Example #1
0
def test_step_moving_obstacles(
    objects: Sequence[Sequence[GridObject]],
    expected_objects: Sequence[Sequence[GridObject]],
):
    state = State(Grid.from_objects(objects), MagicMock())
    expected_state = State(Grid.from_objects(expected_objects), MagicMock())

    action = MagicMock()
    step_moving_obstacles(state, action)
    assert state.grid == expected_state.grid
Example #2
0
def test_grid_subgrid(area: Area,
                      expected_objects: Sequence[Sequence[GridObject]]):
    # checkerboard pattern
    grid = Grid.from_objects([
        [Wall(), Floor(), Wall(), Floor()],
        [Floor(), Wall(), Floor(), Wall()],
        [Wall(), Floor(), Wall(), Floor()],
    ])

    expected = Grid.from_objects(expected_objects)
    assert grid.subgrid(area) == expected
Example #3
0
def test_grid_change_orientation(
        orientation: Orientation,
        expected_objects: Sequence[Sequence[GridObject]]):
    # checkerboard pattern
    grid = Grid.from_objects([
        [Wall(), Floor(), Wall(), Floor()],
        [Floor(), Wall(), Floor(), Wall()],
        [Wall(), Floor(), Wall(), Floor()],
    ])

    expected = Grid.from_objects(expected_objects)
    assert grid.change_orientation(orientation) == expected
Example #4
0
def test_draw_line_horizontal(grid: Grid, y: int, xs: Iterable[int],
                              expected_num_walls: int):
    positions = draw_line_horizontal(grid, y, xs, Wall)
    assert len(positions) == len(set(positions))

    num_walls = sum(isinstance(grid[pos], Wall) for pos in grid.positions())
    assert len(positions) == num_walls == expected_num_walls
Example #5
0
def test_draw_room_grid(grid: Grid, ys: Iterable[int], xs: Iterable[int],
                        expected_num_walls: int):
    positions = draw_room_grid(grid, ys, xs, Wall)
    assert len(positions) == len(set(positions))

    num_walls = sum(isinstance(grid[pos], Wall) for pos in grid.positions())
    assert len(positions) == num_walls == expected_num_walls
def make_goal_state(agent_on_goal: bool) -> State:
    """makes a simple state with a wall in front of the agent"""
    grid = Grid(2, 1)
    grid[0, 0] = Goal()
    agent_position = (0, 0) if agent_on_goal else (1, 0)
    agent = Agent(agent_position, Orientation.N)
    return State(grid, agent)
Example #7
0
def match_key_color(
        *,
        rng: Optional[rnd.Generator] = None,  # pylint: disable=unused-argument
) -> State:
    """the agent has to pick the correct key to open a randomly colored door"""

    rng = get_gv_rng_if_none(rng)  # necessary to use rng object!

    # only consider these colors
    colors = [Color.RED, Color.GREEN, Color.BLUE, Color.YELLOW]
    # randomly choose location of keys
    key1, key2, key3, key4 = rng.permute([Key(color) for color in colors])
    # randomly choose color of door
    door = Door(Door.Status.LOCKED, rng.choice(colors))

    # grids can be constructed directly from objects
    grid = Grid.from_objects([
        [Wall(), Wall(), Wall(), Wall(),
         Wall()],
        [Wall(), Wall(), Goal(), Wall(),
         Wall()],
        [Wall(), Wall(), door, Wall(), Wall()],
        [Wall(), key1, Floor(), key2, Wall()],
        [Wall(), key3, Floor(), key4, Wall()],
        [Wall(), Wall(), Wall(), Wall(),
         Wall()],
    ])

    # positioning the agent in the above grid
    agent = Agent((4, 2), Orientation.N)

    return State(grid, agent)
def make_moving_obstacle_state(agent_on_obstacle: bool) -> State:
    """makes a simple state with goal object and agent on or off the goal"""
    grid = Grid(2, 1)
    grid[0, 0] = MovingObstacle()
    agent_position = (0, 0) if agent_on_obstacle else (1, 0)
    agent = Agent(agent_position, Orientation.N)
    return State(grid, agent)
Example #9
0
def test_draw_area(grid: Grid, area: Area, fill: bool,
                   expected_num_walls: int):
    positions = draw_area(grid, area, Wall, fill=fill)
    assert len(positions) == len(set(positions))

    num_walls = sum(isinstance(grid[pos], Wall) for pos in grid.positions())
    assert len(positions) == num_walls == expected_num_walls
Example #10
0
def test_full_visibility(objects: Sequence[Sequence[GridObject]]):
    grid = Grid.from_objects(objects)
    for position in grid.positions():
        visibility = full_visibility(grid, position)

        assert visibility.dtype == bool
        assert visibility.all()
def test_minigrid_observation_partially_observable(
    agent: Agent, expected_objects: Sequence[Sequence[GridObject]]
):
    grid = Grid.from_objects(
        [
            [Floor(), Floor(), Floor()],
            [Wall(), Wall(), Wall()],
            [Floor(), Floor(), Floor()],
        ]
    )
    state = State(grid, agent)
    observation_space = ObservationSpace(Shape(6, 5), [], [])
    observation = minigrid_observation(
        state, observation_space=observation_space
    )
    expected = Grid.from_objects(expected_objects)
    assert observation.grid == expected
Example #12
0
def test_raytracing_visibility(
    objects: Sequence[Sequence[GridObject]],
    position: Position,
    expected_int: Sequence[Sequence[int]],
):
    grid = Grid.from_objects(objects)
    visibility = raytracing_visibility(grid, position)
    assert visibility.dtype == bool
    assert (visibility == expected_int).all()
Example #13
0
def test_grid_set_item():
    grid = Grid(3, 4)

    pos = Position(0, 0)
    obj = Floor()

    assert grid[pos] is not obj
    grid[pos] = obj
    assert grid[pos] is obj
Example #14
0
def test_move_action_blocked_by_grid_object():
    """ Puts an object on (2,0) and try to move there"""
    grid = Grid(height=3, width=2)
    agent = Agent(position=(2, 1), orientation=Orientation.N)

    grid[2, 0] = Door(Door.Status.CLOSED, Color.YELLOW)
    move_agent(agent, grid, action=Action.MOVE_LEFT)

    assert agent.position == (2, 1)
Example #15
0
def test_move_action_can_go_on_non_block_objects():
    grid = Grid(height=3, width=2)
    agent = Agent(position=(2, 1), orientation=Orientation.N)

    grid[2, 0] = Door(Door.Status.OPEN, Color.YELLOW)
    move_agent(agent, grid, action=Action.MOVE_LEFT)
    assert agent.position == (2, 0)

    grid[2, 1] = Key(Color.BLUE)
    move_agent(agent, grid, action=Action.MOVE_RIGHT)
    assert agent.position == (2, 1)
Example #16
0
def reset_empty(
    height: int,
    width: int,
    random_agent: bool = False,
    random_goal: bool = False,
    *,
    rng: Optional[rnd.Generator] = None,
) -> State:
    """An empty environment"""

    if height < 4 or width < 4:
        raise ValueError('height and width need to be at least 4')

    rng = get_gv_rng_if_none(rng)

    # TODO test creation (e.g. count number of walls, goals, check held item)

    grid = Grid(height, width)
    draw_wall_boundary(grid)

    if random_goal:
        goal_y = rng.integers(1, height - 2, endpoint=True)
        goal_x = rng.integers(1, width - 2, endpoint=True)
    else:
        goal_y = height - 2
        goal_x = width - 2

    grid[goal_y, goal_x] = Goal()

    if random_agent:
        agent_position = rng.choice([
            position for position in grid.positions()
            if isinstance(grid[position], Floor)
        ])
        agent_orientation = rng.choice(list(Orientation))
    else:
        agent_position = (1, 1)
        agent_orientation = Orientation.E

    agent = Agent(agent_position, agent_orientation)
    return State(grid, agent)
Example #17
0
def _step_moving_obstacle(grid: Grid,
                          position: Position,
                          *,
                          rng: Optional[rnd.Generator] = None):
    """Utility for moving a single MovingObstacle randomly"""
    assert isinstance(grid[position], MovingObstacle)

    rng = get_gv_rng_if_none(rng)

    next_positions = [
        next_position
        for next_position in get_manhattan_boundary(position, distance=1)
        if next_position in grid and isinstance(grid[next_position], Floor)
    ]

    try:
        next_position = rng.choice(next_positions)
    except ValueError:
        pass
    else:
        grid.swap(position, next_position)
Example #18
0
def test_pickup_mechanics_swap():
    grid = Grid(height=3, width=4)
    agent = Agent(position=(1, 2), orientation=Orientation.S)
    item_pos = (2, 2)

    agent.obj = Key(Color.BLUE)
    grid[item_pos] = Key(Color.GREEN)
    state = State(grid, agent)

    next_state = step_with_copy(state, Action.PICK_N_DROP)
    assert state.grid[item_pos] == next_state.agent.obj
    assert state.agent.obj == next_state.grid[item_pos]
Example #19
0
def test_state_hash():
    wall_position = (0, 0)
    agent_position = (0, 1)
    agent_orientation = Orientation.N
    agent_object = None

    grid = Grid(2, 2)
    grid[wall_position] = Wall()
    agent = Agent(agent_position, agent_orientation, agent_object)
    state = State(grid, agent)

    hash(state)
Example #20
0
def test_grid_subgrid_references():
    key = Key(Color.RED)
    box = Box(key)

    # weird scenario where the key is both in the box and outside the box,
    # only created to test references
    grid = Grid.from_objects([[key, box]])

    subgrid = grid.subgrid(Area((0, 0), (0, 1)))
    key = subgrid[0, 0]
    box = subgrid[0, 1]
    assert box.content is key
Example #21
0
def test_observation_hash():
    wall_position = (0, 0)
    agent_position = (0, 1)
    agent_orientation = Orientation.N
    agent_object = None

    grid = Grid(2, 2)
    grid[wall_position] = Wall()
    agent = Agent(agent_position, agent_orientation, agent_object)
    observation = Observation(grid, agent)

    hash(observation)
Example #22
0
def test_move_action(
    position: PositionOrTuple,
    orientation: Orientation,
    actions: Sequence[Action],
    expected: PositionOrTuple,
):
    grid = Grid(height=3, width=2)
    agent = Agent(position=position, orientation=orientation)

    for action in actions:
        move_agent(agent, grid, action=action)

    assert agent.position == expected
Example #23
0
def test_actuate_box(
    content: GridObject,
    orientation: Orientation,
    action: Action,
    expected: bool,
):
    grid = Grid(2, 1)
    grid[0, 0] = box = Box(content)
    agent = Agent((1, 0), orientation)
    state = State(grid, agent)

    actuate_box(state, action)
    assert (grid[0, 0] is box) != expected
    assert (grid[0, 0] is content) == expected
def test_minigrid_observation(agent: Agent):
    grid = Grid(10, 10)
    grid[5, 5] = Wall()

    state = State(grid, agent)
    observation_space = ObservationSpace(Shape(6, 5), [], [])
    observation = minigrid_observation(
        state, observation_space=observation_space
    )
    assert observation.agent.position == (5, 2)
    assert observation.agent.orientation == Orientation.N
    assert observation.agent.obj == state.agent.obj
    assert observation.grid.shape == Shape(6, 5)
    assert isinstance(observation.grid[3, 0], Wall)
Example #25
0
def test_actuate_door(
    door_state: Door.Status,
    door_color: Color,
    key_color: Color,
    action: Action,
    expected_state: Door.Status,
):
    # agent facing door
    grid = Grid(2, 1)
    grid[0, 0] = door = Door(door_state, door_color)
    agent = Agent((1, 0), Orientation.N, Key(key_color))
    state = State(grid, agent)

    actuate_door(state, action)
    assert door.state == expected_state

    # agent facing away
    grid = Grid(2, 1)
    grid[0, 0] = door = Door(door_state, door_color)
    agent = Agent((1, 0), Orientation.S, Key(key_color))
    state = State(grid, agent)

    actuate_door(state, action)
    assert door.state == door_state
Example #26
0
def test_teleport(
    position_telepod1: Position,
    position_telepod2: Position,
    position_agent: Position,
    expected: Position,
):
    grid = Grid(2, 2)
    grid[position_telepod1] = Telepod(Color.RED)
    grid[position_telepod2] = Telepod(Color.RED)

    agent = Agent(position_agent, Orientation.N)
    state = State(grid, agent)

    step_telepod(state, Action.ACTUATE)
    assert state.agent.position == expected
Example #27
0
def _unique_object_type_positions(
        grid: Grid, object_type: Type[GridObject]
) -> Iterator[Tuple[Position, GridObject]]:
    """Utility for iterating *once* over position/objects.

    Every object is only yielded once, even if the objects move during the
    interleaved iteration.
    """

    objects: List[GridObject] = []
    for position in grid.positions():
        obj = grid[position]

        if isinstance(obj, object_type) and not any(obj is x for x in objects):
            objects.append(obj)
            yield position, obj
Example #28
0
def test_grid_get_position():
    grid = Grid(3, 4)

    # testing position -> grid_object -> position roundtrip
    for position in grid.positions():
        obj = grid[position]
        assert grid.get_position(obj) == position

    # testing exception when object is not in grid
    with pytest.raises(ValueError):
        grid.get_position(Floor())
Example #29
0
def test_pickup_mechanics_pickup():
    grid = Grid(height=3, width=4)
    agent = Agent(position=(1, 2), orientation=Orientation.S)
    item_pos = (2, 2)

    grid[item_pos] = Key(Color.GREEN)
    state = State(grid, agent)

    # Pick up works
    next_state = step_with_copy(state, Action.PICK_N_DROP)
    assert grid[item_pos] == next_state.agent.obj
    assert isinstance(next_state.grid[item_pos], Floor)

    # Pick up only works with correct action
    next_state = step_with_copy(state, Action.MOVE_LEFT)
    assert grid[item_pos] != next_state.agent.obj
    assert next_state.grid[item_pos] == grid[item_pos]
Example #30
0
def test_pickup_mechanics_nothing_to_pickup():
    grid = Grid(height=3, width=4)
    agent = Agent(position=(1, 2), orientation=Orientation.S)
    item_pos = (2, 2)

    state = State(grid, agent)

    # Cannot pickup floor
    next_state = step_with_copy(state, Action.PICK_N_DROP)
    assert state == next_state

    # Cannot pickup door
    grid[item_pos] = Door(Door.Status.CLOSED, Color.GREEN)
    next_state = step_with_copy(state, Action.PICK_N_DROP)
    assert state == next_state

    assert isinstance(next_state.grid[item_pos], Door)