from gym_minigrid.minigrid import * from gym_minigrid.roomgrid import RoomGrid from gym_minigrid.register import register class ObstructedMazeEnv(RoomGrid): """ A blue ball is hidden in the maze. Doors may be locked, doors may be obstructed by a ball and keys may be hidden in boxes. """ def __init__(self, num_rows, num_cols, num_rooms_visited, seed=None ): room_size = 6 max_steps = 4*num_rooms_visited*room_size**2 super().__init__( room_size=room_size, num_rows=num_rows, num_cols=num_cols, max_steps=max_steps, seed=seed ) def _gen_grid(self, width, height): super()._gen_grid(width, height) # Define all possible colors for doors self.door_colors = self._rand_subset(COLOR_NAMES, len(COLOR_NAMES)) # Define the color of the ball to pick up self.ball_to_find_color = COLOR_NAMES[0] # Define the color of the balls that obstruct doors self.blocking_ball_color = COLOR_NAMES[1] # Define the color of boxes in which keys are hidden self.box_color = COLOR_NAMES[2] self.mission = "pick up the %s ball" % self.ball_to_find_color def step(self, action): obs, reward, done, info = super().step(action) if action == self.actions.pickup: if self.carrying and self.carrying == self.obj: reward = self._reward() done = True return obs, reward, done, info def add_door(self, i, j, door_idx=0, color=None, locked=False, key_in_box=False, blocked=False): """ Add a door. If the door must be locked, it also adds the key. If the key must be hidden, it is put in a box. If the door must be obstructed, it adds a ball in front of the door. """ door, door_pos = super().add_door(i, j, door_idx, color, locked=locked) if blocked: vec = DIR_TO_VEC[door_idx] blocking_ball = Ball(self.blocking_ball_color) if blocked else None self.grid.set(door_pos[0]-vec[0], door_pos[1]-vec[1], blocking_ball) if locked: obj = Key(door.color) if key_in_box: box = Box(self.box_color) if key_in_box else None box.contains = obj obj = box self.place_in_room(i, j, obj) return door, door_pos class ObstructedMaze_1Dlhb(ObstructedMazeEnv): """ A blue ball is hidden in a 2x1 maze. A locked door separates rooms. Doors are obstructed by a ball and keys are hidden in boxes. """ def __init__(self, key_in_box=True, blocked=True, seed=None): self.key_in_box = key_in_box self.blocked = blocked super().__init__( num_rows=1, num_cols=2, num_rooms_visited=2, seed=seed ) def _gen_grid(self, width, height): super()._gen_grid(width, height) self.add_door(0, 0, door_idx=0, color=self.door_colors[0], locked=True, key_in_box=self.key_in_box, blocked=self.blocked) self.obj, _ = self.add_object(1, 0, "ball", color=self.ball_to_find_color) self.place_agent(0, 0) class ObstructedMaze_1Dl(ObstructedMaze_1Dlhb): def __init__(self, seed=None): super().__init__(False, False, seed) class ObstructedMaze_1Dlh(ObstructedMaze_1Dlhb): def __init__(self, seed=None): super().__init__(True, False, seed) class ObstructedMaze_Full(ObstructedMazeEnv): """ A blue ball is hidden in one of the 4 corners of a 3x3 maze. Doors are locked, doors are obstructed by a ball and keys are hidden in boxes. """ def __init__(self, agent_room=(1, 1), key_in_box=True, blocked=True, num_quarters=4, num_rooms_visited=25, seed=None): self.agent_room = agent_room self.key_in_box = key_in_box self.blocked = blocked self.num_quarters = num_quarters super().__init__( num_rows=3, num_cols=3, num_rooms_visited=num_rooms_visited, seed=seed ) def _gen_grid(self, width, height): super()._gen_grid(width, height) middle_room = (1, 1) # Define positions of "side rooms" i.e. rooms that are neither # corners nor the center. side_rooms = [(2, 1), (1, 2), (0, 1), (1, 0)][:self.num_quarters] for i in range(len(side_rooms)): side_room = side_rooms[i] # Add a door between the center room and the side room self.add_door(*middle_room, door_idx=i, color=self.door_colors[i], locked=False) for k in [-1, 1]: # Add a door to each side of the side room self.add_door(*side_room, locked=True, door_idx=(i+k)%4, color=self.door_colors[(i+k)%len(self.door_colors)], key_in_box=self.key_in_box, blocked=self.blocked) corners = [(2, 0), (2, 2), (0, 2), (0, 0)][:self.num_quarters] ball_room = self._rand_elem(corners) self.obj, _ = self.add_object(*ball_room, "ball", color=self.ball_to_find_color) self.place_agent(*self.agent_room) class ObstructedMaze_2Dl(ObstructedMaze_Full): def __init__(self, seed=None): super().__init__((2, 1), False, False, 1, 4, seed) class ObstructedMaze_2Dlh(ObstructedMaze_Full): def __init__(self, seed=None): super().__init__((2, 1), True, False, 1, 4, seed) class ObstructedMaze_2Dlhb(ObstructedMaze_Full): def __init__(self, seed=None): super().__init__((2, 1), True, True, 1, 4, seed) class ObstructedMaze_1Q(ObstructedMaze_Full): def __init__(self, seed=None): super().__init__((1, 1), True, True, 1, 5, seed) class ObstructedMaze_2Q(ObstructedMaze_Full): def __init__(self, seed=None): super().__init__((1, 1), True, True, 2, 11, seed) register( id="MiniGrid-ObstructedMaze-1Dl-v0", entry_point="gym_minigrid.envs:ObstructedMaze_1Dl" ) register( id="MiniGrid-ObstructedMaze-1Dlh-v0", entry_point="gym_minigrid.envs:ObstructedMaze_1Dlh" ) register( id="MiniGrid-ObstructedMaze-1Dlhb-v0", entry_point="gym_minigrid.envs:ObstructedMaze_1Dlhb" ) register( id="MiniGrid-ObstructedMaze-2Dl-v0", entry_point="gym_minigrid.envs:ObstructedMaze_2Dl" ) register( id="MiniGrid-ObstructedMaze-2Dlh-v0", entry_point="gym_minigrid.envs:ObstructedMaze_2Dlh" ) register( id="MiniGrid-ObstructedMaze-2Dlhb-v0", entry_point="gym_minigrid.envs:ObstructedMaze_2Dlhb" ) register( id="MiniGrid-ObstructedMaze-1Q-v0", entry_point="gym_minigrid.envs:ObstructedMaze_1Q" ) register( id="MiniGrid-ObstructedMaze-2Q-v0", entry_point="gym_minigrid.envs:ObstructedMaze_2Q" ) register( id="MiniGrid-ObstructedMaze-Full-v0", entry_point="gym_minigrid.envs:ObstructedMaze_Full" )