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mapf_gym.py
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mapf_gym.py
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import gym
from gym import spaces
import numpy as np
from collections import OrderedDict
from threading import Lock
import sys
from matplotlib.colors import hsv_to_rgb
import random
import math
import copy
from od_mstar3 import cpp_mstar
from od_mstar3.col_set_addition import NoSolutionError, OutOfTimeError
# from gym.envs.classic_control import rendering
'''
Observation: (position maps of current agent, current goal, other agents, other goals, obstacles)
Action space: (Tuple)
agent_id: positive integer
action: {0:STILL, 1:MOVE_NORTH, 2:MOVE_EAST, 3:MOVE_SOUTH, 4:MOVE_WEST,
5:NE, 6:SE, 7:SW, 8:NW}
Reward: ACTION_COST for each action, GOAL_REWARD when robot arrives at target
'''
ACTION_COST, IDLE_COST, GOAL_REWARD, COLLISION_REWARD,FINISH_REWARD,BLOCKING_COST = -0.3, -.5, 0.0, -2.,20.,-1.
opposite_actions = {0: -1, 1: 3, 2: 4, 3: 1, 4: 2, 5: 7, 6: 8, 7: 5, 8: 6}
JOINT = False # True for joint estimation of rewards for closeby agents
dirDict = {0:(0,0),1:(0,1),2:(1,0),3:(0,-1),4:(-1,0),5:(1,1),6:(1,-1),7:(-1,-1),8:(-1,1)}
actionDict={v:k for k,v in dirDict.items()}
class State(object):
'''
State.
Implemented as 2 2d numpy arrays.
first one "state":
static obstacle: -1
empty: 0
agent = positive integer (agent_id)
second one "goals":
agent goal = positive int(agent_id)
'''
def __init__(self, world0, goals, diagonal, num_agents=1):
assert(len(world0.shape) == 2 and world0.shape==goals.shape)
self.state = world0.copy()
self.goals = goals.copy()
self.num_agents = num_agents
self.agents, self.agents_past, self.agent_goals = self.scanForAgents()
self.diagonal=diagonal
assert(len(self.agents) == num_agents)
def scanForAgents(self):
agents = [(-1,-1) for i in range(self.num_agents)]
agents_last = [(-1,-1) for i in range(self.num_agents)]
agent_goals = [(-1,-1) for i in range(self.num_agents)]
for i in range(self.state.shape[0]):
for j in range(self.state.shape[1]):
if(self.state[i,j]>0):
agents[self.state[i,j]-1] = (i,j)
agents_last[self.state[i,j]-1] = (i,j)
if(self.goals[i,j]>0):
agent_goals[self.goals[i,j]-1] = (i,j)
assert((-1,-1) not in agents and (-1,-1) not in agent_goals)
assert(agents==agents_last)
return agents, agents_last, agent_goals
def getPos(self, agent_id):
return self.agents[agent_id-1]
def getPastPos(self, agent_id):
return self.agents_past[agent_id-1]
def getGoal(self, agent_id):
return self.agent_goals[agent_id-1]
def diagonalCollision(self, agent_id, newPos):
'''diagonalCollision(id,(x,y)) returns true if agent with id "id" collided diagonally with
any other agent in the state after moving to coordinates (x,y)
agent_id: id of the desired agent to check for
newPos: coord the agent is trying to move to (and checking for collisions)
'''
# def eq(f1,f2):return abs(f1-f2)<0.001
def collide(a1,a2,b1,b2):
'''
a1,a2 are coords for agent 1, b1,b2 coords for agent 2, returns true if these collide diagonally
'''
return np.isclose( (a1[0]+a2[0]) /2. , (b1[0]+b2[0])/2. ) and np.isclose( (a1[1]+a2[1])/2. , (b1[1]+b2[1])/2. )
assert(len(newPos) == 2);
#up until now we haven't moved the agent, so getPos returns the "old" location
lastPos = self.getPos(agent_id)
for agent in range(1,self.num_agents+1):
if agent == agent_id: continue
aPast = self.getPastPos(agent)
aPres = self.getPos(agent)
if collide(aPast,aPres,lastPos,newPos): return True
return False
#try to move agent and return the status
def moveAgent(self, direction, agent_id):
ax=self.agents[agent_id-1][0]
ay=self.agents[agent_id-1][1]
# Not moving is always allowed
if(direction==(0,0)):
self.agents_past[agent_id-1]=self.agents[agent_id-1]
return 1 if self.goals[ax,ay]==agent_id else 0
# Otherwise, let's look at the validity of the move
dx,dy =direction[0], direction[1]
if(ax+dx>=self.state.shape[0] or ax+dx<0 or ay+dy>=self.state.shape[1] or ay+dy<0):#out of bounds
return -1
if(self.state[ax+dx,ay+dy]<0):#collide with static obstacle
return -2
if(self.state[ax+dx,ay+dy]>0):#collide with robot
return -3
# check for diagonal collisions
if(self.diagonal):
if self.diagonalCollision(agent_id,(ax+dx,ay+dy)):
return -3
# No collision: we can carry out the action
self.state[ax,ay] = 0
self.state[ax+dx,ay+dy] = agent_id
self.agents_past[agent_id-1]=self.agents[agent_id-1]
self.agents[agent_id-1] = (ax+dx,ay+dy)
if self.goals[ax+dx,ay+dy]==agent_id:
return 1
elif self.goals[ax+dx,ay+dy]!=agent_id and self.goals[ax,ay]==agent_id:
return 2
else:
return 0
# try to execture action and return whether action was executed or not and why
#returns:
# 2: action executed and left goal
# 1: action executed and reached goal (or stayed on)
# 0: action executed
# -1: out of bounds
# -2: collision with wall
# -3: collision with robot
def act(self, action, agent_id):
# 0 1 2 3 4
# still N E S W
direction = self.getDir(action)
moved = self.moveAgent(direction,agent_id)
return moved
def getDir(self,action):
return dirDict[action]
def getAction(self,direction):
return actionDict[direction]
# Compare with a plan to determine job completion
def done(self):
numComplete = 0
for i in range(1,len(self.agents)+1):
agent_pos = self.agents[i-1]
if self.goals[agent_pos[0],agent_pos[1]] == i:
numComplete += 1
return numComplete==len(self.agents) #, numComplete/float(len(self.agents))
class MAPFEnv(gym.Env):
def getFinishReward(self):
return FINISH_REWARD
metadata = {"render.modes": ["human", "ansi"]}
# Initialize env
def __init__(self, num_agents=1, observation_size=10,world0=None, goals0=None, DIAGONAL_MOVEMENT=False, SIZE=(10,40), PROB=(0,.5), FULL_HELP=False,blank_world=False):
"""
Args:
DIAGONAL_MOVEMENT: if the agents are allowed to move diagonally
SIZE: size of a side of the square grid
PROB: range of probabilities that a given block is an obstacle
FULL_HELP
"""
# Initialize member variables
self.num_agents = num_agents
#a way of doing joint rewards
self.individual_rewards = [0 for i in range(num_agents)]
self.observation_size = observation_size
self.SIZE = SIZE
self.PROB = PROB
self.fresh = True
self.FULL_HELP = FULL_HELP
self.finished = False
self.mutex = Lock()
self.DIAGONAL_MOVEMENT = DIAGONAL_MOVEMENT
# Initialize data structures
self._setWorld(world0,goals0,blank_world=blank_world)
if DIAGONAL_MOVEMENT:
self.action_space = spaces.Tuple([spaces.Discrete(self.num_agents), spaces.Discrete(9)])
else:
self.action_space = spaces.Tuple([spaces.Discrete(self.num_agents), spaces.Discrete(5)])
self.viewer = None
def isConnected(self,world0):
sys.setrecursionlimit(10000)
world0 = world0.copy()
def firstFree(world0):
for x in range(world0.shape[0]):
for y in range(world0.shape[1]):
if world0[x,y]==0:
return x,y
def floodfill(world,i,j):
sx,sy=world.shape[0],world.shape[1]
if(i<0 or i>=sx or j<0 or j>=sy):#out of bounds, return
return
if(world[i,j]==-1):return
world[i,j] = -1
floodfill(world,i+1,j)
floodfill(world,i,j+1)
floodfill(world,i-1,j)
floodfill(world,i,j-1)
i,j = firstFree(world0)
floodfill(world0,i,j)
if np.any(world0==0):
return False
else:
return True
def getObstacleMap(self):
return (self.world.state==-1).astype(int)
def getGoals(self):
result=[]
for i in range(1,self.num_agents+1):
result.append(self.world.getGoal(i))
return result
def getPositions(self):
result=[]
for i in range(1,self.num_agents+1):
result.append(self.world.getPos(i))
return result
def _setWorld(self, world0=None, goals0=None,blank_world=False):
#blank_world is a flag indicating that the world given has no agent or goal positions
def getConnectedRegion(world,regions_dict,x,y):
sys.setrecursionlimit(1000000)
'''returns a list of tuples of connected squares to the given tile
this is memoized with a dict'''
if (x,y) in regions_dict:
return regions_dict[(x,y)]
visited=set()
sx,sy=world.shape[0],world.shape[1]
work_list=[(x,y)]
while len(work_list)>0:
(i,j)=work_list.pop()
if(i<0 or i>=sx or j<0 or j>=sy):#out of bounds, return
continue
if(world[i,j]==-1):
continue#crashes
if world[i,j]>0:
regions_dict[(i,j)]=visited
if (i,j) in visited:continue
visited.add((i,j))
work_list.append((i+1,j))
work_list.append((i,j+1))
work_list.append((i-1,j))
work_list.append((i,j-1))
regions_dict[(x,y)]=visited
return visited
#defines the State object, which includes initializing goals and agents
#sets the world to world0 and goals, or if they are None randomizes world
if not (world0 is None):
if goals0 is None and not blank_world:
raise Exception("you gave a world with no goals!")
if blank_world:
#RANDOMIZE THE POSITIONS OF AGENTS
agent_counter = 1
agent_locations=[]
while agent_counter<=self.num_agents:
x,y = np.random.randint(0,world0.shape[0]),np.random.randint(0,world0.shape[1])
if(world0[x,y] == 0):
world0[x,y]=agent_counter
agent_locations.append((x,y))
agent_counter += 1
#RANDOMIZE THE GOALS OF AGENTS
goals0 = np.zeros(world0.shape).astype(int)
goal_counter = 1
agent_regions=dict()
while goal_counter<=self.num_agents:
agent_pos=agent_locations[goal_counter-1]
valid_tiles=getConnectedRegion(world0,agent_regions,agent_pos[0],agent_pos[1])#crashes
x,y = random.choice(list(valid_tiles))
if(goals0[x,y]==0 and world0[x,y]!=-1):
goals0[x,y] = goal_counter
goal_counter += 1
self.initial_world = world0.copy()
self.initial_goals = goals0.copy()
self.world = State(self.initial_world,self.initial_goals,self.DIAGONAL_MOVEMENT,self.num_agents)
return
self.initial_world = world0
self.initial_goals = goals0
self.world = State(world0,goals0,self.DIAGONAL_MOVEMENT,self.num_agents)
return
#otherwise we have to randomize the world
#RANDOMIZE THE STATIC OBSTACLES
prob=np.random.triangular(self.PROB[0],.33*self.PROB[0]+.66*self.PROB[1],self.PROB[1])
size=np.random.choice([self.SIZE[0],self.SIZE[0]*.5+self.SIZE[1]*.5,self.SIZE[1]],p=[.5,.25,.25])
world = -(np.random.rand(int(size),int(size))<prob).astype(int)
#RANDOMIZE THE POSITIONS OF AGENTS
agent_counter = 1
agent_locations=[]
while agent_counter<=self.num_agents:
x,y = np.random.randint(0,world.shape[0]),np.random.randint(0,world.shape[1])
if(world[x,y] == 0):
world[x,y]=agent_counter
agent_locations.append((x,y))
agent_counter += 1
#RANDOMIZE THE GOALS OF AGENTS
goals = np.zeros(world.shape).astype(int)
goal_counter = 1
agent_regions=dict()
while goal_counter<=self.num_agents:
agent_pos=agent_locations[goal_counter-1]
valid_tiles=getConnectedRegion(world,agent_regions,agent_pos[0],agent_pos[1])
x,y = random.choice(list(valid_tiles))
if(goals[x,y]==0 and world[x,y]!=-1):
goals[x,y] = goal_counter
goal_counter += 1
self.initial_world = world
self.initial_goals = goals
self.world = State(world,goals,self.DIAGONAL_MOVEMENT,num_agents=self.num_agents)
# Returns an observation of an agent
def _observe(self,agent_id):
assert(agent_id>0)
top_left=(self.world.getPos(agent_id)[0]-self.observation_size//2,self.world.getPos(agent_id)[1]-self.observation_size//2)
bottom_right=(top_left[0]+self.observation_size,top_left[1]+self.observation_size)
obs_shape=(self.observation_size,self.observation_size)
goal_map = np.zeros(obs_shape)
poss_map = np.zeros(obs_shape)
goals_map = np.zeros(obs_shape)
obs_map = np.zeros(obs_shape)
visible_agents=[]
for i in range(top_left[0],top_left[0]+self.observation_size):
for j in range(top_left[1],top_left[1]+self.observation_size):
if i>=self.world.state.shape[0] or i<0 or j>=self.world.state.shape[1] or j<0:
#out of bounds, just treat as an obstacle
obs_map[i-top_left[0],j-top_left[1]]=1
continue
if self.world.state[i,j]==-1:
#obstacles
obs_map[i-top_left[0],j-top_left[1]]=1
if self.world.state[i,j]==agent_id:
#agent's position
poss_map[i-top_left[0],j-top_left[1]]=1
if self.world.goals[i,j]==agent_id:
#agent's goal
goal_map[i-top_left[0],j-top_left[1]]=1
if self.world.state[i,j]>0 and self.world.state[i,j]!=agent_id:
#other agents' positions
visible_agents.append(self.world.state[i,j])
poss_map[i-top_left[0],j-top_left[1]]=1
for agent in visible_agents:
x, y = self.world.getGoal(agent)
min_node = (max(top_left[0], min(top_left[0] + self.observation_size - 1, x)),
max(top_left[1], min(top_left[1] + self.observation_size - 1, y)))
goals_map[min_node[0] - top_left[0], min_node[1] - top_left[1]] = 1
dx=self.world.getGoal(agent_id)[0]-self.world.getPos(agent_id)[0]
dy=self.world.getGoal(agent_id)[1]-self.world.getPos(agent_id)[1]
mag=(dx**2+dy**2)**.5
if mag!=0:
dx=dx/mag
dy=dy/mag
return ([poss_map,goal_map,goals_map,obs_map],[dx,dy,mag])
# Resets environment
def _reset(self, agent_id,world0=None,goals0=None):
self.finished = False
self.mutex.acquire()
# Initialize data structures
self._setWorld(world0,goals0)
self.fresh = True
self.mutex.release()
if self.viewer is not None:
self.viewer = None
on_goal = self.world.getPos(agent_id) == self.world.getGoal(agent_id)
#we assume you don't start blocking anyone (the probability of this happening is insanely low)
return self._listNextValidActions(agent_id), on_goal,False
def _complete(self):
return self.world.done()
def getAstarCosts(self,start, goal):
#returns a numpy array of same dims as self.world.state with the distance to the goal from each coord
def lowestF(fScore,openSet):
#find entry in openSet with lowest fScore
assert(len(openSet)>0)
minF=2**31-1
minNode=None
for (i,j) in openSet:
if (i,j) not in fScore:continue
if fScore[(i,j)]<minF:
minF=fScore[(i,j)]
minNode=(i,j)
return minNode
def getNeighbors(node):
#return set of neighbors to the given node
n_moves=9 if self.DIAGONAL_MOVEMENT else 5
neighbors=set()
for move in range(1,n_moves):#we dont want to include 0 or it will include itself
direction=self.world.getDir(move)
dx=direction[0]
dy=direction[1]
ax=node[0]
ay=node[1]
if(ax+dx>=self.world.state.shape[0] or ax+dx<0 or ay+dy>=self.world.state.shape[1] or ay+dy<0):#out of bounds
continue
if(self.world.state[ax+dx,ay+dy]==-1):#collide with static obstacle
continue
neighbors.add((ax+dx,ay+dy))
return neighbors
#NOTE THAT WE REVERSE THE DIRECTION OF SEARCH SO THAT THE GSCORE WILL BE DISTANCE TO GOAL
start,goal=goal,start
# The set of nodes already evaluated
closedSet = set()
# The set of currently discovered nodes that are not evaluated yet.
# Initially, only the start node is known.
openSet =set()
openSet.add(start)
# For each node, which node it can most efficiently be reached from.
# If a node can be reached from many nodes, cameFrom will eventually contain the
# most efficient previous step.
cameFrom = dict()
# For each node, the cost of getting from the start node to that node.
gScore =dict()#default value infinity
# The cost of going from start to start is zero.
gScore[start] = 0
# For each node, the total cost of getting from the start node to the goal
# by passing by that node. That value is partly known, partly heuristic.
fScore = dict()#default infinity
#our heuristic is euclidean distance to goal
heuristic_cost_estimate = lambda x,y:math.hypot(x[0]-y[0],x[1]-y[1])
# For the first node, that value is completely heuristic.
fScore[start] = heuristic_cost_estimate(start, goal)
while len(openSet) != 0:
#current = the node in openSet having the lowest fScore value
current = lowestF(fScore,openSet)
openSet.remove(current)
closedSet.add(current)
for neighbor in getNeighbors(current):
if neighbor in closedSet:
continue # Ignore the neighbor which is already evaluated.
if neighbor not in openSet: # Discover a new node
openSet.add(neighbor)
# The distance from start to a neighbor
#in our case the distance between is always 1
tentative_gScore = gScore[current] + 1
if tentative_gScore >= gScore.get(neighbor,2**31-1):
continue # This is not a better path.
# This path is the best until now. Record it!
cameFrom[neighbor] = current
gScore[neighbor] = tentative_gScore
fScore[neighbor] = gScore[neighbor] + heuristic_cost_estimate(neighbor, goal)
#parse through the gScores
costs=self.world.state.copy()
for (i,j) in gScore:
costs[i,j]=gScore[i,j]
return costs
def astar(self,world,start,goal,robots=[]):
'''robots is a list of robots to add to the world'''
for (i,j) in robots:
world[i,j]=1
try:
path=cpp_mstar.find_path(world,[start],[goal],1,5)
except NoSolutionError:
path=None
for (i,j) in robots:
world[i,j]=0
return path
def get_blocking_reward(self,agent_id):
'''calculates how many robots the agent is preventing from reaching goal
and returns the necessary penalty'''
#accumulate visible robots
other_robots=[]
other_locations=[]
inflation=10
top_left=(self.world.getPos(agent_id)[0]-self.observation_size//2,self.world.getPos(agent_id)[1]-self.observation_size//2)
bottom_right=(top_left[0]+self.observation_size,top_left[1]+self.observation_size)
for agent in range(1,self.num_agents):
if agent==agent_id: continue
x,y=self.world.getPos(agent)
if x<top_left[0] or x>=bottom_right[0] or y>=bottom_right[1] or y<top_left[1]:
continue
other_robots.append(agent)
other_locations.append((x,y))
num_blocking=0
world=self.getObstacleMap()
for agent in other_robots:
other_locations.remove(self.world.getPos(agent))
#before removing
path_before=self.astar(world,self.world.getPos(agent),self.world.getGoal(agent),
robots=other_locations+[self.world.getPos(agent_id)])
#after removing
path_after=self.astar(world,self.world.getPos(agent),self.world.getGoal(agent),
robots=other_locations)
other_locations.append(self.world.getPos(agent))
if (path_before is None and path_after is None):continue
if (path_before is not None and path_after is None):continue
if (path_before is None and path_after is not None)\
or len(path_before)>len(path_after)+inflation:
num_blocking+=1
return num_blocking*BLOCKING_COST
# Executes an action by an agent
def _step(self, action_input,episode=0):
#episode is an optional variable which will be used on the reward discounting
self.fresh = False
n_actions = 9 if self.DIAGONAL_MOVEMENT else 5
# Check action input
assert len(action_input) == 2, 'Action input should be a tuple with the form (agent_id, action)'
assert action_input[1] in range(n_actions), 'Invalid action'
assert action_input[0] in range(1, self.num_agents+1)
# Parse action input
agent_id = action_input[0]
action = action_input[1]
# Lock mutex (race conditions start here)
self.mutex.acquire()
#get start location of agent
agentStartLocation = self.world.getPos(agent_id)
# Execute action & determine reward
action_status = self.world.act(action,agent_id)
valid_action=action_status >=0
# 2: action executed and left goal
# 1: action executed and reached/stayed on goal
# 0: action executed
# -1: out of bounds
# -2: collision with wall
# -3: collision with robot
blocking=False
if action==0:#staying still
if action_status == 1:#stayed on goal
reward=GOAL_REWARD
x=self.get_blocking_reward(agent_id)
reward+=x
if x<0:
blocking=True
elif action_status == 0:#stayed off goal
reward=IDLE_COST
else:#moving
if (action_status == 1): # reached goal
reward = GOAL_REWARD
elif (action_status == -3 or action_status==-2 or action_status==-1): # collision
reward = COLLISION_REWARD
elif (action_status == 2): #left goal
reward=ACTION_COST
else:
reward=ACTION_COST
self.individual_rewards[agent_id-1]=reward
if JOINT:
visible=[False for i in range(self.num_agents)]
v=0
#joint rewards based on proximity
for agent in range(1,self.num_agents+1):
#tally up the visible agents
if agent==agent_id:
continue
top_left=(self.world.getPos(agent_id)[0]-self.observation_size//2, \
self.world.getPos(agent_id)[1]-self.observation_size//2)
pos=self.world.getPos(agent)
if pos[0]>=top_left[0] and pos[0]<top_left[0]+self.observation_size\
and pos[1]>=top_left[1] and pos[1]<top_left[1]+self.observation_size:
#if the agent is within the bounds for observation
v+=1
visible[agent-1]=True
if v>0:
reward=self.individual_rewards[agent_id-1]/2
#set the reward to the joint reward if we are
for i in range(self.num_agents):
if visible[i]:
reward+=self.individual_rewards[i]/(v*2)
# Perform observation
state = self._observe(agent_id)
# Done?
done = self.world.done()
self.finished |= done
# next valid actions
nextActions = self._listNextValidActions(agent_id, action,episode=episode)
# on_goal estimation
on_goal = self.world.getPos(agent_id) == self.world.getGoal(agent_id)
# Unlock mutex
self.mutex.release()
return state, reward, done, nextActions, on_goal, blocking, valid_action
def _listNextValidActions(self, agent_id, prev_action=0,episode=0):
available_actions = [0] # staying still always allowed
# Get current agent position
agent_pos = self.world.getPos(agent_id)
ax,ay = agent_pos[0],agent_pos[1]
n_moves = 9 if self.DIAGONAL_MOVEMENT else 5
for action in range(1,n_moves):
direction = self.world.getDir(action)
dx,dy = direction[0],direction[1]
if(ax+dx>=self.world.state.shape[0] or ax+dx<0 or ay+dy>=self.world.state.shape[1] or ay+dy<0):#out of bounds
continue
if(self.world.state[ax+dx,ay+dy]<0):#collide with static obstacle
continue
if(self.world.state[ax+dx,ay+dy]>0):#collide with robot
continue
# check for diagonal collisions
if(self.DIAGONAL_MOVEMENT):
if self.world.diagonalCollision(agent_id,(ax+dx,ay+dy)):
continue
#otherwise we are ok to carry out the action
available_actions.append(action)
if opposite_actions[prev_action] in available_actions:
available_actions.remove(opposite_actions[prev_action])
return available_actions
def drawStar(self, centerX, centerY, diameter, numPoints, color):
outerRad=diameter//2
innerRad=int(outerRad*3/8)
#fill the center of the star
angleBetween=2*math.pi/numPoints#angle between star points in radians
for i in range(numPoints):
#p1 and p3 are on the inner radius, and p2 is the point
pointAngle=math.pi/2+i*angleBetween
p1X=centerX+innerRad*math.cos(pointAngle-angleBetween/2)
p1Y=centerY-innerRad*math.sin(pointAngle-angleBetween/2)
p2X=centerX+outerRad*math.cos(pointAngle)
p2Y=centerY-outerRad*math.sin(pointAngle)
p3X=centerX+innerRad*math.cos(pointAngle+angleBetween/2)
p3Y=centerY-innerRad*math.sin(pointAngle+angleBetween/2)
#draw the triangle for each tip.
poly=rendering.FilledPolygon([(p1X,p1Y),(p2X,p2Y),(p3X,p3Y)])
poly.set_color(color[0],color[1],color[2])
poly.add_attr(rendering.Transform())
self.viewer.add_onetime(poly)
def create_rectangle(self,x,y,width,height,fill,permanent=False):
ps=[(x,y),((x+width),y),((x+width),(y+height)),(x,(y+height))]
rect=rendering.FilledPolygon(ps)
rect.set_color(fill[0],fill[1],fill[2])
rect.add_attr(rendering.Transform())
if permanent:
self.viewer.add_geom(rect)
else:
self.viewer.add_onetime(rect)
def create_circle(self,x,y,diameter,size,fill,resolution=20):
c=(x+size/2,y+size/2)
dr=math.pi*2/resolution
ps=[]
for i in range(resolution):
x=c[0]+math.cos(i*dr)*diameter/2
y=c[1]+math.sin(i*dr)*diameter/2
ps.append((x,y))
circ=rendering.FilledPolygon(ps)
circ.set_color(fill[0],fill[1],fill[2])
circ.add_attr(rendering.Transform())
self.viewer.add_onetime(circ)
def initColors(self):
c={a+1:hsv_to_rgb(np.array([a/float(self.num_agents),1,1])) for a in range(self.num_agents)}
return c
def _render(self, mode='human',close=False,screen_width=800,screen_height=800,action_probs=None):
if close == True:
return
#values is an optional parameter which provides a visualization for the value of each agent per step
size=screen_width/max(self.world.state.shape[0],self.world.state.shape[1])
colors=self.initColors()
if self.viewer==None:
self.viewer=rendering.Viewer(screen_width,screen_height)
self.reset_renderer=True
if self.reset_renderer:
self.create_rectangle(0,0,screen_width,screen_height,(.6,.6,.6),permanent=True)
for i in range(self.world.state.shape[0]):
start=0
end=1
scanning=False
write=False
for j in range(self.world.state.shape[1]):
if(self.world.state[i,j]!=-1 and not scanning):#free
start=j
scanning=True
if((j==self.world.state.shape[1]-1 or self.world.state[i,j]==-1) and scanning):
end=j+1 if j==self.world.state.shape[1]-1 else j
scanning=False
write=True
if write:
x=i*size
y=start*size
self.create_rectangle(x,y,size,size*(end-start),(1,1,1),permanent=True)
write=False
for agent in range(1,self.num_agents+1):
i,j=self.world.getPos(agent)
x=i*size
y=j*size
color=colors[self.world.state[i,j]]
self.create_rectangle(x,y,size,size,color)
i,j=self.world.getGoal(agent)
x=i*size
y=j*size
color=colors[self.world.goals[i,j]]
self.create_circle(x,y,size,size,color)
if self.world.getGoal(agent)==self.world.getPos(agent):
color=(0,0,0)
self.create_circle(x,y,size,size,color)
if action_probs is not None:
n_moves=9 if self.DIAGONAL_MOVEMENT else 5
for agent in range(1,self.num_agents+1):
#take the a_dist from the given data and draw it on the frame
a_dist=action_probs[agent-1]
if a_dist is not None:
for m in range(n_moves):
dx,dy=self.world.getDir(m)
x=(self.world.getPos(agent)[0]+dx)*size
y=(self.world.getPos(agent)[1]+dy)*size
s=a_dist[m]*size
self.create_circle(x,y,s,size,(0,0,0))
self.reset_renderer=False
result=self.viewer.render(return_rgb_array = mode=='rgb_array')
return result
if __name__=='__main__':
n_agents=8
env=MAPFEnv(n_agents,PROB=(.3,.5),SIZE=(10,11),DIAGONAL_MOVEMENT=False)
print(coordinationRatio(env))