Added explanation for narrow_corridor.yaml

This commit is contained in:
Steffen Illium
2023-11-10 06:54:38 +01:00
parent 06a5130b25
commit a9462a8b6f
3 changed files with 40 additions and 6 deletions

View File

@@ -1,23 +1,41 @@
General:
eneral:
# Your Seed
env_seed: 69
# Individual or global rewards?
individual_rewards: true
# The level.txt file to load
level_name: narrow_corridor
# View Radius; 0 = full observatbility
pomdp_r: 0
# print all messages and events
verbose: true
Agents:
# Agents are identified by their name
Wolfgang:
# The available actions for this particular agent
Actions:
# Able to do nothing
- Noop
# Able to move in all 8 directions
- Move8
# Stuff the agent can observe (per 2d slice)
# use "Combined" if you want to merge multiple slices into one
Observations:
# He sees walls
- Walls
# he sees other agent, "karl-Heinz" in this setting would be fine, too
- Other
# He can see Destinations, that are assigned to him (hence the singular)
- Destination
# Avaiable Spawn Positions as list
Positions:
- (2, 1)
- (2, 5)
# It is okay to collide with other agents, so that
# they end up on the same position
is_blocking_pos: true
# See Above....
Karl-Heinz:
Actions:
- Noop
@@ -31,12 +49,19 @@ Agents:
- (2, 5)
is_blocking_pos: true
# Other noteworthy Entitites
Entities:
# The destiantions or positional targets to reach
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:
- (2, 1)
- (2, 5)
@@ -47,12 +72,18 @@ Entities:
# GlobalPositions:
# normalized: false
# Define the env. dynamics
Rules:
# Utilities
# This rule Checks for Collision, also it assigns the (negative) reward
WatchCollisions:
reward: -0.1
reward_at_done: -1
done_at_collisions: false
# Done Conditions
# Load any of the rules, to check for done conditions.
# DoneAtDestinationReachAny:
DoneAtDestinationReachAll:
# reward_at_done: 1
DoneAtMaxStepsReached:
max_steps: 500