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* Make environments seedable * Fix monitor bugs - Set monitor_id before setting the infix. This was a bug that would yield incorrect results with multiple monitors. - Remove extra pid from stats recorder filename. This should be purely cosmetic. * Start uploading seeds in episode_batch * Fix _bigint_from_bytes for python3 * Set seed explicitly in random_agent * Pass through seed argument * Also pass through random state to spaces * Pass random state into the observation/action spaces * Make all _seed methods return the list of used seeds * Switch over to np.random where possible * Start hashing seeds, and also seed doom engine * Fixup seeding determinism in many cases * Seed before loading the ROM * Make seeding more Python3 friendly * Make the MuJoCo skipping a bit more forgiving * Remove debugging PDB calls * Make setInt argument into raw bytes * Validate and upload seeds * Skip box2d * Make seeds smaller, and change representation of seeds in upload * Handle long seeds * Fix RandomAgent example to be deterministic * Handle integer types correctly in Python2 and Python3 * Try caching pip * Try adding swap * Add df and free calls * Bump swap * Bump swap size * Try setting overcommit * Try other sysctls * Try fixing overcommit * Try just setting overcommit_memory=1 * Add explanatory comment * Add what's new section to readme * BUG: Mark ElevatorAction-ram-v0 as non-deterministic for now * Document seed * Move nondetermistic check into spec
28 lines
1.0 KiB
Python
28 lines
1.0 KiB
Python
import numpy as np
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from gym.envs.algorithmic import algorithmic_env
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from gym.envs.algorithmic.algorithmic_env import ha
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class ReversedAdditionEnv(algorithmic_env.AlgorithmicEnv):
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def __init__(self, rows=2, base=3):
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self.rows = rows
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algorithmic_env.AlgorithmicEnv.__init__(self,
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inp_dim=2,
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base=base,
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chars=False)
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def set_data(self):
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self.content = {}
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self.target = {}
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curry = 0
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for i in range(self.total_len):
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vals = []
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for k in range(self.rows):
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val = self.np_random.randint(self.base)
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self.content[ha(np.array([i, k]))] = val
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vals.append(val)
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total = sum(vals) + curry
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self.target[i] = total % self.base
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curry = total / self.base
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if curry > 0:
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self.target[self.total_len] = curry
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self.total_reward = self.total_len
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