def make_world(self):
     world = World()
     # set any world properties first
     world.dim_c = 3
     num_landmarks = 3
     world.collaborative = True
     # add agents
     world.agents = [Agent() for i in range(2)]
     for i, agent in enumerate(world.agents):
         agent.name = 'agent %d' % i
         agent.collide = False
         agent.size = 0.075
     # speaker
     world.agents[0].movable = False
     # listener
     world.agents[1].silent = True
     # 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 = 0.04
     # 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_agents = 3
        num_landmarks = 3
        world.collaborative = True

        # add agents
        influences = [1, 1, 1]
        world.agents = [Agent() for _ in range(num_agents)]
        for i, agent in enumerate(world.agents):
            agent.name = 'agent %d' % i
            agent.collide = True
            agent.silent = True
            agent.size = 0.15
            agent.set_influence(influences[i])
            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
Exemple #3
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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
        world.dim_c = 3
        num_landmarks = 3
        world.collaborative = True

        # add agents
        world.agents = [Agent() for _ in range(2)]
        world.policy_agents_groups = [0, 1]
        for i, agent in enumerate(world.agents):
            agent.name = 'agent %d' % i
            agent.collide = False
            agent.size = 0.075
        # speaker
        world.agents[0].movable = False
        # listener
        world.agents[1].silent = True
        
        # 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
            landmark.size = 0.04
            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 = 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, 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
 def make_world(self):
     world = World()
     # set any world properties first
     world.dim_c = 10
     world.collaborative = True  # whether agents share rewards
     # add agents
     world.agents = [Agent() for i in range(2)]
     for i, agent in enumerate(world.agents):
         agent.name = 'agent %d' % i
         agent.collide = False
     # add landmarks
     world.landmarks = [Landmark() for i in range(3)]
     for i, landmark in enumerate(world.landmarks):
         landmark.name = 'landmark %d' % i
         landmark.collide = False
         landmark.movable = False
     # make initial conditions
     self.reset_world(world)
     return world