from collections import OrderedDict from dataclasses import dataclass from typing import List import random import numpy as np from environments.factory.base_factory import BaseFactory, AgentState from environments import helpers as h from environments.factory.renderer import Renderer from environments.factory.renderer import Entity from environments.logging.monitor import MonitorCallback DIRT_INDEX = -1 @dataclass class DirtProperties: clean_amount = 10 max_spawn_ratio = 0.1 gain_amount = 0.1 spawn_frequency = 5 class SimpleFactory(BaseFactory): def register_additional_actions(self): return 1 def _is_clean_up_action(self, action): return self.action_space.n - 1 == action def __init__(self, *args, dirt_properties: DirtProperties, verbose=False, **kwargs): self._dirt_properties = dirt_properties self.verbose = verbose super(SimpleFactory, self).__init__(*args, **kwargs) self.slice_strings.update({self.state.shape[0]-1: 'dirt'}) self.renderer = None # expensive - dont use it when not required ! def render(self): if not self.renderer: # lazy init height, width = self.state.shape[1:] self.renderer = Renderer(width, height, view_radius=2) dirt = [Entity('dirt', [x, y], min(0.15+self.state[DIRT_INDEX, x, y], 1.5), 'scale') for x, y in np.argwhere(self.state[DIRT_INDEX] > h.IS_FREE_CELL)] walls = [Entity('wall', pos) for pos in np.argwhere(self.state[h.LEVEL_IDX] > h.IS_FREE_CELL)] def asset_str(agent): cols = ' '.join([self.slice_strings[j] for j in agent.collisions]) if 'agent' in cols: return 'agent_collision' elif not agent.action_valid or 'level' in cols or 'agent' in cols: return f'agent{agent.i + 1}violation' elif self._is_clean_up_action(agent.action): return f'agent{agent.i + 1}valid' else: return f'agent{agent.i + 1}' agents = {f'agent{i+1}': [Entity(asset_str(agent), agent.pos)] for i, agent in enumerate(self.agent_states)} self.renderer.render(OrderedDict(dirt=dirt, wall=walls, **agents)) def spawn_dirt(self) -> None: free_for_dirt = self.free_cells(excluded_slices=DIRT_INDEX) # randomly distribute dirt across the grid n_dirt_tiles = int(random.uniform(0, self._dirt_properties.max_spawn_ratio) * len(free_for_dirt)) for x, y in free_for_dirt[:n_dirt_tiles]: self.state[DIRT_INDEX, x, y] += self._dirt_properties.gain_amount def clean_up(self, pos: (int, int)) -> ((int, int), bool): new_dirt_amount = self.state[DIRT_INDEX][pos] - self._dirt_properties.clean_amount cleanup_was_sucessfull: bool if self.state[DIRT_INDEX][pos] == h.IS_FREE_CELL: cleanup_was_sucessfull = False return pos, cleanup_was_sucessfull else: cleanup_was_sucessfull = True self.state[DIRT_INDEX][pos] = max(new_dirt_amount, h.IS_FREE_CELL) return pos, cleanup_was_sucessfull def step(self, actions): if self.state[h.LEVEL_IDX][self.agent_i_position(0)] == h.IS_OCCUPIED_CELL: print(f'fAgent placed on wall!!!!, step is :{self.steps}') raise Exception('Agent placed on wall!!!!') _, _, _, info = super(SimpleFactory, self).step(actions) if not self.next_dirt_spawn: self.spawn_dirt() self.next_dirt_spawn = self._dirt_properties.spawn_frequency else: self.next_dirt_spawn -= 1 return self.state, self.cumulative_reward, self.done, info def additional_actions(self, agent_i: int, action: int) -> ((int, int), bool): if action != self._is_moving_action(action): if self._is_clean_up_action(action): agent_i_pos = self.agent_i_position(agent_i) _, valid = self.clean_up(agent_i_pos) return agent_i_pos, valid else: raise RuntimeError('This should not happen!!!') else: raise RuntimeError('This should not happen!!!') def reset(self) -> (np.ndarray, int, bool, dict): _ = super().reset() # state, reward, done, info ... = dirt_slice = np.zeros((1, *self.state.shape[1:])) self.state = np.concatenate((self.state, dirt_slice)) # dirt is now the last slice self.spawn_dirt() self.next_dirt_spawn = self._dirt_properties.spawn_frequency return self.state def calculate_reward(self, agent_states: List[AgentState]) -> (int, dict): # TODO: What reward to use? current_dirt_amount = self.state[DIRT_INDEX].sum() dirty_tiles = len(np.nonzero(self.state[DIRT_INDEX])) try: # penalty = current_dirt_amount penalty = 0 except (ZeroDivisionError, RuntimeWarning): penalty = 0 inforcements = 0 for agent_state in agent_states: cols = agent_state.collisions self.print(f't = {self.steps}\tAgent {agent_state.i} has collisions with ' f'{[self.slice_strings[entity] for entity in cols if entity != self.string_slices["dirt"]]}') if self._is_clean_up_action(agent_state.action): if agent_state.action_valid: inforcements += 10 self.print(f'Agent {agent_state.i} did just clean up some dirt at {agent_state.pos}.') self.monitor.add('dirt_cleaned', self._dirt_properties.clean_amount) else: self.print(f'Agent {agent_state.i} just tried to clean up some dirt ' f'at {agent_state.pos}, but was unsucsessfull.') self.monitor.add('failed_cleanup_attempt', 1) elif self._is_moving_action(agent_state.action): if not agent_state.action_valid: penalty += 10 else: inforcements += 1 for entity in cols: if entity != self.string_slices["dirt"]: self.monitor.add(f'agent_{agent_state.i}_vs_{self.slice_strings[entity]}', 1) this_step_reward = max(0, inforcements-penalty) self.monitor.set('dirt_amount', current_dirt_amount) self.monitor.set('dirty_tiles', dirty_tiles) self.print(f"reward is {this_step_reward}") return this_step_reward, {} def print(self, string): if self.verbose: print(string) if __name__ == '__main__': render = True dirt_props = DirtProperties() factory = SimpleFactory(n_agents=2, dirt_properties=dirt_props) with MonitorCallback(factory): for epoch in range(100): random_actions = [(random.randint(0, 8), random.randint(0, 8)) for _ in range(200)] env_state, reward, done_bool, _ = factory.reset() for agent_i_action in random_actions: env_state, reward, done_bool, info_obj = factory.step(agent_i_action) if render: factory.render() if done_bool: break print(f'Factory run {epoch} done, reward is:\n {reward}')