world_height=27,
world_width=27,
nb_walls=27,
- margin=2,
+ world_margin=2,
view_height=5,
view_width=5,
device=torch.device("cpu"),
):
- assert (world_height - 2 * margin) % (view_height - 2 * margin) == 0
- assert (world_width - 2 * margin) % (view_width - 2 * margin) == 0
+ assert (world_height - 2 * world_margin) % (view_height - 2 * world_margin) == 0
+ assert (world_width - 2 * world_margin) % (view_width - 2 * world_margin) == 0
self.device = device
self.world_height = world_height
self.world_width = world_width
- self.margin = margin
+ self.world_margin = world_margin
self.view_height = view_height
self.view_width = view_width
self.nb_walls = nb_walls
def reset(self, nb_agents):
self.worlds = self.create_worlds(
- nb_agents, self.world_height, self.world_width, self.nb_walls, self.margin
+ nb_agents,
+ self.world_height,
+ self.world_width,
+ self.nb_walls,
+ self.world_margin,
).to(self.device)
self.life_level_in_100th = torch.full(
(nb_agents,), self.life_level_max * 100 + 99, device=self.device
return m
- def create_worlds(self, nb, height, width, nb_walls, margin=2):
- margin -= 1 # The maze adds a wall all around
- m = self.create_mazes(nb, height - 2 * margin, width - 2 * margin, nb_walls)
+ def create_worlds(self, nb, height, width, nb_walls, world_margin=2):
+ world_margin -= 1 # The maze adds a wall all around
+ m = self.create_mazes(
+ nb, height - 2 * world_margin, width - 2 * world_margin, nb_walls
+ )
q = m.flatten(1)
z = "@aAbBcC$$$$$" # What to add to the maze
u = torch.rand(q.size(), device=q.device) * (1 - q)
torch.arange(q.size(0), device=q.device)[:, None].expand_as(r), r
] = torch.tensor([self.tile2id[c] for c in z], device=q.device)[None, :]
- if margin > 0:
+ if world_margin > 0:
r = m.new_full(
- (m.size(0), m.size(1) + margin * 2, m.size(2) + margin * 2),
+ (m.size(0), m.size(1) + world_margin * 2, m.size(2) + world_margin * 2),
self.tile2id["+"],
)
- r[:, margin:-margin, margin:-margin] = m
+ r[:, world_margin:-world_margin, world_margin:-world_margin] = m
m = r
return m
def views(self):
i_height, i_width = (
- self.view_height - 2 * self.margin,
- self.view_width - 2 * self.margin,
+ self.view_height - 2 * self.world_margin,
+ self.view_width - 2 * self.world_margin,
)
a = (self.worlds == self.tile2id["@"]).nonzero()
- y = i_height * ((a[:, 1] - self.margin) // i_height)
- x = i_width * ((a[:, 2] - self.margin) // i_width)
+ y = i_height * ((a[:, 1] - self.world_margin) // i_height)
+ x = i_width * ((a[:, 2] - self.world_margin) // i_width)
n = a[:, 0][:, None, None].expand(-1, self.view_height, self.view_width)
i = (
torch.arange(self.view_height, device=a.device)[None, :, None]
return v
- def seq2tilepic(self, t, width):
+ def seq2tiles(self, t, width=None):
def tile(n):
n = n.item()
if n in self.id2tile:
return "?"
if t.dim() == 2:
- return [self.seq2tilepic(r, width) for r in t]
+ return [self.seq2tiles(r, width) for r in t]
+
+ if width is None:
+ width = self.view_width
t = t.reshape(-1, width)
nb_walls=35,
view_height=9,
view_width=9,
- margin=4,
+ world_margin=4,
device=device,
)
to_print = ""
os.system("clear")
- l = engine.seq2tilepic(engine.worlds.flatten(1), width=engine.world_width)
+ l = engine.seq2tiles(engine.worlds.flatten(1), width=engine.world_width)
to_print += char_conv(fusion_multi_lines(l)) + "\n\n"
rewards, inventories, life_levels = engine.step(action)
if display:
- l = engine.seq2tilepic(views.flatten(1), engine.view_width)
+ l = engine.seq2tiles(views.flatten(1))
l = [
v + [f"{engine.action2str(a.item())}/{r: 3d}"]
for (v, a, r) in zip(l, action, rewards)