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from gym_minigrid.minigrid import * | |
from gym_minigrid.register import register | |
import time | |
from collections import deque | |
class Thief(NPC): | |
""" | |
A dancing NPC that the agent has to copy | |
NPC executes a sequence of movement and utterances | |
""" | |
def __init__(self, color, name, env, thief_pos, hidden_npc=False, tag_visible_coins=False, view_size=5, look_around=True): | |
super().__init__(color) | |
self.name = name | |
self.npc_type = 0 | |
self.env = env | |
self.cur_pos = thief_pos | |
self.init_pos = thief_pos | |
self.view_size = view_size | |
self.npc_dir = self._look_at_agent() # Thief stares at its victim | |
self.init_dir = self.npc_dir | |
self.actions = self.env.possible_actions | |
self.tag_visible_coins = tag_visible_coins | |
self.nb_given_coins = None | |
self.look_around = look_around | |
if self.look_around: # randomly select in which direction NPC is looking around | |
if np.random.random() > 0.5: # will look left | |
self.look = self.rotate_left | |
self.look_back = self.rotate_right | |
else: # will look right | |
self.look = self.rotate_right | |
self.look_back = self.rotate_left | |
self.nb_seen_coins = self._count_coins() # This is how much coins Thief wants, at least | |
self.add_npc_direction = True | |
self.nb_steps = 0 | |
self.hidden_npc = hidden_npc | |
def step(self, agent_action, agent_utterance): | |
agent_disobeyed = False | |
agent_gave_coins = False | |
utterance = None | |
if self.nb_steps == 0: | |
utterance = "Freeze! Give me all the coins you have!" | |
if self.nb_steps >= 0 and self.look_around: | |
if self.npc_dir == self.init_dir: # start to look around | |
self.look() | |
else: # resume looking to agent | |
self.look_back() | |
if not(agent_utterance is None): | |
self.nb_given_coins = int(agent_utterance[-2]) | |
if self.nb_given_coins >= self.nb_seen_coins: | |
agent_gave_coins = True | |
else: # agent gave not enough coins | |
agent_disobeyed = True | |
# The thief forbids the agent to move, apart from looking around (rotating) | |
if not (np.isnan(agent_action) or agent_action == self.actions.left or agent_action == self.actions.right): | |
agent_disobeyed = True | |
self.nb_steps += 1 | |
return agent_disobeyed, agent_gave_coins, utterance | |
def get_status_str(self): | |
return "thief sees: {} \n agent gives: {}".format(self.nb_seen_coins, self.nb_given_coins) | |
def _count_coins(self): | |
# get seen coins | |
coins_pos = self.get_pos_visible_coins() | |
if self.look_around: | |
self.look() | |
# add coins visible from this new direction | |
coins_pos += self.get_pos_visible_coins() | |
# remove coins that we already saw | |
if len(coins_pos) > 0: | |
coins_pos = np.unique(coins_pos, axis=0).tolist() | |
self.look_back() | |
return len(coins_pos) | |
def _look_at_agent(self): | |
npc_dir = None | |
ax, ay = self.env.agent_pos | |
tx, ty = self.cur_pos | |
delta_x, delta_y = ax - tx, ay - ty | |
if delta_x == 1: | |
npc_dir = 0 | |
elif delta_x == -1: | |
npc_dir = 2 | |
elif delta_y == 1: | |
npc_dir = 1 | |
elif delta_y == -1: | |
npc_dir = 3 | |
else: | |
raise NotImplementedError | |
return npc_dir | |
def gen_npc_obs_grid(self): | |
""" | |
Generate the sub-grid observed by the npc. | |
This method also outputs a visibility mask telling us which grid | |
cells the npc can actually see. | |
""" | |
view_size = self.view_size | |
topX, topY, botX, botY = self.env.get_view_exts(dir=self.npc_dir, view_size=view_size, pos=self.cur_pos) | |
grid = self.env.grid.slice(topX, topY, view_size, view_size) | |
for i in range(self.npc_dir + 1): | |
grid = grid.rotate_left() | |
# Process occluders and visibility | |
# Note that this incurs some performance cost | |
if not self.env.see_through_walls: | |
vis_mask = grid.process_vis(agent_pos=(view_size // 2, view_size - 1)) | |
else: | |
vis_mask = np.ones(shape=(grid.width, grid.height), dtype=np.bool) | |
# Make it so the agent sees what it's carrying | |
# We do this by placing the carried object at the agent's position | |
# in the agent's partially observable view | |
# agent_pos = grid.width // 2, grid.height - 1 | |
# if self.carrying: | |
# grid.set(*agent_pos, self.carrying) | |
# else: | |
# grid.set(*agent_pos, None) | |
return grid, vis_mask | |
def get_pos_visible_coins(self): | |
""" | |
Generate the npc's view (partially observable, low-resolution encoding) | |
return the list of unique visible coins | |
""" | |
grid, vis_mask = self.gen_npc_obs_grid() | |
coins_pos = [] | |
for obj in grid.grid: | |
if isinstance(obj, Ball): | |
coins_pos.append(obj.cur_pos) | |
if self.tag_visible_coins: | |
obj.tag() | |
return coins_pos | |
def can_overlap(self): | |
# If the NPC is hidden, agent can overlap on it | |
return self.hidden_npc | |
class CoinThiefGrammar(object): | |
templates = ["Here is"] | |
things = ["0","1","2","3","4","5","6"] | |
grammar_action_space = spaces.MultiDiscrete([len(templates), len(things)]) | |
def construct_utterance(cls, action): | |
return cls.templates[int(action[0])] + " " + cls.things[int(action[1])] + " " | |
def random_utterance(cls): | |
return np.random.choice(cls.templates) + " " + np.random.choice(cls.things) + " " | |
class ThiefActions(IntEnum): | |
# Turn left, turn right, move forward | |
left = 0 | |
right = 1 | |
forward = 2 | |
class CoinThiefEnv(MultiModalMiniGridEnv): | |
""" | |
Environment in which the agent is instructed to go to a given object | |
named using an English text string | |
""" | |
def __init__( | |
self, | |
size=5, | |
hear_yourself=False, | |
diminished_reward=True, | |
step_penalty=False, | |
hidden_npc=False, | |
max_steps=20, | |
full_obs=False, | |
few_actions=False, | |
tag_visible_coins=False, | |
nb_coins=6, | |
npc_view_size=5, | |
npc_look_around=True | |
): | |
assert size >= 5 | |
self.empty_symbol = "NA \n" | |
self.hear_yourself = hear_yourself | |
self.diminished_reward = diminished_reward | |
self.step_penalty = step_penalty | |
self.hidden_npc = hidden_npc | |
self.few_actions = few_actions | |
self.possible_actions = ThiefActions if self.few_actions else MiniGridEnv.Actions | |
self.nb_coins = nb_coins | |
self.tag_visible_coins = tag_visible_coins | |
self.npc_view_size = npc_view_size | |
self.npc_look_around = npc_look_around | |
if max_steps is None: | |
max_steps = 5*size**2 | |
super().__init__( | |
grid_size=size, | |
max_steps=max_steps, | |
# Set this to True for maximum speed | |
see_through_walls=True, | |
full_obs=full_obs, | |
actions=MiniGridEnv.Actions, | |
action_space=spaces.MultiDiscrete([ | |
len(self.possible_actions), | |
*CoinThiefGrammar.grammar_action_space.nvec | |
]), | |
add_npc_direction=True | |
) | |
print({ | |
"size": size, | |
"hear_yourself": hear_yourself, | |
"diminished_reward": diminished_reward, | |
"step_penalty": step_penalty, | |
}) | |
def _gen_grid(self, width, height): | |
# Create the grid | |
self.grid = Grid(width, height, nb_obj_dims=4) | |
# Randomly vary the room width and height | |
# width = self._rand_int(5, width+1) | |
# height = self._rand_int(5, height+1) | |
# Generate the surrounding walls | |
self.grid.wall_rect(0, 0, width, height) | |
# Generate the surrounding walls | |
self.grid.wall_rect(0, 0, width, height) | |
# Randomize the agent's start position and orientation | |
self.place_agent(size=(width, height)) | |
#Β Get possible near-agent positions, and place thief in one of them | |
ax, ay = self.agent_pos | |
near_agent_pos = [[ax, ay + 1], [ax, ay - 1], [ax - 1, ay], [ax + 1, ay]] | |
# get empty cells positions | |
available_pos = [] | |
for p in near_agent_pos: | |
if self.grid.get(*p) is None: | |
available_pos.append(p) | |
thief_pos = self._rand_elem(available_pos) | |
# Add randomly placed coins | |
# Types and colors of objects we can generate | |
types = ['ball'] | |
objs = [] | |
objPos = [] | |
# Until we have generated all the objects | |
while len(objs) < self.nb_coins: | |
objType = self._rand_elem(types) | |
objColor = 'yellow' | |
if objType == 'ball': | |
obj = Ball(objColor) | |
else: | |
raise NotImplementedError | |
pos = self.place_obj(obj, reject_fn=lambda env,pos: pos.tolist() == thief_pos) | |
objs.append((objType, objColor)) | |
objPos.append(pos) | |
# Set a randomly coloured Thief NPC next to the agent | |
color = self._rand_elem(COLOR_NAMES) | |
self.thief = Thief(color, "Eve", self, thief_pos, | |
hidden_npc=self.hidden_npc, | |
tag_visible_coins=self.tag_visible_coins, | |
view_size=self.npc_view_size, | |
look_around=self.npc_look_around) | |
self.grid.set(*thief_pos, self.thief) | |
# Generate the mission string | |
self.mission = 'save as much coins as possible' | |
# Dummy beginning string | |
self.beginning_string = "This is what you hear. \n" | |
self.utterance = self.beginning_string | |
# utterance appended at the end of each step | |
self.utterance_history = "" | |
# used for rendering | |
self.conversation = self.utterance | |
self.outcome_info = None | |
def step(self, action): | |
p_action = action[0] if np.isnan(action[0]) else int(action[0]) | |
if len(action) == 1: # agent cannot speak | |
utterance_action = [np.nan, np.nan] | |
else: | |
utterance_action = action[1:] | |
obs, reward, done, info = super().step(p_action) | |
# assert all nan or neither nan | |
assert len(set(np.isnan(utterance_action))) == 1 | |
speak_flag = not all(np.isnan(utterance_action)) | |
if speak_flag: | |
utterance = CoinThiefGrammar.construct_utterance(utterance_action) | |
self.conversation += "{}: {} \n".format("Agent", utterance) | |
# Don't let the agent open any doors | |
if not self.few_actions and p_action == self.actions.toggle: | |
done = True | |
if not self.few_actions and p_action == self.actions.done: | |
done = True | |
# npc's turn | |
agent_disobeyed, agent_gave_coins, npc_utterance = self.thief.step(p_action, utterance if speak_flag else None) | |
if self.hidden_npc: | |
npc_utterance = None | |
if npc_utterance: | |
self.utterance += "{} \n".format(npc_utterance) | |
self.conversation += "{}: {} \n".format(self.thief.name, npc_utterance) | |
if agent_disobeyed: | |
done = True | |
if agent_gave_coins: | |
done = True | |
if self.thief.nb_seen_coins == self.thief.nb_given_coins: | |
reward = self._reward() | |
self.outcome_info = "SUCCESS: agent got {} reward \n".format(np.round(reward,1)) | |
if done and reward == 0: | |
self.outcome_info = "FAILURE: agent got {} reward \n".format(reward) | |
# discount | |
if self.step_penalty: | |
reward = reward - 0.01 | |
if self.hidden_npc: | |
# remove npc from agent view | |
npc_obs_idx = np.argwhere(obs['image'] == 11) | |
if npc_obs_idx.size != 0: # agent sees npc | |
obs['image'][npc_obs_idx[0][0], npc_obs_idx[0][1], :] = [1, 0, 0, 0] | |
# fill observation with text | |
self.append_existing_utterance_to_history() | |
obs = self.add_utterance_to_observation(obs) | |
self.reset_utterance() | |
return obs, reward, done, info | |
def _reward(self): | |
if self.diminished_reward: | |
return super()._reward() | |
else: | |
return 1.0 | |
def render(self, *args, **kwargs): | |
obs = super().render(*args, **kwargs) | |
print("conversation:\n", self.conversation) | |
print("utterance_history:\n", self.utterance_history) | |
self.window.clear_text() # erase previous text | |
self.window.set_caption(self.conversation) # overwrites super class caption | |
self.window.ax.set_title(self.thief.get_status_str(), loc="left") | |
if self.outcome_info: | |
color = None | |
if "SUCCESS" in self.outcome_info: | |
color = "lime" | |
elif "FAILURE" in self.outcome_info: | |
color = "red" | |
self.window.add_text(*(0.01, 0.85, self.outcome_info), | |
**{'fontsize':15, 'color':color, 'weight':"bold"}) | |
self.window.show_img(obs) # re-draw image to add changes to window | |
return obs | |
class CoinThief8x8Env(CoinThiefEnv): | |
def __init__(self, **kwargs): | |
super().__init__(size=8, **kwargs) | |
class CoinThief6x6Env(CoinThiefEnv): | |
def __init__(self, **kwargs): | |
super().__init__(size=6, **kwargs) | |
register( | |
id='MiniGrid-CoinThief-5x5-v0', | |
entry_point='gym_minigrid.envs:CoinThiefEnv' | |
) | |
register( | |
id='MiniGrid-CoinThief-6x6-v0', | |
entry_point='gym_minigrid.envs:CoinThief6x6Env' | |
) | |
register( | |
id='MiniGrid-CoinThief-8x8-v0', | |
entry_point='gym_minigrid.envs:CoinThief8x8Env' | |
) |