eight puzzle now available, clones now available

This commit is contained in:
Steffen Illium 2023-11-11 11:49:12 +01:00
parent b6ab6ab652
commit 80247cb56a
12 changed files with 164 additions and 71 deletions

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@ -0,0 +1,55 @@
Agents:
Wolfgang:
Actions:
- Noop
- Move4
Observations:
- Other
- Walls
- Destination
Clones:
- Juergen
- Soeren
- Walter
- Siggi
- Dennis
- Karl-Heinz
- Kevin
is_blocking_pos: true
Entities:
Destinations:
# Let them spawn on closed doors and agent positions
ignore_blocking: true
# We need a special spawn rule...
spawnrule:
# ...which assigns the destinations per agent
SpawnDestinationsPerAgent:
# we use this parameter
coords_or_quantity:
# to enable and assign special positions per agent
Wolfgang: 1
Karl-Heinz: 1
Kevin: 1
Juergen: 1
Soeren: 1
Walter: 1
Siggi: 1
Dennis: 1
General:
env_seed: 69
individual_rewards: true
level_name: eight_puzzle
pomdp_r: 3
verbose: True
tests: false
Rules:
# Utilities
WatchCollisions:
done_at_collisions: false
# Done Conditions
DoneAtDestinationReach:
condition: simultanious
DoneAtMaxStepsReached:
max_steps: 500

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@ -1,6 +1,5 @@
from marl_factory_grid.environment.entity.agent import Agent
from marl_factory_grid.environment.groups.collection import Collection
from marl_factory_grid.environment.rules import SpawnAgents
class Agents(Collection):
@ -8,7 +7,7 @@ class Agents(Collection):
@property
def spawn_rule(self):
return {SpawnAgents.__name__: {}}
return {}
@property
def var_is_blocking_light(self):

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@ -27,7 +27,7 @@ class Entities(Objects):
@property
def floorlist(self):
shuffle(self._floor_positions)
return self._floor_positions
return [x for x in self._floor_positions]
def __init__(self, floor_positions):
self._floor_positions = floor_positions

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@ -70,25 +70,19 @@ class SpawnAgents(Rule):
def on_reset(self, state):
agents = state[c.AGENT]
empty_positions = state.entities.empty_positions[:len(state.agents_conf)]
for agent_name, agent_conf in state.agents_conf.items():
empty_positions = state.entities.empty_positions
actions = agent_conf['actions'].copy()
observations = agent_conf['observations'].copy()
positions = agent_conf['positions'].copy()
other = agent_conf['other'].copy()
if positions:
shuffle(positions)
while True:
try:
pos = positions.pop()
except IndexError:
raise ValueError(f'It was not possible to spawn an Agent on the available position: '
f'\n{agent_conf["positions"].copy()}')
if bool(agents.by_pos(pos)) or not state.check_pos_validity(pos):
continue
else:
agents.add_item(Agent(actions, observations, pos, str_ident=agent_name, **other))
break
if position := h.get_first(x for x in positions if x in empty_positions):
assert state.check_pos_validity(position), 'smth went wrong....'
agents.add_item(Agent(actions, observations, position, str_ident=agent_name, **other))
elif positions:
raise ValueError(f'It was not possible to spawn an Agent on the available position: '
f'\n{agent_conf["positions"].copy()}')
else:
agents.add_item(Agent(actions, observations, empty_positions.pop(), str_ident=agent_name, **other))
pass
@ -130,7 +124,7 @@ class WatchCollisions(Rule):
def tick_post_step(self, state) -> List[TickResult]:
self.curr_done = False
pos_with_collisions = state.get_all_pos_with_collisions()
pos_with_collisions = state.get_collision_positions()
results = list()
for pos in pos_with_collisions:
guests = [x for x in state.entities.pos_dict[pos] if x.var_can_collide]

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@ -0,0 +1,5 @@
#####
#---#
#---#
#---#
#####

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@ -1,7 +1,4 @@
from .actions import DestAction
from .entitites import Destination
from .groups import Destinations
from .rules import (DoneAtDestinationReachAll,
DoneAtDestinationReachAny,
SpawnDestinationsPerAgent,
DestinationReachReward)
from .rules import (DoneAtDestinationReach, SpawnDestinationsPerAgent, DestinationReachReward)

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@ -54,3 +54,6 @@ class Destination(Entity):
def mark_as_reached(self):
self._was_reached = True
def unmark_as_reached(self):
self._was_reached = False

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@ -9,6 +9,13 @@ from marl_factory_grid.environment import constants as c
from marl_factory_grid.modules.destinations import constants as d
from marl_factory_grid.modules.destinations.entitites import Destination
from marl_factory_grid.utils.states import Gamestate
ANY = 'any'
ALL = 'all'
SIMULTANOIUS = 'simultanious'
CONDITIONS =[ALL, ANY, SIMULTANOIUS]
class DestinationReachReward(Rule):
@ -48,9 +55,9 @@ class DestinationReachReward(Rule):
return results
class DoneAtDestinationReachAll(DestinationReachReward):
class DoneAtDestinationReach(DestinationReachReward):
def __init__(self, reward_at_done=d.REWARD_DEST_DONE, **kwargs):
def __init__(self, condition='any', reward_at_done=d.REWARD_DEST_DONE, **kwargs):
"""
This rule triggers and sets the done flag if ALL Destinations have been reached.
@ -59,68 +66,77 @@ class DoneAtDestinationReachAll(DestinationReachReward):
:type dest_reach_reward: float
:param dest_reach_reward: Specify the reward, agents get when reaching a single destination.
"""
super(DoneAtDestinationReachAll, self).__init__(**kwargs)
super().__init__(**kwargs)
self.condition = condition
self.reward = reward_at_done
assert condition in CONDITIONS
def on_check_done(self, state) -> List[DoneResult]:
if all(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=self.reward)]
return [DoneResult(self.name, validity=c.NOT_VALID)]
class DoneAtDestinationReachAny(DestinationReachReward):
def __init__(self, reward_at_done=d.REWARD_DEST_DONE, **kwargs):
f"""
This rule triggers and sets the done flag if ANY Destinations has been reached.
!!! IMPORTANT: 'reward_at_done' is shared between the agents; 'dest_reach_reward' is bound to a specific one.
:type reward_at_done: float
:param reward_at_done: Specifies the reward, all agent get, when any destinations has been reached.
Default {d.REWARD_DEST_DONE}
:type dest_reach_reward: float
:param dest_reach_reward: Specify a single agents reward forreaching a single destination.
Default {d.REWARD_DEST_REACHED}
"""
super(DoneAtDestinationReachAny, self).__init__(**kwargs)
self.reward = reward_at_done
def on_check_done(self, state) -> List[DoneResult]:
if any(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=d.REWARD_DEST_REACHED)]
return []
if self.condition == ANY:
if any(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=self.reward)]
elif self.condition == ALL:
if all(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=self.reward)]
elif self.condition == SIMULTANOIUS:
if all(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=self.reward)]
else:
for dest in state[d.DESTINATION]:
if dest.was_reached():
for agent in state[c.AGENT].by_pos(dest.pos):
if dest.bound_entity:
if dest.bound_entity == agent:
pass
else:
dest.unmark_as_reached()
else:
pass
else:
raise ValueError('Check spelling of Parameter "condition".')
class SpawnDestinationsPerAgent(Rule):
def __init__(self, coords_or_quantity: Dict[str, List[Tuple[int, int]]]):
def __init__(self, coords_or_quantity: Dict[str, List[Tuple[int, int] | int]]):
"""
Special rule, that spawn distinations, that are bound to a single agent a fixed set of positions.
Usefull for introducing specialists, etc. ..
!!! This rule does not introduce any reward or done condition.
:type coords_or_quantity: Dict[str, List[Tuple[int, int]]
:param coords_or_quantity: Please provide a dictionary with agent names as keys; and a list of possible
destiantion coords as value. Example: {Wolfgang: [(0, 0), (1, 1), ...]}
"""
super(Rule, self).__init__()
self.per_agent_positions = {key: [ast.literal_eval(x) for x in val] for key, val in coords_or_quantity.items()}
self.per_agent_positions = dict()
for agent_name, value in coords_or_quantity.items():
if isinstance(value, int):
per_agent_d = {agent_name: value}
else:
per_agent_d = {agent_name: [ast.literal_eval(x) for x in value]}
self.per_agent_positions.update(**per_agent_d)
def on_reset(self, state):
for (agent_name, position_list) in self.per_agent_positions.items():
def on_reset(self, state: Gamestate):
for (agent_name, coords_or_quantity) in self.per_agent_positions.items():
agent = h.get_first(state[c.AGENT], lambda x: agent_name in x.name)
assert agent
position_list = position_list.copy()
if isinstance(coords_or_quantity, int):
position_list = state.entities.floorlist
pos_left_counter = coords_or_quantity
else:
position_list = coords_or_quantity.copy()
pos_left_counter = 1 # Find a better way to resolve this.
shuffle(position_list)
while True:
while pos_left_counter:
try:
pos = position_list.pop()
except IndexError:
print(f"Could not spawn Destinations at: {self.per_agent_positions[agent_name]}")
print(f'Check your agent placement: {state[c.AGENT]} ... Exit ...')
exit(9999)
exit(-9999)
if (not pos == agent.pos) and (not state[d.DESTINATION].by_pos(pos)):
destination = Destination(pos, bind_to=agent)
pos_left_counter -= 1
break
else:
continue

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@ -1,4 +1,5 @@
import ast
from collections import defaultdict
from os import PathLike
from pathlib import Path
@ -22,13 +23,21 @@ class FactoryConfigParser(object):
self.config_path = Path(config_path)
self.custom_modules_path = Path(custom_modules_path) if custom_modules_path is not None else custom_modules_path
self.config = yaml.safe_load(self.config_path.open())
self._n_abbr_dict = None
def __getattr__(self, item):
return self['General'][item]
def _get_sub_list(self, primary_key: str, sub_key: str):
return [{key: [s for k, v in val.items() if k == sub_key for s in v] for key, val in x.items()
} for x in self.config[primary_key]]
} for x in self.config.get(primary_key, [])]
def _n_abbr(self, n):
assert isinstance(n, int)
if self._n_abbr_dict is None:
self._n_abbr_dict = defaultdict(lambda: 'th', {1: 'st', 2: 'nd', 3: 'rd'})
return self._n_abbr_dict[n]
@property
def agent_actions(self):
@ -143,11 +152,18 @@ class FactoryConfigParser(object):
observations.extend(x for x in self.agents[name]['Observations'] if x != c.DEFAULTS)
positions = [ast.literal_eval(x) for x in self.agents[name].get('Positions', [])]
other_kwargs = {k: v for k, v in self.agents[name].items() if k not in
['Actions', 'Observations', 'Positions']}
['Actions', 'Observations', 'Positions', 'Clones']}
parsed_agents_conf[name] = dict(
actions=parsed_actions, observations=observations, positions=positions, other=other_kwargs
)
clones = self.agents[name].get('Clones', 0)
if clones:
if isinstance(clones, int):
clones = [f'{name}_the_{n}{self._n_abbr(n)}' for n in range(clones)]
for clone in clones:
parsed_agents_conf[clone] = parsed_agents_conf[name].copy()
return parsed_agents_conf
def load_env_rules(self) -> List[Rule]:

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@ -58,3 +58,6 @@ class EnvMonitor(Wrapper):
pickle.dump(self._monitor_df.reset_index(), f, protocol=pickle.HIGHEST_PROTOCOL)
if auto_plotting_keys:
plot_single_run(filepath, column_keys=auto_plotting_keys)
def report_possible_colum_keys(self):
print(self._monitor_df.columns)

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@ -6,7 +6,7 @@ import numpy as np
from marl_factory_grid.algorithms.static.utils import points_to_graph
from marl_factory_grid.environment import constants as c
from marl_factory_grid.environment.entity.entity import Entity
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.environment.rules import Rule, SpawnAgents
from marl_factory_grid.utils.results import Result, DoneResult
@ -28,18 +28,19 @@ class StepRules:
self.rules.append(item)
return True
def do_all_reset(self, state):
for rule in self.rules:
if rule_reset_printline := rule.on_reset(state):
state.print(rule_reset_printline)
return c.VALID
def do_all_init(self, state, lvl_map):
for rule in self.rules:
if rule_init_printline := rule.on_init(state, lvl_map):
state.print(rule_init_printline)
return c.VALID
def do_all_reset(self, state):
SpawnAgents().on_reset(state)
for rule in self.rules:
if rule_reset_printline := rule.on_reset(state):
state.print(rule_reset_printline)
return c.VALID
def tick_step_all(self, state):
results = list()
for rule in self.rules:
@ -193,7 +194,7 @@ class Gamestate(object):
results.extend(on_check_done_result)
return results
def get_all_pos_with_collisions(self) -> List[Tuple[(int, int)]]:
def get_collision_positions(self) -> List[Tuple[(int, int)]]:
"""
Returns a list positions [(x, y), ... ] on which collisions occur. This does not include agents,
that were unable to move because their target direction was blocked, also a form of collision.

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@ -29,7 +29,7 @@ if __name__ == '__main__':
ce.save_all(run_path / 'all_out.yaml')
# Path to config File
path = Path('marl_factory_grid/configs/narrow_corridor.yaml')
path = Path('marl_factory_grid/configs/eight_puzzle.yaml')
# Env Init
factory = Factory(path)
@ -61,6 +61,10 @@ if __name__ == '__main__':
if record:
factory.save_records(run_path / 'test.pb')
if plotting:
plot_single_run(run_path)
factory.report_possible_colum_keys()
plot_single_run(run_path, column_keys=['Global_DoneAtDestinationReachAll', 'step_reward',
'Agent[Karl-Heinz]_DoneAtDestinationReachAll',
'Agent[Wolfgang]_DoneAtDestinationReachAll',
'Global_DoneAtDestinationReachAll'])
print('Done!!! Goodbye....')