mirror of
https://github.com/illiumst/marl-factory-grid.git
synced 2025-07-08 02:21:36 +02:00
added plotting probability maps
This commit is contained in:
@ -90,7 +90,7 @@ Entities:
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General:
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env_seed: 69
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individual_rewards: true
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level_name: large
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level_name: quadrant
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pomdp_r: 3
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verbose: false
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tests: false
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@ -1,3 +1,4 @@
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import json
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import pickle
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from os import PathLike
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from pathlib import Path
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@ -83,9 +84,8 @@ def plot_routes(factory, agents):
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'noop': 'marl_factory_grid/utils/plotting/action_assets/noop.png',
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'charge_action': 'marl_factory_grid/utils/plotting/action_assets/charge_action.png'})
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wall_positions = factory.map.walls
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swapped_wall_positions = swap_coordinates(wall_positions)
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wall_entities = [RenderEntity(name='wall', probability=0, pos=np.array(pos)) for pos in swapped_wall_positions]
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wall_positions = swap_coordinates(factory.map.walls)
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wall_entities = [RenderEntity(name='wall', probability=0, pos=np.array(pos)) for pos in wall_positions]
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action_entities = list(wall_entities)
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for index, agent in enumerate(agents):
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@ -117,7 +117,60 @@ def plot_routes(factory, agents):
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action_entities.append(action_entity)
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current_position = new_position
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renderer.render_action_icons(action_entities) # move in/out loop for graph per agent or not
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renderer.render_single_action_icons(action_entities) # move in/out loop for graph per agent or not
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def plot_action_maps(factory, agents):
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renderer = Renderer(factory.map.level_shape, custom_assets_path={
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'green_arrow': 'marl_factory_grid/utils/plotting/action_assets/green_arrow.png',
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'yellow_arrow': 'marl_factory_grid/utils/plotting/action_assets/yellow_arrow.png',
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'red_arrow': 'marl_factory_grid/utils/plotting/action_assets/red_arrow.png',
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'grey_arrow': 'marl_factory_grid/utils/plotting/action_assets/grey_arrow.png',
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'wall': 'marl_factory_grid/environment/assets/wall.png',
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})
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directions = ['north', 'east', 'south', 'west']
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wall_positions = swap_coordinates(factory.map.walls)
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wall_entities = [RenderEntity(name='wall', probability=0, pos=np.array(pos)) for pos in wall_positions]
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action_entities = list(wall_entities)
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dummy_action_map = load_action_map("example_action_map.txt")
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for agent in agents:
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# if hasattr(agent, 'action_probability_map'):
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# for y in range(len(agent.action_probability_map)):
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for y in range(len(dummy_action_map)):
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# for x in range(len(agent.action_probability_map[y])):
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for x in range(len(dummy_action_map[y])):
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position = (x, y)
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if position not in wall_positions:
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# action_probabilities = agent.action_probability_map[y][x]
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action_probabilities = dummy_action_map[y][x]
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if sum(action_probabilities) > 0: # Ensure it's not all zeros which would indicate a wall
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# Sort actions by probability and assign colors
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sorted_indices = sorted(range(len(action_probabilities)),
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key=lambda i: -action_probabilities[i])
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colors = ['green_arrow', 'yellow_arrow', 'red_arrow', 'grey_arrow']
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for rank, direction_index in enumerate(sorted_indices):
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action = directions[direction_index]
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probability = action_probabilities[direction_index]
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arrow_color = colors[rank]
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if probability > 0:
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action_entity = RenderEntity(
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name=arrow_color,
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pos=position,
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probability=probability,
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rotation=direction_index * 90
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)
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action_entities.append(action_entity)
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renderer.render_multi_action_icons(action_entities)
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def load_action_map(file_path):
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with open(file_path, 'r') as file:
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action_map = json.load(file)
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return action_map
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def swap_coordinates(positions):
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@ -1,7 +1,7 @@
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import sys
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from pathlib import Path
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from collections import deque
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from collections import deque, defaultdict
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from itertools import product
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import numpy as np
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@ -235,7 +235,7 @@ class Renderer:
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return np.transpose(rgb_obs, (2, 0, 1))
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# return torch.from_numpy(rgb_obs).permute(2, 0, 1)
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def render_action_icons(self, action_entities):
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def render_single_action_icons(self, action_entities):
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"""
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Renders action icons based on the entities' specified actions' name, position, rotation and probability.
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Renders probabilities unequal 0.
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@ -244,7 +244,6 @@ class Renderer:
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:type action_entities: List[RenderEntity]
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"""
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self.fill_bg()
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font = pygame.font.Font(None, 24) # Initialize the font once for all text rendering
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for action_entity in action_entities:
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if not isinstance(action_entity.pos, np.ndarray) or action_entity.pos.ndim != 1:
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@ -266,13 +265,74 @@ class Renderer:
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# Render the probability next to the icon if it exists
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if hasattr(action_entity, 'probability') and action_entity.probability != 0:
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prob_text = font.render(f"{action_entity.probability:.2f}", True, (255, 0, 0))
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prob_text = self.font.render(f"{action_entity.probability:.2f}", True, (255, 0, 0))
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prob_text_rect = prob_text.get_rect(top=img_rect.bottom, left=img_rect.left)
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self.screen.blit(prob_text, prob_text_rect)
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pygame.display.flip() # Update the display with all new blits
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self.save_screen("route_graph")
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def render_multi_action_icons(self, action_entities):
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"""
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Renders multiple action icons at the same position without overlap and arranges them based on direction, except for
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walls which cover the entire grid cell.
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"""
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self.fill_bg()
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font = pygame.font.Font(None, 18)
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# prepare position dict to iterate over
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position_dict = defaultdict(list)
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for entity in action_entities:
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position_dict[tuple(entity.pos)].append(entity)
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for position, entities in position_dict.items():
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num_entities = len(entities)
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entity_size = self.cell_size // 2 # Adjust size to fit multiple entities for non-wall entities
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# Define offsets for each direction based on a quadrant layout within the cell
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offsets = {
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0: (-entity_size // 2, -entity_size // 2), # North
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90: (-entity_size // 2, entity_size // 2), # East
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180: (entity_size // 2, entity_size // 2), # South
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270: (entity_size // 2, -entity_size // 2) # West
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}
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# Sort entities based on direction to ensure consistent positioning
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entities.sort(key=lambda x: x.rotation)
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for entity in entities:
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img = self.assets[entity.name.lower()]
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if img is None:
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print(f"Error: No asset available for '{entity.name}'. Skipping rendering this entity.")
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continue
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img = pygame.transform.rotate(img, entity.rotation)
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# Check if the entity is a wall and adjust the size and position accordingly
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if entity.name == 'wall':
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img = pygame.transform.scale(img, (self.cell_size, self.cell_size))
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img_rect = img.get_rect(center=(position[0] * self.cell_size + self.cell_size // 2,
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position[1] * self.cell_size + self.cell_size // 2))
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else:
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img = pygame.transform.scale(img, (entity_size, entity_size)) # Scale down the image for arrows
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offset = offsets.get(entity.rotation, (0, 0))
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img_rect = img.get_rect(center=(
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position[0] * self.cell_size + self.cell_size // 2 + offset[0],
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position[1] * self.cell_size + self.cell_size // 2 + offset[1]
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))
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self.screen.blit(img, img_rect)
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# Render the probability next to the icon if it exists and is non-zero
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if entity.probability > 0 and entity.name != 'wall':
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formatted_probability = f"{entity.probability:.4f}"
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prob_text = font.render(formatted_probability, True, (0, 0, 0)) # Black color for readability
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prob_text_rect = prob_text.get_rect(center=img_rect.center) # Center text on the arrow
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self.screen.blit(prob_text, prob_text_rect)
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pygame.display.flip() # Update the display
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self.save_screen("multi_action_graph")
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def save_screen(self, filename):
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"""
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Saves the current screen to a PNG file, appending a counter to ensure uniqueness.
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@ -8,7 +8,7 @@ from marl_factory_grid.algorithms.static.TSP_item_agent import TSPItemAgent
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from marl_factory_grid.algorithms.static.TSP_target_agent import TSPTargetAgent
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from marl_factory_grid.environment.factory import Factory
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from marl_factory_grid.utils.plotting.plot_single_runs import plot_routes
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from marl_factory_grid.utils.plotting.plot_single_runs import plot_routes, plot_action_maps
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if __name__ == '__main__':
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@ -41,4 +41,4 @@ if __name__ == '__main__':
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print(f'Episode {episode} done...')
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break
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plot_routes(factory, agents)
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plot_action_maps(factory, agents)
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