Esempio n. 1
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def test_spawner(spawner_limits, entity_counter, entity_type, entity_params):
    playground = SingleRoom(size=(200, 200))

    max_elem, prod_limit = spawner_limits
    max_in_pg = min(spawner_limits)

    spawner = Spawner(
        entity_type,
        playground.grid_rooms[0][0].get_area_sampler(),
        entity_produced_params=entity_params,
        probability=1,
        max_elements_in_playground=max_in_pg,
        production_limit=prod_limit,
    )
    playground.add_spawner(spawner)

    engine = Engine(playground, time_limit=100)

    while engine.game_on:
        engine.step()

    count = len(
        [
            elem
            for elem in getattr(playground, entity_counter)
            if isinstance(elem, entity_type)
        ]
    )

    assert count == max_in_pg
Esempio n. 2
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def test_portal(base_forward_interactive_agent_external):

    playground = SingleRoom(size=(200, 200))
    agent = base_forward_interactive_agent_external

    portal_1 = Portal(color=PortalColor.RED)
    portal_2 = Portal(color=PortalColor.BLUE)
    portal_3 = Portal(color=PortalColor.GREEN)
    portal_4 = Portal(color=(50, 50, 50))

    playground.add_agent(agent, ((100, 80), 0))
    playground.add_element(portal_1, ((140, 80), math.pi))
    playground.add_element(portal_2, ((50, 50), math.pi/2))
    playground.add_element(portal_3, ((50, 120), -math.pi/2))
    playground.add_element(portal_4, ((150, 160), math.pi))

    portal_1.destination = portal_2
    portal_3.destination = portal_4

    engine = Engine(playground, time_limit=1000)

    actions = {agent: {agent.longitudinal_force: 1}}

    while engine.game_on:
        engine.step(actions)

    assert agent.position[1] == 160
    assert agent.angle % (2 * math.pi) == math.pi
def test_dispenser_limit(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    dispenser = Dispenser(
        element_produced=Candy,
        production_area=CoordinateSampler(center=(50, 100),
                                          area_shape='circle',
                                          radius=10),
        production_limit=1,
        invisible_range=40,
        element_produced_params={'reward': 1})

    playground.add_agent(agent, ((100, 100), 0))
    playground.add_element(dispenser, ((140, 100), 0))

    engine = Engine(playground, time_limit=100)

    total_rew = 0

    while engine.game_on:

        if engine.elapsed_time < 50:
            actions = {agent: {agent.activate: 1}}

        else:
            actions = {agent: {agent.longitudinal_force: -1.}}
        engine.step(actions)
        total_rew += agent.reward

    assert total_rew == 1
Esempio n. 4
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def test_rgb_on_teleports(base_forward_agent_random):

    agent = base_forward_agent_random

    agent.add_sensor(
        RgbCamera(
            anchor=agent.base_platform,
            invisible_elements=agent.parts,
        ))

    agent.add_sensor(
        RgbCamera(
            anchor=agent.base_platform,
            min_range=agent.base_platform.radius,
        ))

    playground = Teleports()
    playground.add_agent(agent)

    engine = Engine(playground, time_limit=10000)
    engine.run()

    assert 0 < agent.position[0] < playground.size[0]
    assert 0 < agent.position[1] < playground.size[1]

    playground.remove_agent(agent)
    playground.reset()
Esempio n. 5
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def test_ray_sensors(ray_sensor, resolution, fov, obs_range, pg_sensor_class):

    agent = HeadAgent(controller=RandomContinuous(), interactive=True)

    agent.add_sensor(
        ray_sensor(anchor=agent.head,
                   invisible_elements=agent.parts,
                   fov=fov,
                   resolution=resolution,
                   max_range=obs_range))

    agent.add_sensor(
        ray_sensor(anchor=agent.head,
                   min_range=agent.base_platform.radius,
                   fov=fov,
                   resolution=resolution,
                   max_range=obs_range))

    playground = pg_sensor_class()
    playground.add_agent(agent)

    engine = Engine(playground, time_limit=100)
    engine.run()

    playground.remove_agent(agent)
    playground.reset()
def test_openclose_switch(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    door = Door(start_point=(180, 180), end_point=(160, 160), door_depth=5)
    playground.add_element(door, ((150, 150), 0))

    switch_1 = OpenCloseSwitch(door=door, invisible_range=40)
    playground.add_element(switch_1, ((140, 100), 0))

    playground.add_agent(agent, ((100, 100), 0))

    engine = Engine(playground, time_limit=100)
    actions = {agent: {agent.activate: 1}}

    engine.step(actions)
    assert door not in playground.elements

    engine.step(actions)
    assert door in playground.elements

    engine.step(actions)
    assert door not in playground.elements

    engine.step(actions)
    assert door in playground.elements
Esempio n. 7
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def test_pose_sensors(pg_sensor_class):

    agent = HeadAgent(controller=RandomContinuous(), interactive=True)

    agent.add_sensor(Position(anchor=agent.head))
    agent.add_sensor(Velocity(anchor=agent.head))

    playground = pg_sensor_class()
    playground.add_agent(agent)

    engine = Engine(playground, time_limit=1000)
    engine.run()

    head = agent.head

    pos_values = agent.sensors[0].sensor_values
    assert head.position[0] == pos_values[0]
    assert head.position[1] == pos_values[1]
    assert head.angle == pos_values[2]

    vel_values = agent.sensors[1].sensor_values
    assert head.velocity[0] == vel_values[0]
    assert head.velocity[1] == vel_values[1]
    assert head.angular_velocity == vel_values[2]

    playground.remove_agent(agent)
    playground.reset()
Esempio n. 8
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def run_engine(base_agent, pg_class, **pg_params):
    playground = pg_class(**pg_params)
    playground.add_agent(base_agent, allow_overlapping=False)

    engine = Engine(playground, time_limit=1000)
    engine.run()

    assert 0 < base_agent.position[0] < playground.size[0]
    assert 0 < base_agent.position[1] < playground.size[1]

    playground.remove_agent(base_agent)
Esempio n. 9
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def test_lock_key_door(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    playground.add_agent(agent, ((80, 100), 0))

    door = Door(start_point=(180, 180), end_point=(160, 160), door_depth=5)
    playground.add_element(door)

    switch = ContactSwitch(door=door)
    playground.add_element(switch, ((140, 100), 0))

    engine = Engine(playground, time_limit=200)

    # agent grasps and move forward
    actions = {agent: { agent.longitudinal_force: 1}}

    while engine.game_on:

        engine.step(actions)

    assert door not in playground.elements

    # agent stands still

    engine.reset()
    assert door in playground.elements

    while engine.game_on:
        engine.step()

    assert door in playground.elements
Esempio n. 10
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def test_multiagents_no_overlapping(pg_test_class):

    playground = pg_test_class()

    print('Starting Multiagent testing of ', pg_test_class.__name__)

    for _ in range(4):
        agent = BaseAgent(controller=RandomContinuous(), interactive=True)
        playground.add_agent(agent, allow_overlapping=False)

    assert len(playground.agents) == 4

    engine = Engine(playground, time_limit=100)
    engine.run()
Esempio n. 11
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def test_normalize_position_sensor():

    agent = BaseAgent(controller=External(), rotate=True)

    pos = Position(anchor=agent.base_platform, normalize=False)
    pos_norm = Position(anchor=agent.base_platform, normalize=True)
    agent.add_sensor(pos)
    agent.add_sensor(pos_norm)

    playground = SingleRoom((400, 400))
    playground.add_agent(agent, initial_coordinates=((100, 200), math.pi))

    engine = Engine(playground, time_limit=1000)
    engine.update_observations()

    assert np.all(pos.sensor_values == np.asarray((100, 200, math.pi)))
    assert np.all(pos_norm.sensor_values == np.asarray((0.25, 0.5, 0.5)))
Esempio n. 12
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def test_engine(base_forward_agent_random):
    playground = SingleRoom(size=(200, 200))
    agent = base_forward_agent_random
    engine = Engine(playground, time_limit=100)
    playground.add_agent(agent)
    assert len(engine.agents) == 1
    playground.remove_agent(agent)
    assert len(engine.agents) == 0
def test_termination_zone(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    goal = GoalZone(reward=100, size=(5, 5))
    playground.add_agent(agent, ((100, 100), 0))
    playground.add_element(goal, ((140, 100), 0))

    engine = Engine(playground, time_limit=100)

    actions = {agent: {agent.longitudinal_force: 1}}

    while engine.game_on:
        engine.step(actions)

    assert agent.reward > 0
    assert playground.done
def test_reward_zone(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    healing_zone = HealingZone(reward=3, limit=31)
    playground.add_agent(agent, ((100, 100), 0))
    playground.add_element(healing_zone, ((100, 100), 0))

    engine = Engine(playground, time_limit=50)

    total_rew = 0

    while engine.game_on:
        engine.step()
        total_rew += agent.reward

    assert total_rew == 31
Esempio n. 15
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def test_contact_candy(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    candy = Candy(reward=12)
    playground.add_agent(agent, ((60, 100), 0))
    playground.add_element(candy, ((160, 100), 0))

    engine = Engine(playground, time_limit=100)

    total_rew = 0
    actions = {agent: {agent.longitudinal_force: 1}}

    while engine.game_on:
        engine.step(actions)
        total_rew += agent.reward

    assert total_rew > 0
Esempio n. 16
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def test_disable_communication_receiver():

    playground = SingleRoom(size=(300, 200))

    agent_1 = BaseAgent(
        controller=External(),
        interactive=False,
        rotate=False,
        lateral=False
    )

    agent_2 = BaseAgent(
        controller=External(),
        interactive=False,
        rotate=False,
        lateral=False
    )

    comm_1 = CommunicationDevice(agent_1.base_platform)
    agent_1.add_communication(comm_1)

    comm_2 = CommunicationDevice(agent_2.base_platform)
    agent_2.add_communication(comm_2)

    playground.add_agent(agent_1, ((100, 100), 0))
    playground.add_agent(agent_2, ((200, 100), 0))

    disabler = CommunicationDisabler()
    playground.add_element(disabler, ((200, 100), 0))

    assert agent_1.communication
    assert agent_2.communication

    engine = Engine(playground)

    messages = [(comm_1, 'test', comm_2)]
    engine.step(messages=messages)

    assert not comm_1._disabled
    assert comm_2._disabled

    assert comm_2.received_message == []
Esempio n. 17
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def test_beam_area(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))
    agent = base_forward_interactive_agent_external

    area = CoordinateSampler(center=(50, 50), area_shape='rectangle', size=(20, 20))

    beam = InvisibleBeam(destination=area)

    playground.add_agent(agent, ((100, 100), 0))
    playground.add_element(beam, ((140, 100), 0))

    engine = Engine(playground, time_limit=100)

    actions = {agent: {agent.longitudinal_force: 1}}

    while not agent.has_teleported:
        engine.step(actions)

    assert 30 <= agent.position[0] <= 80
    assert 30 <= agent.position[1] <= 80
Esempio n. 18
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def test_contact_termination(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    goal = VisibleEndGoal(reward=100)
    playground.add_agent(agent, ((100, 100), 0))
    playground.add_element(goal, ((140, 100), 0))

    engine = Engine(playground, time_limit=100)

    total_rew = 0
    actions = {agent: {agent.longitudinal_force: 1}}

    while engine.game_on:
        engine.step(actions)
        total_rew += agent.reward

    assert total_rew > 0
    assert playground.done
Esempio n. 19
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def test_beam_homing(base_forward_interactive_agent_external):

    playground = SingleRoom(size=(200, 200))
    agent = base_forward_interactive_agent_external

    destination = Physical(config_key='pentagon')
    playground.add_element(destination, ((70, 70), 0))

    beam = VisibleBeamHoming(destination=destination, invisible_range=4)

    playground.add_agent(agent, ((100, 100), 0))
    playground.add_element(beam, ((140, 100), 0))

    engine = Engine(playground, time_limit=100)

    actions = {agent: {agent.longitudinal_force: 1}}

    while not agent.has_teleported:
        engine.step(actions)

    assert agent.position.get_distance(destination.position) < agent.base_platform.radius + destination.radius + 4 + 3
def test_reward_on_activation(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    roa = RewardOnActivation(reward=5, quantity_rewards=10, invisible_range=40)

    playground.add_agent(agent, ((100, 100), 0))
    playground.add_element(roa, ((140, 100), 0))

    engine = Engine(playground, time_limit=100)

    total_rew = 0
    actions = {agent: {agent.activate: 1}}

    while engine.game_on:

        engine.step(actions)
        total_rew += agent.reward

    assert total_rew == 50
Esempio n. 21
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def test_grasping():

    playground = SingleRoom(size=(200, 200))

    agent_1 = BaseAgent(
        controller=External(),
        interactive=True,
        rotate=True,
        lateral=False,
        radius=10,
    )
    playground.add_agent(agent_1, ((100, 100), 0))

    elem = Physical(config_key='circle', mass=5, radius=10, graspable=True)
    initial_position_elem = ((100 + agent_1.base_platform.radius + elem.radius + 2, 100), 0)
    playground.add_element(elem, initial_position_elem)

    engine = Engine(playground)

    actions = {agent_1: {agent_1.grasp: 1, agent_1.rotation_velocity: 1}}
    engine.step(actions)
    engine.step(actions)

    assert (elem.position, elem.angle) != initial_position_elem
    assert elem.held_by[0].part.agent is agent_1

    engine.step()
    assert not elem.held_by
Esempio n. 22
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def test_moving_element(basic_element):
    playground = SingleRoom(size=(200, 200))

    agent = BaseAgent(controller=External(),
                      interactive=False,
                      rotate=False,
                      lateral=False)
    actions = {agent: {agent.longitudinal_force: 1.}}

    playground.add_agent(agent, ((50, 100), 0))
    playground.add_element(basic_element, ((100, 100), 0))

    engine = Engine(playground, time_limit=100)

    while engine.game_on:
        engine.step(actions)

    if basic_element.movable:
        assert agent.position[0] > 100
        assert basic_element.position[0] > 100
    else:
        assert basic_element.position[0] == 100
def test_transmission_range(range_1, range_2, distance, in_range):

    playground = SingleRoom(size=(300, 200))

    agent_1 = BaseAgent(controller=External(),
                        interactive=False,
                        rotate=False,
                        lateral=False)

    agent_2 = BaseAgent(controller=External(),
                        interactive=False,
                        rotate=False,
                        lateral=False)

    comm_1 = CommunicationDevice(agent_1.base_platform, range_1)
    agent_1.add_communication(comm_1)

    comm_2 = CommunicationDevice(agent_2.base_platform, range_2)
    agent_2.add_communication(comm_2)

    playground.add_agent(agent_1, ((100, 100), 0))
    playground.add_agent(agent_2, ((100 + distance, 100), 0))

    assert agent_1.communication
    assert agent_2.communication

    assert comm_1.in_transmission_range(comm_2) is in_range
    assert comm_2.in_transmission_range(comm_1) is in_range

    engine = Engine(playground)

    messages = [(comm_1, 'test', comm_2)]
    engine.step(messages=messages)

    if in_range:
        assert comm_2.received_message == [(comm_1, 'test')]
    else:
        assert comm_2.received_message == []
Esempio n. 24
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def test_sensor_without_params(any_sensor, pg_sensor_class):

    agent = HeadAgent(controller=RandomContinuous(), interactive=True)

    agent.add_sensor(
        any_sensor(
            anchor=agent.head,
            invisible_elements=agent.parts,
        ))

    agent.add_sensor(
        RgbCamera(
            anchor=agent.base_platform,
            min_range=agent.base_platform.radius,
        ))

    playground = pg_sensor_class()
    playground.add_agent(agent)

    engine = Engine(playground, time_limit=1000)
    engine.run()

    playground.remove_agent(agent)
    playground.reset()
def test_color_changing(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    color_1 = (100, 100, 0)
    color_2 = (0, 100, 100)
    color_3 = (20, 200, 2)
    colors = [color_1, color_2, color_3]
    durations = [3, 4, 5]

    elem = ColorChanging(textures=colors)

    playground.add_agent(agent, ((80, 100), 0))
    playground.add_element(
        elem, ((80 + agent.base_platform.radius + elem.radius + 2, 100), 0))

    timer = PeriodicTimer(durations=durations)

    playground.add_timer(timer, elem)

    engine = Engine(playground, time_limit=100)

    while engine.game_on:

        index_color = 0

        for d in durations:

            for _ in range(d):
                assert elem.texture.base_color == colors[index_color]
                engine.step()

            index_color += 1

        assert elem.texture.base_color == colors[0]
Esempio n. 26
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def test_wall_params_texture():

    custom_texture = UniqueRandomTilesTexture(color_min=(0, 100, 0),
                                              color_max=(250, 100, 0),
                                              n_colors=10)

    my_playground = GridRooms(size=(600, 600),
                              room_layout=(3, 3),
                              random_doorstep_position=False,
                              doorstep_size=80,
                              wall_texture=custom_texture)

    engine = Engine(time_limit=10000, playground=my_playground)
    engine.run()
    engine.terminate()
Esempio n. 27
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def test_chest(base_forward_interactive_agent_external):
    playground = SingleRoom(size=(200, 200))

    agent = base_forward_interactive_agent_external

    playground.add_agent(agent, ((80, 100), 0))

    chest = Chest(treasure=Candy())
    playground.add_element(chest, ((140, 100), 0))

    key = Key(graspable=True, locked_elem=chest, radius=5)
    playground.add_element(
        key, ((80 + agent.base_platform.radius + key.radius + 2, 100), 0))

    engine = Engine(playground, time_limit=200)

    # agent grasps and move forward

    total_rew = 0

    while engine.game_on:

        actions = {agent: {agent.grasp: 1, agent.longitudinal_force: 1}}
        engine.step(actions)
        total_rew += agent.reward

    assert total_rew > 0

    # agent stands still

    engine.reset()
    total_rew = 0

    while engine.game_on:
        engine.step()
        total_rew += agent.reward

    assert total_rew == 0
Esempio n. 28
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def test_multisteps(base_forward_agent_random, pg_test_class):

    agent = base_forward_agent_random
    sensor = Touch(name='touch_1', anchor=agent.base_platform)
    agent.add_sensor(sensor)

    playground = pg_test_class()
    print('Starting Multistep testing of ', pg_test_class.__name__)
    playground.add_agent(agent)

    engine = Engine(playground, time_limit=10000)

    while engine.game_on:

        actions = {}
        for agent in engine.agents:
            actions[agent] = agent.controller.generate_actions()

        engine.multiple_steps(actions=actions, n_steps=3)
        engine.update_observations()

    engine.terminate()
    playground.remove_agent(agent)
Esempio n. 29
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def test_time_sensor(pg_sensor_class):

    agent = HeadAgent(controller=RandomContinuous(), interactive=True)

    agent.add_sensor(Time(anchor=agent.head))

    playground = pg_sensor_class()
    playground.add_agent(agent)

    engine = Engine(playground, time_limit=100)

    for _ in range(100):
        engine.run(1)
        time_value = agent.sensors[0].sensor_values
        assert engine.elapsed_time == time_value

    engine.reset()
    engine.run(1)
    time_value = agent.sensors[0].sensor_values
    assert 1 == time_value

    playground.remove_agent(agent)
    playground.reset()
Esempio n. 30
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def test_list_sensors():

    playground = SingleRoom(size=(300, 200))

    agent_1 = BaseAgent(
        controller=External(),
        interactive=False,
        rotate=False,
        lateral=False
    )

    sensor_1 = RgbCamera(anchor=agent_1.base_platform, invisible_elements=agent_1.parts, range=400)
    sensor_2 = Lidar(anchor=agent_1.base_platform, invisible_elements=agent_1.parts, range=400)
    sensor_3 = SemanticRay(anchor=agent_1.base_platform, invisible_elements=agent_1.parts, range=400)

    agent_1.add_sensor(sensor_1)
    agent_1.add_sensor(sensor_2)
    agent_1.add_sensor(sensor_3)

    playground.add_agent(agent_1, ((100, 100), 0))

    disabler = SensorDisabler(disabled_sensor_types=[RgbCamera, SemanticRay])
    playground.add_element(disabler, ((100, 100), 0))

    engine = Engine(playground)
    engine.step()
    engine.update_observations()

    for sensor in [sensor_1, sensor_2, sensor_3]:

        if isinstance(sensor, RgbCamera):
            assert sensor._disabled
            assert np.all(sensor.sensor_values == sensor._get_null_sensor())

        elif isinstance(sensor, SemanticRay):
            assert sensor._disabled
            assert sensor.sensor_values == sensor._get_null_sensor()

        else:

            assert not sensor._disabled

            if isinstance(sensor.sensor_values, np.ndarray):
                assert not np.all(sensor.sensor_values == sensor._get_null_sensor())

            else:
                assert not sensor.sensor_values == sensor._get_null_sensor()