Refactoring of movement logic

This commit is contained in:
steffen-illium
2021-05-11 16:20:34 +02:00
parent 2460d8e5c2
commit ebd8f46a16
3 changed files with 50 additions and 34 deletions

View File

@ -1,20 +1,17 @@
import random
import numpy as np
from pathlib import Path
from environments import helpers as h
class BaseFactory:
LEVELS_DIR = 'levels'
_level_idx = 0
_agent_start_idx = 1
_is_free_cell = 0
_is_occupied_cell = 1
def __init__(self, level='simple', n_agents=1, max_steps=1e3):
self.n_agents = n_agents
self.max_steps = max_steps
self.level = h.one_hot_level(
h.parse_level(Path(__file__).parent / self.LEVELS_DIR / f'{level}.txt')
h.parse_level(Path(__file__).parent / h.LEVELS_DIR / f'{level}.txt')
)
self.slice_strings = {0: 'level', **{i: f'agent#{i}' for i in range(1, self.n_agents+1)}}
self.reset()
@ -24,53 +21,57 @@ class BaseFactory:
self.steps = 0
# Agent placement ...
agents = np.zeros((self.n_agents, *self.level.shape), dtype=np.int8)
floor_tiles = np.argwhere(self.level == self._is_free_cell)
floor_tiles = np.argwhere(self.level == h.IS_FREE_CELL)
# ... on random positions
np.random.shuffle(floor_tiles)
for i, (x, y) in enumerate(floor_tiles[:self.n_agents]):
agents[i, x, y] = self._is_occupied_cell
agents[i, x, y] = h.IS_OCCUPIED_CELL
# state.shape = level, agent 1,..., agent n,
self.state = np.concatenate((np.expand_dims(self.level, axis=0), agents), axis=0)
# Returns State, Reward, Done, Info
return self.state, 0, self.done, {}
def step(self, actions):
assert type(actions) in [int, list]
if type(actions) == int:
actions = [actions]
actions = [actions] if isinstance(actions, int) else actions
assert isinstance(actions, list), f'"actions has to be in [{int, list}]'
self.steps += 1
r = 0
collision_vecs = np.zeros((self.n_agents, self.state.shape[0])) # n_agents x n_slices
for i, a in enumerate(actions):
old_pos, new_pos, valid = h.check_agent_move(state=self.state, dim=i+self._agent_start_idx, action=a)
if valid: # Does not collide width level boundrys
self.make_move(i, old_pos, new_pos)
else: # Trying to leave the level
collision_vecs[i, self._level_idx] = self._is_occupied_cell # Collides with level boundrys
# For each agent check for abitrary collions:
for i in range(self.n_agents): # Note: might as well save the positions (redundant): return value of make_move
agent_slice = self.state[i+self._agent_start_idx]
x, y = np.argwhere(agent_slice == self._is_occupied_cell)[0] # current position of agent i
collisions_vec = self.state[:, x, y].copy() # "vertical fiber" at position of agent i
collisions_vec[i+self._agent_start_idx] = self._is_free_cell # no self-collisions
collision_vecs[i] += collisions_vec
collision_vecs = np.zeros((self.n_agents, self.state.shape[0])) # n_agents x n_slices
actions = list(enumerate(actions))
random.shuffle(actions)
for agent_i, action in actions:
new_pos, collision_vec, did_collide = self.move_or_colide(agent_i, action)
collision_vecs[agent_i] = collision_vec
reward, info = self.step_core(collision_vecs, actions, r)
r += reward
if self.steps >= self.max_steps:
self.done = True
return self.state, r, self.done, info
def make_move(self, agent_i, old_pos, new_pos):
def move(self, agent_i, old_pos, new_pos):
(x, y), (x_new, y_new) = old_pos, new_pos
self.state[agent_i+self._agent_start_idx, x, y] = self._is_free_cell
self.state[agent_i+self._agent_start_idx, x_new, y_new] = self._is_occupied_cell
return new_pos
self.state[agent_i + h.AGENT_START_IDX, x, y] = h.IS_FREE_CELL
self.state[agent_i + h.AGENT_START_IDX, x_new, y_new] = h.IS_OCCUPIED_CELL
def move_or_colide(self, agent_i, action) -> ((int, int), bool):
old_pos, new_pos, collision_vec, did_collide = h.check_agent_move(state=self.state,
dim=agent_i + h.AGENT_START_IDX,
action=action)
if not did_collide:
# Does not collide width level boundrys
self.move(agent_i, old_pos, new_pos)
return new_pos, collision_vec, did_collide
else:
# Agent seems to be trying to collide in this step
return old_pos, collision_vec, did_collide
@property
def free_cells(self) -> np.ndarray:
free_cells = self.state.sum(0)
free_cells = np.argwhere(free_cells == self._is_free_cell)
free_cells = np.argwhere(free_cells == h.IS_FREE_CELL)
np.random.shuffle(free_cells)
return free_cells

View File

@ -8,7 +8,6 @@ class SimpleFactory(BaseFactory):
super(SimpleFactory, self).__init__(*args, **kwargs)
self.slice_strings.update({self.state.shape[0]-1: 'dirt'})
def spawn_dirt(self):
free_for_dirt = self.free_cells
for x, y in free_for_dirt[:self.max_dirt]: # randomly distribute dirt across the grid

View File

@ -3,6 +3,11 @@ from pathlib import Path
# Constants
WALL = '#'
LEVELS_DIR = 'levels'
LEVEL_IDX = 0
AGENT_START_IDX = 1
IS_FREE_CELL = 0
IS_OCCUPIED_CELL = 1
# Utility functions
@ -51,13 +56,24 @@ def check_agent_move(state, dim, action):
y_new -= 1
else:
pass
# Check validity
# Check if agent colides with grid boundrys
valid = not (
x_new < 0 or y_new < 0
or x_new >= agent_slice.shape[0]
or y_new >= agent_slice.shape[0]
) # if agent tried to leave the grid
return (x, y), (x_new, y_new), valid
)
if valid:
collisions_vec = state[:, x_new, y_new].copy() # "vertical fiber" at position of agent i
collisions_vec[dim] = IS_FREE_CELL # no self-collisions
pass
else:
collisions_vec = state[:, x, y].copy() # "vertical fiber" at position of agent i
collisions_vec[dim] = IS_FREE_CELL # no self-collisions
collisions_vec[LEVEL_IDX] = IS_OCCUPIED_CELL
did_collide = collisions_vec.sum(0) != IS_FREE_CELL
return (x, y), (x_new, y_new), collisions_vec, did_collide
if __name__ == '__main__':