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Include modified version of two_rooms_one_door_config + small changes on two other configs and a rl study file
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@ -8,7 +8,7 @@ General:
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# Radius of Partially observable Markov decision process
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pomdp_r: 3
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# Print all messages and events
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verbose: true
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verbose: false
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# Run tests
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tests: false
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@ -6,14 +6,14 @@ General:
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level_name: simple_crossing
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# View Radius; 0 = full observatbility
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pomdp_r: 0
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verbose: true
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verbose: false
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tests: false
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Agents:
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Agent_horizontal:
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Actions:
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- Noop
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- Move8
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- Move4
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Observations:
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- Walls
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- Other
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@ -27,7 +27,7 @@ Agents:
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Agent_vertical:
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Actions:
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- Noop
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- Move8
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- Move4
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Observations:
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- Walls
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- Other
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72
marl_factory_grid/configs/two_rooms_one_door_modified.yaml
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72
marl_factory_grid/configs/two_rooms_one_door_modified.yaml
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@ -0,0 +1,72 @@
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General:
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env_seed: 69
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# Individual vs global rewards
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individual_rewards: true
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# The level.txt file to load from marl_factory_grid/levels
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level_name: two_rooms_modified
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# View Radius; 0 = full observatbility
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pomdp_r: 3
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# Print all messages and events
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verbose: false
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# Run tests
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tests: false
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# In "two rooms one door" scenario 2 agents spawn in 2 different rooms that are connected by a single door. Their aim
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# is to reach the destination in the room they didn't spawn in leading to a conflict at the door.
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Agents:
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Wolfgang:
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Actions:
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- Move8
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- Noop
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- DestAction
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- DoorUse
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Observations:
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- Walls
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- Other
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- Doors
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- Destination
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Positions:
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- (3,1)
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Sigmund:
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Actions:
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- Move8
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- Noop
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- DestAction
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- DoorUse
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Observations:
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- Other
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- Walls
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- Destination
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- Doors
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Positions:
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- (3,13)
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Entities:
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Destinations:
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spawnrule:
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SpawnDestinationsPerAgent:
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coords_or_quantity:
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Wolfgang:
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- (3,12)
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Sigmund:
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- (3,2)
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Doors: { }
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GlobalPositions: { }
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Rules:
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# Environment Dynamics
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DoorAutoClose:
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close_frequency: 10
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# Utilities
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# This rule defines the collision mechanic, introduces a related DoneCondition and lets you specify rewards.
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WatchCollisions:
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done_at_collisions: false
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# Init
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AssignGlobalPositions: { }
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# Done Conditions
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DoneAtMaxStepsReached:
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max_steps: 100
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