forked from awjuliani/Meta-RL
-
Notifications
You must be signed in to change notification settings - Fork 0
/
gridworld.py
152 lines (140 loc) · 5.8 KB
/
gridworld.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
import numpy as np
import random
import itertools
import scipy.ndimage
import scipy.misc
import matplotlib.pyplot as plt
class gameOb():
def __init__(self,coordinates,size,color,reward,name):
self.x = coordinates[0]
self.y = coordinates[1]
self.size = size
self.color = color
self.reward = reward
self.name = name
class gameEnv():
def __init__(self,partial,size,goal_color):
self.sizeX = size
self.sizeY = size
self.actions = 4
self.objects = []
self.partial = partial
self.bg = np.zeros([size,size])
a,a_big = self.reset(goal_color)
plt.imshow(a_big,interpolation="nearest")
def getFeatures(self):
return np.array([self.objects[0].x,self.objects[0].y]) / float(self.sizeX)
def reset(self,goal_color):
self.objects = []
self.goal_color = goal_color
self.other_color = [1 - a for a in self.goal_color]
self.orientation = 0
self.hero = gameOb(self.newPosition(0),1,[0,0,1],None,'hero')
self.objects.append(self.hero)
for i in range(self.sizeX-1):
bug = gameOb(self.newPosition(0),1,self.goal_color,1,'goal')
self.objects.append(bug)
for i in range(self.sizeX-1):
hole = gameOb(self.newPosition(0),1,self.other_color,0,'fire')
self.objects.append(hole)
state,s_big = self.renderEnv()
self.state = state
return state,s_big
def moveChar(self,action):
# 0 - up, 1 - down, 2 - left, 3 - right, 4 - 90 counter-clockwise, 5 - 90 clockwise
hero = self.objects[0]
blockPositions = [[-1,-1]]
for ob in self.objects:
if ob.name == 'block': blockPositions.append([ob.x,ob.y])
blockPositions = np.array(blockPositions)
heroX = hero.x
heroY = hero.y
penalize = 0.
if action < 4 :
if self.orientation == 0:
direction = action
if self.orientation == 1:
if action == 0: direction = 1
elif action == 1: direction = 0
elif action == 2: direction = 3
elif action == 3: direction = 2
if self.orientation == 2:
if action == 0: direction = 3
elif action == 1: direction = 2
elif action == 2: direction = 0
elif action == 3: direction = 1
if self.orientation == 3:
if action == 0: direction = 2
elif action == 1: direction = 3
elif action == 2: direction = 1
elif action == 3: direction = 0
if direction == 0 and hero.y >= 1 and [hero.x,hero.y - 1] not in blockPositions.tolist():
hero.y -= 1
if direction == 1 and hero.y <= self.sizeY-2 and [hero.x,hero.y + 1] not in blockPositions.tolist():
hero.y += 1
if direction == 2 and hero.x >= 1 and [hero.x - 1,hero.y] not in blockPositions.tolist():
hero.x -= 1
if direction == 3 and hero.x <= self.sizeX-2 and [hero.x + 1,hero.y] not in blockPositions.tolist():
hero.x += 1
if hero.x == heroX and hero.y == heroY:
penalize = 0.0
self.objects[0] = hero
return penalize
def newPosition(self,sparcity):
iterables = [ range(self.sizeX), range(self.sizeY)]
points = []
for t in itertools.product(*iterables):
points.append(t)
for objectA in self.objects:
if (objectA.x,objectA.y) in points: points.remove((objectA.x,objectA.y))
location = np.random.choice(range(len(points)),replace=False)
return points[location]
def checkGoal(self):
hero = self.objects[0]
others = self.objects[1:]
ended = False
for other in others:
if hero.x == other.x and hero.y == other.y and hero != other:
self.objects.remove(other)
if other.reward == 1:
self.objects.append(gameOb(self.newPosition(0),1,self.goal_color,1,'goal'))
return other.reward,False
else:
self.objects.append(gameOb(self.newPosition(0),1,self.other_color,0,'fire'))
return other.reward,False
if ended == False:
return 0.0,False
def renderEnv(self):
if self.partial == True:
padding = 2
a = np.ones([self.sizeY+(padding*2),self.sizeX+(padding*2),3])
a[padding:-padding,padding:-padding,:] = 0
a[padding:-padding,padding:-padding,:] += np.dstack([self.bg,self.bg,self.bg])
else:
a = np.zeros([self.sizeY,self.sizeX,3])
padding = 0
a += np.dstack([self.bg,self.bg,self.bg])
hero = self.objects[0]
for item in self.objects:
a[item.y+padding:item.y+item.size+padding,item.x+padding:item.x+item.size+padding,:] = item.color
#if item.name == 'hero':
# hero = item
if self.partial == True:
a = a[(hero.y):(hero.y+(padding*2)+hero.size),(hero.x):(hero.x+(padding*2)+hero.size),:]
a_big = scipy.misc.imresize(a,[32,32,3],interp='nearest')
return a,a_big
def step(self,action):
penalty = self.moveChar(action)
reward,done = self.checkGoal()
state,s_big = self.renderEnv()
if reward == None:
print done
print reward
print penalty
return state,(reward+penalty),done
else:
goal = None
for ob in self.objects:
if ob.name == 'goal':
goal = ob
return state,s_big,(reward+penalty),done,[self.objects[0].y,self.objects[0].x],[goal.y,goal.x]