2021-10-27 18:47:57 +02:00

381 lines
14 KiB
Python

import time
from collections import deque, UserList
from enum import Enum
from typing import List, Union, NamedTuple, Dict
import numpy as np
from environments.factory.base.base_factory import BaseFactory
from environments.helpers import Constants as c
from environments import helpers as h
from environments.factory.base.objects import Agent, Entity, Action, Tile, MoveableEntity
from environments.factory.base.registers import Entities, EntityObjectRegister, ObjectRegister, \
MovingEntityObjectRegister, Register
from environments.factory.renderer import RenderEntity
NO_ITEM = 0
ITEM_DROP_OFF = 1
def inventory_slice_name(agent_i):
if isinstance(agent_i, int):
return f'{c.INVENTORY.name}_{c.AGENT.value}#{agent_i}'
else:
return f'{c.INVENTORY.name}_{agent_i}'
class Item(MoveableEntity):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self._auto_despawn = -1
@property
def auto_despawn(self):
return self._auto_despawn
@property
def can_collide(self):
return False
@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
class ItemRegister(MovingEntityObjectRegister):
def as_array(self):
self._array[:] = c.FREE_CELL.value
for item in self:
if item.pos != c.NO_POS.value:
self._array[0, item.x, item.y] = item.encoding
return self._array
_accepted_objects = Item
def spawn_items(self, tiles: List[Tile]):
items = [Item(tile) for tile in tiles]
self.register_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(UserList):
@property
def is_blocking_light(self):
return False
@property
def name(self):
return self.agent.name
def __init__(self, pomdp_r: int, level_shape: (int, int), agent: Agent, capacity: int):
super(Inventory, self).__init__()
self.agent = agent
self.pomdp_r = pomdp_r
self._level_shape = level_shape
if self.pomdp_r:
self._array = np.zeros((1, pomdp_r * 2 + 1, pomdp_r * 2 + 1))
else:
self._array = np.zeros((1, *self._level_shape))
self.capacity = min(capacity, self._array.size)
def as_array(self):
self._array[:] = c.FREE_CELL.value
for item_idx, item in enumerate(self):
x_diff, y_diff = divmod(item_idx, self._array.shape[1])
self._array[0, int(x_diff), int(y_diff)] = item.encoding
return self._array
def __repr__(self):
return f'{self.__class__.__name__}[{self.agent.name}]({self.data})'
def append(self, item) -> None:
if len(self) < self.capacity:
super(Inventory, self).append(item)
else:
raise RuntimeError('Inventory is full')
def belongs_to_entity(self, entity):
return self.agent == entity
def summarize_state(self, **kwargs):
attr_dict = {key: str(val) for key, val in self.__dict__.items() if not key.startswith('_') and key != 'data'}
attr_dict.update({val.name: val.summarize_state(**kwargs) for val in self})
return attr_dict
class Inventories(ObjectRegister):
_accepted_objects = Inventory
is_blocking_light = False
can_be_shadowed = False
hide_from_obs_builder = True
def __init__(self, *args, pomdp_r=0, **kwargs):
super(Inventories, self).__init__(*args, is_per_agent=True, individual_slices=True, **kwargs)
self.is_observable = True
def as_array(self):
# self._array[:] = c.FREE_CELL.value
for inv_idx, inventory in enumerate(self):
self._array[inv_idx] = inventory.as_array()
return self._array
def spawn_inventories(self, agents, pomdp_r, capacity):
inventories = [self._accepted_objects(pomdp_r, self._level_shape, agent, capacity)
for _, agent in enumerate(agents)]
self.register_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
class DropOffLocation(Entity):
@property
def can_collide(self):
return False
@property
def encoding(self):
return 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 c.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)
class DropOffLocations(EntityObjectRegister):
_accepted_objects = DropOffLocation
def as_array(self):
self._array[:] = c.FREE_CELL.value
for item in self:
if item.pos != c.NO_POS.value:
self._array[0, item.x, item.y] = item.encoding
return self._array
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 drop off is full
max_agent_inventory_capacity: int = 5 # How many items are needed until the agent inventory is full
agent_can_interact: bool = True # Whether agents have the possibility to interact with the domain items
# noinspection PyAttributeOutsideInit, PyAbstractClass
class ItemFactory(BaseFactory):
# noinspection PyMissingConstructor
def __init__(self, *args, item_properties: ItemProperties = ItemProperties(), env_seed=time.time_ns(), **kwargs):
if isinstance(item_properties, dict):
item_properties = ItemProperties(**item_properties)
self.item_properties = item_properties
kwargs.update(env_seed=env_seed)
self._item_rng = np.random.default_rng(env_seed)
assert (item_properties.n_items <= ((1 + kwargs.get('pomdp_r', 0) * 2) ** 2)) or not kwargs.get('pomdp_r', 0)
super().__init__(*args, **kwargs)
@property
def additional_actions(self) -> Union[Action, List[Action]]:
# noinspection PyUnresolvedReferences
super_actions = super().additional_actions
super_actions.append(Action(enum_ident=h.EnvActions.ITEM_ACTION))
return super_actions
@property
def additional_entities(self) -> Dict[(Enum, Entities)]:
# noinspection PyUnresolvedReferences
super_entities = super().additional_entities
empty_tiles = self[c.FLOOR].empty_tiles[:self.item_properties.n_drop_off_locations]
drop_offs = DropOffLocations.from_tiles(empty_tiles, self._level_shape,
storage_size_until_full=self.item_properties.max_dropoff_storage_size)
item_register = ItemRegister(self._level_shape)
empty_tiles = self[c.FLOOR].empty_tiles[:self.item_properties.n_items]
item_register.spawn_items(empty_tiles)
inventories = Inventories(self._level_shape if not self.pomdp_r else ((self.pomdp_diameter,) * 2))
inventories.spawn_inventories(self[c.AGENT], self.pomdp_r,
self.item_properties.max_agent_inventory_capacity)
super_entities.update({c.DROP_OFF: drop_offs, c.ITEM: item_register, c.INVENTORY: inventories})
return super_entities
def additional_per_agent_obs_build(self, agent) -> List[np.ndarray]:
additional_per_agent_obs_build = super().additional_per_agent_obs_build(agent)
additional_per_agent_obs_build.append(self[c.INVENTORY].by_entity(agent).as_array())
return additional_per_agent_obs_build
def do_item_action(self, agent: Agent):
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(0))
return valid
else:
return c.NOT_VALID
elif item := self[c.ITEM].by_pos(agent.pos):
try:
inventory.append(item)
item.move(self._NO_POS_TILE)
return c.VALID
except RuntimeError:
return c.NOT_VALID
else:
return c.NOT_VALID
def do_additional_actions(self, agent: Agent, action: Action) -> Union[None, c]:
# noinspection PyUnresolvedReferences
valid = super().do_additional_actions(agent, action)
if valid is None:
if action == h.EnvActions.ITEM_ACTION:
if self.item_properties.agent_can_interact:
valid = self.do_item_action(agent)
return valid
else:
return c.NOT_VALID
else:
return None
else:
return valid
def do_additional_reset(self) -> None:
# noinspection PyUnresolvedReferences
super().do_additional_reset()
self._next_item_spawn = self.item_properties.spawn_frequency
self.trigger_item_spawn()
def trigger_item_spawn(self):
if item_to_spawns := max(0, (self.item_properties.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_properties.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 do_additional_step(self) -> dict:
# noinspection PyUnresolvedReferences
info_dict = super().do_additional_step()
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_item(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 info_dict
def calculate_additional_reward(self, agent: Agent) -> (int, dict):
# noinspection PyUnresolvedReferences
reward, info_dict = super().calculate_additional_reward(agent)
if h.EnvActions.ITEM_ACTION == agent.temp_action:
if agent.temp_valid:
if drop_off := self[c.DROP_OFF].by_pos(agent.pos):
info_dict.update({f'{agent.name}_item_drop_off': 1})
info_dict.update(item_drop_off=1)
self.print(f'{agent.name} just dropped of an item at {drop_off.pos}.')
reward += 0.5
else:
info_dict.update({f'{agent.name}_item_pickup': 1})
info_dict.update(item_pickup=1)
self.print(f'{agent.name} just picked up an item at {agent.pos}')
reward += 0.1
else:
if self[c.DROP_OFF].by_pos(agent.pos):
info_dict.update({f'{agent.name}_failed_drop_off': 1})
info_dict.update(failed_drop_off=1)
self.print(f'{agent.name} just tried to drop off at {agent.pos}, but failed.')
reward -= 0.1
else:
info_dict.update({f'{agent.name}_failed_item_action': 1})
info_dict.update(failed_pick_up=1)
self.print(f'{agent.name} just tried to pick up an item at {agent.pos}, but failed.')
reward -= 0.1
return reward, info_dict
def render_additional_assets(self, mode='human'):
# noinspection PyUnresolvedReferences
additional_assets = super().render_additional_assets()
items = [RenderEntity(c.ITEM.value, item.tile.pos) for item in self[c.ITEM]]
additional_assets.extend(items)
drop_offs = [RenderEntity(c.DROP_OFF.value, drop_off.tile.pos) for drop_off in self[c.DROP_OFF]]
additional_assets.extend(drop_offs)
return additional_assets
if __name__ == '__main__':
import random
render = True
item_props = ItemProperties()
factory = ItemFactory(item_properties=item_props, n_agents=3, done_at_collision=False, frames_to_stack=0,
level_name='rooms', max_steps=4000,
omit_agent_in_obs=True, parse_doors=True, pomdp_r=3,
record_episodes=False, verbose=False
)
# noinspection DuplicatedCode
n_actions = factory.action_space.n - 1
_ = factory.observation_space
for epoch in range(100):
random_actions = [[random.randint(0, n_actions) for _ in range(factory.n_agents)] for _ in range(200)]
env_state = factory.reset()
rew = 0
for agent_i_action in random_actions:
env_state, step_r, done_bool, info_obj = factory.step(agent_i_action)
rew += step_r
if render:
factory.render()
if done_bool:
break
print(f'Factory run {epoch} done, reward is:\n {rew}')