added plotting probability maps

This commit is contained in:
Chanumask
2024-05-08 14:27:08 +02:00
committed by Julian Schönberger
parent 3f88c4ee74
commit 83f0c70cfb
4 changed files with 124 additions and 11 deletions

View File

@ -90,7 +90,7 @@ Entities:
General:
env_seed: 69
individual_rewards: true
level_name: large
level_name: quadrant
pomdp_r: 3
verbose: false
tests: false

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@ -1,3 +1,4 @@
import json
import pickle
from os import PathLike
from pathlib import Path
@ -83,9 +84,8 @@ def plot_routes(factory, agents):
'noop': 'marl_factory_grid/utils/plotting/action_assets/noop.png',
'charge_action': 'marl_factory_grid/utils/plotting/action_assets/charge_action.png'})
wall_positions = factory.map.walls
swapped_wall_positions = swap_coordinates(wall_positions)
wall_entities = [RenderEntity(name='wall', probability=0, pos=np.array(pos)) for pos in swapped_wall_positions]
wall_positions = swap_coordinates(factory.map.walls)
wall_entities = [RenderEntity(name='wall', probability=0, pos=np.array(pos)) for pos in wall_positions]
action_entities = list(wall_entities)
for index, agent in enumerate(agents):
@ -117,7 +117,60 @@ def plot_routes(factory, agents):
action_entities.append(action_entity)
current_position = new_position
renderer.render_action_icons(action_entities) # move in/out loop for graph per agent or not
renderer.render_single_action_icons(action_entities) # move in/out loop for graph per agent or not
def plot_action_maps(factory, agents):
renderer = Renderer(factory.map.level_shape, custom_assets_path={
'green_arrow': 'marl_factory_grid/utils/plotting/action_assets/green_arrow.png',
'yellow_arrow': 'marl_factory_grid/utils/plotting/action_assets/yellow_arrow.png',
'red_arrow': 'marl_factory_grid/utils/plotting/action_assets/red_arrow.png',
'grey_arrow': 'marl_factory_grid/utils/plotting/action_assets/grey_arrow.png',
'wall': 'marl_factory_grid/environment/assets/wall.png',
})
directions = ['north', 'east', 'south', 'west']
wall_positions = swap_coordinates(factory.map.walls)
wall_entities = [RenderEntity(name='wall', probability=0, pos=np.array(pos)) for pos in wall_positions]
action_entities = list(wall_entities)
dummy_action_map = load_action_map("example_action_map.txt")
for agent in agents:
# if hasattr(agent, 'action_probability_map'):
# for y in range(len(agent.action_probability_map)):
for y in range(len(dummy_action_map)):
# for x in range(len(agent.action_probability_map[y])):
for x in range(len(dummy_action_map[y])):
position = (x, y)
if position not in wall_positions:
# action_probabilities = agent.action_probability_map[y][x]
action_probabilities = dummy_action_map[y][x]
if sum(action_probabilities) > 0: # Ensure it's not all zeros which would indicate a wall
# Sort actions by probability and assign colors
sorted_indices = sorted(range(len(action_probabilities)),
key=lambda i: -action_probabilities[i])
colors = ['green_arrow', 'yellow_arrow', 'red_arrow', 'grey_arrow']
for rank, direction_index in enumerate(sorted_indices):
action = directions[direction_index]
probability = action_probabilities[direction_index]
arrow_color = colors[rank]
if probability > 0:
action_entity = RenderEntity(
name=arrow_color,
pos=position,
probability=probability,
rotation=direction_index * 90
)
action_entities.append(action_entity)
renderer.render_multi_action_icons(action_entities)
def load_action_map(file_path):
with open(file_path, 'r') as file:
action_map = json.load(file)
return action_map
def swap_coordinates(positions):

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@ -1,7 +1,7 @@
import sys
from pathlib import Path
from collections import deque
from collections import deque, defaultdict
from itertools import product
import numpy as np
@ -240,7 +240,7 @@ class Renderer:
return np.transpose(rgb_obs, (2, 0, 1))
# return torch.from_numpy(rgb_obs).permute(2, 0, 1)
def render_action_icons(self, action_entities):
def render_single_action_icons(self, action_entities):
"""
Renders action icons based on the entities' specified actions' name, position, rotation and probability.
Renders probabilities unequal 0.
@ -249,7 +249,6 @@ class Renderer:
:type action_entities: List[RenderEntity]
"""
self.fill_bg()
font = pygame.font.Font(None, 24) # Initialize the font once for all text rendering
for action_entity in action_entities:
if not isinstance(action_entity.pos, np.ndarray) or action_entity.pos.ndim != 1:
@ -271,13 +270,74 @@ class Renderer:
# Render the probability next to the icon if it exists
if hasattr(action_entity, 'probability') and action_entity.probability != 0:
prob_text = font.render(f"{action_entity.probability:.2f}", True, (255, 0, 0))
prob_text = self.font.render(f"{action_entity.probability:.2f}", True, (255, 0, 0))
prob_text_rect = prob_text.get_rect(top=img_rect.bottom, left=img_rect.left)
self.screen.blit(prob_text, prob_text_rect)
pygame.display.flip() # Update the display with all new blits
self.save_screen("route_graph")
def render_multi_action_icons(self, action_entities):
"""
Renders multiple action icons at the same position without overlap and arranges them based on direction, except for
walls which cover the entire grid cell.
"""
self.fill_bg()
font = pygame.font.Font(None, 18)
# prepare position dict to iterate over
position_dict = defaultdict(list)
for entity in action_entities:
position_dict[tuple(entity.pos)].append(entity)
for position, entities in position_dict.items():
num_entities = len(entities)
entity_size = self.cell_size // 2 # Adjust size to fit multiple entities for non-wall entities
# Define offsets for each direction based on a quadrant layout within the cell
offsets = {
0: (-entity_size // 2, -entity_size // 2), # North
90: (-entity_size // 2, entity_size // 2), # East
180: (entity_size // 2, entity_size // 2), # South
270: (entity_size // 2, -entity_size // 2) # West
}
# Sort entities based on direction to ensure consistent positioning
entities.sort(key=lambda x: x.rotation)
for entity in entities:
img = self.assets[entity.name.lower()]
if img is None:
print(f"Error: No asset available for '{entity.name}'. Skipping rendering this entity.")
continue
img = pygame.transform.rotate(img, entity.rotation)
# Check if the entity is a wall and adjust the size and position accordingly
if entity.name == 'wall':
img = pygame.transform.scale(img, (self.cell_size, self.cell_size))
img_rect = img.get_rect(center=(position[0] * self.cell_size + self.cell_size // 2,
position[1] * self.cell_size + self.cell_size // 2))
else:
img = pygame.transform.scale(img, (entity_size, entity_size)) # Scale down the image for arrows
offset = offsets.get(entity.rotation, (0, 0))
img_rect = img.get_rect(center=(
position[0] * self.cell_size + self.cell_size // 2 + offset[0],
position[1] * self.cell_size + self.cell_size // 2 + offset[1]
))
self.screen.blit(img, img_rect)
# Render the probability next to the icon if it exists and is non-zero
if entity.probability > 0 and entity.name != 'wall':
formatted_probability = f"{entity.probability:.4f}"
prob_text = font.render(formatted_probability, True, (0, 0, 0)) # Black color for readability
prob_text_rect = prob_text.get_rect(center=img_rect.center) # Center text on the arrow
self.screen.blit(prob_text, prob_text_rect)
pygame.display.flip() # Update the display
self.save_screen("multi_action_graph")
def save_screen(self, filename):
"""
Saves the current screen to a PNG file, appending a counter to ensure uniqueness.

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@ -8,7 +8,7 @@ from marl_factory_grid.algorithms.static.TSP_item_agent import TSPItemAgent
from marl_factory_grid.algorithms.static.TSP_target_agent import TSPTargetAgent
from marl_factory_grid.environment.factory import Factory
from marl_factory_grid.utils.plotting.plot_single_runs import plot_routes
from marl_factory_grid.utils.plotting.plot_single_runs import plot_routes, plot_action_maps
if __name__ == '__main__':
@ -40,4 +40,4 @@ if __name__ == '__main__':
print(f'Episode {episode} done...')
break
plot_routes(factory, agents)
plot_action_maps(factory, agents)