Description and better naming scheme for the Destination-Module

This commit is contained in:
Steffen Illium 2023-10-26 16:43:40 +02:00
parent 20068e8e1b
commit ce4108380f
5 changed files with 83 additions and 21 deletions

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@ -1,4 +1,4 @@
from .actions import DestAction
from .entitites import Destination
from .groups import Destinations
from .rules import DestinationReachAll, DestinationSpawn
from .rules import DoneAtDestinationReachAll, SpawnDestinations

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@ -1,9 +1,10 @@
from typing import Union
import marl_factory_grid.modules.destinations.constants
from marl_factory_grid.environment.actions import Action
from marl_factory_grid.utils.results import ActionResult
from marl_factory_grid.modules.destinations import constants as d, rewards as r
from marl_factory_grid.modules.destinations import constants as d
from marl_factory_grid.environment import constants as c
@ -20,4 +21,4 @@ class DestAction(Action):
valid = c.NOT_VALID
state.print(f'{entity.name} just tried to do_wait_action do_wait_action at {entity.pos} but failed')
return ActionResult(entity=entity, identifier=self._identifier, validity=valid,
reward=r.WAIT_VALID if valid else r.WAIT_FAIL)
reward=marl_factory_grid.modules.destinations.constants.REWARD_WAIT_VALID if valid else marl_factory_grid.modules.destinations.constants.REWARD_WAIT_FAIL)

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@ -5,3 +5,9 @@ DEST_SYMBOL = 1
MODE_SINGLE = 'SINGLE'
MODE_GROUPED = 'GROUPED'
SPAWN_MODES = [MODE_SINGLE, MODE_GROUPED]
REWARD_WAIT_VALID: float = 0.1
REWARD_WAIT_FAIL: float = -0.1
REWARD_DEST_REACHED: float = 1.0
REWARD_DEST_DONE: float = 5.0

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@ -1,3 +0,0 @@
WAIT_VALID: float = 0.1
WAIT_FAIL: float = -0.1
DEST_REACHED: float = 5.0

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@ -1,18 +1,29 @@
import ast
from random import shuffle
from typing import List, Dict, Tuple
import marl_factory_grid.modules.destinations.constants
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.utils.results import TickResult, DoneResult
from marl_factory_grid.environment import constants as c
from marl_factory_grid.modules.destinations import constants as d, rewards as r
from marl_factory_grid.modules.destinations import constants as d
from marl_factory_grid.modules.destinations.entitites import Destination
class DestinationReachAll(Rule):
class DestinationReachReward(Rule):
def __init__(self):
super(DestinationReachAll, self).__init__()
def __init__(self, dest_reach_reward=marl_factory_grid.modules.destinations.constants.REWARD_DEST_REACHED):
"""
This rule introduces the basic functionality, so that targts (Destinations) can be reached and marked as such.
Additionally, rewards are reported.
:type dest_reach_reward: float
:param dest_reach_reward: Specifies the reward, agents get at destination reach.
"""
super(DestinationReachReward, self).__init__()
self.reward = dest_reach_reward
def tick_step(self, state) -> List[TickResult]:
results = []
@ -33,32 +44,69 @@ class DestinationReachAll(Rule):
if reached:
state.print(f'{dest.name} is reached now, mark as reached...')
dest.mark_as_reached()
results.append(TickResult(self.name, validity=c.VALID, reward=r.DEST_REACHED, entity=agent))
results.append(TickResult(self.name, validity=c.VALID, reward=self.reward, entity=agent))
return results
class DoneAtDestinationReachAll(DestinationReachReward):
def __init__(self, reward_at_done=marl_factory_grid.modules.destinations.constants.REWARD_DEST_DONE, **kwargs):
"""
This rule triggers and sets the done flag if ALL Destinations have been reached.
:type reward_at_done: object
:param reward_at_done: Specifies the reward, agent get, whenn all destinations are reached.
:type dest_reach_reward: float
:param dest_reach_reward: Specify the reward, agents get when reaching a single destination.
"""
super(DoneAtDestinationReachAll, self).__init__(**kwargs)
self.reward = reward_at_done
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=r.DEST_REACHED)]
return [DoneResult(self.name, validity=c.VALID, reward=self.reward)]
return [DoneResult(self.name, validity=c.NOT_VALID, reward=0)]
class DestinationReachAny(DestinationReachAll):
class DoneAtDestinationReachAny(DestinationReachReward):
def __init__(self):
super(DestinationReachAny, self).__init__()
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: object
: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=r.DEST_REACHED)]
return [DoneResult(self.name, validity=c.VALID, reward=marl_factory_grid.modules.destinations.constants.REWARD_DEST_REACHED)]
return []
class DestinationSpawn(Rule):
class SpawnDestinations(Rule):
def __init__(self, n_dests: int = 1,
spawn_mode: str = d.MODE_GROUPED):
super(DestinationSpawn, self).__init__()
def __init__(self, n_dests: int = 1, spawn_mode: str = d.MODE_GROUPED):
f"""
Defines how destinations are initially spawned and respawned in addition.
!!! This rule introduces no kind of reward or Env.-Done condition!
:type n_dests: int
:param n_dests: How many destiantions should be maintained (and initally spawnewd) on the map?
:type spawn_mode: str
:param spawn_mode: One of {d.SPAWN_MODES}. {d.MODE_GROUPED}: Always wait for all Dstiantions do be gone,
then respawn after the given time. {d.MODE_SINGLE}: Just spawn every destination,
that has been reached, after the given time
"""
super(SpawnDestinations, self).__init__()
self.n_dests = n_dests
self.spawn_mode = spawn_mode
@ -82,8 +130,18 @@ class DestinationSpawn(Rule):
pass
class FixedDestinationSpawn(Rule):
class SpawnDestinationsPerAgent(Rule):
def __init__(self, per_agent_positions: Dict[str, List[Tuple[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 per_agent_positions: Dict[str, List[Tuple[int, int]]
:param per_agent_positions: 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 per_agent_positions.items()}