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from gym_minigrid.minigrid import * | |
from gym_minigrid.register import register | |
import time | |
from collections import deque | |
class Dancer(NPC): | |
""" | |
A dancing NPC that the agent has to copy | |
NPC executes a sequence of movement and utterances | |
""" | |
def __init__(self, color, name, env, dancing_pattern=None, | |
dance_len=3, p_sing=.5, hidden_npc=False, sing_only=False): | |
super().__init__(color) | |
self.name = name | |
self.npc_dir = 1 # NPC initially looks downward | |
self.npc_type = 0 | |
self.env = env | |
self.actions = self.env.possible_actions | |
self.p_sing = p_sing | |
self.sing_only = sing_only | |
if self.sing_only: | |
p_sing = 1 | |
self.dancing_pattern = dancing_pattern if dancing_pattern else self._gen_dancing_pattern(dance_len, p_sing) | |
self.agent_actions = deque(maxlen=len(self.dancing_pattern)) | |
self.movement_id_to_fun = {self.actions.left: self.rotate_left, | |
self.actions.right: self.rotate_right, | |
self.actions.forward: self.go_forward} | |
# for vizualisation only | |
self.movement_id_to_str = {self.actions.left: "left", | |
self.actions.right: "right", | |
self.actions.forward: "forward", | |
self.actions.pickup: "pickup", | |
self.actions.drop: "drop", | |
self.actions.toggle: "toggle", | |
self.actions.done: "done", | |
None: "None"} | |
self.dancing_step_idx = 0 | |
self.done_dancing = False | |
self.add_npc_direction = True | |
self.nb_steps = 0 | |
self.hidden_npc = hidden_npc | |
def step(self, agent_action, agent_utterance): | |
agent_matched_moves = False | |
utterance = None | |
if self.nb_steps == 0: | |
utterance = "Look at me!" | |
if self.nb_steps >= 2: # Wait a couple steps before dancing | |
if not self.done_dancing: | |
if self.dancing_step_idx == len(self.dancing_pattern): | |
self.done_dancing = True | |
utterance = "Now repeat my moves!" | |
else: | |
# NPC moves and speaks according to dance step | |
move_id, utterance = self.dancing_pattern[self.dancing_step_idx] | |
self.movement_id_to_fun[move_id]() | |
self.dancing_step_idx += 1 | |
else: # record agent dancing pattern | |
self.agent_actions.append((agent_action, agent_utterance)) | |
if not self.sing_only and list(self.agent_actions) == list(self.dancing_pattern): | |
agent_matched_moves = True | |
if self.sing_only: # only compare utterances | |
if [x[1] for x in self.agent_actions] == [x[1] for x in self.dancing_pattern]: | |
agent_matched_moves = True | |
self.nb_steps += 1 | |
return agent_matched_moves, utterance | |
def get_status_str(self): | |
readable_dancing_pattern = [(self.movement_id_to_str[dp[0]], dp[1]) for dp in self.dancing_pattern] | |
readable_agent_actions = [(self.movement_id_to_str[aa[0]], aa[1]) for aa in self.agent_actions] | |
return "dance: {} \n agent: {}".format(readable_dancing_pattern, readable_agent_actions) | |
def _gen_dancing_pattern(self, dance_len, p_sing): | |
available_moves = [self.actions.left, self.actions.right, self.actions.forward] | |
dance_pattern = [] | |
for _ in range(dance_len): | |
move = self.env._rand_elem(available_moves) | |
sing = None | |
if np.random.random() < p_sing: | |
sing = DanceWithOneNPCGrammar.random_utterance() | |
dance_pattern.append((move, sing)) | |
return dance_pattern | |
def can_overlap(self): | |
# If the NPC is hidden, agent can overlap on it | |
return self.hidden_npc | |
class DanceWithOneNPCGrammar(object): | |
templates = ["Move your", "Shake your"] | |
things = ["body", "head"] | |
grammar_action_space = spaces.MultiDiscrete([len(templates), len(things)]) | |
def construct_utterance(cls, action): | |
return cls.templates[int(action[0])] + " " + cls.things[int(action[1])] + " " | |
def random_utterance(cls): | |
return np.random.choice(cls.templates) + " " + np.random.choice(cls.things) + " " | |
class DanceActions(IntEnum): | |
# Turn left, turn right, move forward | |
left = 0 | |
right = 1 | |
forward = 2 | |
class DanceWithOneNPCEnv(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, | |
dance_len=3, | |
hidden_npc=False, | |
p_sing=.5, | |
max_steps=20, | |
full_obs=False, | |
few_actions=False, | |
sing_only=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.dance_len = dance_len | |
self.hidden_npc = hidden_npc | |
self.p_sing = p_sing | |
self.few_actions = few_actions | |
self.possible_actions = DanceActions if self.few_actions else MiniGridEnv.Actions | |
self.sing_only = sing_only | |
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, | |
full_obs=full_obs, | |
actions=MiniGridEnv.Actions, | |
action_space=spaces.MultiDiscrete([ | |
len(self.possible_actions), | |
*DanceWithOneNPCGrammar.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) | |
# Set a randomly coloured Dancer NPC | |
color = self._rand_elem(COLOR_NAMES) | |
self.dancer = Dancer(color, "Ren", self, dance_len=self.dance_len, | |
p_sing=self.p_sing, hidden_npc=self.hidden_npc, sing_only=self.sing_only) | |
# Place it on the middle left side of the room | |
left_pos = (int((width / 2) - 1), int(height / 2)) | |
#right_pos = [(width / 2) + 1, height / 2] | |
self.grid.set(*left_pos, self.dancer) | |
self.dancer.init_pos = left_pos | |
self.dancer.cur_pos = left_pos | |
# Place it randomly left or right | |
#self.place_obj(self.dancer, | |
# size=(width, height)) | |
# Randomize the agent's start position and orientation | |
self.place_agent(size=(width, height)) | |
# Generate the mission string | |
self.mission = 'watch dancer and repeat his moves afterwards' | |
# 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] if np.isnan(action[0]) else int(action[0]) | |
if len(action) == 1: # agent cannot speak | |
assert self.p_sing == 0, "Non speaking agent used in a dance env requiring to speak" | |
utterance_action = [np.nan, np.nan] | |
else: | |
utterance_action = action[1:] | |
obs, reward, done, info = super().step(p_action) | |
if np.isnan(p_action): | |
pass | |
# assert all nan or neither nan | |
assert len(set(np.isnan(utterance_action))) == 1 | |
speak_flag = not all(np.isnan(utterance_action)) | |
if speak_flag: | |
utterance = DanceWithOneNPCGrammar.construct_utterance(utterance_action) | |
self.conversation += "{}: {} \n".format("Agent", utterance) | |
# Don't let the agent open any of the doors | |
if not self.few_actions and p_action == self.actions.toggle: | |
done = True | |
if not self.few_actions and p_action == self.actions.done: | |
done = True | |
# npc's turn | |
agent_matched_moves, npc_utterance = self.dancer.step(p_action if not np.isnan(p_action) else None, | |
utterance if speak_flag else None) | |
if self.hidden_npc: | |
npc_utterance = None | |
if npc_utterance: | |
self.utterance += "{} \n".format(npc_utterance) | |
self.conversation += "{}: {} \n".format(self.dancer.name, npc_utterance) | |
if agent_matched_moves: | |
reward = self._reward() | |
self.outcome_info = "SUCCESS: agent got {} reward \n".format(np.round(reward, 1)) | |
done = True | |
# discount | |
if self.step_penalty: | |
reward = reward - 0.01 | |
if self.hidden_npc: | |
# remove npc from agent view | |
npc_obs_idx = np.argwhere(obs['image'] == 11) | |
if npc_obs_idx.size != 0: # agent sees npc | |
obs['image'][npc_obs_idx[0][0], npc_obs_idx[0][1], :] = [1, 0, 0, 0] | |
if done and reward == 0: | |
self.outcome_info = "FAILURE: agent got {} reward \n".format(reward) | |
# fill observation with text | |
self.append_existing_utterance_to_history() | |
obs = self.add_utterance_to_observation(obs) | |
self.reset_utterance() | |
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) | |
print("conversation:\n", self.conversation) | |
print("utterance_history:\n", self.utterance_history) | |
self.window.clear_text() # erase previous text | |
self.window.set_caption(self.conversation) # overwrites super class caption | |
self.window.ax.set_title(self.dancer.get_status_str(), 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 DanceWithOneNPC8x8Env(DanceWithOneNPCEnv): | |
def __init__(self, **kwargs): | |
super().__init__(size=8, **kwargs) | |
class DanceWithOneNPC6x6Env(DanceWithOneNPCEnv): | |
def __init__(self, **kwargs): | |
super().__init__(size=6, **kwargs) | |
register( | |
id='MiniGrid-DanceWithOneNPC-5x5-v0', | |
entry_point='gym_minigrid.envs:DanceWithOneNPCEnv' | |
) | |
register( | |
id='MiniGrid-DanceWithOneNPC-6x6-v0', | |
entry_point='gym_minigrid.envs:DanceWithOneNPC6x6Env' | |
) | |
register( | |
id='MiniGrid-DanceWithOneNPC-8x8-v0', | |
entry_point='gym_minigrid.envs:DanceWithOneNPC8x8Env' | |
) |