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A framework to research MARL agents in various setings.

Project description

EDYS

Tackling emergent dysfunctions (EDYs) in cooperation with Fraunhofer-IKS

Setup

Install this environment using pip install marl-factory-grid.

First Steps

Quickstart

Most of the env. objects (entites, rules and assets) can be loaded automatically. Just define what your environment needs in a yaml-configfile like:

Example ConfigFile
# Default Configuration File

General:
  # RNG-seed to sample the same "random" numbers every time, to make the different runs comparable.
  env_seed: 69
  # Individual vs global rewards
  individual_rewards: true
  # The level.txt file to load from marl_factory_grid/levels
  level_name: large
  # View Radius; 0 = full observatbility
  pomdp_r: 3
  # Print all messages and events
  verbose: false
  # Run tests
  tests: false

# Agents section defines the characteristics of different agents in the environment.

# An Agent requires a list of actions and observations.
# Possible actions: Noop, Charge, Clean, DestAction, DoorUse, ItemAction, MachineAction, Move8, Move4, North, NorthEast, ...
# Possible observations: All, Combined, GlobalPosition, Battery, ChargePods, DirtPiles, Destinations, Doors, Items, Inventory, DropOffLocations, Maintainers, ...
# You can use 'clone' as the agent name to have multiple instances with either a list of names or an int specifying the number of clones.
Agents:
  Wolfgang:
    Actions:
      - Noop
      - Charge
      - Clean
      - DestAction
      - DoorUse
      - ItemAction
      - Move8
    Observations:
      - Combined:
          - Other
          - Walls
      - GlobalPosition
      - Battery
      - ChargePods
      - DirtPiles
      - Destinations
      - Doors
      - Items
      - Inventory
      - DropOffLocations
      - Maintainers

# Entities section defines the initial parameters and behaviors of different entities in the environment.
# Entities all spawn using coords_or_quantity, a number of entities or coordinates to place them.
Entities:
  # Batteries: Entities representing power sources for agents.
  Batteries:
    initial_charge: 0.8
    per_action_costs: 0.02

  # ChargePods: Entities representing charging stations for Batteries.
  ChargePods:
    coords_or_quantity: 2

  # Destinations: Entities representing target locations for agents.
  # - spawn_mode: GROUPED or SINGLE. Determines how destinations are spawned.
  Destinations:
    coords_or_quantity: 1
    spawn_mode: GROUPED

  # DirtPiles: Entities representing piles of dirt.
  # - initial_amount: Initial amount of dirt in each pile.
  # - clean_amount: Amount of dirt cleaned in each cleaning action.
  # - dirt_spawn_r_var: Random variation in dirt spawn amounts.
  # - max_global_amount: Maximum total amount of dirt allowed in the environment.
  # - max_local_amount: Maximum amount of dirt allowed in one position.
  DirtPiles:
    coords_or_quantity: 10
    initial_amount: 2
    clean_amount: 1
    dirt_spawn_r_var: 0.1
    max_global_amount: 20
    max_local_amount: 5

  # Doors are spawned using the level map.
  Doors:

  # DropOffLocations: Entities representing locations where agents can drop off items.
  # - max_dropoff_storage_size: Maximum storage capacity at each drop-off location.
  DropOffLocations:
    coords_or_quantity: 1
    max_dropoff_storage_size: 0

  # GlobalPositions.
  GlobalPositions: { }

  # Inventories: Entities representing inventories for agents.
  Inventories: { }

  # Items: Entities representing items in the environment.
  Items:
    coords_or_quantity: 5

  # Machines: Entities representing machines in the environment.
  Machines:
    coords_or_quantity: 2

  # Maintainers: Entities representing maintainers that aim to maintain machines.
  Maintainers:
    coords_or_quantity: 1


# Rules section specifies the rules governing the dynamics of the environment.
Rules:
  # Environment Dynamics
  # When stepping over a dirt pile, entities carry a ratio of the dirt to their next position
  EntitiesSmearDirtOnMove:
    smear_ratio: 0.2
  # Doors automatically close after a certain number of time steps
  DoorAutoClose:
    close_frequency: 10
  # Maintainers move at every time step
  MoveMaintainers:

  # Respawn Stuff
  # Define how dirt should respawn after the initial spawn
  RespawnDirt:
    respawn_freq: 15
  # Define how items should respawn after the initial spawn
  RespawnItems:
    respawn_freq: 15

  # Utilities
  # This rule defines the collision mechanic, introduces a related DoneCondition and lets you specify rewards.
  # Can be omitted/ignored if you do not want to take care of collisions at all.
  WatchCollisions:
    done_at_collisions: false

  # Done Conditions
  # Define the conditions for the environment to stop. Either success or a fail conditions.
  # The environment stops when an agent reaches a destination
  DoneAtDestinationReach:
  # The environment stops when all dirt is cleaned
  DoneOnAllDirtCleaned:
  # The environment stops when a battery is discharged
  DoneAtBatteryDischarge:
  # The environment stops when a maintainer reports a collision
  DoneAtMaintainerCollision:
  # The environment stops after max steps
  DoneAtMaxStepsReached:
    max_steps: 500

Have a look in \quickstart for further configuration examples.

Make it your own

Levels

Varying levels are created by defining Walls, Floor or Doors in .txt-files (see ./environment/levels for examples). Define which level to use in your configfile as:

General:
    level_name: rooms  # 'double', 'large', 'simple', ...

... or create your own , maybe with the help of asciiflow.com. Make sure to use # as Walls, - as free (walkable) floor, D for Walls. Other Entites (define you own) may bring their own Symbols

Entites

Entites are Objects that can additionally be assigned a position. Abstract Entities are provided.

Groups

Groups are entity Sets that provide administrative access to all group members. All Entites are available at runtime as EnvState property.

Rules

Rules define how the environment behaves on microscale. Each of the hookes (on_init, pre_step, on_step, 'post_step', on_done) provide env-access to implement customn logic, calculate rewards, or gather information.

Hooks

Results provide a way to return rule evaluations such as rewards and state reports back to the environment.

Assets

Make sure to bring your own assets for each Entity living in the Gridworld as the Renderer relies on it. PNG-files (transparent background) of square aspect-ratio should do the job, in general.

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