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.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