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https://github.com/illiumst/marl-factory-grid.git
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documentation config files
This commit is contained in:
@ -1,4 +1,21 @@
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General:
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# RNG-seed to sample the same "random" numbers every time, to make the different runs comparable.
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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: rooms
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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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# Run tests
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tests: false
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# In the "clean and bring" Scenario one agent aims to pick up all items and drop them at drop-off locations while all
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# other agents aim to clean dirt piles.
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Agents:
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Agents:
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# The clean agents
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Wolfgang:
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Wolfgang:
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Actions:
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Actions:
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- Move8
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- Move8
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@ -12,6 +29,7 @@ Agents:
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- DirtPiles
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- DirtPiles
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Clones: 8
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Clones: 8
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# The item agent
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Juergen:
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Juergen:
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Actions:
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Actions:
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- Move8
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- Move8
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@ -42,33 +60,32 @@ Entities:
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Items:
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Items:
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coords_or_quantity: 5
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coords_or_quantity: 5
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# Rules section specifies the rules governing the dynamics of the environment.
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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: rooms
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pomdp_r: 3
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verbose: True
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tests: false
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Rules:
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Rules:
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# Environment Dynamics
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# Environment Dynamics
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# When stepping over a dirt pile, entities carry a ratio of the dirt to their next position
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EntitiesSmearDirtOnMove:
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EntitiesSmearDirtOnMove:
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smear_ratio: 0.2
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smear_ratio: 0.2
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# Doors automatically close after a certain number of time steps
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DoorAutoClose:
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DoorAutoClose:
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close_frequency: 7
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close_frequency: 7
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# Respawn Stuff
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# Respawn Stuff
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# Define how dirt should respawn after the initial spawn
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RespawnDirt:
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RespawnDirt:
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respawn_freq: 30
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respawn_freq: 30
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# Define how items should respawn after the initial spawn
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RespawnItems:
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RespawnItems:
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respawn_freq: 50
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respawn_freq: 50
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# Utilities
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# Utilities
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# Define what happens on entity collisions
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WatchCollisions:
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WatchCollisions:
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done_at_collisions: false
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done_at_collisions: false
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# Done Conditions
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# Done Conditions
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# Define the conditions for the environment to stop. Either success or a fail conditions.
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# The environment stops when all dirt is cleaned
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DoneOnAllDirtCleaned:
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DoneOnAllDirtCleaned:
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DoneAtMaxStepsReached:
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DoneAtMaxStepsReached:
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max_steps: 500
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max_steps: 500
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@ -1,5 +1,19 @@
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# Default Configuration File
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# Default Configuration File
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General:
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# RNG-seed to sample the same "random" numbers every time, to make the different runs comparable.
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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: large
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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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# Agents section defines the characteristics of different agents in the environment.
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# Agents section defines the characteristics of different agents in the environment.
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# An Agent requires a list of actions and observations.
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# An Agent requires a list of actions and observations.
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@ -93,38 +107,42 @@ Entities:
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# Zones: Entities representing zones in the environment.
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# Zones: Entities representing zones in the environment.
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Zones: { }
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Zones: { }
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# General section includes general settings for the environment.
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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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pomdp_r: 3
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verbose: false
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tests: false
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# Rules section specifies the rules governing the dynamics of the environment.
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# Rules section specifies the rules governing the dynamics of the environment.
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Rules:
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Rules:
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# Environment Dynamics
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# Environment Dynamics
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# When stepping over a dirt pile, entities carry a ratio of the dirt to their next position
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EntitiesSmearDirtOnMove:
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EntitiesSmearDirtOnMove:
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smear_ratio: 0.2
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smear_ratio: 0.2
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# Doors automatically close after a certain number of time steps
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DoorAutoClose:
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DoorAutoClose:
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close_frequency: 10
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close_frequency: 10
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# Maintainers move at every time step
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MoveMaintainers:
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MoveMaintainers:
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# Respawn Stuff
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# Respawn Stuff
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# Define how dirt should respawn after the initial spawn
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RespawnDirt:
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RespawnDirt:
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respawn_freq: 15
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respawn_freq: 15
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# Define how items should respawn after the initial spawn
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RespawnItems:
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RespawnItems:
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respawn_freq: 15
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respawn_freq: 15
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# Utilities
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# Utilities
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# Define what happens on entity collisions
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WatchCollisions:
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WatchCollisions:
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done_at_collisions: false
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done_at_collisions: false
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# Done Conditions
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# Done Conditions
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# Define the conditions for the environment to stop. Either success or a fail conditions.
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# The environment stops when an agent reaches a destination
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DoneAtDestinationReach:
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DoneAtDestinationReach:
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# The environment stops when all dirt is cleaned
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DoneOnAllDirtCleaned:
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DoneOnAllDirtCleaned:
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# The environment stops when a battery is discharged
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DoneAtBatteryDischarge:
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DoneAtBatteryDischarge:
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# The environment stops when a maintainer reports a collision
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DoneAtMaintainerCollision:
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DoneAtMaintainerCollision:
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# The environment stops after max steps
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DoneAtMaxStepsReached:
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DoneAtMaxStepsReached:
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max_steps: 500
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max_steps: 500
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@ -1,11 +1,17 @@
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General:
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General:
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env_seed: 69
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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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individual_rewards: true
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# The level.txt file to load from marl_factory_grid/levels
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level_name: eight_puzzle
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level_name: eight_puzzle
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# View Radius; 0 = full observatbility
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pomdp_r: 0
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pomdp_r: 0
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# Print all messages and events
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verbose: True
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verbose: True
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# Run tests
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tests: false
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tests: false
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# In the "eight puzzle" there are 8 agents standing on a 3x3 map, each with a specific destination to reach.
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Agents:
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Agents:
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Wolfgang:
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Wolfgang:
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Actions:
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Actions:
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@ -27,7 +33,9 @@ Agents:
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- Dennis
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- Dennis
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- Karl-Heinz
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- Karl-Heinz
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- Kevin
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- Kevin
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# multiple agents can not stand on the same location
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is_blocking_pos: true
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is_blocking_pos: true
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Entities:
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Entities:
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Destinations:
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Destinations:
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# Let them spawn on closed doors and agent positions
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# Let them spawn on closed doors and agent positions
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@ -54,7 +62,8 @@ Rules:
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done_at_collisions: false
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done_at_collisions: false
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# Done Conditions
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# Done Conditions
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# Done when all agents are standing on the correct destination at the same time
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DoneAtDestinationReach:
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DoneAtDestinationReach:
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condition: simultanious
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condition: simultaneous
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DoneAtMaxStepsReached:
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DoneAtMaxStepsReached:
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max_steps: 500
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max_steps: 500
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@ -1,14 +1,16 @@
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General:
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General:
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# Your Seed
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# Your Seed
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env_seed: 69
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env_seed: 69
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# Individual or global rewards?
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# Individual vs global rewards
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individual_rewards: true
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individual_rewards: true
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# The level.txt file to load
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# The level.txt file to load from marl_factory_grid/levels
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level_name: narrow_corridor
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level_name: narrow_corridor
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# View Radius; 0 = full observatbility
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# View Radius; 0 = full observatbility
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pomdp_r: 0
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pomdp_r: 0
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# print all messages and events
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# print all messages and events
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verbose: true
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verbose: true
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# Run tests
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tests: false
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Agents:
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Agents:
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# Agents are identified by their name
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# Agents are identified by their name
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@ -1,30 +1,18 @@
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General:
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General:
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env_seed: 69
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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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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
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level_name: two_rooms
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# View Radius; 0 = full observatbility
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pomdp_r: 3
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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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verbose: false
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# Run tests
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tests: false
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Entities:
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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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Destinations: {}
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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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Doors: {}
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GlobalPositions: {}
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Zones: {}
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Rules:
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# Init:
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AssignGlobalPositions: {}
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ZoneInit: {}
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AgentSingleZonePlacement: {}
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IndividualDestinationZonePlacement: {}
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# Env Rules
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MaxStepsReached:
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max_steps: 10
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Collision:
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done_at_collisions: false
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DoorAutoClose:
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close_frequency: 10
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Agents:
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Agents:
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Wolfgang:
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Wolfgang:
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Actions:
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Actions:
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@ -49,3 +37,29 @@ Agents:
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- Walls
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- Walls
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- Destination
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- Destination
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- Doors
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- Doors
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Entities:
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Destinations: { }
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Doors: { }
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GlobalPositions: { }
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Zones: { }
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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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# Define what happens on entity collisions
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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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ZoneInit: { }
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AgentSingleZonePlacement: { }
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IndividualDestinationZonePlacement: { }
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# Done Conditions
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MaxStepsReached:
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max_steps: 10
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@ -13,7 +13,7 @@ from marl_factory_grid.utils.states import Gamestate
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ANY = 'any'
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ANY = 'any'
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ALL = 'all'
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ALL = 'all'
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SIMULTANEOUS = 'simultanious'
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SIMULTANEOUS = 'simultaneous'
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CONDITIONS = [ALL, ANY, SIMULTANEOUS]
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CONDITIONS = [ALL, ANY, SIMULTANEOUS]
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