A simple implementation of a continuous GridWorld
Project description
GridWorld Continuous
A simple continuous gridworld environment constructor.
Usage
from gridworld_continuous.envs import FourRooms
from gridworld_continuous.events import SquareGold
gold = SquareGold(loc = (9.5, 9.5))
events = [gold]
env = FourRooms(events = events)
env.render()
Demo Function
from matplotlib import pyplot as plt, animation
def animate(configs, interval = 50):
"""helper function to create demo animations"""
fig, ax = plt.subplots()
_, ax, objects, patches = env.render(ax = ax)
count = 0
def func(i):
nonlocal count
env.set_config(*configs[i])
ax.clear()
env.render(ax = ax)
fig.canvas.draw()
if i:
ax.set_xlabel(info)
count += configs[i][2]['correction'] is not None
if count:
ax.set_title(f'hit wall {count} times')
ax.set_xticks([])
ax.set_yticks([])
plt.close()
anim = animation.FuncAnimation(fig, func, len(configs), interval = interval)
return anim
Moving towards goal until termination
import numpy as np
np.random.seed(12)
state = env.reset()
terminal = env.terminal
configs = [env.get_config()]
while not terminal:
action = np.clip(gold.loc - state, -0.05, 0.05)
reward, state, terminal, info = env.step(action)
configs.append(env.get_config())
anim = animate(configs)
anim.save('four-rooms-get-gold.gif')
Upon reaching the gold state, the final info
value is:
{'correction': None, 'flag': 'gold'}
The info
dictionary will always contain two entries:
- correction : an array which needed to be added to the action array to ensure we do not go into a wall
- flag : a string which indicates which special object we may have collided with or
None
Moving towards a wall
np.random.seed(12)
state = env.reset()
configs = [env.get_config()]
count = 0
while count < 20:
reward, state, terminal, info = env.step((-0.05, 0.02))
configs.append(env.get_config())
count += info['correction'] is not None
anim = animate(configs, interval = 100)
anim.save('four-rooms-to-wall.gif')
Multi-Goal condition
Suppose we would like two gold locations and termination only happens when both are collected. When a special state is reached, it's flag is appended to a list of flags within the environment. By creating our own terminal function, we can use the list of flags to determine when we have reached a terminal condition. In the below example, we need to have reached two states collecting the flag 'gold' twice.
def terminal_func(flags):
return flags.count('gold') == 2
locs = [(9.5, 9.5), (2, 2)]
events = [SquareGold(loc = loc) for loc in locs]
initial = (8.9, 8.9)
env = FourRooms(events = events, initial_states = [initial], terminal_func = terminal_func)
env.reset()
# two subplots for before and after gold collection
fig, ax = plt.subplots(1, 2, figsize = (12, 5))
# before gold collection
env.render(ax[0])
# step into gold location and confirm not a terminal state
action = (0.4, 0.4)
reward, state, terminal, info = env.step(action)
# after gold collection
env.render(ax[1])
sup = fig.suptitle(f'reward = {reward}\nstate = {state}\nterminal = {terminal}\ninfo = {info}', y = 1.15)
# remove ticks
for axes in ax:
axes.set_xticks([])
axes.set_yticks([])
ax[0].set_title(f'state = {initial}\naction = {action}')
ax[1].set_title(f'state = {tuple(env.state)}\n')
Custom Layout
Users can create custom layouts by creating their own layout in string. Walls are denoted with the '#' character.
from gridworld_continuous.env import BaseEnv
custom = """
#############
# # #
# # #
# # #
# # #
# #
#############
"""
env = BaseEnv(custom)
env.render()
plt.savefig('custom.png', dpi = 400)
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