2023-11-10 09:29:54 +01:00

157 lines
7.7 KiB
Python

from typing import List, Union
from marl_factory_grid.environment import constants as c
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.modules.batteries import constants as b
from marl_factory_grid.utils.results import TickResult, DoneResult
class BatteryDecharge(Rule):
def __init__(self, initial_charge: float = 0.8, per_action_costs: Union[dict, float] = 0.02,
battery_charge_reward: float = b.REWARD_CHARGE_VALID,
battery_failed_reward: float = b.Reward_CHARGE_FAIL,
battery_discharge_reward: float = b.REWARD_BATTERY_DISCHARGED,
paralyze_agents_on_discharge: bool = False):
f"""
Enables the Battery Charge/Discharge functionality.
:type paralyze_agents_on_discharge: bool
:param paralyze_agents_on_discharge: Wether agents are still able to perform actions when discharged.
:type per_action_costs: Union[dict, float] = 0.02
:param per_action_costs: 1. dict: with an action name as key, provide a value for each
(maybe walking is less tedious as opening a door? Just saying...).
2. float: each action "costs" the same.
----
!!! Does not introduce any Env.-Done condition.
!!! Batterys can only be charged if agent posses the "Charge(Action.
!!! Batterys can only be charged if there are "Charpods" and they are spawned!
----
:type initial_charge: float
:param initial_charge: How much juice they have.
:type battery_discharge_reward: float
:param battery_discharge_reward: Negativ reward, when agents let their batters discharge.
Default: {b.REWARD_BATTERY_DISCHARGED}
:type battery_failed_reward: float
:param battery_failed_reward: Negativ reward, when agent cannot charge, but do (overcharge, not on station).
Default: {b.Reward_CHARGE_FAIL}
:type battery_charge_reward: float
:param battery_charge_reward: Positive reward, when agent actually charge their battery.
Default: {b.REWARD_CHARGE_VALID}
"""
super().__init__()
self.paralyze_agents_on_discharge = paralyze_agents_on_discharge
self.battery_discharge_reward = battery_discharge_reward
self.battery_failed_reward = battery_failed_reward
self.battery_charge_reward = battery_charge_reward
self.per_action_costs = per_action_costs
self.initial_charge = initial_charge
def tick_step(self, state) -> List[TickResult]:
# Decharge
batteries = state[b.BATTERIES]
results = []
for agent in state[c.AGENT]:
if isinstance(self.per_action_costs, dict):
energy_consumption = self.per_action_costs[agent.step_result()['action']]
else:
energy_consumption = self.per_action_costs
batteries.by_entity(agent).decharge(energy_consumption)
results.append(TickResult(self.name, entity=agent, validity=c.VALID))
return results
def tick_post_step(self, state) -> List[TickResult]:
results = []
for btry in state[b.BATTERIES]:
if btry.is_discharged:
state.print(f'Battery of {btry.bound_entity.name} is discharged!')
results.append(
TickResult(self.name, entity=btry.bound_entity, reward=self.battery_discharge_reward,
validity=c.VALID)
)
if self.paralyze_agents_on_discharge:
btry.bound_entity.paralyze(self.name)
results.append(
TickResult("Paralyzed", entity=btry.bound_entity, validity=c.VALID)
)
state.print(f'{btry.bound_entity.name} has just been paralyzed!')
if btry.bound_entity.var_is_paralyzed and not btry.is_discharged:
btry.bound_entity.de_paralyze(self.name)
results.append(
TickResult("De-Paralyzed", entity=btry.bound_entity, validity=c.VALID)
)
state.print(f'{btry.bound_entity.name} has just been de-paralyzed!')
return results
class DoneAtBatteryDischarge(BatteryDecharge):
def __init__(self, reward_discharge_done=b.REWARD_DISCHARGE_DONE, mode: str = b.SINGLE, **kwargs):
f"""
Enables the Battery Charge/Discharge functionality. Additionally
:type mode: str
:param mode: Does this Done rule trigger, when any battery is or all batteries are discharged?
:type per_action_costs: Union[dict, float] = 0.02
:param per_action_costs: 1. dict: with an action name as key, provide a value for each
(maybe walking is less tedious as opening a door? Just saying...).
2. float: each action "costs" the same.
:type initial_charge: float
:param initial_charge: How much juice they have.
:type reward_discharge_done: float
:param reward_discharge_done: Global negativ reward, when agents let their batters discharge.
Default: {b.REWARD_BATTERY_DISCHARGED}
:type battery_discharge_reward: float
:param battery_discharge_reward: Negativ reward, when agents let their batters discharge.
Default: {b.REWARD_BATTERY_DISCHARGED}
:type battery_failed_reward: float
:param battery_failed_reward: Negativ reward, when agent cannot charge, but do (overcharge, not on station).
Default: {b.Reward_CHARGE_FAIL}
:type battery_charge_reward: float
:param battery_charge_reward: Positive reward, when agent actually charge their battery.
Default: {b.REWARD_CHARGE_VALID}
"""
super().__init__(**kwargs)
self.mode = mode
self.reward_discharge_done = reward_discharge_done
def on_check_done(self, state) -> List[DoneResult]:
any_discharged = (self.mode == b.SINGLE and any(battery.is_discharged for battery in state[b.BATTERIES]))
all_discharged = (self.mode == b.SINGLE and all(battery.is_discharged for battery in state[b.BATTERIES]))
if any_discharged or all_discharged:
return [DoneResult(self.name, validity=c.VALID, reward=self.reward_discharge_done)]
else:
return [DoneResult(self.name, validity=c.NOT_VALID)]
class SpawnChargePods(Rule):
def __init__(self, n_pods: int, charge_rate: float = 0.4, multi_charge: bool = False):
"""
Spawn Chargepods in accordance to the given parameters.
:type n_pods: int
:param n_pods: How many charge pods are there?
:type charge_rate: float
:param charge_rate: How much juice does each use of the charge action top up?
:type multi_charge: bool
:param multi_charge: Whether multiple agents are able to charge at the same time.
"""
super().__init__()
self.multi_charge = multi_charge
self.charge_rate = charge_rate
self.n_pods = n_pods
def on_init(self, state, lvl_map):
pod_collection = state[b.CHARGE_PODS]
empty_positions = state.entities.empty_positions
pods = pod_collection.from_coordinates(empty_positions, entity_kwargs=dict(
multi_charge=self.multi_charge, charge_rate=self.charge_rate)
)
pod_collection.add_items(pods)