129 lines
5.5 KiB
Python

import ast
from random import shuffle
from typing import List, Dict, Tuple
from marl_factory_grid.environment.rules import Rule
from marl_factory_grid.utils import helpers as h
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
from marl_factory_grid.modules.destinations.entitites import Destination
class DestinationReachReward(Rule):
def __init__(self, dest_reach_reward=d.REWARD_DEST_REACHED):
"""
This rule introduces the basic functionality, so that targts (Destinations) can be reached and marked as such.
Additionally, rewards are reported.
:type dest_reach_reward: float
:param dest_reach_reward: Specifies the reward, agents get at destination reach.
"""
super(DestinationReachReward, self).__init__()
self.reward = dest_reach_reward
def tick_step(self, state) -> List[TickResult]:
results = []
reached = False
for dest in state[d.DESTINATION]:
if dest.has_just_been_reached(state) and not dest.was_reached():
# Dest has just been reached, some agent needs to stand here
for agent in state[c.AGENT].by_pos(dest.pos):
if dest.bound_entity:
if dest.bound_entity == agent:
reached = True
else:
pass
else:
reached = True
else:
pass
if reached:
state.print(f'{dest.name} is reached now, mark as reached...')
dest.mark_as_reached()
results.append(TickResult(self.name, validity=c.VALID, reward=self.reward, entity=agent))
return results
class DoneAtDestinationReachAll(DestinationReachReward):
def __init__(self, reward_at_done=d.REWARD_DEST_DONE, **kwargs):
"""
This rule triggers and sets the done flag if ALL Destinations have been reached.
:type reward_at_done: float
:param reward_at_done: Specifies the reward, agent get, whenn all destinations are reached.
:type dest_reach_reward: float
:param dest_reach_reward: Specify the reward, agents get when reaching a single destination.
"""
super(DoneAtDestinationReachAll, self).__init__(**kwargs)
self.reward = reward_at_done
def on_check_done(self, state) -> List[DoneResult]:
if all(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=self.reward)]
return [DoneResult(self.name, validity=c.NOT_VALID)]
class DoneAtDestinationReachAny(DestinationReachReward):
def __init__(self, reward_at_done=d.REWARD_DEST_DONE, **kwargs):
f"""
This rule triggers and sets the done flag if ANY Destinations has been reached.
!!! IMPORTANT: 'reward_at_done' is shared between the agents; 'dest_reach_reward' is bound to a specific one.
:type reward_at_done: float
:param reward_at_done: Specifies the reward, all agent get, when any destinations has been reached.
Default {d.REWARD_DEST_DONE}
:type dest_reach_reward: float
:param dest_reach_reward: Specify a single agents reward forreaching a single destination.
Default {d.REWARD_DEST_REACHED}
"""
super(DoneAtDestinationReachAny, self).__init__(**kwargs)
self.reward = reward_at_done
def on_check_done(self, state) -> List[DoneResult]:
if any(x.was_reached() for x in state[d.DESTINATION]):
return [DoneResult(self.name, validity=c.VALID, reward=d.REWARD_DEST_REACHED)]
return []
class SpawnDestinationsPerAgent(Rule):
def __init__(self, coords_or_quantity: Dict[str, List[Tuple[int, int]]]):
"""
Special rule, that spawn distinations, that are bound to a single agent a fixed set of positions.
Usefull for introducing specialists, etc. ..
!!! This rule does not introduce any reward or done condition.
:type coords_or_quantity: Dict[str, List[Tuple[int, int]]
:param coords_or_quantity: Please provide a dictionary with agent names as keys; and a list of possible
destiantion coords as value. Example: {Wolfgang: [(0, 0), (1, 1), ...]}
"""
super(Rule, self).__init__()
self.per_agent_positions = {key: [ast.literal_eval(x) for x in val] for key, val in coords_or_quantity.items()}
def on_reset(self, state):
for (agent_name, position_list) in self.per_agent_positions.items():
agent = h.get_first(state[c.AGENT], lambda x: agent_name in x.name)
assert agent
position_list = position_list.copy()
shuffle(position_list)
while True:
try:
pos = position_list.pop()
except IndexError:
print(f"Could not spawn Destinations at: {self.per_agent_positions[agent_name]}")
print(f'Check your agent placement: {state[c.AGENT]} ... Exit ...')
exit(9999)
if (not pos == agent.pos) and (not state[d.DESTINATION].by_pos(pos)):
destination = Destination(pos, bind_to=agent)
break
else:
continue
state[d.DESTINATION].add_item(destination)
pass