No more Monitor,
env hparams pickeling, pomdp, now training and learning
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@ -34,27 +34,27 @@ class SimpleFactory(BaseFactory):
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return self._actions[action] == CLEAN_UP_ACTION
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def __init__(self, *args, dirt_properties: DirtProperties, verbose=False, **kwargs):
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self._dirt_properties = dirt_properties
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self.dirt_properties = dirt_properties
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self.verbose = verbose
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self.max_dirt = 20
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super(SimpleFactory, self).__init__(*args, **kwargs)
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self.state_slices.register_additional_items('dirt')
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self.renderer = None # expensive - don't use it when not required !
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self._state_slices.register_additional_items('dirt')
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self._renderer = None # expensive - don't use it when not required !
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def render(self):
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if not self.renderer: # lazy init
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height, width = self.state.shape[1:]
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self.renderer = Renderer(width, height, view_radius=2)
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if not self._renderer: # lazy init
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height, width = self._state.shape[1:]
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self._renderer = Renderer(width, height, view_radius=self.pomdp_radius)
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dirt = [Entity('dirt', [x, y], min(0.15+self.state[DIRT_INDEX, x, y], 1.5), 'scale')
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for x, y in np.argwhere(self.state[DIRT_INDEX] > h.IS_FREE_CELL)]
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walls = [Entity('wall', pos) for pos in np.argwhere(self.state[h.LEVEL_IDX] > h.IS_FREE_CELL)]
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dirt = [Entity('dirt', [x, y], min(0.15 + self._state[DIRT_INDEX, x, y], 1.5), 'scale')
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for x, y in np.argwhere(self._state[DIRT_INDEX] > h.IS_FREE_CELL)]
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walls = [Entity('wall', pos) for pos in np.argwhere(self._state[h.LEVEL_IDX] > h.IS_FREE_CELL)]
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def asset_str(agent):
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if any([x is None for x in [self.state_slices[j] for j in agent.collisions]]):
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if any([x is None for x in [self._state_slices[j] for j in agent.collisions]]):
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print('error')
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cols = ' '.join([self.state_slices[j] for j in agent.collisions])
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cols = ' '.join([self._state_slices[j] for j in agent.collisions])
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if 'agent' in cols:
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return 'agent_collision'
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elif not agent.action_valid or 'level' in cols or 'agent' in cols:
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@ -65,38 +65,38 @@ class SimpleFactory(BaseFactory):
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return f'agent{agent.i + 1}'
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agents = {f'agent{i+1}': [Entity(asset_str(agent), agent.pos)]
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for i, agent in enumerate(self.agent_states)}
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self.renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents))
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for i, agent in enumerate(self._agent_states)}
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self._renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents))
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def spawn_dirt(self) -> None:
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if not np.argwhere(self.state[DIRT_INDEX] != h.IS_FREE_CELL).shape[0] > self._dirt_properties.max_global_amount:
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if not np.argwhere(self._state[DIRT_INDEX] != h.IS_FREE_CELL).shape[0] > self.dirt_properties.max_global_amount:
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free_for_dirt = self.free_cells(excluded_slices=DIRT_INDEX)
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# randomly distribute dirt across the grid
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n_dirt_tiles = int(random.uniform(0, self._dirt_properties.max_spawn_ratio) * len(free_for_dirt))
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n_dirt_tiles = int(random.uniform(0, self.dirt_properties.max_spawn_ratio) * len(free_for_dirt))
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for x, y in free_for_dirt[:n_dirt_tiles]:
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new_value = self.state[DIRT_INDEX, x, y] + self._dirt_properties.gain_amount
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self.state[DIRT_INDEX, x, y] = max(new_value, self._dirt_properties.max_local_amount)
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new_value = self._state[DIRT_INDEX, x, y] + self.dirt_properties.gain_amount
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self._state[DIRT_INDEX, x, y] = max(new_value, self.dirt_properties.max_local_amount)
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else:
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pass
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def clean_up(self, pos: (int, int)) -> ((int, int), bool):
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new_dirt_amount = self.state[DIRT_INDEX][pos] - self._dirt_properties.clean_amount
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new_dirt_amount = self._state[DIRT_INDEX][pos] - self.dirt_properties.clean_amount
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cleanup_was_sucessfull: bool
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if self.state[DIRT_INDEX][pos] == h.IS_FREE_CELL:
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if self._state[DIRT_INDEX][pos] == h.IS_FREE_CELL:
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cleanup_was_sucessfull = False
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return pos, cleanup_was_sucessfull
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else:
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cleanup_was_sucessfull = True
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self.state[DIRT_INDEX][pos] = max(new_dirt_amount, h.IS_FREE_CELL)
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self._state[DIRT_INDEX][pos] = max(new_dirt_amount, h.IS_FREE_CELL)
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return pos, cleanup_was_sucessfull
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def step(self, actions):
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_, r, done, info = super(SimpleFactory, self).step(actions)
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if not self.next_dirt_spawn:
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self.spawn_dirt()
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self.next_dirt_spawn = self._dirt_properties.spawn_frequency
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self.next_dirt_spawn = self.dirt_properties.spawn_frequency
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else:
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self.next_dirt_spawn -= 1
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obs = self._return_state()
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@ -115,17 +115,17 @@ class SimpleFactory(BaseFactory):
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def reset(self) -> (np.ndarray, int, bool, dict):
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_ = super().reset() # state, reward, done, info ... =
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dirt_slice = np.zeros((1, *self.state.shape[1:]))
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self.state = np.concatenate((self.state, dirt_slice)) # dirt is now the last slice
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dirt_slice = np.zeros((1, *self._state.shape[1:]))
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self._state = np.concatenate((self._state, dirt_slice)) # dirt is now the last slice
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self.spawn_dirt()
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self.next_dirt_spawn = self._dirt_properties.spawn_frequency
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self.next_dirt_spawn = self.dirt_properties.spawn_frequency
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obs = self._return_state()
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return obs
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def calculate_reward(self, agent_states: List[AgentState]) -> (int, dict):
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# TODO: What reward to use?
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current_dirt_amount = self.state[DIRT_INDEX].sum()
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dirty_tiles = np.argwhere(self.state[DIRT_INDEX] != h.IS_FREE_CELL).shape[0]
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current_dirt_amount = self._state[DIRT_INDEX].sum()
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dirty_tiles = np.argwhere(self._state[DIRT_INDEX] != h.IS_FREE_CELL).shape[0]
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info_dict = dict()
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try:
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@ -137,11 +137,13 @@ class SimpleFactory(BaseFactory):
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for agent_state in agent_states:
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cols = agent_state.collisions
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list_of_collisions = [self.state_slices[entity] for entity in cols
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if entity != self.state_slices.by_name("dirt")]
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list_of_collisions = [self._state_slices[entity] for entity in cols
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if entity != self._state_slices.by_name("dirt")]
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if list_of_collisions:
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self.print(f't = {self.steps}\tAgent {agent_state.i} has collisions with '
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f'{list_of_collisions}')
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self.print(f't = {self.steps}\tAgent {agent_state.i} has collisions with '
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f'{list_of_collisions}')
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if self._is_clean_up_action(agent_state.action):
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if agent_state.action_valid:
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reward += 1
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@ -155,19 +157,19 @@ class SimpleFactory(BaseFactory):
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elif self._is_moving_action(agent_state.action):
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if agent_state.action_valid:
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info_dict.update(movement=1)
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# info_dict.update(movement=1)
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reward -= 0.00
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else:
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info_dict.update(collision=1)
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# info_dict.update(collision=1)
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# self.print('collision')
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reward -= 0.00
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else:
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info_dict.update(collision=1)
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info_dict.update(no_op=1)
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reward -= 0.00
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for entity in cols:
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if entity != self.state_slices.by_name("dirt"):
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info_dict.update({f'agent_{agent_state.i}_vs_{self.state_slices[entity]}': 1})
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for entity in list_of_collisions:
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info_dict.update({f'agent_{agent_state.i}_vs_{self._state_slices.by_name(entity)}': 1})
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info_dict.update(dirt_amount=current_dirt_amount)
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info_dict.update(dirty_tile_count=dirty_tiles)
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