Merge remote-tracking branch 'origin/main'
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environments/factory/assets/agents/agent1violation.png
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@ -68,6 +68,7 @@ class BaseFactory(gym.Env):
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self.steps = 0
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self.cumulative_reward = 0
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self.monitor = FactoryMonitor(self)
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self.agent_states = []
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# Agent placement ...
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agents = np.zeros((self.n_agents, *self.level.shape), dtype=np.int8)
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floor_tiles = np.argwhere(self.level == h.IS_FREE_CELL)
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@ -75,9 +76,13 @@ class BaseFactory(gym.Env):
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np.random.shuffle(floor_tiles)
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for i, (x, y) in enumerate(floor_tiles[:self.n_agents]):
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agents[i, x, y] = h.IS_OCCUPIED_CELL
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agent_state = AgentState(i, -1)
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agent_state.update(pos=[x, y])
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self.agent_states.append(agent_state)
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# state.shape = level, agent 1,..., agent n,
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self.state = np.concatenate((np.expand_dims(self.level, axis=0), agents), axis=0)
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# Returns State, Reward, Done, Info
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return self.state, 0, self.done, {}
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def additional_actions(self, agent_i: int, action: int) -> ((int, int), bool):
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@ -103,6 +108,7 @@ class BaseFactory(gym.Env):
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for i, collision_vec in enumerate(self.check_all_collisions(states, self.state.shape[0])):
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states[i].update(collision_vector=collision_vec)
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self.agent_states = states
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reward, info = self.calculate_reward(states)
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self.cumulative_reward += reward
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@ -28,7 +28,7 @@ class Renderer:
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self.screen_size = (grid_h*cell_size, grid_w*cell_size)
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self.screen = pygame.display.set_mode(self.screen_size)
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self.clock = pygame.time.Clock()
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assets = list((Path(__file__).parent / 'assets').glob('*.png'))
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assets = list((Path(__file__).parent / 'assets').rglob('*.png'))
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self.assets = {path.stem: self.load_asset(str(path), 0.97) for path in assets}
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self.fill_bg()
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@ -41,9 +41,9 @@ class Renderer:
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rect = pygame.Rect(x, y, self.cell_size, self.cell_size)
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pygame.draw.rect(self.screen, Renderer.WHITE, rect, 1)
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def blit_params(self, entity, name):
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def blit_params(self, entity):
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r, c = entity.pos
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img = self.assets[name]
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img = self.assets[entity.name]
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if entity.value_operation == 'opacity':
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img.set_alpha(255*entity.value)
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elif entity.value_operation == 'scale':
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@ -71,7 +71,7 @@ class Renderer:
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self.fill_bg()
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for asset, entities in pos_dict.items():
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for entity in entities:
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bp = self.blit_params(entity, asset)
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bp = self.blit_params(entity)
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if 'agent' in asset and self.view_radius > 0:
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visibility_rect = bp['dest'].inflate((self.view_radius*2)*self.cell_size, (self.view_radius*2)*self.cell_size)
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shape_surf = pygame.Surface(visibility_rect.size, pygame.SRCALPHA)
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@ -41,10 +41,11 @@ class GettingDirty(BaseFactory):
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dirt = [Entity('dirt', [x, y], min(1.1*self.state[DIRT_INDEX, x, y], 1), 'opacity')
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for x, y in np.argwhere(self.state[DIRT_INDEX] > h.IS_FREE_CELL)]
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walls = [Entity('dirt', pos) for pos in np.argwhere(self.state[h.LEVEL_IDX] > h.IS_FREE_CELL)]
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agents = [Entity('agent1', pos) for pos in np.argwhere(self.state[h.AGENT_START_IDX] > h.IS_FREE_CELL)]
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self.renderer.render(OrderedDict(dirt=dirt, wall=walls, agent1=agents))
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walls = [Entity('wall', pos) for pos in np.argwhere(self.state[h.LEVEL_IDX] > h.IS_FREE_CELL)]
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violation = lambda agent: agent.action_valid and agent.collision_vector[h.LEVEL_IDX] <= 0
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agents = {f'agent{i+1}': [Entity(f'agent{i+1}' if violation(agent) else f'agent{i+1}violation', agent.pos)]
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for i, agent in enumerate(self.agent_states)}
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self.renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents))
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def spawn_dirt(self) -> None:
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free_for_dirt = self.free_cells(excluded_slices=DIRT_INDEX)
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