mirror of
https://github.com/illiumst/marl-factory-grid.git
synced 2025-06-24 04:11:36 +02:00
new rules, new spawn logic, small fixes, default and narrow corridor debugged
This commit is contained in:
@ -1,4 +1,7 @@
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from .actions import DestAction
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from .entitites import Destination
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from .groups import Destinations
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from .rules import DoneAtDestinationReachAll, SpawnDestinations
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from .rules import (DoneAtDestinationReachAll,
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DoneAtDestinationReachAny,
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SpawnDestinationsPerAgent,
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DestinationReachReward)
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@ -9,30 +9,6 @@ from marl_factory_grid.utils.utility_classes import RenderEntity
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class Destination(Entity):
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@property
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def var_can_move(self):
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return False
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@property
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def var_can_collide(self):
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return False
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@property
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def var_has_position(self):
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return True
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@property
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def var_is_blocking_pos(self):
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return False
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@property
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def var_is_blocking_light(self):
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return False
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@property
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def var_can_be_bound(self):
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return True
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def was_reached(self):
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return self._was_reached
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@ -7,37 +7,14 @@ from marl_factory_grid.modules.destinations import constants as d
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class Destinations(Collection):
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_entity = Destination
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@property
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def var_is_blocking_light(self):
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return False
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@property
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def var_can_collide(self):
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return False
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@property
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def var_can_move(self):
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return False
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@property
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def var_has_position(self):
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return True
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var_is_blocking_light = False
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var_can_collide = False
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var_can_move = False
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var_has_position = True
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var_can_be_bound = True
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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def __repr__(self):
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return super(Destinations, self).__repr__()
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@staticmethod
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def trigger_destination_spawn(n_dests, state):
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coordinates = state.entities.floorlist[:n_dests]
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if destinations := [Destination(pos) for pos in coordinates]:
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state[d.DESTINATION].add_items(destinations)
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state.print(f'{n_dests} new destinations have been spawned')
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return c.VALID
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else:
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state.print('No Destiantions are spawning, limit is reached.')
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return c.NOT_VALID
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@ -2,8 +2,8 @@ import ast
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from random import shuffle
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from typing import List, Dict, Tuple
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import marl_factory_grid.modules.destinations.constants
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from marl_factory_grid.environment.rules import Rule
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from marl_factory_grid.utils import helpers as h
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from marl_factory_grid.utils.results import TickResult, DoneResult
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from marl_factory_grid.environment import constants as c
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@ -54,7 +54,7 @@ class DoneAtDestinationReachAll(DestinationReachReward):
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"""
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This rule triggers and sets the done flag if ALL Destinations have been reached.
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:type reward_at_done: object
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:type reward_at_done: float
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:param reward_at_done: Specifies the reward, agent get, whenn all destinations are reached.
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:type dest_reach_reward: float
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:param dest_reach_reward: Specify the reward, agents get when reaching a single destination.
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@ -65,7 +65,7 @@ class DoneAtDestinationReachAll(DestinationReachReward):
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def on_check_done(self, state) -> List[DoneResult]:
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if all(x.was_reached() for x in state[d.DESTINATION]):
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return [DoneResult(self.name, validity=c.VALID, reward=self.reward)]
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return [DoneResult(self.name, validity=c.NOT_VALID, reward=0)]
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return [DoneResult(self.name, validity=c.NOT_VALID)]
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class DoneAtDestinationReachAny(DestinationReachReward):
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@ -75,7 +75,7 @@ class DoneAtDestinationReachAny(DestinationReachReward):
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This rule triggers and sets the done flag if ANY Destinations has been reached.
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!!! IMPORTANT: 'reward_at_done' is shared between the agents; 'dest_reach_reward' is bound to a specific one.
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:type reward_at_done: object
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:type reward_at_done: float
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:param reward_at_done: Specifies the reward, all agent get, when any destinations has been reached.
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Default {d.REWARD_DEST_DONE}
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:type dest_reach_reward: float
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@ -87,67 +87,29 @@ class DoneAtDestinationReachAny(DestinationReachReward):
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def on_check_done(self, state) -> List[DoneResult]:
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if any(x.was_reached() for x in state[d.DESTINATION]):
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return [DoneResult(self.name, validity=c.VALID, reward=marl_factory_grid.modules.destinations.constants.REWARD_DEST_REACHED)]
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return [DoneResult(self.name, validity=c.VALID, reward=d.REWARD_DEST_REACHED)]
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return []
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class SpawnDestinations(Rule):
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def __init__(self, n_dests: int = 1, spawn_mode: str = d.MODE_GROUPED):
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f"""
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Defines how destinations are initially spawned and respawned in addition.
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!!! This rule introduces no kind of reward or Env.-Done condition!
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:type n_dests: int
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:param n_dests: How many destiantions should be maintained (and initally spawnewd) on the map?
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:type spawn_mode: str
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:param spawn_mode: One of {d.SPAWN_MODES}. {d.MODE_GROUPED}: Always wait for all Dstiantions do be gone,
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then respawn after the given time. {d.MODE_SINGLE}: Just spawn every destination,
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that has been reached, after the given time
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"""
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super(SpawnDestinations, self).__init__()
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self.n_dests = n_dests
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self.spawn_mode = spawn_mode
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def on_init(self, state, lvl_map):
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# noinspection PyAttributeOutsideInit
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state[d.DESTINATION].trigger_destination_spawn(self.n_dests, state)
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pass
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def tick_pre_step(self, state) -> List[TickResult]:
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pass
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def tick_step(self, state) -> List[TickResult]:
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if n_dest_spawn := max(0, self.n_dests - len(state[d.DESTINATION])):
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if self.spawn_mode == d.MODE_GROUPED and n_dest_spawn == self.n_dests:
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validity = state[d.DESTINATION].trigger_destination_spawn(n_dest_spawn, state)
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return [TickResult(self.name, validity=validity, entity=None, value=n_dest_spawn)]
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elif self.spawn_mode == d.MODE_SINGLE and n_dest_spawn:
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validity = state[d.DESTINATION].trigger_destination_spawn(n_dest_spawn, state)
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return [TickResult(self.name, validity=validity, entity=None, value=n_dest_spawn)]
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else:
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pass
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class SpawnDestinationsPerAgent(Rule):
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def __init__(self, per_agent_positions: Dict[str, List[Tuple[int, int]]]):
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def __init__(self, coords_or_quantity: Dict[str, List[Tuple[int, int]]]):
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"""
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Special rule, that spawn distinations, that are bound to a single agent a fixed set of positions.
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Usefull for introducing specialists, etc. ..
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!!! This rule does not introduce any reward or done condition.
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:type per_agent_positions: Dict[str, List[Tuple[int, int]]
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:param per_agent_positions: Please provide a dictionary with agent names as keys; and a list of possible
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:type coords_or_quantity: Dict[str, List[Tuple[int, int]]
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:param coords_or_quantity: Please provide a dictionary with agent names as keys; and a list of possible
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destiantion coords as value. Example: {Wolfgang: [(0, 0), (1, 1), ...]}
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"""
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super(Rule, self).__init__()
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self.per_agent_positions = {key: [ast.literal_eval(x) for x in val] for key, val in per_agent_positions.items()}
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self.per_agent_positions = {key: [ast.literal_eval(x) for x in val] for key, val in coords_or_quantity.items()}
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def on_init(self, state, lvl_map):
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for (agent_name, position_list) in self.per_agent_positions.items():
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agent = next(x for x in state[c.AGENT] if agent_name in x.name) # Fixme: Ugly AF
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agent = h.get_first(state[c.AGENT], lambda x: agent_name in x.name)
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assert agent
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position_list = position_list.copy()
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shuffle(position_list)
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while True:
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@ -155,7 +117,7 @@ class SpawnDestinationsPerAgent(Rule):
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pos = position_list.pop()
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except IndexError:
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print(f"Could not spawn Destinations at: {self.per_agent_positions[agent_name]}")
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print(f'Check your agent palcement: {state[c.AGENT]} ... Exit ...')
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print(f'Check your agent placement: {state[c.AGENT]} ... Exit ...')
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exit(9999)
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if (not pos == agent.pos) and (not state[d.DESTINATION].by_pos(pos)):
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destination = Destination(pos, bind_to=agent)
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