest.name} is reached now, removing...')
else:
for agent_name in dest.currently_dwelling_names:
agent = self[c.AGENT].by_name(agent_name)
if agent.pos == dest.pos:
self.print(f'{agent.name} is still waiting.')
pass
else:
dest.leave(agent)
self.print(f'{agent.name} left the destination early.')
self.trigger_destination_spawn()
return super_reward_info
def observations_hook(self) -> Dict[str, np.typing.ArrayLike]:
additional_observations = super().observations_hook()
additional_observations.update({c.DEST: self[c.DEST].as_array()})
return additional_observations
def per_agent_reward_hook(self, agent: Agent) -> List[dict]:
# noinspection PyUnresolvedReferences
reward_event_list = super().per_agent_reward_hook(agent)
if len(self[c.DEST_REACHED]):
for reached_dest in list(self[c.DEST_REACHED]):
if agent.pos == reached_dest.pos:
self.print(f'{agent.name} just reached destination at {agent.pos}')
self[c.DEST_REACHED].delete_env_object(reached_dest)
info_dict = {f'{agent.name}_{c.DEST_REACHED}': 1}
reward_event_list.append({'value': self.rewards_dest.DEST_REACHED,
'reason': c.DEST_REACHED,
'info': info_dict})
return reward_event_list
def render_assets_hook(self, mode='human'):
# noinspection PyUnresolvedReferences
additional_assets = super().render_assets_hook()
destinations = [RenderEntity(c.DEST, dest.pos) for dest in self[c.DEST]]
additional_assets.extend(destinations)
return additional_assets
if __name__ == '__main__':
from environments.utility_classes import AgentRenderOptions as aro, ObservationProperties
render = True
dest_probs = DestProperties(n_dests=2, spawn_frequency=5, spawn_mode=DestModeOptions.GROUPED)
obs_props = ObservationProperties(render_agents=aro.LEVEL, omit_agent_self=True, pomdp_r=2)
move_props = {'allow_square_movement': True,
'allow_diagonal_movement': False,
'allow_no_op': False}
factory = DestFactory(n_agents=10, done_at_collision=False,
level_name='rooms', max_steps=400,
obs_prop=obs_props, parse_doors=True,
verbose=True,
mv_prop=move_props, dest_prop=dest_probs
)
# noinspection DuplicatedCode
n_actions = factory.action_space.n - 1
_ = factory.observation_space
for epoch in range(4):
random_actions = [[random.randint(0, n_actions) for _
in range(factory.n_agents)] for _
in range(factory.max_steps + 1)]
env_state = factory.reset()
r = 0
for agent_i_action in random_actions:
env_state, step_r, done_bool, info_obj = factory.step(agent_i_action)
r += step_r
if render:
factory.render()
if done_bool:
break
print(f'Factory run {epoch} done, reward is:\n {r}')
pass

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from environments.factory.additional.dirt.dirt_entity import Dirt
from environments.factory.additional.dirt.dirt_util import DirtProperties
from environments.factory.base.objects import Floor
from environments.factory.base.registers import EntityCollection
from environments.factory.additional.dirt.dirt_util import Constants as c
class DirtRegister(EntityCollection):
_accepted_objects = Dirt
@property
def amount(self):
return sum([dirt.amount for dirt in self])
@property
def dirt_properties(self):
return self._dirt_properties
def __init__(self, dirt_properties, *args):
super(DirtRegister, self).__init__(*args)
self._dirt_properties: DirtProperties = dirt_properties
def spawn_dirt(self, then_dirty_tiles) -> bool:
if isinstance(then_dirty_tiles, Floor):
then_dirty_tiles = [then_dirty_tiles]
for tile in then_dirty_tiles:
if not self.amount > self.dirt_properties.max_global_amount:
dirt = self.by_pos(tile.pos)
if dirt is None:
dirt = Dirt(tile, self, amount=self.dirt_properties.max_spawn_amount)
self.add_item(dirt)
else:
new_value = dirt.amount + self.dirt_properties.max_spawn_amount
dirt.set_new_amount(min(new_value, self.dirt_properties.max_local_amount))
else:
return c.NOT_VALID
return c.VALID
def __repr__(self):
s = super(DirtRegister, self).__repr__()
return f'{s[:-1]}, {self.amount})'

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from environments.factory.base.objects import Entity
class Dirt(Entity):
@property
def amount(self):
return self._amount
@property
def encoding(self):
# Edit this if you want items to be drawn in the ops differntly
return self._amount
def __init__(self, *args, amount=None, **kwargs):
super(Dirt, self).__init__(*args, **kwargs)
self._amount = amount
def set_new_amount(self, amount):
self._amount = amount
self._collection.notify_change_to_value(self)
def summarize_state(self, **kwargs):
state_dict = super().summarize_state(**kwargs)
state_dict.update(amount=float(self.amount))
return state_dict

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from typing import NamedTuple
from environments.helpers import Constants as BaseConstants, EnvActions as BaseActions
class Constants(BaseConstants):
DIRT = 'Dirt'
class Actions(BaseActions):
CLEAN_UP = 'do_cleanup_action'
class RewardsDirt(NamedTuple):
CLEAN_UP_VALID: float = 0.5
CLEAN_UP_FAIL: float = -0.1
CLEAN_UP_LAST_PIECE: float = 4.5
class DirtProperties(NamedTuple):
initial_dirt_ratio: float = 0.3 # On INIT, on max how many tiles does the dirt spawn in percent.
initial_dirt_spawn_r_var: float = 0.05 # How much does the dirt spawn amount vary?
clean_amount: float = 1 # How much does the robot clean with one actions.
max_spawn_ratio: float = 0.20 # On max how many tiles does the dirt spawn in percent.
max_spawn_amount: float = 0.3 # How much dirt does spawn per tile at max.
spawn_frequency: int = 0 # Spawn Frequency in Steps.
max_local_amount: int = 2 # Max dirt amount per tile.
max_global_amount: int = 20 # Max dirt amount in the whole environment.
dirt_smear_amount: float = 0.2 # Agents smear dirt, when not cleaning up in place.
done_when_clean: bool = True

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import time
from pathlib import Path
from typing import List, Union, Dict
import random
import numpy as np
from environments.factory.additional.dirt.dirt_collections import DirtRegister
from environments.factory.additional.dirt.dirt_entity import Dirt
from environments.factory.additional.dirt.dirt_util import Constants, Actions, RewardsDirt, DirtProperties
from environments.factory.base.base_factory import BaseFactory
from environments.factory.base.objects import Agent, Action
from environments.factory.base.registers import Entities
from environments.factory.base.renderer import RenderEntity
from environments.utility_classes import ObservationProperties
def softmax(x):
"""Compute softmax values for each sets of scores in x."""
e_x = np.exp(x - np.max(x))
return e_x / e_x.sum()
def entropy(x):
return -(x * np.log(x + 1e-8)).sum()
c = Constants
a = Actions
# noinspection PyAttributeOutsideInit, PyAbstractClass
class DirtFactory(BaseFactory):
@property
def actions_hook(self) -> Union[Action, List[Action]]:
super_actions = super().actions_hook
super_actions.append(Action(str_ident=a.CLEAN_UP))
return super_actions
@property
def entities_hook(self) -> Dict[(str, Entities)]:
super_entities = super().entities_hook
dirt_register = DirtRegister(self.dirt_prop, self._level_shape)
super_entities.update(({c.DIRT: dirt_register}))
return super_entities
def __init__(self, *args,
dirt_prop: DirtProperties = DirtProperties(), rewards_dirt: RewardsDirt = RewardsDirt(),
env_seed=time.time_ns(), **kwargs):
if isinstance(dirt_prop, dict):
dirt_prop = DirtProperties(**dirt_prop)
if isinstance(rewards_dirt, dict):
rewards_dirt = RewardsDirt(**rewards_dirt)
self.dirt_prop = dirt_prop
self.rewards_dirt = rewards_dirt
self._dirt_rng = np.random.default_rng(env_seed)
self._dirt: DirtRegister
kwargs.update(env_seed=env_seed)
# TODO: Reset ---> document this
super().__init__(*args, **kwargs)
def render_assets_hook(self, mode='human'):
additional_assets = super().render_assets_hook()
dirt = [RenderEntity('dirt', dirt.tile.pos, min(0.15 + dirt.amount, 1.5), 'scale')
for dirt in self[c.DIRT]]
additional_assets.extend(dirt)
return additional_assets
def do_cleanup_action(self, agent: Agent) -> (dict, dict):
if dirt := self[c.DIRT].by_pos(agent.pos):
new_dirt_amount = dirt.amount - self.dirt_prop.clean_amount
if new_dirt_amount <= 0:
self[c.DIRT].delete_env_object(dirt)
else:
dirt.set_new_amount(max(new_dirt_amount, c.FREE_CELL.value))
valid = c.VALID
self.print(f'{agent.name} did just clean up some dirt at {agent.pos}.')
info_dict = {f'{agent.name}_{a.CLEAN_UP}_VALID': 1, 'cleanup_valid': 1}
reward = self.rewards_dirt.CLEAN_UP_VALID
else:
valid = c.NOT_VALID
self.print(f'{agent.name} just tried to clean up some dirt at {agent.pos}, but failed.')
info_dict = {f'{agent.name}_{a.CLEAN_UP}_FAIL': 1, 'cleanup_fail': 1}
reward = self.rewards_dirt.CLEAN_UP_FAIL
if valid and self.dirt_prop.done_when_clean and (len(self[c.DIRT]) == 0):
reward += self.rewards_dirt.CLEAN_UP_LAST_PIECE
self.print(f'{agent.name} picked up the last piece of dirt!')
info_dict = {f'{agent.name}_{a.CLEAN_UP}_LAST_PIECE': 1}
return valid, dict(value=reward, reason=a.CLEAN_UP, info=info_dict)
def trigger_dirt_spawn(self, initial_spawn=False):
dirt_rng = self._dirt_rng
free_for_dirt = [x for x in self[c.FLOOR]
if len(x.guests) == 0 or (len(x.guests) == 1 and isinstance(next(y for y in x.guests), Dirt))
]
self._dirt_rng.shuffle(free_for_dirt)
if initial_spawn:
var = self.dirt_prop.initial_dirt_spawn_r_var
new_spawn = self.dirt_prop.initial_dirt_ratio + dirt_rng.uniform(-var, var)
else:
new_spawn = dirt_rng.uniform(0, self.dirt_prop.max_spawn_ratio)
n_dirt_tiles = max(0, int(new_spawn * len(free_for_dirt)))
self[c.DIRT].spawn_dirt(free_for_dirt[:n_dirt_tiles])
def step_hook(self) -> (List[dict], dict):
super_reward_info = super().step_hook()
if smear_amount := self.dirt_prop.dirt_smear_amount:
for agent in self[c.AGENT]:
if agent.step_result['action_valid'] and agent.last_pos != c.NO_POS:
if self._actions.is_moving_action(agent.step_result['action_name']):
if old_pos_dirt := self[c.DIRT].by_pos(agent.last_pos):
if smeared_dirt := round(old_pos_dirt.amount * smear_amount, 2):
old_pos_dirt.set_new_amount(max(0, old_pos_dirt.amount-smeared_dirt))
if new_pos_dirt := self[c.DIRT].by_pos(agent.pos):
new_pos_dirt.set_new_amount(max(0, new_pos_dirt.amount + smeared_dirt))
else:
if self[c.DIRT].spawn_dirt(agent.tile):
new_pos_dirt = self[c.DIRT].by_pos(agent.pos)
new_pos_dirt.set_new_amount(max(0, new_pos_dirt.amount + smeared_dirt))
if self._next_dirt_spawn < 0:
pass # No Dirt Spawn
elif not self._next_dirt_spawn:
self.trigger_dirt_spawn()
self._next_dirt_spawn = self.dirt_prop.spawn_frequency
else:
self._next_dirt_spawn -= 1
return super_reward_info
def do_additional_actions(self, agent: Agent, action: Action) -> (dict, dict):
action_result = super().do_additional_actions(agent, action)
if action_result is None:
if action == a.CLEAN_UP:
return self.do_cleanup_action(agent)
else:
return None
else:
return action_result
def reset_hook(self) -> None:
super().reset_hook()
self.trigger_dirt_spawn(initial_spawn=True)
self._next_dirt_spawn = self.dirt_prop.spawn_frequency if self.dirt_prop.spawn_frequency else -1
def check_additional_done(self) -> (bool, dict):
super_done, super_dict = super().check_additional_done()
if self.dirt_prop.done_when_clean:
if all_cleaned := len(self[c.DIRT]) == 0:
super_dict.update(ALL_CLEAN_DONE=all_cleaned)
return all_cleaned, super_dict
return super_done, super_dict
def observations_hook(self) -> Dict[str, np.typing.ArrayLike]:
additional_observations = super().observations_hook()
additional_observations.update({c.DIRT: self[c.DIRT].as_array()})
return additional_observations
def post_step_hook(self) -> List[Dict[str, int]]:
super_post_step = super(DirtFactory, self).post_step_hook()
info_dict = dict()
dirt = [dirt.amount for dirt in self[c.DIRT]]
current_dirt_amount = sum(dirt)
dirty_tile_count = len(dirt)
# if dirty_tile_count:
# dirt_distribution_score = entropy(softmax(np.asarray(dirt)) / dirty_tile_count)
# else:
# dirt_distribution_score = 0
info_dict.update(dirt_amount=current_dirt_amount)
info_dict.update(dirty_tile_count=dirty_tile_count)
super_post_step.append(info_dict)
return super_post_step
if __name__ == '__main__':
from environments.utility_classes import AgentRenderOptions as aro
render = True
dirt_props = DirtProperties(
initial_dirt_ratio=0.35,
initial_dirt_spawn_r_var=0.1,
clean_amount=0.34,
max_spawn_amount=0.1,
max_global_amount=20,
max_local_amount=1,
spawn_frequency=0,
max_spawn_ratio=0.05,
dirt_smear_amount=0.0
)
obs_props = ObservationProperties(render_agents=aro.COMBINED, omit_agent_self=True,
pomdp_r=2, additional_agent_placeholder=None, cast_shadows=True,
indicate_door_area=False)
move_props = {'allow_square_movement': True,
'allow_diagonal_movement': False,
'allow_no_op': False}
import time
global_timings = []
for i in range(10):
factory = DirtFactory(n_agents=10, done_at_collision=False,
level_name='rooms', max_steps=1000,
doors_have_area=False,
obs_prop=obs_props, parse_doors=True,
verbose=True,
mv_prop=move_props, dirt_prop=dirt_props,
# inject_agents=[TSPDirtAgent],
)
# noinspection DuplicatedCode
n_actions = factory.action_space.n - 1
_ = factory.observation_space
obs_space = factory.observation_space
obs_space_named = factory.named_observation_space
action_space_named = factory.named_action_space
times = []
for epoch in range(10):
start_time = time.time()
random_actions = [[random.randint(0, n_actions) for _
in range(factory.n_agents)] for _
in range(factory.max_steps+1)]
env_state = factory.reset()
if render:
factory.render()
# tsp_agent = factory.get_injected_agents()[0]
rwrd = 0
for agent_i_action in random_actions:
# agent_i_action = tsp_agent.predict()
env_state, step_rwrd, done_bool, info_obj = factory.step(agent_i_action)
rwrd += step_rwrd
if render:
factory.render()
if done_bool:
break
times.append(time.time() - start_time)
# print(f'Factory run {epoch} done, reward is:\n {r}')
print('Mean Time Taken: ', sum(times) / 10)
global_timings.extend(times)
print('Mean Time Taken: ', sum(global_timings) / len(global_timings))
print('Median Time Taken: ', global_timings[len(global_timings)//2])
pass

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import time
from typing import List, Union, Dict
import numpy as np
import random
from environments.factory.additional.item.item_collections import ItemRegister, Inventories, DropOffLocations
from environments.factory.additional.item.item_util import Constants, Actions, RewardsItem, ItemProperties
from environments.factory.base.base_factory import BaseFactory
from environments.factory.base.objects import Agent, Action
from environments.factory.base.registers import Entities
from environments.factory.base.renderer import RenderEntity
c = Constants
a = Actions
# noinspection PyAttributeOutsideInit, PyAbstractClass
class ItemFactory(BaseFactory):
# noinspection PyMissingConstructor
def __init__(self, *args, item_prop: ItemProperties = ItemProperties(), env_seed=time.time_ns(),
rewards_item: RewardsItem = RewardsItem(), **kwargs):
if isinstance(item_prop, dict):
item_prop = ItemProperties(**item_prop)
if isinstance(rewards_item, dict):
rewards_item = RewardsItem(**rewards_item)
self.item_prop = item_prop
self.rewards_item = rewards_item
kwargs.update(env_seed=env_seed)
self._item_rng = np.random.default_rng(env_seed)
assert (item_prop.n_items <= ((1 + kwargs.get('_pomdp_r', 0) * 2) ** 2)) or not kwargs.get('_pomdp_r', 0)
super().__init__(*args, **kwargs)
@property
def actions_hook(self) -> Union[Action, List[Action]]:
# noinspection PyUnresolvedReferences
super_actions = super().actions_hook
super_actions.append(Action(str_ident=a.ITEM_ACTION))
return super_actions
@property
def entities_hook(self) -> Dict[(str, Entities)]:
# noinspection PyUnresolvedReferences
super_entities = super().entities_hook
empty_tiles = self[c.FLOOR].empty_tiles[:self.item_prop.n_drop_off_locations]
drop_offs = DropOffLocations.from_tiles(
empty_tiles, self._level_shape,
entity_kwargs=dict(
storage_size_until_full=self.item_prop.max_dropoff_storage_size)
)
item_register = ItemRegister(self._level_shape)
empty_tiles = self[c.FLOOR].empty_tiles[:self.item_prop.n_items]
item_register.spawn_items(empty_tiles)
inventories = Inventories(self._obs_shape, self._level_shape)
inventories.spawn_inventories(self[c.AGENT], self.item_prop.max_agent_inventory_capacity)
super_entities.update({c.DROP_OFF: drop_offs, c.ITEM: item_register, c.INVENTORY: inventories})
return super_entities
def per_agent_raw_observations_hook(self, agent) -> Dict[str, np.typing.ArrayLike]:
additional_raw_observations = super().per_agent_raw_observations_hook(agent)
additional_raw_observations.update({c.INVENTORY: self[c.INVENTORY].by_entity(agent).as_array()})
return additional_raw_observations
def observations_hook(self) -> Dict[str, np.typing.ArrayLike]:
additional_observations = super().observations_hook()
additional_observations.update({c.ITEM: self[c.ITEM].as_array()})
additional_observations.update({c.DROP_OFF: self[c.DROP_OFF].as_array()})
return additional_observations
def do_item_action(self, agent: Agent) -> (dict, dict):
inventory = self[c.INVENTORY].by_entity(agent)
if drop_off := self[c.DROP_OFF].by_pos(agent.pos):
if inventory:
valid = drop_off.place_item(inventory.pop())
else:
valid = c.NOT_VALID
if valid:
self.print(f'{agent.name} just dropped of an item at {drop_off.pos}.')
info_dict = {f'{agent.name}_DROPOFF_VALID': 1, 'DROPOFF_VALID': 1}
else:
self.print(f'{agent.name} just tried to drop off at {agent.pos}, but failed.')
info_dict = {f'{agent.name}_DROPOFF_FAIL': 1, 'DROPOFF_FAIL': 1}
reward = dict(value=self.rewards_item.DROP_OFF_VALID if valid else self.rewards_item.DROP_OFF_FAIL,
reason=a.ITEM_ACTION, info=info_dict)
return valid, reward
elif item := self[c.ITEM].by_pos(agent.pos):
item.change_parent_collection(inventory)
item.set_tile_to(self._NO_POS_TILE)
self.print(f'{agent.name} just picked up an item at {agent.pos}')
info_dict = {f'{agent.name}_{a.ITEM_ACTION}_VALID': 1, f'{a.ITEM_ACTION}_VALID': 1}
return c.VALID, dict(value=self.rewards_item.PICK_UP_VALID, reason=a.ITEM_ACTION, info=info_dict)
else:
self.print(f'{agent.name} just tried to pick up an item at {agent.pos}, but failed.')
info_dict = {f'{agent.name}_{a.ITEM_ACTION}_FAIL': 1, f'{a.ITEM_ACTION}_FAIL': 1}
return c.NOT_VALID, dict(value=self.rewards_item.PICK_UP_FAIL, reason=a.ITEM_ACTION, info=info_dict)
def do_additional_actions(self, agent: Agent, action: Action) -> (dict, dict):
# noinspection PyUnresolvedReferences
action_result = super().do_additional_actions(agent, action)
if action_result is None:
if action == a.ITEM_ACTION:
action_result = self.do_item_action(agent)
return action_result
else:
return None
else:
return action_result
def reset_hook(self) -> None:
# noinspection PyUnresolvedReferences
super().reset_hook()
self._next_item_spawn = self.item_prop.spawn_frequency
self.trigger_item_spawn()
def trigger_item_spawn(self):
if item_to_spawns := max(0, (self.item_prop.n_items - len(self[c.ITEM]))):
empty_tiles = self[c.FLOOR].empty_tiles[:item_to_spawns]
self[c.ITEM].spawn_items(empty_tiles)
self._next_item_spawn = self.item_prop.spawn_frequency
self.print(f'{item_to_spawns} new items have been spawned; next spawn in {self._next_item_spawn}')
else:
self.print('No Items are spawning, limit is reached.')
def step_hook(self) -> (List[dict], dict):
# noinspection PyUnresolvedReferences
super_reward_info = super().step_hook()
for item in list(self[c.ITEM].values()):
if item.auto_despawn >= 1:
item.set_auto_despawn(item.auto_despawn-1)
elif not item.auto_despawn:
self[c.ITEM].delete_env_object(item)
else:
pass
if not self._next_item_spawn:
self.trigger_item_spawn()
else:
self._next_item_spawn = max(0, self._next_item_spawn-1)
return super_reward_info
def render_assets_hook(self, mode='human'):
# noinspection PyUnresolvedReferences
additional_assets = super().render_assets_hook()
items = [RenderEntity(c.ITEM, item.tile.pos) for item in self[c.ITEM] if item.tile != self._NO_POS_TILE]
additional_assets.extend(items)
drop_offs = [RenderEntity(c.DROP_OFF, drop_off.tile.pos) for drop_off in self[c.DROP_OFF]]
additional_assets.extend(drop_offs)
return additional_assets
if __name__ == '__main__':
from environments.utility_classes import AgentRenderOptions as aro, ObservationProperties
render = True
item_probs = ItemProperties(n_items=30, n_drop_off_locations=6)
obs_props = ObservationProperties(render_agents=aro.SEPERATE, omit_agent_self=True, pomdp_r=2)
move_props = {'allow_square_movement': True,
'allow_diagonal_movement': True,
'allow_no_op': False}
factory = ItemFactory(n_agents=6, done_at_collision=False,
level_name='rooms', max_steps=400,
obs_prop=obs_props, parse_doors=True,
record_episodes=True, verbose=True,
mv_prop=move_props, item_prop=item_probs
)
# noinspection DuplicatedCode
n_actions = factory.action_space.n - 1
obs_space = factory.observation_space
obs_space_named = factory.named_observation_space
for epoch in range(400):
random_actions = [[random.randint(0, n_actions) for _
in range(factory.n_agents)] for _
in range(factory.max_steps + 1)]
env_state = factory.reset()
rwrd = 0
for agent_i_action in random_actions:
env_state, step_r, done_bool, info_obj = factory.step(agent_i_action)
rwrd += step_r
if render:
factory.render()
if done_bool:
break
print(f'Factory run {epoch} done, reward is:\n {rwrd}')
pass

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from typing import List
import numpy as np
from environments.factory.base.objects import Floor, Agent
from environments.factory.base.registers import EntityCollection, BoundEnvObjCollection, ObjectCollection
from environments.factory.additional.item.item_entities import Item, DropOffLocation
class ItemRegister(EntityCollection):
_accepted_objects = Item
def spawn_items(self, tiles: List[Floor]):
items = [Item(tile, self) for tile in tiles]
self.add_additional_items(items)
def despawn_items(self, items: List[Item]):
items = [items] if isinstance(items, Item) else items
for item in items:
del self[item]
class Inventory(BoundEnvObjCollection):
@property
def name(self):
return f'{self.__class__.__name__}({self._bound_entity.name})'
def __init__(self, agent: Agent, capacity: int, *args, **kwargs):
super(Inventory, self).__init__(agent, *args, is_blocking_light=False, can_be_shadowed=False, **kwargs)
self.capacity = capacity
def as_array(self):
if self._array is None:
self._array = np.zeros((1, *self._shape))
return super(Inventory, self).as_array()
def summarize_states(self, **kwargs):
attr_dict = {key: str(val) for key, val in self.__dict__.items() if not key.startswith('_') and key != 'data'}
attr_dict.update(dict(items={key: val.summarize_state(**kwargs) for key, val in self.items()}))
attr_dict.update(dict(name=self.name))
return attr_dict
def pop(self):
item_to_pop = self[0]
self.delete_env_object(item_to_pop)
return item_to_pop
class Inventories(ObjectCollection):
_accepted_objects = Inventory
is_blocking_light = False
can_be_shadowed = False
def __init__(self, obs_shape, *args, **kwargs):
super(Inventories, self).__init__(*args, is_per_agent=True, individual_slices=True, **kwargs)
self._obs_shape = obs_shape
def as_array(self):
return np.stack([inventory.as_array() for inv_idx, inventory in enumerate(self)])
def spawn_inventories(self, agents, capacity):
inventories = [self._accepted_objects(agent, capacity, self._obs_shape)
for _, agent in enumerate(agents)]
self.add_additional_items(inventories)
def idx_by_entity(self, entity):
try:
return next((idx for idx, inv in enumerate(self) if inv.belongs_to_entity(entity)))
except StopIteration:
return None
def by_entity(self, entity):
try:
return next((inv for inv in self if inv.belongs_to_entity(entity)))
except StopIteration:
return None
def summarize_states(self, **kwargs):
return {key: val.summarize_states(**kwargs) for key, val in self.items()}
class DropOffLocations(EntityCollection):
_accepted_objects = DropOffLocation

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from collections import deque
from environments import helpers as h
from environments.factory.additional.item.item_util import Constants
from environments.factory.base.objects import Entity
class Item(Entity):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self._auto_despawn = -1
@property
def auto_despawn(self):
return self._auto_despawn
@property
def encoding(self):
# Edit this if you want items to be drawn in the ops differently
return 1
def set_auto_despawn(self, auto_despawn):
self._auto_despawn = auto_despawn
def set_tile_to(self, no_pos_tile):
self._tile = no_pos_tile
def summarize_state(self, **_) -> dict:
super_summarization = super(Item, self).summarize_state()
super_summarization.update(dict(auto_despawn=self.auto_despawn))
return super_summarization
class DropOffLocation(Entity):
@property
def encoding(self):
return Constants.ITEM_DROP_OFF
def __init__(self, *args, storage_size_until_full: int = 5, auto_item_despawn_interval: int = 5, **kwargs):
super(DropOffLocation, self).__init__(*args, **kwargs)
self.auto_item_despawn_interval = auto_item_despawn_interval
self.storage = deque(maxlen=storage_size_until_full or None)
def place_item(self, item: Item):
if self.is_full:
raise RuntimeWarning("There is currently no way to clear the storage or make it unfull.")
return c.NOT_VALID
else:
self.storage.append(item)
item.set_auto_despawn(self.auto_item_despawn_interval)
return Constants.VALID
@property
def is_full(self):
return False if not self.storage.maxlen else self.storage.maxlen == len(self.storage)
def summarize_state(self, n_steps=None) -> dict:
if n_steps == h.STEPS_START:
return super().summarize_state(n_steps=n_steps)

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from typing import NamedTuple
from environments.helpers import Constants as BaseConstants, EnvActions as BaseActions
class Constants(BaseConstants):
NO_ITEM = 0
ITEM_DROP_OFF = 1
# Item Env
ITEM = 'Item'
INVENTORY = 'Inventory'
DROP_OFF = 'Drop_Off'
class Actions(BaseActions):
ITEM_ACTION = 'ITEMACTION'
class RewardsItem(NamedTuple):
DROP_OFF_VALID: float = 0.1
DROP_OFF_FAIL: float = -0.1
PICK_UP_FAIL: float = -0.1
PICK_UP_VALID: float = 0.1
class ItemProperties(NamedTuple):
n_items: int = 5 # How many items are there at the same time
spawn_frequency: int = 10 # Spawn Frequency in Steps
n_drop_off_locations: int = 5 # How many DropOff locations are there at the same time
max_dropoff_storage_size: int = 0 # How many items are needed until the dropoff is full
max_agent_inventory_capacity: int = 5 # How many items are needed until the agent inventory is full