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import numpy as np
from gym_minigrid.minigrid import *
from gym_minigrid.register import register
import time
from collections import deque
class Peer(NPC):
"""
A dancing NPC that the agent has to copy
"""
def __init__(self, color, name, env):
super().__init__(color)
self.name = name
self.npc_dir = 1 # NPC initially looks downward
self.npc_type = 0
self.env = env
self.npc_actions = []
self.dancing_step_idx = 0
self.actions = MiniGridEnv.Actions
self.add_npc_direction = True
self.available_moves = [self.rotate_left, self.rotate_right, self.go_forward, self.toggle_action]
selected_door_id = self.env._rand_elem([0, 1])
self.selected_door_pos = [self.env.door_pos_top, self.env.door_pos_bottom][selected_door_id]
self.selected_door = [self.env.door_top, self.env.door_bottom][selected_door_id]
self.joint_attention_achieved = False
def can_overlap(self):
# If the NPC is hidden, agent can overlap on it
return self.env.hidden_npc
def encode(self, nb_dims=3):
if self.env.hidden_npc:
if nb_dims == 3:
return (1, 0, 0)
elif nb_dims == 4:
return (1, 0, 0, 0)
else:
return super().encode(nb_dims=nb_dims)
def step(self):
distance_to_door = np.abs(self.selected_door_pos - self.cur_pos).sum(-1)
if all(self.front_pos == self.selected_door_pos) and self.selected_door.is_open:
# in front of door
self.go_forward()
elif distance_to_door == 1 and not self.joint_attention_achieved:
# before turning to the door look at the agent
wanted_dir = self.compute_wanted_dir(self.env.agent_pos)
act = self.compute_turn_action(wanted_dir)
act()
if self.is_eye_contact():
self.joint_attention_achieved = True
else:
act = self.path_to_toggle_pos(self.selected_door_pos)
act()
# not really important as the NPC doesn't speak
if self.env.hidden_npc:
return None
class HelperGrammar(object):
templates = ["Move your", "Shake your"]
things = ["body", "head"]
grammar_action_space = spaces.MultiDiscrete([len(templates), len(things)])
@classmethod
def construct_utterance(cls, action):
return cls.templates[int(action[0])] + " " + cls.things[int(action[1])] + " "
class HelperEnv(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,
diminished_reward=True,
step_penalty=False,
knowledgeable=False,
max_steps=20,
hidden_npc=False,
):
assert size >= 5
self.empty_symbol = "NA \n"
self.diminished_reward = diminished_reward
self.step_penalty = step_penalty
self.knowledgeable = knowledgeable
self.hidden_npc = hidden_npc
super().__init__(
grid_size=size,
max_steps=max_steps,
# Set this to True for maximum speed
see_through_walls=True,
actions=MiniGridEnv.Actions,
action_space=spaces.MultiDiscrete([
len(MiniGridEnv.Actions),
*HelperGrammar.grammar_action_space.nvec
]),
add_npc_direction=True
)
print({
"size": size,
"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)
self.wall_x = width-1
self.wall_y = height-1
# Generate the surrounding walls
self.grid.wall_rect(0, 0, width, height)
# add lava
self.grid.vert_wall(width//2, 1, height - 2, Lava)
# door top
door_color_top = self._rand_elem(COLOR_NAMES)
self.door_pos_top = (width-1, 1)
self.door_top = Door(door_color_top, is_locked=True)
self.grid.set(*self.door_pos_top, self.door_top)
# switch top
self.switch_pos_top = (0, 1)
self.switch_top = Switch(door_color_top, lockable_object=self.door_top, locker_switch=True)
self.grid.set(*self.switch_pos_top, self.switch_top)
# door bottom
door_color_bottom = self._rand_elem(COLOR_NAMES)
self.door_pos_bottom = (width-1, height-2)
self.door_bottom = Door(door_color_bottom, is_locked=True)
self.grid.set(*self.door_pos_bottom, self.door_bottom)
# switch bottom
self.switch_pos_bottom = (0, height-2)
self.switch_bottom = Switch(door_color_bottom, lockable_object=self.door_bottom, locker_switch=True)
self.grid.set(*self.switch_pos_bottom, self.switch_bottom)
# save to variables
self.switches = [self.switch_top, self.switch_bottom]
self.switches_pos = [self.switch_pos_top, self.switch_pos_bottom]
self.door = [self.door_top, self.door_bottom]
self.door_pos = [self.door_pos_top, self.door_pos_bottom]
# Set a randomly coloured Dancer NPC
color = self._rand_elem(COLOR_NAMES)
self.peer = Peer(color, "Jill", self)
# Place it on the middle right side of the room
peer_pos = np.array((self._rand_int(width//2+1, width - 1), self._rand_int(1, height - 1)))
self.grid.set(*peer_pos, self.peer)
self.peer.init_pos = peer_pos
self.peer.cur_pos = peer_pos
# Randomize the agent's start position and orientation
self.place_agent(size=(width//2, height))
# Generate the mission string
self.mission = 'watch dancer and repeat his moves afterwards'
# 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]
utterance_action = action[1:]
obs, reward, done, info = super().step(p_action)
self.peer.step()
if np.isnan(p_action):
pass
if p_action == self.actions.done:
done = True
elif all(self.agent_pos == self.door_pos_top):
done = True
elif all(self.agent_pos == self.door_pos_bottom):
done = True
elif all([self.switch_top.is_on, self.switch_bottom.is_on]):
# if both switches are on no reward is given and episode ends
done = True
elif all(self.peer.cur_pos == self.peer.selected_door_pos):
reward = self._reward()
done = True
# discount
if self.step_penalty:
reward = reward - 0.01
if self.hidden_npc:
# all npc are hidden
assert np.argwhere(obs['image'][:,:,0] == OBJECT_TO_IDX['npc']).size == 0
assert "{}:".format(self.peer.name) not in self.utterance
# fill observation with text
self.append_existing_utterance_to_history()
obs = self.add_utterance_to_observation(obs)
self.reset_utterance()
if done:
if reward > 0:
self.outcome_info = "SUCCESS: agent got {} reward \n".format(np.round(reward, 1))
else:
self.outcome_info = "FAILURE: agent got {} reward \n".format(reward)
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)
self.window.clear_text() # erase previous text
# self.window.set_caption(self.conversation, [self.peer.name])
# self.window.ax.set_title("correct door: {}".format(self.true_guide.target_color), loc="left", fontsize=10)
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 Helper8x8Env(HelperEnv):
def __init__(self, **kwargs):
super().__init__(size=8, max_steps=20, **kwargs)
class Helper6x6Env(HelperEnv):
def __init__(self):
super().__init__(size=6, max_steps=20)
register(
id='MiniGrid-Helper-5x5-v0',
entry_point='gym_minigrid.envs:HelperEnv'
)
register(
id='MiniGrid-Helper-6x6-v0',
entry_point='gym_minigrid.envs:Helper6x6Env'
)
register(
id='MiniGrid-Helper-8x8-v0',
entry_point='gym_minigrid.envs:Helper8x8Env'
)