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* init * add .gitignore * fix .gitignore * remove internal backend use * fix VideoRecorder test * fix .gitignore * fix order enforcing tests * adapt play.py * reformat * fix .gitignore * add type to DummyPlayEnv
290 lines
10 KiB
Python
290 lines
10 KiB
Python
from contextlib import closing
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from io import StringIO
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from os import path
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from typing import Optional
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import numpy as np
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from gym import Env, spaces
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from gym.envs.toy_text.utils import categorical_sample
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from gym.utils.renderer import Renderer
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UP = 0
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RIGHT = 1
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DOWN = 2
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LEFT = 3
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class CliffWalkingEnv(Env):
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"""
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This is a simple implementation of the Gridworld Cliff
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reinforcement learning task.
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Adapted from Example 6.6 (page 106) from [Reinforcement Learning: An Introduction
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by Sutton and Barto](http://incompleteideas.net/book/bookdraft2018jan1.pdf).
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With inspiration from:
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[https://github.com/dennybritz/reinforcement-learning/blob/master/lib/envs/cliff_walking.py]
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(https://github.com/dennybritz/reinforcement-learning/blob/master/lib/envs/cliff_walking.py)
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### Description
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The board is a 4x12 matrix, with (using NumPy matrix indexing):
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- [3, 0] as the start at bottom-left
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- [3, 11] as the goal at bottom-right
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- [3, 1..10] as the cliff at bottom-center
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If the agent steps on the cliff, it returns to the start.
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An episode terminates when the agent reaches the goal.
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### Actions
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There are 4 discrete deterministic actions:
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- 0: move up
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- 1: move right
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- 2: move down
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- 3: move left
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### Observations
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There are 3x12 + 1 possible states. In fact, the agent cannot be at the cliff, nor at the goal
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(as this results in the end of the episode).
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It remains all the positions of the first 3 rows plus the bottom-left cell.
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The observation is simply the current position encoded as [flattened index](https://numpy.org/doc/stable/reference/generated/numpy.unravel_index.html).
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### Reward
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Each time step incurs -1 reward, and stepping into the cliff incurs -100 reward.
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### Arguments
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```
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gym.make('CliffWalking-v0')
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```
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### Version History
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- v0: Initial version release
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"""
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metadata = {"render_modes": ["human", "rgb_array", "ansi"], "render_fps": 4}
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def __init__(self, render_mode: Optional[str] = None):
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self.shape = (4, 12)
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self.start_state_index = np.ravel_multi_index((3, 0), self.shape)
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self.nS = np.prod(self.shape)
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self.nA = 4
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# Cliff Location
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self._cliff = np.zeros(self.shape, dtype=bool)
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self._cliff[3, 1:-1] = True
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# Calculate transition probabilities and rewards
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self.P = {}
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for s in range(self.nS):
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position = np.unravel_index(s, self.shape)
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self.P[s] = {a: [] for a in range(self.nA)}
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self.P[s][UP] = self._calculate_transition_prob(position, [-1, 0])
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self.P[s][RIGHT] = self._calculate_transition_prob(position, [0, 1])
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self.P[s][DOWN] = self._calculate_transition_prob(position, [1, 0])
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self.P[s][LEFT] = self._calculate_transition_prob(position, [0, -1])
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# Calculate initial state distribution
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# We always start in state (3, 0)
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self.initial_state_distrib = np.zeros(self.nS)
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self.initial_state_distrib[self.start_state_index] = 1.0
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self.observation_space = spaces.Discrete(self.nS)
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self.action_space = spaces.Discrete(self.nA)
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self.render_mode = render_mode
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self.renderer = Renderer(self.render_mode, self._render)
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# pygame utils
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self.cell_size = (60, 60)
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self.window_size = (
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self.shape[1] * self.cell_size[1],
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self.shape[0] * self.cell_size[0],
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)
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self.window_surface = None
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self.clock = None
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self.elf_images = None
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self.start_img = None
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self.goal_img = None
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self.cliff_img = None
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self.mountain_bg_img = None
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self.near_cliff_img = None
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self.tree_img = None
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def _limit_coordinates(self, coord: np.ndarray) -> np.ndarray:
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"""Prevent the agent from falling out of the grid world."""
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coord[0] = min(coord[0], self.shape[0] - 1)
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coord[0] = max(coord[0], 0)
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coord[1] = min(coord[1], self.shape[1] - 1)
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coord[1] = max(coord[1], 0)
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return coord
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def _calculate_transition_prob(self, current, delta):
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"""Determine the outcome for an action. Transition Prob is always 1.0.
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Args:
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current: Current position on the grid as (row, col)
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delta: Change in position for transition
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Returns:
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Tuple of ``(1.0, new_state, reward, terminated)``
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"""
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new_position = np.array(current) + np.array(delta)
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new_position = self._limit_coordinates(new_position).astype(int)
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new_state = np.ravel_multi_index(tuple(new_position), self.shape)
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if self._cliff[tuple(new_position)]:
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return [(1.0, self.start_state_index, -100, False)]
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terminal_state = (self.shape[0] - 1, self.shape[1] - 1)
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is_terminated = tuple(new_position) == terminal_state
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return [(1.0, new_state, -1, is_terminated)]
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def step(self, a):
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transitions = self.P[self.s][a]
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i = categorical_sample([t[0] for t in transitions], self.np_random)
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p, s, r, t = transitions[i]
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self.s = s
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self.lastaction = a
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self.renderer.render_step()
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return (int(s), r, t, False, {"prob": p})
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def reset(
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self,
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*,
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seed: Optional[int] = None,
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return_info: bool = False,
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options: Optional[dict] = None
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):
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super().reset(seed=seed)
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self.s = categorical_sample(self.initial_state_distrib, self.np_random)
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self.lastaction = None
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self.renderer.reset()
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self.renderer.render_step()
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if not return_info:
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return int(self.s)
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else:
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return int(self.s), {"prob": 1}
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def render(self):
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return self.renderer.get_renders()
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def _render(self, mode="human"):
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if mode == "ansi":
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return self._render_text()
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else:
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return self._render_gui(mode)
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def _render_gui(self, mode):
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import pygame
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if self.window_surface is None:
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pygame.init()
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pygame.display.init()
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pygame.display.set_caption("CliffWalking")
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if mode == "human":
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self.window_surface = pygame.display.set_mode(self.window_size)
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else: # rgb_array
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self.window_surface = pygame.Surface(self.window_size)
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if self.clock is None:
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self.clock = pygame.time.Clock()
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if self.elf_images is None:
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hikers = [
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path.join(path.dirname(__file__), "img/elf_up.png"),
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path.join(path.dirname(__file__), "img/elf_right.png"),
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path.join(path.dirname(__file__), "img/elf_down.png"),
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path.join(path.dirname(__file__), "img/elf_left.png"),
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]
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self.elf_images = [
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pygame.transform.scale(pygame.image.load(f_name), self.cell_size)
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for f_name in hikers
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]
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if self.start_img is None:
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file_name = path.join(path.dirname(__file__), "img/stool.png")
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self.start_img = pygame.transform.scale(
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pygame.image.load(file_name), self.cell_size
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)
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if self.goal_img is None:
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file_name = path.join(path.dirname(__file__), "img/cookie.png")
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self.goal_img = pygame.transform.scale(
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pygame.image.load(file_name), self.cell_size
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)
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if self.mountain_bg_img is None:
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bg_imgs = [
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path.join(path.dirname(__file__), "img/mountain_bg1.png"),
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path.join(path.dirname(__file__), "img/mountain_bg2.png"),
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]
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self.mountain_bg_img = [
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pygame.transform.scale(pygame.image.load(f_name), self.cell_size)
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for f_name in bg_imgs
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]
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if self.near_cliff_img is None:
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near_cliff_imgs = [
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path.join(path.dirname(__file__), "img/mountain_near-cliff1.png"),
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path.join(path.dirname(__file__), "img/mountain_near-cliff2.png"),
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]
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self.near_cliff_img = [
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pygame.transform.scale(pygame.image.load(f_name), self.cell_size)
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for f_name in near_cliff_imgs
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]
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if self.cliff_img is None:
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file_name = path.join(path.dirname(__file__), "img/mountain_cliff.png")
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self.cliff_img = pygame.transform.scale(
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pygame.image.load(file_name), self.cell_size
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)
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for s in range(self.nS):
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row, col = np.unravel_index(s, self.shape)
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pos = (col * self.cell_size[0], row * self.cell_size[1])
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check_board_mask = row % 2 ^ col % 2
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self.window_surface.blit(self.mountain_bg_img[check_board_mask], pos)
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if self._cliff[row, col]:
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self.window_surface.blit(self.cliff_img, pos)
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if row < self.shape[0] - 1 and self._cliff[row + 1, col]:
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self.window_surface.blit(self.near_cliff_img[check_board_mask], pos)
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if s == self.start_state_index:
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self.window_surface.blit(self.start_img, pos)
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if s == self.nS - 1:
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self.window_surface.blit(self.goal_img, pos)
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if s == self.s:
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elf_pos = (pos[0], pos[1] - 0.1 * self.cell_size[1])
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last_action = self.lastaction if self.lastaction is not None else 2
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self.window_surface.blit(self.elf_images[last_action], elf_pos)
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if mode == "human":
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pygame.event.pump()
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pygame.display.update()
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self.clock.tick(self.metadata["render_fps"])
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else: # rgb_array
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return np.transpose(
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np.array(pygame.surfarray.pixels3d(self.window_surface)), axes=(1, 0, 2)
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)
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def _render_text(self):
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outfile = StringIO()
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for s in range(self.nS):
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position = np.unravel_index(s, self.shape)
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if self.s == s:
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output = " x "
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# Print terminal state
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elif position == (3, 11):
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output = " T "
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elif self._cliff[position]:
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output = " C "
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else:
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output = " o "
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if position[1] == 0:
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output = output.lstrip()
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if position[1] == self.shape[1] - 1:
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output = output.rstrip()
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output += "\n"
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outfile.write(output)
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outfile.write("\n")
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with closing(outfile):
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return outfile.getvalue()
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