mirror of
https://github.com/illiumst/marl-factory-grid.git
synced 2025-05-22 14:56:43 +02:00
163 lines
6.9 KiB
Python
163 lines
6.9 KiB
Python
import ast
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from random import shuffle
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from typing import List, Dict, Tuple
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from marl_factory_grid.environment.rules import Rule
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from marl_factory_grid.utils import helpers as h
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from marl_factory_grid.utils.results import TickResult, DoneResult
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from marl_factory_grid.environment import constants as c
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from marl_factory_grid.modules.destinations import constants as d
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from marl_factory_grid.modules.destinations.entitites import Destination
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from marl_factory_grid.utils.states import Gamestate
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ANY = 'any'
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ALL = 'all'
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SIMULTANEOUS = 'simultanious'
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CONDITIONS = [ALL, ANY, SIMULTANEOUS]
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class DestinationReachReward(Rule):
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def __init__(self, dest_reach_reward=d.REWARD_DEST_REACHED):
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"""
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This rule introduces the basic functionality, so that targets (Destinations) can be reached and marked as such.
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Additionally, rewards are reported.
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:type dest_reach_reward: float
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:param dest_reach_reward: Specifies the reward, agents get at destination reach.
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"""
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super(DestinationReachReward, self).__init__()
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self.reward = dest_reach_reward
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def tick_step(self, state) -> List[TickResult]:
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results = []
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for dest in state[d.DESTINATION]:
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reached = False
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if dest.has_just_been_reached(state) and not dest.was_reached():
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# Dest has just been reached, some agent needs to stand here
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for agent in state[c.AGENT].by_pos(dest.pos):
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if dest.bound_entity:
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if dest.bound_entity == agent:
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reached = True
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else:
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pass
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else:
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reached = True
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else:
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pass
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if reached:
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state.print(f'{dest.name} is reached now, mark as reached...')
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dest.mark_as_reached()
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results.append(TickResult(self.name, validity=c.VALID, reward=self.reward, entity=agent))
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return results
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class DoneAtDestinationReach(DestinationReachReward):
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def __init__(self, condition='any', reward_at_done=d.REWARD_DEST_DONE, **kwargs):
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"""
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This rule triggers and sets the done flag if ALL Destinations have been reached.
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:type reward_at_done: float
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:param reward_at_done: Specifies the reward, agent get, when all destinations are reached.
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:type dest_reach_reward: float
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:param dest_reach_reward: Specify the reward, agents get when reaching a single destination.
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"""
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super().__init__(**kwargs)
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self.condition = condition
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self.reward_at_done = reward_at_done
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assert condition in CONDITIONS
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def on_check_done(self, state) -> List[DoneResult]:
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if self.condition == ANY:
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if any(x.was_reached() for x in state[d.DESTINATION]):
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return [DoneResult(self.name, validity=c.VALID, reward=self.reward_at_done)]
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elif self.condition == ALL:
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if all(x.was_reached() for x in state[d.DESTINATION]):
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return [DoneResult(self.name, validity=c.VALID, reward=self.reward_at_done)]
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elif self.condition == SIMULTANEOUS:
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if all(x.was_reached() for x in state[d.DESTINATION]):
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return [DoneResult(self.name, validity=c.VALID, reward=self.reward_at_done)]
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else:
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for dest in state[d.DESTINATION]:
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if dest.was_reached():
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dest.unmark_as_reached()
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state.print(f'{dest} unmarked as reached, not all targets are reached in parallel.')
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else:
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pass
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return [DoneResult(f'all_unmarked_as_reached', validity=c.NOT_VALID)]
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else:
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raise ValueError('Check spelling of Parameter "condition".')
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class SpawnDestinationsPerAgent(Rule):
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def __init__(self, coords_or_quantity: Dict[str, List[Tuple[int, int] | int]]):
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"""
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Special rule, that spawn destinations, that are bound to a single agent a fixed set of positions.
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Useful for introducing specialists, etc. ..
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!!! This rule does not introduce any reward or done condition.
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:param coords_or_quantity: Please provide a dictionary with agent names as keys; and a list of possible
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destination coords as value. Example: {Wolfgang: [(0, 0), (1, 1), ...]}
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"""
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super().__init__()
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self.per_agent_positions = dict()
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for agent_name, value in coords_or_quantity.items():
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if isinstance(value, int):
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per_agent_d = {agent_name: value}
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else:
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per_agent_d = {agent_name: [ast.literal_eval(x) for x in value]}
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self.per_agent_positions.update(**per_agent_d)
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def on_reset(self, state: Gamestate):
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for (agent_name, coords_or_quantity) in self.per_agent_positions.items():
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agent = h.get_first(state[c.AGENT], lambda x: agent_name in x.name)
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assert agent
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if isinstance(coords_or_quantity, int):
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position_list = state.entities.floorlist
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pos_left_counter = coords_or_quantity
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else:
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position_list = coords_or_quantity.copy()
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pos_left_counter = 1 # Find a better way to resolve this.
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shuffle(position_list)
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while pos_left_counter:
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try:
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pos = position_list.pop()
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except IndexError:
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print(f"Could not spawn Destinations at: {self.per_agent_positions[agent_name]}")
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print(f'Check your agent placement: {state[c.AGENT]} ... Exit ...')
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exit(-9999)
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if (not pos == agent.pos) and (not state[d.DESTINATION].by_pos(pos)):
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destination = Destination(pos, bind_to=agent)
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pos_left_counter -= 1
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break
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else:
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continue
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state[d.DESTINATION].add_item(destination)
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pass
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class SpawnDestinationOnAgent(Rule):
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def __init__(self):
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"""
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Special rule which spawns a single destination bound to a single agent just `below` him. Usefull for
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the `N-Puzzle` configurations.
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!!! This rule does not introduce any reward or done condition.
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:param coords_or_quantity: Please provide a dictionary with agent names as keys; and a list of possible
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destination coords as value. Example: {Wolfgang: [(0, 0), (1, 1), ...]}
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"""
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super().__init__()
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def on_reset(self, state: Gamestate):
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state.print("Spawn Desitnations")
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for agent in state[c.AGENT]:
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destination = Destination(agent.pos, bind_to=agent)
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state[d.DESTINATION].add_item(destination)
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assert len(state[d.DESTINATION].by_pos(agent.pos)) == 1
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pass
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