A gym package for the 2d crafting multitask world
Project description
Gym Craftingworld
This is a (work-in-progress) gym package for a 2D crafting environment. This environment is based off one first described in Plan Arithmetic: Compositional Plan Vectors for Multi-Task Control, published in NeurIPS 2019, and the mechanics are adapted from the corresponding code at code.
You can read the documentation here.
Environment description
This environment consists of a two-dimensional top-down, grid-based world consisting of 4x4 pixel cells.
The environment contains seven object types of object: Tree, Rock, Logs, Wheat, Bread, Hammer, and Axe.
Different objects are represented by differently coloured 4x4 blocks, while the agent is represented by a 2x2 white pixel block centered within the 4x4 cell.
The agent's actions are descrete and consist of six possible choices: Up, Down, Left, Right, PickUp, and Drop.
Logs, hammers, and axes can be picked up by agent. Trees and rocks block the agent's movement.
When an agent picks up an object, its block changes to a square block with 2x1 white pixels on top and 2x1 pixels below in the color of the object.
The environment consists of nine skills:
ChopTree-- The agent is required to be holding anAxeand on a cell with aTreetoChopTreeand turn it intoLogs.BuildHouse-- The agent is required to be holding aHammerand on a cell with someLogstoBuildHouse.MakeBread-- The agent is required to be holding anAxeand on a cell with someWheattoMakeBreadand createBread.EatBread-- The agent is required to be on a cell withBreadtoEatBread.BreakRock-- The agent is required to be holding aHammerand on a cell with aRocktoBreakRock.GoToHouse-- The agent is required to be on a cell with aHousetoGoToHouse.MoveAxe-- The agent is required toPickUpanAxeanddropit in another cell.MoveHammer-- The agent is required toPickUpaHammeranddropit in another cell.MoveLogs-- The agent is required toPickUpsomeLogsanddropit in another cell.
A task is defined by a list of skills. For example, [ChopTree, BuildHouse].
The quantities and positions of each object are randomly selected at each reset, which occurs between episodes.
Rendering
To store each episode as a gif, call env.allow_gif_storage(), which will store each episode in the /renders/ subdirectory.
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