def validate_new_transition(self, prev_pos: IntVector2D,
                                current_pos: IntVector2D, new_pos: IntVector2D,
                                end_pos: IntVector2D):
        """
        Utility function to test that a path drawn by a-start algorithm uses valid transition objects.
        We us this to quide a-star as there are many transition elements that are not allowed in RailEnv

        :param prev_pos: The previous position we were checking
        :param current_pos: The current position we are checking
        :param new_pos: Possible child position we move into
        :param end_pos: End cell of path we are drawing
        :return: True if the transition is valid, False if transition element is illegal
        """
        # start by getting direction used to get to current node
        # and direction from current node to possible child node
        new_dir = get_direction(current_pos, new_pos)
        if prev_pos is not None:
            current_dir = get_direction(prev_pos, current_pos)
        else:
            current_dir = new_dir
        # create new transition that would go to child
        new_trans = self.grid[current_pos]
        if prev_pos is None:
            if new_trans == 0:
                # need to flip direction because of how end points are defined
                new_trans = self.transitions.set_transition(
                    new_trans, mirror(current_dir), new_dir, 1)
            else:
                # check if matches existing layout
                new_trans = self.transitions.set_transition(
                    new_trans, current_dir, new_dir, 1)
        else:
            # set the forward path
            new_trans = self.transitions.set_transition(
                new_trans, current_dir, new_dir, 1)
            # set the backwards path
            new_trans = self.transitions.set_transition(
                new_trans, mirror(new_dir), mirror(current_dir), 1)
        if Vec2d.is_equal(new_pos, end_pos):
            # need to validate end pos setup as well
            new_trans_e = self.grid[end_pos]
            if new_trans_e == 0:
                # need to flip direction because of how end points are defined
                new_trans_e = self.transitions.set_transition(
                    new_trans_e, new_dir, mirror(new_dir), 1)
            else:
                # check if matches existing layout
                new_trans_e = self.transitions.set_transition(
                    new_trans_e, new_dir, new_dir, 1)

            if not self.transitions.is_valid(new_trans_e):
                return False

        # is transition is valid?
        return self.transitions.is_valid(new_trans)
Exemple #2
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def connect_straight_line_in_grid_map_(
        grid_map: GridTransitionMap, path: IntVector2DArray,
        rail_trans: RailEnvTransitions) -> IntVector2DArray:
    """
    Generates a straight rail line from start cell to end cell.
    Diagonal lines are not allowed
    :param rail_trans:
    :param grid_map:
    :param start: Cell coordinates for start of line
    :param end: Cell coordinates for end of line
    :return: A list of all cells in the path
    """
    plen = len(path)
    to_return = path.copy()
    if plen < 2:
        return []

    if path[0] == path[1]:
        path = path[1:]
        to_return.remove(path[0])

    current_dir = get_direction(path[0], path[1])
    end_pos = path[-1]

    for index in range(len(path) - 1):
        current_pos = path[index]
        new_pos = path[index + 1]
        if current_pos == new_pos:
            to_return.remove(current_pos)
            continue
        new_dir = get_direction(current_pos, new_pos)
        try:
            new_trans = grid_map.grid[current_pos]
        except:
            import pdb
            pdb.set_trace()
        new_trans = rail_trans.set_transition(new_trans, current_dir, new_dir,
                                              1)
        new_trans = rail_trans.set_transition(new_trans, mirror(new_dir),
                                              mirror(current_dir), 1)
        grid_map.grid[current_pos] = new_trans

        if new_pos == end_pos:
            new_trans_e = grid_map.grid[end_pos]
            new_trans_e = rail_trans.set_transition(new_trans_e, new_dir,
                                                    new_dir, 1)
            grid_map.grid[end_pos] = new_trans_e
        current_dir = new_dir

    return to_return
Exemple #3
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def find_alternative(env, possible_transitions, agent_pos, agent_dir,
                     prediction):
    # Approccio naive - se non mi trovo su un fork mi blocco
    # altrimenti si potrebbe far ricalcolare uno shortestpath che non consideri il binario su cui si trova il treno che confligge

    possible_directions = []
    neighbours = []
    for j, branch_direction in enumerate([(agent_dir + j) % 4
                                          for j in range(-1, 3)]):
        if possible_transitions[branch_direction]:
            possible_directions.append(branch_direction)
    for direction in possible_directions:
        neighbour_cell = get_new_position(agent_pos, direction)
        new_direction = get_direction(pos1=agent_pos, pos2=neighbour_cell)
        neighbours.append((neighbour_cell, new_direction))
    # Compute all possible moves except the ones of the shortest path
    next_cell = (prediction[0][0], prediction[0][1])
    neighbours = [n for n in neighbours if next_cell not in n]

    actions = [
        get_action_for_move(agent_pos, agent_dir, n[0], n[1], env.rail)
        for n in neighbours
    ]

    return actions
def test_get_direction():
    assert get_direction((0, 0), (0, 1)) == Grid4TransitionsEnum.EAST
    assert get_direction((0, 0), (0, 2)) == Grid4TransitionsEnum.EAST
    assert get_direction((0, 0), (1, 0)) == Grid4TransitionsEnum.SOUTH
    assert get_direction((1, 0), (0, 0)) == Grid4TransitionsEnum.NORTH
    assert get_direction((1, 0), (0, 0)) == Grid4TransitionsEnum.NORTH
    with pytest.raises(Exception, match="Could not determine direction"):
        get_direction((0, 0), (0, 0))
def connect_rail_in_grid_map(grid_map: GridTransitionMap, start: IntVector2D, end: IntVector2D,
                             rail_trans: RailEnvTransitions,
                             a_star_distance_function: IntVector2DDistance = Vec2d.get_manhattan_distance,
                             flip_start_node_trans: bool = False, flip_end_node_trans: bool = False,
                             respect_transition_validity: bool = True, forbidden_cells: IntVector2DArray = None,
                             avoid_rail=False) -> IntVector2DArray:
    """
        Creates a new path [start,end] in `grid_map.grid`, based on rail_trans, and
    returns the path created as a list of positions.
    :param avoid_rail:
    :param rail_trans: basic rail transition object
    :param grid_map: grid map
    :param start: start position of rail
    :param end: end position of rail
    :param flip_start_node_trans: make valid start position by adding dead-end, empty start if False
    :param flip_end_node_trans: make valid end position by adding dead-end, empty end if False
    :param respect_transition_validity: Only draw rail maps if legal rail elements can be use, False, draw line without
    respecting rail transitions.
    :param a_star_distance_function: Define what distance function a-star should use
    :param forbidden_cells: cells to avoid when drawing rail. Rail cannot go through this list of cells
    :return: List of cells in the path
    """

    path: IntVector2DArray = a_star(grid_map, start, end, a_star_distance_function, avoid_rail,
                                    respect_transition_validity,
                                    forbidden_cells)
    if len(path) < 2:
        return []

    current_dir = get_direction(path[0], path[1])
    end_pos = path[-1]
    for index in range(len(path) - 1):
        current_pos = path[index]
        new_pos = path[index + 1]
        new_dir = get_direction(current_pos, new_pos)

        new_trans = grid_map.grid[current_pos]
        if index == 0:
            if new_trans == 0:
                # end-point
                if flip_start_node_trans:
                    # need to flip direction because of how end points are defined
                    new_trans = rail_trans.set_transition(new_trans, mirror(current_dir), new_dir, 1)
                else:
                    new_trans = 0
            else:
                # into existing rail
                new_trans = rail_trans.set_transition(new_trans, current_dir, new_dir, 1)
        else:
            # set the forward path
            new_trans = rail_trans.set_transition(new_trans, current_dir, new_dir, 1)
            # set the backwards path
            new_trans = rail_trans.set_transition(new_trans, mirror(new_dir), mirror(current_dir), 1)
        grid_map.grid[current_pos] = new_trans

        if new_pos == end_pos:
            # setup end pos setup
            new_trans_e = grid_map.grid[end_pos]
            if new_trans_e == 0:
                # end-point
                if flip_end_node_trans:
                    new_trans_e = rail_trans.set_transition(new_trans_e, new_dir, mirror(new_dir), 1)
                else:
                    new_trans_e = 0
            else:
                # into existing rail
                new_trans_e = rail_trans.set_transition(new_trans_e, new_dir, new_dir, 1)
            grid_map.grid[end_pos] = new_trans_e

        current_dir = new_dir
    return path
    def generator(width: int,
                  height: int,
                  num_agents: int,
                  num_resets: int = 0,
                  np_random: RandomState = None) -> RailGenerator:

        if num_agents > nr_start_goal:
            num_agents = nr_start_goal
            print(
                "complex_rail_generator: num_agents > nr_start_goal, changing num_agents"
            )
        grid_map = GridTransitionMap(width=width,
                                     height=height,
                                     transitions=RailEnvTransitions())
        rail_array = grid_map.grid
        rail_array.fill(0)

        # generate rail array
        # step 1:
        # - generate a start and goal position
        #   - validate min/max distance allowed
        #   - validate that start/goals are not placed too close to other start/goals
        #   - draw a rail from [start,goal]
        #     - if rail crosses existing rail then validate new connection
        #     - possibility that this fails to create a path to goal
        #     - on failure generate new start/goal
        #
        # step 2:
        # - add more rails to map randomly between cells that have rails
        #   - validate all new rails, on failure don't add new rails
        #
        # step 3:
        # - return transition map + list of [start_pos, start_dir, goal_pos] points
        #

        rail_trans = grid_map.transitions
        start_goal = []
        start_dir = []
        nr_created = 0
        created_sanity = 0
        sanity_max = 9000
        while nr_created < nr_start_goal and created_sanity < sanity_max:
            all_ok = False
            for _ in range(sanity_max):
                start = (np_random.randint(0, height),
                         np_random.randint(0, width))
                goal = (np_random.randint(0,
                                          height), np_random.randint(0, width))

                # check to make sure start,goal pos is empty?
                if rail_array[goal] != 0 or rail_array[start] != 0:
                    continue
                # check min/max distance
                dist_sg = distance_on_rail(start, goal)
                if dist_sg < min_dist:
                    continue
                if dist_sg > max_dist:
                    continue
                # check distance to existing points
                sg_new = [start, goal]

                def check_all_dist(sg_new):
                    """
                    Function to check the distance betweens start and goal
                    :param sg_new: start and goal tuple
                    :return: True if distance is larger than 2, False otherwise
                    """
                    for sg in start_goal:
                        for i in range(2):
                            for j in range(2):
                                dist = distance_on_rail(sg_new[i], sg[j])
                                if dist < 2:
                                    return False
                    return True

                if check_all_dist(sg_new):
                    all_ok = True
                    break

            if not all_ok:
                # we might as well give up at this point
                break

            new_path = connect_rail_in_grid_map(
                grid_map,
                start,
                goal,
                rail_trans,
                Vec2d.get_chebyshev_distance,
                flip_start_node_trans=True,
                flip_end_node_trans=True,
                respect_transition_validity=True,
                forbidden_cells=None)
            if len(new_path) >= 2:
                nr_created += 1
                start_goal.append([start, goal])
                start_dir.append(
                    mirror(get_direction(new_path[0], new_path[1])))
            else:
                # after too many failures we will give up
                created_sanity += 1

        # add extra connections between existing rail
        created_sanity = 0
        nr_created = 0
        while nr_created < nr_extra and created_sanity < sanity_max:
            all_ok = False
            for _ in range(sanity_max):
                start = (np_random.randint(0, height),
                         np_random.randint(0, width))
                goal = (np_random.randint(0,
                                          height), np_random.randint(0, width))
                # check to make sure start,goal pos are not empty
                if rail_array[goal] == 0 or rail_array[start] == 0:
                    continue
                else:
                    all_ok = True
                    break
            if not all_ok:
                break
            new_path = connect_rail_in_grid_map(
                grid_map,
                start,
                goal,
                rail_trans,
                Vec2d.get_chebyshev_distance,
                flip_start_node_trans=True,
                flip_end_node_trans=True,
                respect_transition_validity=True,
                forbidden_cells=None)

            if len(new_path) >= 2:
                nr_created += 1
            else:
                # after too many failures we will give up
                created_sanity += 1

        return grid_map, {
            'agents_hints': {
                'start_goal': start_goal,
                'start_dir': start_dir
            }
        }
Exemple #7
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    def generator() -> RailGenerator:
        """
        Arguments are ignored and taken directly from the curriculum except the np_random: RandomState which is the last
        argument (args[-1])
        """

        if curriculum.get("n_agents") > curriculum.get("n_cities"):
            raise Exception("complex_rail_generator: n_agents > n_cities!")
        grid_map = GridTransitionMap(width=curriculum.get("x_dim"),
                                     height=curriculum.get("y_size"),
                                     transitions=RailEnvTransitions())
        rail_array = grid_map.grid
        rail_array.fill(0)

        # generate rail array
        # step 1:
        # - generate a start and goal position
        #   - validate min/max distance allowed
        #   - validate that start/goals are not placed too close to other start/goals
        #   - draw a rail from [start,goal]
        #     - if rail crosses existing rail then validate new connection
        #     - possibility that this fails to create a path to goal
        #     - on failure generate new start/goal
        #
        # step 2:
        # - add more rails to map randomly between cells that have rails
        #   - validate all new rails, on failure don't add new rails
        #
        # step 3:
        # - return transition map + list of [start_pos, start_dir, goal_pos] points
        #

        rail_trans = grid_map.transitions
        start_goal = []
        start_dir = []
        nr_created = 0
        created_sanity = 0
        sanity_max = 9000

        free_cells = set([(r, c) for r, row in enumerate(rail_array)
                          for c, col in enumerate(row) if col == 0])

        while nr_created < curriculum.get(
                "n_cities") and created_sanity < sanity_max:
            all_ok = False

            if len(free_cells) == 0:
                break

            for _ in range(sanity_max):
                start = random.sample(free_cells, 1)[0]
                goal = random.sample(free_cells, 1)[0]

                # check min/max distance
                dist_sg = distance_on_rail(start, goal)
                if dist_sg < curriculum.get("min_dist"):
                    continue
                if dist_sg > curriculum.get("max_dist"):
                    continue
                # check distance to existing points
                sg_new = [start, goal]

                def check_all_dist():
                    """
                    Function to check the distance betweens start and goal
                    :param sg_new: start and goal tuple
                    :return: True if distance is larger than 2, False otherwise
                    """
                    for sg in start_goal:
                        for i in range(2):
                            for j in range(2):
                                dist = distance_on_rail(sg_new[i], sg[j])
                                if dist < 2:
                                    return False
                    return True

                if check_all_dist():
                    all_ok = True
                    free_cells.remove(start)
                    free_cells.remove(goal)
                    break

            if not all_ok:
                # we might as well give up at this point
                break

            new_path = connect_rail_in_grid_map(
                grid_map,
                start,
                goal,
                rail_trans,
                Vec2d.get_chebyshev_distance,
                flip_start_node_trans=True,
                flip_end_node_trans=True,
                respect_transition_validity=True,
                forbidden_cells=None)
            if len(new_path) >= 2:
                nr_created += 1
                start_goal.append([start, goal])
                start_dir.append(
                    mirror(get_direction(new_path[0], new_path[1])))
            else:
                # after too many failures we will give up
                created_sanity += 1

        # add extra connections between existing rail
        created_sanity = 0
        nr_created = 0
        while nr_created < curriculum.get(
                "n_extra") and created_sanity < sanity_max:
            if len(free_cells) == 0:
                break

            for _ in range(sanity_max):
                start = random.sample(free_cells, 1)[0]
                goal = random.sample(free_cells, 1)[0]

            new_path = connect_rail_in_grid_map(
                grid_map,
                start,
                goal,
                rail_trans,
                Vec2d.get_chebyshev_distance,
                flip_start_node_trans=True,
                flip_end_node_trans=True,
                respect_transition_validity=True,
                forbidden_cells=None)

            if len(new_path) >= 2:
                nr_created += 1
            else:
                # after too many failures we will give up
                created_sanity += 1

        return grid_map, {
            'agents_hints': {
                'start_goal': start_goal,
                'start_dir': start_dir
            }
        }