def _reset(self): super(PushBlock, self)._reset() self.sw_loc = choice(creationutils.empty_locations(self)) self.sw = mi.Switch(location=self.sw_loc) self._add_item(self.sw) x, y = choice(creationutils.empty_locations(self)) self.pushable = mi.Pushable(location=(x, y)) self._add_item(self.pushable) visited, p = creationutils.dijkstra(self, (x, y), creationutils.pushblock_movefunc) if self.sw_loc not in visited: raise MazeException("No path to sw") self.waypoints = pbwps(p, self.pushable.location, self.sw.location) x, y = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = PushBlockAgent(location=(x, y)) self._add_agent(self.agent, "PushBlockAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if self.waypoints[0] not in visited: raise MazeException("No path to pushblock")
def _reset(self): super(Exclusion, self)._reset() if self.visit_min < 1: raise MazeException("visit_min is not >= 1") if self.visit_max == -1: self.visit_max = self.n_goals self.visit = list(range(self.n_goals)) shuffle(self.visit) to_visit = randint(self.visit_min, self.visit_max) self.exclude = self.visit[to_visit:] self.visit = self.visit[:to_visit] self.visit = dict((x, False) for x in self.visit) self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i)) self._add_item(self.goals[i]) x, y = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = TogglingAgent(location=(x, y)) self._add_agent(self.agent, "ExclusionAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if not all(goal.location in visited for goal in self.goals): raise MazeException("No path to goal")
def _reset(self): super(ConditionedGoals, self)._reset() x, y = choice(creationutils.empty_locations(self)) self.sw = mi.Switch( location=(x, y), nstates=self.n_colors, start_state=choice(range(self.n_colors)), ) self._add_item(self.sw) self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i)) self._add_item(self.goals[i]) self.conditions = [randint(0, self.n_goals - 1) for _ in self.goals] x, y = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = TogglingAgent(location=(x, y)) self._add_agent(self.agent, "ConditionedGoalsAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if (self.sw.location not in visited or not any(self.goals[i].location in visited for i in set(self.conditions))): raise MazeException("No path to goal")
def _reset(self): hole, dim = add_vertical_wall(self) # Add the pushblock self.pushable = mi.Pushable(location=hole) self._add_item(self.pushable) # Add additional blocks and waters super(BlockedDoor, self)._reset() # Add the goal, and agent loc = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block, mi.Door])) self.goal = mi.Goal(location=loc) self._add_item(self.goal) loc = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block, mi.Door])) self.agent = PushBlockAgent(location=loc) self._add_agent(self.agent, "BlockedDoorAgent") self._remove_item(self.pushable.id) visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) if self.goal.location not in visited: raise MazeException("No path to goal") self._add_item(self.pushable)
def _reset(self): super(PushBlockCardinal, self)._reset() x, y = choice(creationutils.empty_locations(self)) self.pushable = mi.Pushable(location=(x, y)) self._add_item(self.pushable) self.direction = choice([ self.FEATURE.UP, self.FEATURE.DOWN, self.FEATURE.LEFT, self.FEATURE.RIGHT, ]) if self.direction == self.FEATURE.UP: self.goals = set((i, self.height) for i in range(self.width)) elif self.direction == self.FEATURE.DOWN: self.goals = set((i, 0) for i in range(self.width)) elif self.direction == self.FEATURE.LEFT: self.goals = set((0, i) for i in range(self.height)) elif self.direction == self.FEATURE.RIGHT: self.goals = set((self.width, i) for i in range(self.height)) visited, p = creationutils.dijkstra(self, (x, y), creationutils.pushblock_movefunc) if not any(x in visited for x in self.goals): raise MazeException("No path to goal") closest = min(self.goals, key=lambda loc: visited[loc]) self.waypoints = pbwps(p, self.pushable.location, closest) x, y = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = PushBlockAgent(location=(x, y)) self._add_agent(self.agent, "PushBlockCardinalAgent")
def _reset(self): intersection, holes = add_4_walls(self) # No doors for now # self.door = mi.Door(location=hole, # state=choice(range(1, self.switch_states))) # self._add_item(self.door) # ad blocks on the holes temporarily blocked_holes = [] for i in range(len(holes)): blocked_holes.append(mi.Block(location= holes[i])) self._add_item(blocked_holes[i]) # Add additional blocks and waters # only blocks and water have reset methods, and that sprinkles blocs and waters around super(TrapKey, self)._reset() # empty the wall opening if they have been blocked for i in range(len(holes)): self._remove_item(blocked_holes[i].id) # Add the goal loc = choice(creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Trap, mi.Water])) # bad blocks where the goal can't be placed self.goal = mi.Goal(location=loc) self._add_item(self.goal) # # no switches for now # side = choice([-1, 1]) # # for adding switch to the opposite side of the goal # def mask_func(x, y): # return side * ((x, y)[1 - dim] - hole[1 - dim]) > 0 # loc = choice(creationutils.empty_locations( # self, bad_blocks=[mi.Block, mi.Door, mi.Goal], mask=mask_func)) # self.sw = mi.Switch(location=loc, nstates=self.switch_states) # self._add_item(self.sw) # add agent loc = choice(creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Trap])) self.agent = TriggerAgent(location=loc) self._add_agent(self.agent, "TrapKeyAgent") # check if goal can be visited or not visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) if self.goal.location not in visited : raise MazeException("No path to goal")
def _reset(self): super(SingleGoal, self)._reset() loc = choice(creationutils.empty_locations(self)) self.goal = mi.Goal(location=loc) self._add_item(self.goal) loc = choice(creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = MovingAgent(location=loc) self._add_agent(self.agent, "SingleGoalAgent") visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) if self.goal.location not in visited: raise MazeException("No path to goal")
def _get_placement_locs(self, agent_loc, n_required): for _ in range(10): visited, _ = creationutils.dijkstra(self, agent_loc, creationutils.agent_movefunc) empty_locs = set( creationutils.empty_locations( self, bad_blocks=[maze_items.Block, TaxiAgent])) reachable_locs = list(empty_locs & set(visited)) n_lack = max(n_required - len(reachable_locs), 0) if n_lack == 0: break self._remove_adjacent_blocks(reachable_locs + [ agent_loc, ], n_lack) else: raise MazeException('There is no enough space to place game items') return reachable_locs
def _reset(self): super(MultiGoals, self)._reset() self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i)) self._add_item(self.goals[i]) shuffle(self.goals) self.v = 0 x, y = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = MovingAgent(location=(x, y)) self._add_agent(self.agent, "MultiGoalsAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if not all(goal.location in visited for goal in self.goals): raise MazeException("No path to goal")
def _reset(self): super(GotoHidden, self)._reset() self.goals = [] for i in range(self.n_goals): x, y = choice(creationutils.empty_locations(self)) self.goals.append(mi.Goal(location=(x, y), id=i, visible=False)) self._add_item(self.goals[i]) self.goal = choice(self.goals) x, y = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = MovingAgent(location=(x, y)) self._add_agent(self.agent, "GotoHiddenAgent") visited, _ = creationutils.dijkstra(self, (x, y), creationutils.agent_movefunc) if self.goal.location not in visited: raise MazeException("No path to goal")
def _reset(self): hole, dim = add_vertical_wall(self) # Add the door self.door = mi.Door(location=hole, state=choice(range(1, self.switch_states))) self._add_item(self.door) # Add additional blocks and waters super(LightKey, self)._reset() # Add the goal, agent, and switch loc = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block, mi.Door])) self.goal = mi.Goal(location=loc) self._add_item(self.goal) side = choice([-1, 1]) def mask_func(x, y): return side * ((x, y)[1 - dim] - hole[1 - dim]) > 0 loc = choice( creationutils.empty_locations( self, bad_blocks=[mi.Block, mi.Door, mi.Goal], mask=mask_func)) self.sw = mi.Switch(location=loc, nstates=self.switch_states) self._add_item(self.sw) loc = choice( creationutils.empty_locations(self, bad_blocks=[mi.Block, mi.Door], mask=mask_func)) self.agent = SwitchesAgent(location=loc) self._add_agent(self.agent, "LightKeyAgent") visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) if self.goal.location not in visited or self.sw.location not in visited: raise MazeException("No path to goal")
def _calculate_approximate_reward(self): '''Greedy solution that visits each switch in turn''' best = 1e100 sw_colors = [sw.state for sw in self._switches] print(sw_colors) for i, sw in enumerate(self._switches): tmp = [(sw.state - c) % self.switch_states for c in sw_colors] # Heuristic for perferring not needing to flip switches best = min(best, sum(x if x > 0 else -2 for x in tmp)) to_visit = [sw.location for sw in self._switches] loc = self.agent.location r = 0 for i, sw in enumerate(self._switches): visited, path = creationutils.dijkstra( self, loc, creationutils.agent_movefunc, True) ind, loc = min(enumerate(to_visit), key=lambda x: visited[x[1]]) r -= visited[loc] # Reward is negative of path to_visit.remove(loc) return super(Switches, self)._calculate_approximate_reward() + \ r - best * self.turn_penalty
def _reset(self): super(Switches, self)._reset() loc = choice(creationutils.empty_locations(self, bad_blocks=[mi.Block])) self.agent = SwitchesAgent(location=loc) self._add_agent(self.agent, "SwitchesAgent") visited, _ = creationutils.dijkstra(self, loc, creationutils.agent_movefunc) self._switches = [] for _ in range(self.n_switches): loc = choice(creationutils.empty_locations(self)) self._switches.append( mi.Switch( location=loc, nstates=self.switch_states, start_state=choice(range(self.switch_states)), )) self._add_item(self._switches[-1]) if loc not in visited: raise MazeException("No path to goal")
def _est(game, s, e): '''shorthand to estimate reward for an agent to move from s to e''' visited, path = creationutils.dijkstra( game, s, creationutils.agent_movefunc, True) return -visited[e] # Returns distance, which is negation of reward