Files
Gymnasium/gym/envs/toy_text/frozen_lake.py
Andrew Tan Jin Shen 6f1ec7cc1b Fix issues with pygame event handling (#2684)
* Fix issues with pygame event handling

* Fix display initialization and exit for jupyter
2022-03-11 11:37:04 -05:00

375 lines
13 KiB
Python

from contextlib import closing
from io import StringIO
from os import path
from typing import Optional
import pygame
from pygame.constants import SRCALPHA
import numpy as np
from gym import Env, spaces, utils
from gym.envs.toy_text.utils import categorical_sample
LEFT = 0
DOWN = 1
RIGHT = 2
UP = 3
MAPS = {
"4x4": ["SFFF", "FHFH", "FFFH", "HFFG"],
"8x8": [
"SFFFFFFF",
"FFFFFFFF",
"FFFHFFFF",
"FFFFFHFF",
"FFFHFFFF",
"FHHFFFHF",
"FHFFHFHF",
"FFFHFFFG",
],
}
def generate_random_map(size=8, p=0.8):
"""Generates a random valid map (one that has a path from start to goal)
:param size: size of each side of the grid
:param p: probability that a tile is frozen
"""
valid = False
# DFS to check that it's a valid path.
def is_valid(res):
frontier, discovered = [], set()
frontier.append((0, 0))
while frontier:
r, c = frontier.pop()
if not (r, c) in discovered:
discovered.add((r, c))
directions = [(1, 0), (0, 1), (-1, 0), (0, -1)]
for x, y in directions:
r_new = r + x
c_new = c + y
if r_new < 0 or r_new >= size or c_new < 0 or c_new >= size:
continue
if res[r_new][c_new] == "G":
return True
if res[r_new][c_new] != "H":
frontier.append((r_new, c_new))
return False
while not valid:
p = min(1, p)
res = np.random.choice(["F", "H"], (size, size), p=[p, 1 - p])
res[0][0] = "S"
res[-1][-1] = "G"
valid = is_valid(res)
return ["".join(x) for x in res]
class FrozenLakeEnv(Env):
"""
Frozen lake involves crossing a frozen lake from Start(S) to Goal(G) without falling into any Holes(H) by walking over
the Frozen(F) lake. The agent may not always move in the intended direction due to the slippery nature of the frozen lake.
### Action Space
The agent takes a 1-element vector for actions.
The action space is `(dir)`, where `dir` decides direction to move in which can be:
- 0: LEFT
- 1: DOWN
- 2: RIGHT
- 3: UP
### Observation Space
The observation is a value representing the agent's current position as
current_row * nrows + current_col (where both the row and col start at 0).
For example, the goal position in the 4x4 map can be calculated as follows: 3 * 4 + 3 = 15.
The number of possible observations is dependent on the size of the map.
For example, the 4x4 map has 16 possible observations.
### Rewards
Reward schedule:
- Reach goal(G): +1
- Reach hole(H): 0
- Reach frozen(F): 0
### Arguments
```
gym.make('FrozenLake-v1', desc=None,map_name="4x4", is_slippery=True)
```
`desc`: Used to specify custom map for frozen lake. For example,
desc=["SFFF", "FHFH", "FFFH", "HFFG"].
`map_name`: ID to use any of the preloaded maps.
"4x4":[
"SFFF",
"FHFH",
"FFFH",
"HFFG"
]
"8x8": [
"SFFFFFFF",
"FFFFFFFF",
"FFFHFFFF",
"FFFFFHFF",
"FFFHFFFF",
"FHHFFFHF",
"FHFFHFHF",
"FFFHFFFG",
]
`is_slippery`: True/False. If True will move in intended direction with
probability of 1/3 else will move in either perpendicular direction with
equal probability of 1/3 in both directions.
For example, if action is left and is_slippery is True, then:
- P(move left)=1/3
- P(move up)=1/3
- P(move down)=1/3
### Version History
* v1: Bug fixes to rewards
* v0: Initial versions release (1.0.0)
"""
metadata = {"render_modes": ["human", "ansi", "rgb_array"], "render_fps": 4}
def __init__(self, desc=None, map_name="4x4", is_slippery=True):
if desc is None and map_name is None:
desc = generate_random_map()
elif desc is None:
desc = MAPS[map_name]
self.desc = desc = np.asarray(desc, dtype="c")
self.nrow, self.ncol = nrow, ncol = desc.shape
self.reward_range = (0, 1)
nA = 4
nS = nrow * ncol
self.initial_state_distrib = np.array(desc == b"S").astype("float64").ravel()
self.initial_state_distrib /= self.initial_state_distrib.sum()
self.P = {s: {a: [] for a in range(nA)} for s in range(nS)}
def to_s(row, col):
return row * ncol + col
def inc(row, col, a):
if a == LEFT:
col = max(col - 1, 0)
elif a == DOWN:
row = min(row + 1, nrow - 1)
elif a == RIGHT:
col = min(col + 1, ncol - 1)
elif a == UP:
row = max(row - 1, 0)
return (row, col)
def update_probability_matrix(row, col, action):
newrow, newcol = inc(row, col, action)
newstate = to_s(newrow, newcol)
newletter = desc[newrow, newcol]
done = bytes(newletter) in b"GH"
reward = float(newletter == b"G")
return newstate, reward, done
for row in range(nrow):
for col in range(ncol):
s = to_s(row, col)
for a in range(4):
li = self.P[s][a]
letter = desc[row, col]
if letter in b"GH":
li.append((1.0, s, 0, True))
else:
if is_slippery:
for b in [(a - 1) % 4, a, (a + 1) % 4]:
li.append(
(1.0 / 3.0, *update_probability_matrix(row, col, b))
)
else:
li.append((1.0, *update_probability_matrix(row, col, a)))
self.observation_space = spaces.Discrete(nS)
self.action_space = spaces.Discrete(nA)
# pygame utils
self.window_size = (min(64 * ncol, 512), min(64 * nrow, 512))
self.window_surface = None
self.clock = None
self.hole_img = None
self.cracked_hole_img = None
self.ice_img = None
self.elf_images = None
self.goal_img = None
self.start_img = None
def step(self, a):
transitions = self.P[self.s][a]
i = categorical_sample([t[0] for t in transitions], self.np_random)
p, s, r, d = transitions[i]
self.s = s
self.lastaction = a
return (int(s), r, d, {"prob": p})
def reset(
self,
*,
seed: Optional[int] = None,
return_info: bool = False,
options: Optional[dict] = None,
):
super().reset(seed=seed)
self.s = categorical_sample(self.initial_state_distrib, self.np_random)
self.lastaction = None
if not return_info:
return int(self.s)
else:
return int(self.s), {"prob": 1}
def render(self, mode="human"):
desc = self.desc.tolist()
if mode == "ansi":
return self._render_text(desc)
else:
return self._render_gui(desc, mode)
def _render_gui(self, desc, mode):
if self.window_surface is None:
pygame.init()
pygame.display.init()
pygame.display.set_caption("Frozen Lake")
if mode == "human":
self.window_surface = pygame.display.set_mode(self.window_size)
else: # rgb_array
self.window_surface = pygame.Surface(self.window_size)
if self.clock is None:
self.clock = pygame.time.Clock()
if self.hole_img is None:
file_name = path.join(path.dirname(__file__), "img/hole.png")
self.hole_img = pygame.image.load(file_name)
if self.cracked_hole_img is None:
file_name = path.join(path.dirname(__file__), "img/cracked_hole.png")
self.cracked_hole_img = pygame.image.load(file_name)
if self.ice_img is None:
file_name = path.join(path.dirname(__file__), "img/ice.png")
self.ice_img = pygame.image.load(file_name)
if self.goal_img is None:
file_name = path.join(path.dirname(__file__), "img/goal.png")
self.goal_img = pygame.image.load(file_name)
if self.start_img is None:
file_name = path.join(path.dirname(__file__), "img/stool.png")
self.start_img = pygame.image.load(file_name)
if self.elf_images is None:
elfs = [
path.join(path.dirname(__file__), "img/elf_left.png"),
path.join(path.dirname(__file__), "img/elf_down.png"),
path.join(path.dirname(__file__), "img/elf_right.png"),
path.join(path.dirname(__file__), "img/elf_up.png"),
]
self.elf_images = [pygame.image.load(f_name) for f_name in elfs]
board = pygame.Surface(self.window_size, flags=SRCALPHA)
cell_width = self.window_size[0] // self.ncol
cell_height = self.window_size[1] // self.nrow
smaller_cell_scale = 0.6
small_cell_w = smaller_cell_scale * cell_width
small_cell_h = smaller_cell_scale * cell_height
# prepare images
last_action = self.lastaction if self.lastaction is not None else 1
elf_img = self.elf_images[last_action]
elf_scale = min(
small_cell_w / elf_img.get_width(),
small_cell_h / elf_img.get_height(),
)
elf_dims = (
elf_img.get_width() * elf_scale,
elf_img.get_height() * elf_scale,
)
elf_img = pygame.transform.scale(elf_img, elf_dims)
hole_img = pygame.transform.scale(self.hole_img, (cell_width, cell_height))
cracked_hole_img = pygame.transform.scale(
self.cracked_hole_img, (cell_width, cell_height)
)
ice_img = pygame.transform.scale(self.ice_img, (cell_width, cell_height))
goal_img = pygame.transform.scale(self.goal_img, (cell_width, cell_height))
start_img = pygame.transform.scale(self.start_img, (small_cell_w, small_cell_h))
for y in range(self.nrow):
for x in range(self.ncol):
rect = (x * cell_width, y * cell_height, cell_width, cell_height)
if desc[y][x] == b"H":
self.window_surface.blit(hole_img, (rect[0], rect[1]))
elif desc[y][x] == b"G":
self.window_surface.blit(ice_img, (rect[0], rect[1]))
goal_rect = self._center_small_rect(rect, goal_img.get_size())
self.window_surface.blit(goal_img, goal_rect)
elif desc[y][x] == b"S":
self.window_surface.blit(ice_img, (rect[0], rect[1]))
stool_rect = self._center_small_rect(rect, start_img.get_size())
self.window_surface.blit(start_img, stool_rect)
else:
self.window_surface.blit(ice_img, (rect[0], rect[1]))
pygame.draw.rect(board, (180, 200, 230), rect, 1)
# paint the elf
bot_row, bot_col = self.s // self.ncol, self.s % self.ncol
cell_rect = (
bot_col * cell_width,
bot_row * cell_height,
cell_width,
cell_height,
)
if desc[bot_row][bot_col] == b"H":
self.window_surface.blit(cracked_hole_img, (cell_rect[0], cell_rect[1]))
else:
elf_rect = self._center_small_rect(cell_rect, elf_img.get_size())
self.window_surface.blit(elf_img, elf_rect)
self.window_surface.blit(board, board.get_rect())
if mode == "human":
pygame.event.pump()
pygame.display.update()
self.clock.tick(self.metadata["render_fps"])
else: # rgb_array
return np.transpose(
np.array(pygame.surfarray.pixels3d(self.window_surface)), axes=(1, 0, 2)
)
@staticmethod
def _center_small_rect(big_rect, small_dims):
offset_w = (big_rect[2] - small_dims[0]) / 2
offset_h = (big_rect[3] - small_dims[1]) / 2
return (
big_rect[0] + offset_w,
big_rect[1] + offset_h,
)
def _render_text(self, desc):
outfile = StringIO()
row, col = self.s // self.ncol, self.s % self.ncol
desc = [[c.decode("utf-8") for c in line] for line in desc]
desc[row][col] = utils.colorize(desc[row][col], "red", highlight=True)
if self.lastaction is not None:
outfile.write(f" ({['Left', 'Down', 'Right', 'Up'][self.lastaction]})\n")
else:
outfile.write("\n")
outfile.write("\n".join("".join(line) for line in desc) + "\n")
with closing(outfile):
return outfile.getvalue()
# Elf and stool from https://franuka.itch.io/rpg-snow-tileset
# All other assets by Mel Sawyer