def make_world(self, **kwargs):
        self.before_make_world(**kwargs)

        world = World()
        world.np_random = self.np_random
        # set any world properties first
        world.dim_c = 10
        world.collaborative = True  # whether agents share rewards

        # add agents
        world.agents = [Agent() for _ in range(2)]
        world.policy_agents_groups = [0, 0]
        for i, agent in enumerate(world.agents):
            agent.name = 'agent %d' % i
            agent.collide = False

    # add landmarks
        world.landmarks = [Landmark() for _ in range(3)]
        for i, landmark in enumerate(world.landmarks):
            landmark.name = 'landmark %d' % i
            landmark.collide = False
            landmark.movable = False
            self.change_entity_attribute(landmark, **kwargs)

        # make initial conditions
        self.reset_world(world)
        return world
 def make_world(self):
     world = World()
     # set any world properties first
     world.dim_c = 2
     num_agents = 3
     world.num_agents = num_agents
     num_adversaries = 1
     num_landmarks = num_agents - 1
     # add agents
     world.agents = [Agent() for i in range(num_agents)]
     for i, agent in enumerate(world.agents):
         agent.name = 'agent %d' % i
         agent.collide = False
         agent.silent = True
         agent.adversary = True if i < num_adversaries else False
         agent.size = 0.15
     # add landmarks
     world.landmarks = [Landmark() for i in range(num_landmarks)]
     for i, landmark in enumerate(world.landmarks):
         landmark.name = 'landmark %d' % i
         landmark.collide = False
         landmark.movable = False
         landmark.size = 0.08
     # make initial conditions
     self.reset_world(world)
     return world
Exemple #3
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    def make_world(self, **kwargs):
        self.before_make_world(**kwargs)

        world = World()
        world.np_random = self.np_random

        # add agents
        world.agents = [Agent() for _ in range(1)]
        world.policy_agents_groups = [0]
        for i, agent in enumerate(world.agents):
            agent.name = 'agent %d' % i
            agent.collide = False
            agent.silent = True
            self.change_entity_attribute(agent, **kwargs)

        # add landmarks
        world.landmarks = [Landmark() for _ in range(1)]
        for i, landmark in enumerate(world.landmarks):
            landmark.name = 'landmark %d' % i
            landmark.collide = False
            landmark.movable = False
            self.change_entity_attribute(landmark, **kwargs)

        # make initial conditions
        self.reset_world(world)
        return world
    def make_world(self, N):
        world = World()
        # set any world properties first
        world.dim_c = 2
        num_agents = N
        num_landmarks = 2
        world.collaborative = True

        self.cooperative = True

        # generate colors:
        self.colors = [np.random.random(3) for _ in range(num_agents)]

        # add agents
        world.agents = [Agent() for i in range(num_agents)]
        for i, agent in enumerate(world.agents):
            agent.name = "agent_{}".format(i)
            agent.collide = False
            agent.silent = True
            agent.size = 0.1
            agent.color = self.colors[i]

        # add landmarks
        world.landmarks = [Landmark() for i in range(num_landmarks)]
        self.landmark_colors = [(0, 0, 1), (1, 0, 0)]
        for i, landmark in enumerate(world.landmarks):
            landmark.size = 0.1
            landmark.name = "landmark %d" % i
            landmark.collide = False
            landmark.movable = False
            landmark.color = self.landmark_colors[i]

        self.reset_world(world)
        return world
Exemple #5
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    def make_world(self, **kwargs):
        self.before_make_world(**kwargs)

        world = World()
        world.np_random = self.np_random
        # set any world properties first
        num_agents = 3
        num_adversaries = 1
        num_landmarks = 2
        world.dim_c = 4
        
        # add agents
        world.agents = [CryptoAgent() for _ in range(num_agents)]
        world.policy_agents_groups = [0, 1, 2]
        for i, agent in enumerate(world.agents):
            agent.name = 'agent %d' % i
            agent.collide = False
            agent.adversary = True if i < num_adversaries else False
            agent.speaker = True if i == 2 else False
            agent.movable = False
            self.change_entity_attribute(agent, **kwargs)
        
        # add landmarks
        world.landmarks = [Landmark() for _ in range(num_landmarks)]
        for i, landmark in enumerate(world.landmarks):
            landmark.name = 'landmark %d' % i
            landmark.collide = False
            landmark.movable = False
            self.change_entity_attribute(landmark, **kwargs)

        # make initial conditions
        self.reset_world(world)
        return world
    def make_world(self, **kwargs):
        self.before_make_world(**kwargs)

        world = World()
        world.np_random = self.np_random
        # set any world properties first
        world.dim_c = 2
        num_good_agents = 1
        num_adversaries = 3
        num_agents = num_adversaries + num_good_agents
        num_landmarks = 2

        # add agents
        world.agents = [Agent() for _ in range(num_agents)]
        world.policy_agents_groups = [0] * num_adversaries + [1] * (
            num_agents - num_adversaries)
        for i, agent in enumerate(world.agents):
            agent.name = 'agent %d' % i
            agent.collide = True
            agent.silent = True
            agent.adversary = True if i < num_adversaries else False
            agent.size = 0.075 if agent.adversary else 0.05
            agent.accel = 3.0 if agent.adversary else 4.0
            #agent.accel = 20.0 if agent.adversary else 25.0
            agent.max_speed = 1.0 if agent.adversary else 1.3
            self.change_entity_attribute(agent, **kwargs)

        # add landmarks
        world.landmarks = [Landmark() for _ in range(num_landmarks)]
        for i, landmark in enumerate(world.landmarks):
            landmark.name = 'landmark %d' % i
            landmark.collide = True
            landmark.movable = False
            landmark.size = 0.2
            landmark.boundary = False
            self.change_entity_attribute(landmark, **kwargs)

        # make initial conditions
        self.reset_world(world)
        return world