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from gym_minigrid.minigrid import *
from gym_minigrid.register import register
class Wizard(NPC):
"""
A simple NPC that knows who is telling the truth
"""
def __init__(self, color, name, env):
super().__init__(color)
self.name = name
self.env = env
self.npc_dir = 1 # NPC initially looks downward
# todo: this should be id == name
self.npc_type = 0 # this will be put into the encoding
self.was_introduced_to = False
def can_overlap(self):
# If the NPC is hidden, agent can overlap on it
return self.env.hidden_npc
def encode(self, nb_dims=3):
if self.env.hidden_npc:
if nb_dims == 3:
return (1, 0, 0)
elif nb_dims == 4:
return (1, 0, 0, 0)
else:
return super().encode(nb_dims=nb_dims)
def listen(self, utterance):
if self.env.hidden_npc:
return None
if self.was_introduced_to:
if utterance == TalkItOutNoLiarPoliteGrammar.construct_utterance([0, 1]):
if self.env.nameless:
return "Ask the {} guide.".format(self.env.true_guide.color)
else:
return "Ask {}.".format(self.env.true_guide.name)
else:
if utterance == TalkItOutNoLiarPoliteGrammar.construct_utterance([3, 3]):
self.was_introduced_to = True
return "I am well."
return None
class Guide(NPC):
"""
A simple NPC that knows the correct door.
"""
def __init__(self, color, name, env, liar=False):
super().__init__(color)
self.name = name
self.env = env
self.liar = liar
self.npc_dir = 1 # NPC initially looks downward
# todo: this should be id == name
self.npc_type = 1 # this will be put into the encoding
self.was_introduced_to = False
assert not self.liar # in this env the guide is always good
# Select a random target object as mission
obj_idx = self.env._rand_int(0, len(self.env.door_pos))
self.target_pos = self.env.door_pos[obj_idx]
self.target_color = self.env.door_colors[obj_idx]
def can_overlap(self):
# If the NPC is hidden, agent can overlap on it
return self.env.hidden_npc
def encode(self, nb_dims=3):
if self.env.hidden_npc:
if nb_dims == 3:
return (1, 0, 0)
elif nb_dims == 4:
return (1, 0, 0, 0)
else:
return super().encode(nb_dims=nb_dims)
def listen(self, utterance):
if self.was_introduced_to:
if utterance == TalkItOutNoLiarPoliteGrammar.construct_utterance([0, 1]):
return self.env.mission
else:
if utterance == TalkItOutNoLiarPoliteGrammar.construct_utterance([3, 3]):
self.was_introduced_to = True
return "I am well."
def render(self, img):
c = COLORS[self.color]
npc_shapes = []
# Draw eyes
npc_shapes.append(point_in_circle(cx=0.70, cy=0.50, r=0.10))
npc_shapes.append(point_in_circle(cx=0.30, cy=0.50, r=0.10))
# Draw mouth
npc_shapes.append(point_in_rect(0.20, 0.80, 0.72, 0.81))
# todo: move this to super function
# todo: super.render should be able to take the npc_shapes and then rotate them
if hasattr(self, "npc_dir"):
# Pre-rotation to ensure npc_dir = 1 means NPC looks downwards
npc_shapes = [rotate_fn(v, cx=0.5, cy=0.5, theta=-1*(math.pi / 2)) for v in npc_shapes]
# Rotate npc based on its direction
npc_shapes = [rotate_fn(v, cx=0.5, cy=0.5, theta=(math.pi/2) * self.npc_dir) for v in npc_shapes]
# Draw shapes
for v in npc_shapes:
fill_coords(img, v, c)
def is_near_agent(self):
ax, ay = self.env.agent_pos
wx, wy = self.cur_pos
if (ax == wx and abs(ay - wy) == 1) or (ay == wy and abs(ax - wx) == 1):
return True
return False
class TalkItOutNoLiarPoliteGrammar(object):
templates = ["Where is", "Open", "Close", "How are"]
things = [
"sesame", "the exit", "the wall", "you", "the ceiling", "the window", "the entrance", "the closet",
"the drawer", "the fridge", "the floor", "the lamp", "the trash can", "the chair", "the bed", "the sofa"
]
assert len(templates)*len(things) == 64
print("language complexity {}:".format(len(templates)*len(things)))
grammar_action_space = spaces.MultiDiscrete([len(templates), len(things)])
@classmethod
def construct_utterance(cls, action):
return cls.templates[int(action[0])] + " " + cls.things[int(action[1])] + " "
class TalkItOutNoLiarPoliteEnv(MultiModalMiniGridEnv):
"""
Environment in which the agent is instructed to go to a given object
named using an English text string
"""
def __init__(
self,
size=5,
hear_yourself=False,
diminished_reward=True,
step_penalty=False,
nameless=False,
max_steps=100,
hidden_npc=False,
):
assert size >= 5
self.empty_symbol = "NA \n"
self.hear_yourself = hear_yourself
self.diminished_reward = diminished_reward
self.step_penalty = step_penalty
self.nameless = nameless
self.hidden_npc = hidden_npc
if max_steps is None:
max_steps = 5*size**2
super().__init__(
grid_size=size,
max_steps=max_steps,
# Set this to True for maximum speed
see_through_walls=True,
actions=MiniGridEnv.Actions,
action_space=spaces.MultiDiscrete([
len(MiniGridEnv.Actions),
*TalkItOutNoLiarPoliteGrammar.grammar_action_space.nvec
]),
add_npc_direction=True
)
print({
"size": size,
"hear_yourself": hear_yourself,
"diminished_reward": diminished_reward,
"step_penalty": step_penalty,
})
def _gen_grid(self, width, height):
# Create the grid
self.grid = Grid(width, height, nb_obj_dims=4)
# Randomly vary the room width and height
width = self._rand_int(5, width+1)
height = self._rand_int(5, height+1)
# Generate the surrounding walls
self.grid.wall_rect(0, 0, width, height)
# Generate the surrounding walls
self.grid.wall_rect(0, 0, width, height)
# Generate the 4 doors at random positions
self.door_pos = []
self.door_front_pos = [] # Remembers positions in front of door to avoid setting wizard here
self.door_pos.append((self._rand_int(2, width-2), 0))
self.door_front_pos.append((self.door_pos[-1][0], self.door_pos[-1][1]+1))
self.door_pos.append((self._rand_int(2, width-2), height-1))
self.door_front_pos.append((self.door_pos[-1][0], self.door_pos[-1][1] - 1))
self.door_pos.append((0, self._rand_int(2, height-2)))
self.door_front_pos.append((self.door_pos[-1][0] + 1, self.door_pos[-1][1]))
self.door_pos.append((width-1, self._rand_int(2, height-2)))
self.door_front_pos.append((self.door_pos[-1][0] - 1, self.door_pos[-1][1]))
# Generate the door colors
self.door_colors = []
while len(self.door_colors) < len(self.door_pos):
color = self._rand_elem(COLOR_NAMES)
if color in self.door_colors:
continue
self.door_colors.append(color)
# Place the doors in the grid
for idx, pos in enumerate(self.door_pos):
color = self.door_colors[idx]
self.grid.set(*pos, Door(color))
# Set a randomly coloured WIZARD at a random position
color = self._rand_elem(COLOR_NAMES)
self.wizard = Wizard(color, "Gandalf", self)
# Place it randomly, omitting front of door positions
self.place_obj(self.wizard,
size=(width, height),
reject_fn=lambda _, p: tuple(p) in self.door_front_pos)
# Set a randomly coloured TRUE GUIDE at a random position
name = "John"
color = self._rand_elem(COLOR_NAMES)
self.true_guide = Guide(color, name, self, liar=False)
# Place it randomly, omitting invalid positions
self.place_obj(self.true_guide,
size=(width, height),
# reject_fn=lambda _, p: tuple(p) in self.door_front_pos)
reject_fn=lambda _, p: tuple(p) in [*self.door_front_pos, tuple(self.wizard.cur_pos)])
# Randomize the agent's start position and orientation
self.place_agent(size=(width, height))
# Select a random target door
self.doorIdx = self._rand_int(0, len(self.door_pos))
self.target_pos = self.door_pos[self.doorIdx]
self.target_color = self.door_colors[self.doorIdx]
# Generate the mission string
self.mission = 'go to the %s door' % self.target_color
# Dummy beginning string
self.beginning_string = "This is what you hear. \n"
self.utterance = self.beginning_string
# utterance appended at the end of each step
self.utterance_history = ""
# used for rendering
self.conversation = self.utterance
self.outcome_info = None
def step(self, action):
p_action = action[0]
utterance_action = action[1:]
# assert all nan or neither nan
assert len(set(np.isnan(utterance_action))) == 1
speak_flag = not all(np.isnan(utterance_action))
obs, reward, done, info = super().step(p_action)
if speak_flag:
utterance = TalkItOutNoLiarPoliteGrammar.construct_utterance(utterance_action)
if self.hear_yourself:
if self.nameless:
self.utterance += "{} \n".format(utterance)
else:
self.utterance += "YOU: {} \n".format(utterance)
self.conversation += "YOU: {} \n".format(utterance)
# check if near wizard
if self.wizard.is_near_agent():
reply = self.wizard.listen(utterance)
if reply:
if self.nameless:
self.utterance += "{} \n".format(reply)
else:
self.utterance += "{}: {} \n".format(self.wizard.name, reply)
self.conversation += "{}: {} \n".format(self.wizard.name, reply)
if self.true_guide.is_near_agent():
reply = self.true_guide.listen(utterance)
if reply:
if self.nameless:
self.utterance += "{} \n".format(reply)
else:
self.utterance += "{}: {} \n".format(self.true_guide.name, reply)
self.conversation += "{}: {} \n".format(self.true_guide.name, reply)
if utterance == TalkItOutNoLiarPoliteGrammar.construct_utterance([1, 0]):
ax, ay = self.agent_pos
tx, ty = self.target_pos
if (ax == tx and abs(ay - ty) == 1) or (ay == ty and abs(ax - tx) == 1):
reward = self._reward()
for dx, dy in self.door_pos:
if (ax == dx and abs(ay - dy) == 1) or (ay == dy and abs(ax - dx) == 1):
# agent has chosen some door episode, regardless of if the door is correct the episode is over
done = True
# Don't let the agent open any of the doors
if p_action == self.actions.toggle:
done = True
if p_action == self.actions.done:
done = True
# discount
if self.step_penalty:
reward = reward - 0.01
if self.hidden_npc:
# all npc are hidden
assert np.argwhere(obs['image'][:,:,0] == OBJECT_TO_IDX['npc']).size == 0
assert "{}:".format(self.wizard.name) not in self.utterance
#assert "{}:".format(self.true_guide.name) not in self.utterance
# fill observation with text
self.append_existing_utterance_to_history()
obs = self.add_utterance_to_observation(obs)
self.reset_utterance()
if done:
if reward > 0:
self.outcome_info = "SUCCESS: agent got {} reward \n".format(np.round(reward, 1))
else:
self.outcome_info = "FAILURE: agent got {} reward \n".format(reward)
return obs, reward, done, info
def _reward(self):
if self.diminished_reward:
return super()._reward()
else:
return 1.0
def render(self, *args, **kwargs):
obs = super().render(*args, **kwargs)
self.window.clear_text() # erase previous text
self.window.set_caption(self.conversation, [
"Gandalf:",
"Jack:",
"John:",
"Where is the exit",
"Open sesame",
])
self.window.ax.set_title("correct door: {}".format(self.true_guide.target_color), loc="left", fontsize=10)
if self.outcome_info:
color = None
if "SUCCESS" in self.outcome_info:
color = "lime"
elif "FAILURE" in self.outcome_info:
color = "red"
self.window.add_text(*(0.01, 0.85, self.outcome_info),
**{'fontsize':15, 'color':color, 'weight':"bold"})
self.window.show_img(obs) # re-draw image to add changes to window
return obs
class TalkItOutNoLiarPolite8x8Env(TalkItOutNoLiarPoliteEnv):
def __init__(self, **kwargs):
super().__init__(size=8, max_steps=100, **kwargs)
class TalkItOutNoLiarPolite6x6Env(TalkItOutNoLiarPoliteEnv):
def __init__(self):
super().__init__(size=6, max_steps=100)
class TalkItOutNoLiarPoliteNameless8x8Env(TalkItOutNoLiarPoliteEnv):
def __init__(self):
super().__init__(size=8, max_steps=100, nameless=True)
register(
id='MiniGrid-TalkItOutNoLiarPolite-5x5-v0',
entry_point='gym_minigrid.envs:TalkItOutNoLiarPoliteEnv'
)
register(
id='MiniGrid-TalkItOutNoLiarPolite-6x6-v0',
entry_point='gym_minigrid.envs:TalkItOutNoLiarPolite6x6Env'
)
register(
id='MiniGrid-TalkItOutNoLiarPolite-8x8-v0',
entry_point='gym_minigrid.envs:TalkItOutNoLiarPolite8x8Env'
)
register(
id='MiniGrid-TalkItOutNoLiarPoliteNameless-8x8-v0',
entry_point='gym_minigrid.envs:TalkItOutNoLiarPoliteNameless8x8Env'
) |