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https://github.com/illiumst/marl-factory-grid.git
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Machines
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2
marl_factory_grid/modules/maintenance/__init__.py
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2
marl_factory_grid/modules/maintenance/__init__.py
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from .entities import Maintainer
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from .groups import Maintainers
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3
marl_factory_grid/modules/maintenance/constants.py
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3
marl_factory_grid/modules/maintenance/constants.py
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MAINTAINER = 'Maintainer' # TEMPLATE _identifier. Define your own!
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MAINTAINERS = 'Maintainers' # TEMPLATE _identifier. Define your own!
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102
marl_factory_grid/modules/maintenance/entities.py
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102
marl_factory_grid/modules/maintenance/entities.py
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import networkx as nx
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import numpy as np
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from ...algorithms.static.utils import points_to_graph
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from ...environment import constants as c
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from ...environment.actions import Action, ALL_BASEACTIONS
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from ...environment.entity.entity import Entity
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from ..doors import constants as do
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from ..maintenance import constants as mi
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from ...utils.helpers import MOVEMAP
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from ...utils.render import RenderEntity
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from ...utils.states import Gamestate
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class Maintainer(Entity):
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@property
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def var_can_collide(self):
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return True
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@property
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def var_can_move(self):
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return False
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@property
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def var_is_blocking_light(self):
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return False
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@property
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def var_has_position(self):
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return True
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def __init__(self, state: Gamestate, objective: str, action: Action, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.action = action
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self.actions = [x() for x in ALL_BASEACTIONS]
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self.objective = objective
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self._path = None
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self._next = []
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self._last = []
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self._last_serviced = 'None'
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self._floortile_graph = points_to_graph(state[c.FLOOR].positions)
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def tick(self, state):
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if found_objective := state[self.objective].by_pos(self.pos):
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if found_objective.name != self._last_serviced:
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self.action.do(self, state)
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self._last_serviced = found_objective.name
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else:
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action = self.get_move_action(state)
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return action.do(self, state)
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else:
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action = self.get_move_action(state)
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return action.do(self, state)
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def get_move_action(self, state) -> Action:
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if self._path is None or not self._path:
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if not self._next:
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self._next = list(state[self.objective].values())
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self._last = []
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self._last.append(self._next.pop())
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self._path = self.calculate_route(self._last[-1])
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if door := self._door_is_close():
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if door.is_closed:
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# Translate the action_object to an integer to have the same output as any other model
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action = do.ACTION_DOOR_USE
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else:
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action = self._predict_move(state)
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else:
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action = self._predict_move(state)
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# Translate the action_object to an integer to have the same output as any other model
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try:
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action_obj = next(x for x in self.actions if x.name == action)
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except (StopIteration, UnboundLocalError):
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print('Will not happen')
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raise EnvironmentError
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return action_obj
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def calculate_route(self, entity):
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route = nx.shortest_path(self._floortile_graph, self.pos, entity.pos)
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return route[1:]
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def _door_is_close(self):
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try:
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return next(y for x in self.tile.neighboring_floor for y in x.guests if do.DOOR in y.name)
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except StopIteration:
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return None
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def _predict_move(self, state):
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next_pos = self._path[0]
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if len(state[c.FLOOR].by_pos(next_pos).guests_that_can_collide) > 0:
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action = c.NOOP
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else:
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next_pos = self._path.pop(0)
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diff = np.subtract(next_pos, self.pos)
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# Retrieve action based on the pos dif (like in: What do I have to do to get there?)
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action = next(action for action, pos_diff in MOVEMAP.items() if np.all(diff == pos_diff))
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return action
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def render(self):
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return RenderEntity(mi.MAINTAINER, self.pos)
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27
marl_factory_grid/modules/maintenance/groups.py
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27
marl_factory_grid/modules/maintenance/groups.py
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from typing import List
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from .entities import Maintainer
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from marl_factory_grid.environment.entity.wall_floor import Floor
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from marl_factory_grid.environment.groups.env_objects import EnvObjects
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from marl_factory_grid.environment.groups.mixins import PositionMixin
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from ..machines.actions import MachineAction
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from ...utils.render import RenderEntity
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from ...utils.states import Gamestate
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from ..machines import constants as mc
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from . import constants as mi
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class Maintainers(PositionMixin, EnvObjects):
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_entity = Maintainer
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var_can_collide = True
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var_can_move = True
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var_is_blocking_light = False
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var_has_position = True
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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def spawn(self, tiles: List[Floor], state: Gamestate):
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self.add_items([self._entity(state, mc.MACHINES, MachineAction(), tile) for tile in tiles])
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BIN
marl_factory_grid/modules/maintenance/maintainer.png
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BIN
marl_factory_grid/modules/maintenance/maintainer.png
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1
marl_factory_grid/modules/maintenance/rewards.py
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1
marl_factory_grid/modules/maintenance/rewards.py
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MAINTAINER_COLLISION_REWARD = -5
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39
marl_factory_grid/modules/maintenance/rules.py
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39
marl_factory_grid/modules/maintenance/rules.py
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from typing import List
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from marl_factory_grid.environment.rules import Rule
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from marl_factory_grid.utils.results import TickResult, DoneResult
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from marl_factory_grid.environment import constants as c
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from . import rewards as r
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from . import constants as M
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from marl_factory_grid.utils.states import Gamestate
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class MaintenanceRule(Rule):
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def __init__(self, n_maintainer: int = 1, *args, **kwargs):
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super(MaintenanceRule, self).__init__(*args, **kwargs)
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self.n_maintainer = n_maintainer
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def on_init(self, state: Gamestate, lvl_map):
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state[M.MAINTAINERS].spawn(state[c.FLOOR].empty_tiles[:self.n_maintainer], state)
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pass
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def tick_pre_step(self, state) -> List[TickResult]:
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pass
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def tick_step(self, state) -> List[TickResult]:
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for maintainer in state[M.MAINTAINERS]:
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maintainer.tick(state)
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return []
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def tick_post_step(self, state) -> List[TickResult]:
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pass
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def on_check_done(self, state) -> List[DoneResult]:
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agents = list(state[c.AGENT].values())
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m_pos = state[M.MAINTAINERS].positions
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done_results = []
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for agent in agents:
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if agent.pos in m_pos:
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done_results.append(DoneResult(entity=agent, validity=c.VALID, identifier=self.name,
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reward=r.MAINTAINER_COLLISION_REWARD))
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return done_results
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