This commit is contained in:
Steffen Illium
2023-06-21 11:28:36 +02:00
parent 95c85bfedd
commit d11b1a8172
133 changed files with 225 additions and 225 deletions

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from typing import Union
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.environment import constants as c
class DestAction(Action):
def __init__(self):
super().__init__(d.DESTINATION)
def do(self, entity, state) -> Union[None, ActionResult]:
if destination := state[d.DESTINATION].by_pos(entity.pos):
valid = destination.do_wait_action(entity)
state.print(f'{entity.name} just waited at {entity.pos}')
else:
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)

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# Destination Env
DESTINATION = 'Destinations'
DEST_SYMBOL = 1
DEST_REACHED_REWARD = 0.5
DEST_REACHED = 'ReachedDestinations'
WAIT_ON_DEST = 'WAIT'
MODE_SINGLE = 'SINGLE'
MODE_GROUPED = 'GROUPED'
DONE_ALL = 'DONE_ALL'
DONE_SINGLE = 'DONE_SINGLE'

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from collections import defaultdict
from marl_factory_grid.environment.entity.agent import Agent
from marl_factory_grid.environment.entity.entity import Entity
from marl_factory_grid.environment import constants as c
from marl_factory_grid.utils.render import RenderEntity
from marl_factory_grid.modules.destinations import constants as d
class Destination(Entity):
@property
def any_agent_has_dwelled(self):
return bool(len(self._per_agent_times))
@property
def currently_dwelling_names(self):
return list(self._per_agent_times.keys())
@property
def encoding(self):
return d.DEST_SYMBOL
def __init__(self, *args, dwell_time: int = 0, **kwargs):
super(Destination, self).__init__(*args, **kwargs)
self.dwell_time = dwell_time
self._per_agent_times = defaultdict(lambda: dwell_time)
def do_wait_action(self, agent: Agent):
self._per_agent_times[agent.name] -= 1
return c.VALID
def leave(self, agent: Agent):
del self._per_agent_times[agent.name]
@property
def is_considered_reached(self):
agent_at_position = any(c.AGENT.lower() in x.name.lower() for x in self.tile.guests_that_can_collide)
return (agent_at_position and not self.dwell_time) or any(x == 0 for x in self._per_agent_times.values())
def agent_is_dwelling(self, agent: Agent):
return self._per_agent_times[agent.name] < self.dwell_time
def summarize_state(self) -> dict:
state_summary = super().summarize_state()
state_summary.update(per_agent_times=[
dict(belongs_to=key, time=val) for key, val in self._per_agent_times.keys()], dwell_time=self.dwell_time)
return state_summary
def render(self):
return RenderEntity(d.DESTINATION, self.pos)

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from marl_factory_grid.environment.groups.env_objects import EnvObjects
from marl_factory_grid.environment.groups.mixins import PositionMixin
from marl_factory_grid.modules.destinations.entitites import Destination
class Destinations(PositionMixin, EnvObjects):
_entity = Destination
is_blocking_light: bool = False
can_collide: bool = False
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def __repr__(self):
return super(Destinations, self).__repr__()
class ReachedDestinations(Destinations):
_entity = Destination
is_blocking_light = False
can_collide = False
def __init__(self, *args, **kwargs):
super(ReachedDestinations, self).__init__(*args, **kwargs)
def __repr__(self):
return super(ReachedDestinations, self).__repr__()

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WAIT_VALID: float = 0.1
WAIT_FAIL: float = -0.1
DEST_REACHED: float = 5.0

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from typing import List, Union
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.entitites import Destination
class DestinationReach(Rule):
def __init__(self, n_dests: int = 1, tiles: Union[List, None] = None):
super(DestinationReach, self).__init__()
self.n_dests = n_dests or len(tiles)
self._tiles = tiles
def tick_step(self, state) -> List[TickResult]:
for dest in list(state[d.DESTINATION].values()):
if dest.is_considered_reached:
dest.change_parent_collection(state[d.DEST_REACHED])
state.print(f'{dest.name} is reached now, removing...')
else:
for agent_name in dest.currently_dwelling_names:
agent = state[c.AGENT][agent_name]
if agent.pos == dest.pos:
state.print(f'{agent.name} is still waiting.')
pass
else:
dest.leave(agent)
state.print(f'{agent.name} left the destination early.')
return [TickResult(self.name, validity=c.VALID, reward=0, entity=None)]
def tick_post_step(self, state) -> List[TickResult]:
results = list()
for reached_dest in state[d.DEST_REACHED]:
for guest in reached_dest.tile.guests:
if guest in state[c.AGENT]:
state.print(f'{guest.name} just reached destination at {guest.pos}')
state[d.DEST_REACHED].delete_env_object(reached_dest)
results.append(TickResult(self.name, validity=c.VALID, reward=r.DEST_REACHED, entity=guest))
return results
class DestinationDone(Rule):
def __init__(self):
super(DestinationDone, self).__init__()
def on_check_done(self, state) -> List[DoneResult]:
if not len(state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=r.DEST_REACHED)]
return []
class DestinationSpawn(Rule):
def __init__(self, spawn_frequency: int = 5, n_dests: int = 1,
spawn_mode: str = d.MODE_GROUPED):
super(DestinationSpawn, self).__init__()
self.spawn_frequency = spawn_frequency
self.n_dests = n_dests
self.spawn_mode = spawn_mode
def on_init(self, state):
# noinspection PyAttributeOutsideInit
self._dest_spawn_timer = self.spawn_frequency
self.trigger_destination_spawn(self.n_dests, state)
pass
def tick_pre_step(self, state) -> List[TickResult]:
pass
def tick_step(self, state) -> List[TickResult]:
if n_dest_spawn := max(0, self.n_dests - len(state[d.DESTINATION])):
if self.spawn_mode == d.MODE_GROUPED and n_dest_spawn == self.n_dests:
validity = state.rules['DestinationReach'].trigger_destination_spawn(n_dest_spawn, state)
return [TickResult(self.name, validity=validity, entity=None, value=n_dest_spawn)]
@staticmethod
def trigger_destination_spawn(n_dests, state, tiles=None):
tiles = tiles or state[c.FLOOR].empty_tiles[:n_dests]
if destinations := [Destination(tile) for tile in tiles]:
state[d.DESTINATION].add_items(destinations)
state.print(f'{n_dests} new destinations have been spawned')
return c.VALID
else:
state.print('No Destiantions are spawning, limit is reached.')
return c.NOT_VALID