def set_boundaries(self, world):
        boundary_list = []
        landmark_size = 1
        edge = 1 + landmark_size
        num_landmarks = int(edge * 2 / landmark_size)
        for x_pos in [-edge, edge]:
            for i in range(num_landmarks):
                l = Landmark()
                l.state.p_pos = np.array([x_pos, -1 + i * landmark_size])
                boundary_list.append(l)

        for y_pos in [-edge, edge]:
            for i in range(num_landmarks):
                l = Landmark()
                l.state.p_pos = np.array([-1 + i * landmark_size, y_pos])
                boundary_list.append(l)

        for i, l in enumerate(boundary_list):
            l.name = 'boundary %d' % i
            l.collide == True
            l.movable = False
            l.boundary = True
            l.color = np.array([0.75, 0.75, 0.75])
            l.size = landmark_size
            l.state.p_vel = np.zeros(world.dim_p)

        return boundary_list
Пример #2
0
 def make_world(self, args):
     world = World()
     world.world_length = args.episode_length
     # set any world properties first
     world.dim_c = 4
     #world.damping = 1
     num_good_agents = args.num_good_agents  #2
     num_adversaries = args.num_adversaries  #4
     num_agents = num_adversaries + num_good_agents
     num_landmarks = args.num_landmarks  #1
     num_food = 2
     num_forests = 2
     # 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 = 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
     # 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 = True
         landmark.movable = False
         landmark.size = 0.2
         landmark.boundary = False
     world.food = [Landmark() for i 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
     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
     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
 def make_world(self, args):
     world = World()
     # set any world properties first
     world.world_length = args.episode_length
     world.dim_c = 10
     world.collaborative = True  # whether agents share rewards
     # add agents
     world.num_agents = args.num_agents  # 2
     assert world.num_agents == 2, (
         "only 2 agents is supported, check the config.py.")
     world.agents = [Agent() for i in range(world.num_agents)]
     for i, agent in enumerate(world.agents):
         agent.name = 'agent %d' % i
         agent.collide = False
         # agent.u_noise = 1e-1
         # agent.c_noise = 1e-1
     # add landmarks
     world.num_landmarks = args.num_landmarks  # 3
     world.landmarks = [Landmark() for i in range(world.num_landmarks)]
     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
Пример #4
0
 def make_world(self, args):
     world = World()
     world.world_length = args.episode_length
     # set any world properties first
     world.dim_c = 3
     world.num_landmarks = args.num_landmarks  # 3
     world.collaborative = True
     # add agents
     world.num_agents = args.num_agents  # 2
     assert world.num_agents == 2, (
         "only 2 agents is supported, check the config.py.")
     world.agents = [Agent() for i in range(world.num_agents)]
     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(world.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
Пример #5
0
 def make_world(self, args):
     world = World()
     world.world_length = args.episode_length
     # set any world properties first
     world.dim_c = 2
     num_agents = args.num_agents  #2
     num_adversaries = 1
     num_landmarks = args.num_landmarks  #2
     # 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 = True
         agent.silent = True
         if i < num_adversaries:
             agent.adversary = True
         else:
             agent.adversary = False
         # agent.u_noise = 1e-1
         # agent.c_noise = 1e-1
     # 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
     # make initial conditions
     self.reset_world(world)
     return world
Пример #6
0
 def make_world(self, args):
     world = World()
     # set any world properties first
     world.dim_c = 2
     num_good_agents = args.num_good_agents  #1
     num_adversaries = args.num_adversaries  #3
     num_agents = num_adversaries + num_good_agents
     num_landmarks = args.num_landmarks  #2
     # 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 = 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
     # 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 = True
         landmark.movable = False
         landmark.size = 0.2
         landmark.boundary = False
     # make initial conditions
     self.reset_world(world)
     return world
Пример #7
0
 def make_world(self, args):
     world = World()
     world.world_length = args.episode_length
     # set any world properties first
     num_agents = args.num_agents  #3
     num_adversaries = 1
     num_landmarks = args.num_landmarks  #2
     world.dim_c = 4
     # add agents
     world.agents = [CryptoAgent() for i in range(num_agents)]
     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
     # 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
     # make initial conditions
     self.reset_world(world)
     return world
Пример #8
0
 def make_world(self, args):
     world = World()
     # set any world properties first
     world.dim_c = 2
     num_agents = args.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
Пример #9
0
 def make_world(self, args):
     world = World()
     world.world_length = args.episode_length
     # set any world properties first
     world.dim_c = 2
     world.num_agents = args.num_agents
     world.num_landmarks = args.num_landmarks  # 3
     world.collaborative = True
     # add agents
     world.agents = [Agent() for i in range(world.num_agents)]
     for i, agent in enumerate(world.agents):
         agent.name = 'agent %d' % i
         agent.collide = True
         agent.silent = True
         agent.size = 0.15
     # add landmarks
     world.landmarks = [Landmark() for i in range(world.num_landmarks)]
     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