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minigrid.py
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minigrid.py
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import math
import hashlib
import gym
from enum import IntEnum
import numpy as np
from gym import error, spaces, utils
from gym.utils import seeding
from .rendering import *
# Size in pixels of a tile in the full-scale human view
TILE_PIXELS = 32
# Map of color names to RGB values
COLORS = {
'red' : np.array([255, 0, 0]),
'green' : np.array([0, 255, 0]),
'blue' : np.array([0, 0, 255]),
'purple': np.array([112, 39, 195]),
'yellow': np.array([255, 255, 0]),
'grey' : np.array([100, 100, 100])
}
COLOR_NAMES = sorted(list(COLORS.keys()))
# Used to map colors to integers
COLOR_TO_IDX = {
'red' : 0,
'green' : 1,
'blue' : 2,
'purple': 3,
'yellow': 4,
'grey' : 5
}
IDX_TO_COLOR = dict(zip(COLOR_TO_IDX.values(), COLOR_TO_IDX.keys()))
# Map of object type to integers
OBJECT_TO_IDX = {
'unseen' : 0,
'empty' : 1,
'wall' : 2,
'floor' : 3,
'door' : 4,
'key' : 5,
'ball' : 6,
'box' : 7,
'goal' : 8,
'lava' : 9,
'agent' : 10,
}
IDX_TO_OBJECT = dict(zip(OBJECT_TO_IDX.values(), OBJECT_TO_IDX.keys()))
# Map of state names to integers
STATE_TO_IDX = {
'open' : 0,
'closed': 1,
'locked': 2,
}
# Map of agent direction indices to vectors
DIR_TO_VEC = [
# Pointing right (positive X)
np.array((1, 0)),
# Down (positive Y)
np.array((0, 1)),
# Pointing left (negative X)
np.array((-1, 0)),
# Up (negative Y)
np.array((0, -1)),
]
class WorldObj:
"""
Base class for grid world objects
"""
def __init__(self, type, color):
assert type in OBJECT_TO_IDX, type
assert color in COLOR_TO_IDX, color
self.type = type
self.color = color
self.contains = None
# Initial position of the object
self.init_pos = None
# Current position of the object
self.cur_pos = None
def can_overlap(self):
"""Can the agent overlap with this?"""
return False
def can_pickup(self):
"""Can the agent pick this up?"""
return False
def can_contain(self):
"""Can this contain another object?"""
return False
def see_behind(self):
"""Can the agent see behind this object?"""
return True
def toggle(self, env, pos):
"""Method to trigger/toggle an action this object performs"""
return False
def encode(self):
"""Encode the a description of this object as a 3-tuple of integers"""
return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], 0)
@staticmethod
def decode(type_idx, color_idx, state):
"""Create an object from a 3-tuple state description"""
obj_type = IDX_TO_OBJECT[type_idx]
color = IDX_TO_COLOR[color_idx]
if obj_type == 'empty' or obj_type == 'unseen':
return None
# State, 0: open, 1: closed, 2: locked
is_open = state == 0
is_locked = state == 2
if obj_type == 'wall':
v = Wall(color)
elif obj_type == 'floor':
v = Floor(color)
elif obj_type == 'ball':
v = Ball(color)
elif obj_type == 'key':
v = Key(color)
elif obj_type == 'box':
v = Box(color)
elif obj_type == 'door':
v = Door(color, is_open, is_locked)
elif obj_type == 'goal':
v = Goal()
elif obj_type == 'lava':
v = Lava()
else:
assert False, "unknown object type in decode '%s'" % obj_type
return v
def render(self, r):
"""Draw this object with the given renderer"""
raise NotImplementedError
class Goal(WorldObj):
def __init__(self):
super().__init__('goal', 'green')
def can_overlap(self):
return True
def render(self, img):
fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
class Floor(WorldObj):
"""
Colored floor tile the agent can walk over
"""
def __init__(self, color='blue'):
super().__init__('floor', color)
def can_overlap(self):
return True
def render(self, img):
# Give the floor a pale color
color = COLORS[self.color] / 2
fill_coords(img, point_in_rect(0.031, 1, 0.031, 1), color)
class Lava(WorldObj):
def __init__(self):
super().__init__('lava', 'red')
def can_overlap(self):
return True
def render(self, img):
c = (255, 128, 0)
# Background color
fill_coords(img, point_in_rect(0, 1, 0, 1), c)
# Little waves
for i in range(3):
ylo = 0.3 + 0.2 * i
yhi = 0.4 + 0.2 * i
fill_coords(img, point_in_line(0.1, ylo, 0.3, yhi, r=0.03), (0,0,0))
fill_coords(img, point_in_line(0.3, yhi, 0.5, ylo, r=0.03), (0,0,0))
fill_coords(img, point_in_line(0.5, ylo, 0.7, yhi, r=0.03), (0,0,0))
fill_coords(img, point_in_line(0.7, yhi, 0.9, ylo, r=0.03), (0,0,0))
class Wall(WorldObj):
def __init__(self, color='grey'):
super().__init__('wall', color)
def see_behind(self):
return False
def render(self, img):
fill_coords(img, point_in_rect(0, 1, 0, 1), COLORS[self.color])
class Door(WorldObj):
def __init__(self, color, is_open=False, is_locked=False):
super().__init__('door', color)
self.is_open = is_open
self.is_locked = is_locked
def can_overlap(self):
"""The agent can only walk over this cell when the door is open"""
return self.is_open
def see_behind(self):
return self.is_open
def toggle(self, env, pos):
# If the player has the right key to open the door
if self.is_locked:
if isinstance(env.carrying, Key) and env.carrying.color == self.color:
self.is_locked = False
self.is_open = True
return True
return False
self.is_open = not self.is_open
return True
def encode(self):
"""Encode the a description of this object as a 3-tuple of integers"""
# State, 0: open, 1: closed, 2: locked
if self.is_open:
state = 0
elif self.is_locked:
state = 2
elif not self.is_open:
state = 1
return (OBJECT_TO_IDX[self.type], COLOR_TO_IDX[self.color], state)
def render(self, img):
c = COLORS[self.color]
if self.is_open:
fill_coords(img, point_in_rect(0.88, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.92, 0.96, 0.04, 0.96), (0,0,0))
return
# Door frame and door
if self.is_locked:
fill_coords(img, point_in_rect(0.00, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.06, 0.94, 0.06, 0.94), 0.45 * np.array(c))
# Draw key slot
fill_coords(img, point_in_rect(0.52, 0.75, 0.50, 0.56), c)
else:
fill_coords(img, point_in_rect(0.00, 1.00, 0.00, 1.00), c)
fill_coords(img, point_in_rect(0.04, 0.96, 0.04, 0.96), (0,0,0))
fill_coords(img, point_in_rect(0.08, 0.92, 0.08, 0.92), c)
fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), (0,0,0))
# Draw door handle
fill_coords(img, point_in_circle(cx=0.75, cy=0.50, r=0.08), c)
class Key(WorldObj):
def __init__(self, color='blue'):
super(Key, self).__init__('key', color)
def can_pickup(self):
return True
def render(self, img):
c = COLORS[self.color]
# Vertical quad
fill_coords(img, point_in_rect(0.50, 0.63, 0.31, 0.88), c)
# Teeth
fill_coords(img, point_in_rect(0.38, 0.50, 0.59, 0.66), c)
fill_coords(img, point_in_rect(0.38, 0.50, 0.81, 0.88), c)
# Ring
fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.190), c)
fill_coords(img, point_in_circle(cx=0.56, cy=0.28, r=0.064), (0,0,0))
class Ball(WorldObj):
def __init__(self, color='blue'):
super(Ball, self).__init__('ball', color)
def can_pickup(self):
return True
def render(self, img):
fill_coords(img, point_in_circle(0.5, 0.5, 0.31), COLORS[self.color])
class Box(WorldObj):
def __init__(self, color, contains=None):
super(Box, self).__init__('box', color)
self.contains = contains
def can_pickup(self):
return True
def render(self, img):
c = COLORS[self.color]
# Outline
fill_coords(img, point_in_rect(0.12, 0.88, 0.12, 0.88), c)
fill_coords(img, point_in_rect(0.18, 0.82, 0.18, 0.82), (0,0,0))
# Horizontal slit
fill_coords(img, point_in_rect(0.16, 0.84, 0.47, 0.53), c)
def toggle(self, env, pos):
# Replace the box by its contents
env.grid.set(*pos, self.contains)
return True
class Grid:
"""
Represent a grid and operations on it
"""
# Static cache of pre-renderer tiles
tile_cache = {}
def __init__(self, width, height):
assert width >= 3
assert height >= 3
self.width = width
self.height = height
self.grid = [None] * width * height
def __contains__(self, key):
if isinstance(key, WorldObj):
for e in self.grid:
if e is key:
return True
elif isinstance(key, tuple):
for e in self.grid:
if e is None:
continue
if (e.color, e.type) == key:
return True
if key[0] is None and key[1] == e.type:
return True
return False
def __eq__(self, other):
grid1 = self.encode()
grid2 = other.encode()
return np.array_equal(grid2, grid1)
def __ne__(self, other):
return not self == other
def copy(self):
from copy import deepcopy
return deepcopy(self)
def set(self, i, j, v):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
self.grid[j * self.width + i] = v
def get(self, i, j):
assert i >= 0 and i < self.width
assert j >= 0 and j < self.height
return self.grid[j * self.width + i]
def horz_wall(self, x, y, length=None, obj_type=Wall):
if length is None:
length = self.width - x
for i in range(0, length):
self.set(x + i, y, obj_type())
def vert_wall(self, x, y, length=None, obj_type=Wall):
if length is None:
length = self.height - y
for j in range(0, length):
self.set(x, y + j, obj_type())
def wall_rect(self, x, y, w, h):
self.horz_wall(x, y, w)
self.horz_wall(x, y+h-1, w)
self.vert_wall(x, y, h)
self.vert_wall(x+w-1, y, h)
def rotate_left(self):
"""
Rotate the grid to the left (counter-clockwise)
"""
grid = Grid(self.height, self.width)
for i in range(self.width):
for j in range(self.height):
v = self.get(i, j)
grid.set(j, grid.height - 1 - i, v)
return grid
def slice(self, topX, topY, width, height):
"""
Get a subset of the grid
"""
grid = Grid(width, height)
for j in range(0, height):
for i in range(0, width):
x = topX + i
y = topY + j
if x >= 0 and x < self.width and \
y >= 0 and y < self.height:
v = self.get(x, y)
else:
v = Wall()
grid.set(i, j, v)
return grid
@classmethod
def render_tile(
cls,
obj,
agent_dir=None,
highlight=False,
tile_size=TILE_PIXELS,
subdivs=3
):
"""
Render a tile and cache the result
"""
# Hash map lookup key for the cache
key = (agent_dir, highlight, tile_size)
key = obj.encode() + key if obj else key
if key in cls.tile_cache:
return cls.tile_cache[key]
img = np.zeros(shape=(tile_size * subdivs, tile_size * subdivs, 3), dtype=np.uint8)
# Draw the grid lines (top and left edges)
fill_coords(img, point_in_rect(0, 0.031, 0, 1), (100, 100, 100))
fill_coords(img, point_in_rect(0, 1, 0, 0.031), (100, 100, 100))
if obj != None:
obj.render(img)
# Overlay the agent on top
if agent_dir is not None:
tri_fn = point_in_triangle(
(0.12, 0.19),
(0.87, 0.50),
(0.12, 0.81),
)
# Rotate the agent based on its direction
tri_fn = rotate_fn(tri_fn, cx=0.5, cy=0.5, theta=0.5*math.pi*agent_dir)
fill_coords(img, tri_fn, (255, 0, 0))
# Highlight the cell if needed
if highlight:
highlight_img(img)
# Downsample the image to perform supersampling/anti-aliasing
img = downsample(img, subdivs)
# Cache the rendered tile
cls.tile_cache[key] = img
return img
def render(
self,
tile_size,
agent_pos=None,
agent_dir=None,
highlight_mask=None
):
"""
Render this grid at a given scale
:param r: target renderer object
:param tile_size: tile size in pixels
"""
if highlight_mask is None:
highlight_mask = np.zeros(shape=(self.width, self.height), dtype=bool)
# Compute the total grid size
width_px = self.width * tile_size
height_px = self.height * tile_size
img = np.zeros(shape=(height_px, width_px, 3), dtype=np.uint8)
# Render the grid
for j in range(0, self.height):
for i in range(0, self.width):
cell = self.get(i, j)
agent_here = np.array_equal(agent_pos, (i, j))
tile_img = Grid.render_tile(
cell,
agent_dir=agent_dir if agent_here else None,
highlight=highlight_mask[i, j],
tile_size=tile_size
)
ymin = j * tile_size
ymax = (j+1) * tile_size
xmin = i * tile_size
xmax = (i+1) * tile_size
img[ymin:ymax, xmin:xmax, :] = tile_img
return img
def encode(self, vis_mask=None):
"""
Produce a compact numpy encoding of the grid
"""
if vis_mask is None:
vis_mask = np.ones((self.width, self.height), dtype=bool)
array = np.zeros((self.width, self.height, 3), dtype='uint8')
for i in range(self.width):
for j in range(self.height):
if vis_mask[i, j]:
v = self.get(i, j)
if v is None:
array[i, j, 0] = OBJECT_TO_IDX['empty']
array[i, j, 1] = 0
array[i, j, 2] = 0
else:
array[i, j, :] = v.encode()
return array
@staticmethod
def decode(array):
"""
Decode an array grid encoding back into a grid
"""
width, height, channels = array.shape
assert channels == 3
vis_mask = np.ones(shape=(width, height), dtype=bool)
grid = Grid(width, height)
for i in range(width):
for j in range(height):
type_idx, color_idx, state = array[i, j]
v = WorldObj.decode(type_idx, color_idx, state)
grid.set(i, j, v)
vis_mask[i, j] = (type_idx != OBJECT_TO_IDX['unseen'])
return grid, vis_mask
def process_vis(grid, agent_pos):
mask = np.zeros(shape=(grid.width, grid.height), dtype=bool)
mask[agent_pos[0], agent_pos[1]] = True
for j in reversed(range(0, grid.height)):
for i in range(0, grid.width-1):
if not mask[i, j]:
continue
cell = grid.get(i, j)
if cell and not cell.see_behind():
continue
mask[i+1, j] = True
if j > 0:
mask[i+1, j-1] = True
mask[i, j-1] = True
for i in reversed(range(1, grid.width)):
if not mask[i, j]:
continue
cell = grid.get(i, j)
if cell and not cell.see_behind():
continue
mask[i-1, j] = True
if j > 0:
mask[i-1, j-1] = True
mask[i, j-1] = True
for j in range(0, grid.height):
for i in range(0, grid.width):
if not mask[i, j]:
grid.set(i, j, None)
return mask
class MiniGridEnv(gym.Env):
"""
2D grid world game environment
"""
metadata = {
'render.modes': ['human', 'rgb_array'],
'video.frames_per_second' : 10
}
# Enumeration of possible actions
class Actions(IntEnum):
# Turn left, turn right, move forward
left = 0
right = 1
forward = 2
# Pick up an object
pickup = 3
# Drop an object
drop = 4
# Toggle/activate an object
toggle = 5
# Done completing task
done = 6
def __init__(
self,
grid_size=None,
width=None,
height=None,
max_steps=100,
see_through_walls=False,
seed=1337,
agent_view_size=7
):
# Can't set both grid_size and width/height
if grid_size:
assert width == None and height == None
width = grid_size
height = grid_size
# Action enumeration for this environment
self.actions = MiniGridEnv.Actions
# Actions are discrete integer values
self.action_space = spaces.Discrete(len(self.actions))
# Number of cells (width and height) in the agent view
assert agent_view_size % 2 == 1
assert agent_view_size >= 3
self.agent_view_size = agent_view_size
# Observations are dictionaries containing an
# encoding of the grid and a textual 'mission' string
self.observation_space = spaces.Box(
low=0,
high=255,
shape=(self.agent_view_size, self.agent_view_size, 3),
dtype='uint8'
)
self.observation_space = spaces.Dict({
'image': self.observation_space
})
# Range of possible rewards
self.reward_range = (0, 1)
# Window to use for human rendering mode
self.window = None
# Environment configuration
self.width = width
self.height = height
self.max_steps = max_steps
self.see_through_walls = see_through_walls
# Current position and direction of the agent
self.agent_pos = None
self.agent_dir = None
# Initialize the RNG
self.seed(seed=seed)
# Initialize the state
self.reset()
def reset(self):
# Current position and direction of the agent
self.agent_pos = None
self.agent_dir = None
# Generate a new random grid at the start of each episode
# To keep the same grid for each episode, call env.seed() with
# the same seed before calling env.reset()
self._gen_grid(self.width, self.height)
# These fields should be defined by _gen_grid
assert self.agent_pos is not None
assert self.agent_dir is not None
# Check that the agent doesn't overlap with an object
start_cell = self.grid.get(*self.agent_pos)
assert start_cell is None or start_cell.can_overlap()
# Item picked up, being carried, initially nothing
self.carrying = None
# Step count since episode start
self.step_count = 0
# Return first observation
obs = self.gen_obs()
return obs
def seed(self, seed=1337):
# Seed the random number generator
self.np_random, _ = seeding.np_random(seed)
return [seed]
def hash(self, size=16):
"""Compute a hash that uniquely identifies the current state of the environment.
:param size: Size of the hashing
"""
sample_hash = hashlib.sha256()
to_encode = [self.grid.encode().tolist(), self.agent_pos, self.agent_dir]
for item in to_encode:
sample_hash.update(str(item).encode('utf8'))
return sample_hash.hexdigest()[:size]
@property
def steps_remaining(self):
return self.max_steps - self.step_count
def __str__(self):
"""
Produce a pretty string of the environment's grid along with the agent.
A grid cell is represented by 2-character string, the first one for
the object and the second one for the color.
"""
# Map of object types to short string
OBJECT_TO_STR = {
'wall' : 'W',
'floor' : 'F',
'door' : 'D',
'key' : 'K',
'ball' : 'A',
'box' : 'B',
'goal' : 'G',
'lava' : 'V',
}
# Short string for opened door
OPENDED_DOOR_IDS = '_'
# Map agent's direction to short string
AGENT_DIR_TO_STR = {
0: '>',
1: 'V',
2: '<',
3: '^'
}
str = ''
for j in range(self.grid.height):
for i in range(self.grid.width):
if i == self.agent_pos[0] and j == self.agent_pos[1]:
str += 2 * AGENT_DIR_TO_STR[self.agent_dir]
continue
c = self.grid.get(i, j)
if c == None:
str += ' '
continue
if c.type == 'door':
if c.is_open:
str += '__'
elif c.is_locked:
str += 'L' + c.color[0].upper()
else:
str += 'D' + c.color[0].upper()
continue
str += OBJECT_TO_STR[c.type] + c.color[0].upper()
if j < self.grid.height - 1:
str += '\n'
return str
def _gen_grid(self, width, height):
assert False, "_gen_grid needs to be implemented by each environment"
def _reward(self):
"""
Compute the reward to be given upon success
"""
return 1 - 0.9 * (self.step_count / self.max_steps)
def _rand_int(self, low, high):
"""
Generate random integer in [low,high[
"""
return self.np_random.randint(low, high)
def _rand_float(self, low, high):
"""
Generate random float in [low,high[
"""
return self.np_random.uniform(low, high)
def _rand_bool(self):
"""
Generate random boolean value
"""
return (self.np_random.randint(0, 2) == 0)
def _rand_elem(self, iterable):
"""
Pick a random element in a list
"""
lst = list(iterable)
idx = self._rand_int(0, len(lst))
return lst[idx]
def _rand_subset(self, iterable, num_elems):
"""
Sample a random subset of distinct elements of a list
"""
lst = list(iterable)
assert num_elems <= len(lst)
out = []
while len(out) < num_elems:
elem = self._rand_elem(lst)
lst.remove(elem)
out.append(elem)
return out
def _rand_color(self):
"""
Generate a random color name (string)
"""
return self._rand_elem(COLOR_NAMES)
def _rand_pos(self, xLow, xHigh, yLow, yHigh):
"""
Generate a random (x,y) position tuple
"""
return (
self.np_random.randint(xLow, xHigh),
self.np_random.randint(yLow, yHigh)
)
def place_obj(self,
obj,
top=None,
size=None,
reject_fn=None,
max_tries=math.inf
):
"""
Place an object at an empty position in the grid
:param top: top-left position of the rectangle where to place
:param size: size of the rectangle where to place
:param reject_fn: function to filter out potential positions
"""
if top is None:
top = (0, 0)
else:
top = (max(top[0], 0), max(top[1], 0))
if size is None:
size = (self.grid.width, self.grid.height)
num_tries = 0
while True:
# This is to handle with rare cases where rejection sampling
# gets stuck in an infinite loop
if num_tries > max_tries:
raise RecursionError('rejection sampling failed in place_obj')
num_tries += 1
pos = np.array((
self._rand_int(top[0], min(top[0] + size[0], self.grid.width)),
self._rand_int(top[1], min(top[1] + size[1], self.grid.height))
))
# Don't place the object on top of another object
if self.grid.get(*pos) != None:
continue
# Don't place the object where the agent is
if np.array_equal(pos, self.agent_pos):
continue
# Check if there is a filtering criterion
if reject_fn and reject_fn(self, pos):
continue
break
self.grid.set(*pos, obj)
if obj is not None:
obj.init_pos = pos
obj.cur_pos = pos
return pos
def put_obj(self, obj, i, j):
"""
Put an object at a specific position in the grid
"""
self.grid.set(i, j, obj)
obj.init_pos = (i, j)
obj.cur_pos = (i, j)
def place_agent(
self,
top=None,
size=None,
rand_dir=True,
max_tries=math.inf
):
"""
Set the agent's starting point at an empty position in the grid
"""
self.agent_pos = None
pos = self.place_obj(None, top, size, max_tries=max_tries)
self.agent_pos = pos
if rand_dir:
self.agent_dir = self._rand_int(0, 4)
return pos
@property
def dir_vec(self):
"""
Get the direction vector for the agent, pointing in the direction
of forward movement.
"""
assert self.agent_dir >= 0 and self.agent_dir < 4
return DIR_TO_VEC[self.agent_dir]
@property
def right_vec(self):
"""
Get the vector pointing to the right of the agent.
"""
dx, dy = self.dir_vec
return np.array((-dy, dx))
@property
def front_pos(self):
"""