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 #2
0
    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
Exemple #4
0
    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
Exemple #5
0
    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
    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
        world.num_agents = num_agents
        num_adversaries = 1
        num_landmarks = num_agents - 1

        # 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 = False
            agent.silent = True
            agent.adversary = True if i < num_adversaries else False
            agent.size = 0.15
            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
            landmark.size = 0.08
            self.change_entity_attribute(landmark, **kwargs)

        # make initial conditions
        self.reset_world(world)
        return world
Exemple #8
0
    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 = 4
        #world.damping = 1
        num_good_agents = 2
        num_adversaries = 4
        num_agents = num_adversaries + num_good_agents
        num_landmarks = 1
        num_food = 2
        num_forests = 2

        # add agents
        world.agents = [Agent() for _ in range(num_agents)]
        world.policy_agents_groups = [0, 1, 1, 1, 2, 2]
        for i, agent in enumerate(world.agents):
            agent.name = 'agent %d' % i
            agent.collide = True
            agent.leader = True if i == 0 else False
            agent.silent = True if i > 0 else False
            agent.adversary = True if i < num_adversaries else False

            agent.size = 0.075 if agent.adversary else 0.045
            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)

        world.food = [Landmark() for _ in range(num_food)]
        for i, landmark in enumerate(world.food):
            landmark.name = 'food %d' % i
            landmark.collide = False
            landmark.movable = False
            landmark.size = 0.03
            landmark.boundary = False
            self.change_entity_attribute(landmark, **kwargs)

        world.forests = [Landmark() for i in range(num_forests)]
        for i, landmark in enumerate(world.forests):
            landmark.name = 'forest %d' % i
            landmark.collide = False
            landmark.movable = False
            landmark.size = 0.3
            landmark.boundary = False
            self.change_entity_attribute(landmark, **kwargs)

        world.landmarks += world.food
        world.landmarks += world.forests
        #world.landmarks += self.set_boundaries(world)  # world boundaries now penalized with negative reward
        # make initial conditions
        self.reset_world(world)
        return world