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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@ -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