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https://github.com/illiumst/marl-factory-grid.git
synced 2025-06-20 03:08:08 +02:00
introduced base factory concept
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71
environments/factory/base_factory.py
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71
environments/factory/base_factory.py
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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(object):
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LEVELS_DIR = 'levels'
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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.level = h.one_hot_level(
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h.parse_level(Path(__file__).parent / self.LEVELS_DIR / f'{level}.txt')
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)#[np.newaxis, ...]
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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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self.agents = np.zeros((self.n_agents, *self.level.shape), dtype=np.int8)
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free_cells = np.argwhere(self.level == 0)
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np.random.shuffle(free_cells)
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for i in range(self.n_agents):
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r, c = free_cells[i]
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self.agents[i, r, c] = 1
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free_cells = free_cells[self.n_agents:]
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self.state = np.concatenate((self.level[np.newaxis, ...], self.agents), 0)
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return self.state, 0, self.done, {}
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def step(self, actions):
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assert type(actions) in [int, list]
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if type(actions) == int:
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actions = [actions]
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self.steps += 1
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r = 0
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# level, agent 1,..., agent n,
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for i, a in enumerate(actions):
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old_pos, new_pos, valid = h.check_agent_move(state=self.state, dim=i+1, action=a)
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if valid:
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self.make_move(i, old_pos, new_pos)
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collision_vecs = []
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for i in range(self.n_agents): # might as well save the positions (redundant)
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agent_slice = self.state[i+1]
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x, y = np.argwhere(agent_slice == 1)[0]
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collisions_vec = self.state[:, x, y].copy() # otherwise you overwrite the grid/state
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collisions_vec[i+1] = 0 # no self-collisions
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collision_vecs.append(collisions_vec)
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self.handle_collisions(collisions_vec)
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r += self.step_core(collisions_vec, actions, r)
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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, {}
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def make_move(self, agent_i, old_pos, new_pos):
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(x, y), (x_new, y_new) = old_pos, new_pos
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self.state[agent_i+1, x, y] = 0
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self.state[agent_i+1, x_new, y_new] = 1
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print(old_pos, new_pos)
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def handle_collisions(self, vecs):
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pass
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def step_core(self, collisions_vec, actions, r):
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return 0
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if __name__ == '__main__':
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factory = BaseFactory(n_agents=1)
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print(factory.state)
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state, r, done, _ = factory.step(0)
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print(state)
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