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frozenlake.py
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frozenlake.py
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import numpy as np
import sys
from six import StringIO, b
from gym import utils
from gym.envs.toy_text import discrete
LEFT = 0
DOWN = 1
RIGHT = 2
UP = 3
MAPS = {
"4x4": [
"SFFF",
"FHFH",
"FFFH",
"HFFG"
],
"8x8": [
"SFFFFFFF",
"FFFFFFFF",
"FFFHFFFF",
"FFFFFHFF",
"FFFHFFFF",
"FHHFFFHF",
"FHFFHFHF",
"FFFHFFFG"
],
}
class FrozenLakeEnv(discrete.DiscreteEnv):
"""
Winter is here. You and your friends were tossing around a frisbee at the park
when you made a wild throw that left the frisbee out in the middle of the lake.
The water is mostly frozen, but there are a few holes where the ice has melted.
If you step into one of those holes, you'll fall into the freezing water.
At this time, there's an international frisbee shortage, so it's absolutely imperative that
you navigate across the lake and retrieve the disc.
However, the ice is slippery, so you won't always move in the direction you intend.
The surface is described using a grid like the following
SFFF
FHFH
FFFH
HFFG
S : starting point, safe
F : frozen surface, safe
H : hole, fall to your doom
G : goal, where the frisbee is located
The episode ends when you reach the goal or fall in a hole.
You receive a reward of 1 if you reach the goal, and zero otherwise.
"""
metadata = {'render.modes': ['human', 'ansi']}
def __init__(self, desc=None, map_name="4x4",is_slippery=True):
if desc is None and map_name is None:
raise ValueError('Must provide either desc or map_name')
elif desc is None:
desc = MAPS[map_name]
self.desc = desc = np.asarray(desc,dtype='c')
self.nrow, self.ncol = nrow, ncol = desc.shape
nA = 4
nS = nrow * ncol
isd = np.array(desc == b'S').astype('float64').ravel()
isd /= isd.sum()
P = {s : {a : [] for a in range(nA)} for s in range(nS)}
def to_s(row, col):
return row*ncol + col
def inc(row, col, a):
if a==0: # left
col = max(col-1,0)
elif a==1: # down
row = min(row+1,nrow-1)
elif a==2: # right
col = min(col+1,ncol-1)
elif a==3: # up
row = max(row-1,0)
return (row, col)
for row in range(nrow):
for col in range(ncol):
s = to_s(row, col)
for a in range(4):
li = P[s][a]
letter = desc[row, col]
if letter in b'GH':
li.append((1.0, s, 0, True))
else:
if is_slippery:
for b in [(a-1)%4, a, (a+1)%4]:
newrow, newcol = inc(row, col, b)
newstate = to_s(newrow, newcol)
newletter = desc[newrow, newcol]
done = bytes(newletter) in b'GH'
rew = float(newletter == b'G')
li.append((1.0/3.0, newstate, rew, done))
else:
newrow, newcol = inc(row, col, a)
newstate = to_s(newrow, newcol)
newletter = desc[newrow, newcol]
done = bytes(newletter) in b'GH'
rew = float(newletter == b'G')
li.append((1.0, newstate, rew, done))
# obtain one-step dynamics for dynamic programming setting
self.P = P
super(FrozenLakeEnv, self).__init__(nS, nA, P, isd)
def _render(self, mode='human', close=False):
if close:
return
outfile = StringIO() if mode == 'ansi' else sys.stdout
row, col = self.s // self.ncol, self.s % self.ncol
desc = self.desc.tolist()
desc = [[c.decode('utf-8') for c in line] for line in desc]
desc[row][col] = utils.colorize(desc[row][col], "red", highlight=True)
if self.lastaction is not None:
outfile.write(" ({})\n".format(["Left","Down","Right","Up"][self.lastaction]))
else:
outfile.write("\n")
outfile.write("\n".join(''.join(line) for line in desc)+"\n")
if mode != 'human':
return outfile