103 lines
4.0 KiB
Python
103 lines
4.0 KiB
Python
import random
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from typing import Tuple, List, Union, Iterable
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import numpy as np
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from pathlib import Path
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from environments import helpers as h
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class BaseFactory:
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def __init__(self, level='simple', n_agents=1, max_steps=1e3):
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self.n_agents = n_agents
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self.max_steps = max_steps
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self.allow_vertical_movement = True
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self.allow_horizontal_movement = True
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self.level = h.one_hot_level(
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h.parse_level(Path(__file__).parent / h.LEVELS_DIR / f'{level}.txt')
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)
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self.slice_strings = {0: 'level', **{i: f'agent#{i}' for i in range(1, self.n_agents+1)}}
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self.reset()
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def reset(self):
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self.done = False
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self.steps = 0
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# Agent placement ...
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agents = np.zeros((self.n_agents, *self.level.shape), dtype=np.int8)
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floor_tiles = np.argwhere(self.level == h.IS_FREE_CELL)
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# ... on random positions
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np.random.shuffle(floor_tiles)
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for i, (x, y) in enumerate(floor_tiles[:self.n_agents]):
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agents[i, x, y] = h.IS_OCCUPIED_CELL
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# state.shape = level, agent 1,..., agent n,
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self.state = np.concatenate((np.expand_dims(self.level, axis=0), agents), axis=0)
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# Returns State, Reward, Done, Info
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return self.state, 0, self.done, {}
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def additional_actions(self, agent_i, action) -> ((int, int), bool):
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raise NotImplementedError
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def step(self, actions):
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actions = [actions] if isinstance(actions, int) else actions
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assert isinstance(actions, list), f'"actions has to be in [{int, list}]'
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self.steps += 1
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# FixMe: Why do we need this?
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r = 0
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# Move this in a seperate function?
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actions = list(enumerate(actions))
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random.shuffle(actions)
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for agent_i, action in actions:
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if self._is_moving_action(action):
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pos, valid = self.move_or_colide(agent_i, action)
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else:
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pos, valid = self.additional_actions(agent_i, action)
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actions[agent_i] = (agent_i, action, pos, valid)
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collision_vecs = self.check_all_collisions(actions, self.state.shape[0])
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reward, info = self.calculate_reward(collision_vecs, [a[1] for a in actions], r)
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r += reward
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if self.steps >= self.max_steps:
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self.done = True
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return self.state, r, self.done, info
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def check_collisions(self, agent_i, pos, valid):
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pos_x, pos_y = pos
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collisions_vec = self.state[:, pos_x, pos_y].copy() # "vertical fiber" at position of agent i
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collisions_vec[h.AGENT_START_IDX + agent_i] = h.IS_FREE_CELL # no self-collisions
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if valid:
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# ToDo: Place a function hook here
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pass
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else:
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collisions_vec[h.LEVEL_IDX] = h.IS_OCCUPIED_CELL
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return collisions_vec
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def do_move(self, agent_i: int, old_pos: (int, int), new_pos: (int, int)) -> None:
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(x, y), (x_new, y_new) = old_pos, new_pos
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self.state[agent_i + h.AGENT_START_IDX, x, y] = h.IS_FREE_CELL
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self.state[agent_i + h.AGENT_START_IDX, x_new, y_new] = h.IS_OCCUPIED_CELL
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def move_or_colide(self, agent_i: int, action: int) -> ((int, int), bool):
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old_pos, new_pos, valid = h.check_agent_move(state=self.state,
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dim=agent_i + h.AGENT_START_IDX,
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action=action)
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if valid:
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# Does not collide width level boundaries
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self.do_move(agent_i, old_pos, new_pos)
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return new_pos, valid
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return old_pos, valid
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@property
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def free_cells(self) -> np.ndarray:
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free_cells = self.state.sum(0)
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free_cells = np.argwhere(free_cells == h.IS_FREE_CELL)
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np.random.shuffle(free_cells)
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return free_cells
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def calculate_reward(self, collisions_vec: np.ndarray, actions: Iterable[int], r: int) -> (int, dict):
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# Returns: Reward, Info
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# Set to "raise NotImplementedError"
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return 0, {}
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