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): 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(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): 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 _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 _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 add_vertical_wall(game): size = (game.width, game.height) dim = choice([0, 1]) line = randint(1, size[1 - dim] - 2) opening = randint(0, size[dim] - 1) for i in range(size[dim]): if i != opening: loc = [line, line] loc[dim] = i game._add_item(mi.Block(location=loc)) loc = [line, line] loc[dim] = opening return loc, dim
def _reset(self): super(TaxiGame, self)._reset() agent_loc = choice( creationutils.empty_locations(self, bad_blocks=[maze_items.Block])) self.agent = self.agent_cls(location=agent_loc) self._add_agent(self.agent, "TaxiAgent") n_items = 2 placement_locs = self._get_placement_locs(agent_loc, n_items) target_loc, psg_loc = rnd.sample(placement_locs, n_items) self.target = maze_items.Goal(location=target_loc) self._add_item(self.target) self.passenger = Passenger(location=psg_loc) self._add_item(self.passenger) self.episode_steps = 0
def _reset(self): super(TaxiMultiTask, self)._reset() #print('=============RESET====================') self.current_task = None n_items = 2 #passenger, target loc_agent = choice( creationutils.empty_locations(self, bad_blocks=[maze_items.Block])) self.agent = self.agent_cls(location=loc_agent) self._add_agent(self.agent, "TaxiAgent") placement_locs = self._get_placement_locs(loc_agent, n_items) loc_target, loc_pass = rnd.sample(placement_locs, n_items) init_state, tasks = self._get_new_config() # check relationship between locations of the passenger and the taxi locations if init_state.pRt == Relation.FAR: self.passenger = Passenger(location=loc_pass) self._add_item(self.passenger) else: self.passenger = Passenger(location=loc_agent) self._add_item(self.passenger) if init_state.pRt == Relation.INSIDE: self.agent.actions['pickup']() assert self.passenger.is_pickedup, "Can't put a passenger into a taxi for init_state={}".format( init_state) self.target = maze_items.Goal(location=loc_target) self._add_item(self.target) self.current_task = 0 self.episode_steps = 0 detailed_state = dict(loc_a=self.agent.location, loc_p=self.passenger.location, loc_t=self.target.location, is_picked_up=self.passenger.is_pickedup) self.current_config = MultiTaskEpisodeConfig(init_state=detailed_state, tasks=tasks)
def _get_new_config(self, params=None): return choice(self.episode_configs)