automodules and small adjustments

This commit is contained in:
Steffen Illium
2023-12-12 10:48:59 +01:00
parent e83c2116db
commit 8f4ad6e688
27 changed files with 874 additions and 35 deletions

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@ -182,6 +182,16 @@ class Factory(gym.Env):
return reward, done, info
def step(self, actions):
"""
Run one timestep of the environment's dynamics using the agent actions.
When the end of an episode is reached (``terminated or truncated``), it is necessary to call :meth:`reset` to
reset this environment's state for the next episode.
:param actions: An action or list of actions provided by the agent(s) to update the environment state.
:return: observation, reward, terminated, truncated, info, done
:rtype: tuple(list(np.ndarray), float, bool, bool, dict, bool)
"""
if not isinstance(actions, list):
actions = [int(actions)]

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@ -10,14 +10,14 @@ from marl_factory_grid.environment import constants as c
"""
This file is used for:
1. string based definition
Use a class like `Constants`, to define attributes, which then reveal strings.
These can be used for naming convention along the environments as well as keys for mappings such as dicts etc.
When defining new envs, use class inheritance.
2. utility function definition
There are static utility functions which are not bound to a specific environment.
In this file they are defined to be used across the entire package.
1. string based definition
Use a class like `Constants`, to define attributes, which then reveal strings.
These can be used for naming convention along the environments as well as keys for mappings such as dicts etc.
When defining new envs, use class inheritance.
2. utility function definition
There are static utility functions which are not bound to a specific environment.
In this file they are defined to be used across the entire package.
"""
LEVELS_DIR = 'levels' # for use in studies and experiments

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@ -159,7 +159,7 @@ class Gamestate(object):
def tick(self, actions) -> list[Result]:
"""
Performs a single **Gamestate Tick**by calling the inner rule hooks in sequential order.
Performs a single **Gamestate Tick** by calling the inner rule hooks in sequential order.
- tick_pre_step_all: Things to do before the agents do their actions. Statechange, Moving, Spawning etc...
- agent tick: Agents do their actions.
- tick_step_all: Things to do after the agents did their actions. Statechange, Moving, Spawning etc...