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route_execution.py
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169 lines (134 loc) · 5.74 KB
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from __future__ import annotations
from typing import Dict, List, Optional, Tuple
import numpy as np
from agent import MazeAgent
from environment import Action, GOAL, START, UNKNOWN, MazeEnvironment, TurnResult
from exploration.knowledge import BlindKnowledge
from qlearning import QLearner
Cell = Tuple[int, int]
def discovered_wall_matrices(knowledge: BlindKnowledge) -> Tuple[np.ndarray, np.ndarray]:
vertical_walls = np.ones((knowledge.n, knowledge.n + 1), dtype=np.uint8)
horizontal_walls = np.ones((knowledge.n + 1, knowledge.n), dtype=np.uint8)
for a, b in knowledge.open_edges:
ar, ac = a
br, bc = b
if ar == br and abs(ac - bc) == 1:
vertical_walls[ar, max(ac, bc)] = 0
elif ac == bc and abs(ar - br) == 1:
horizontal_walls[max(ar, br), ac] = 0
return vertical_walls, horizontal_walls
def discovered_blocked_wall_matrices(knowledge: BlindKnowledge) -> Tuple[np.ndarray, np.ndarray]:
vertical_walls = np.zeros((knowledge.n, knowledge.n + 1), dtype=np.uint8)
horizontal_walls = np.zeros((knowledge.n + 1, knowledge.n), dtype=np.uint8)
for a, b in knowledge.blocked_edges:
ar, ac = a
br, bc = b
if ar == br and abs(ac - bc) == 1:
vertical_walls[ar, max(ac, bc)] = 1
elif ac == bc and abs(ar - br) == 1:
horizontal_walls[max(ar, br), ac] = 1
return vertical_walls, horizontal_walls
def discovered_obj_matrix(knowledge: BlindKnowledge) -> np.ndarray:
obj_matrix = np.full((knowledge.n, knowledge.n), UNKNOWN, dtype=np.int32)
for cell, tile in knowledge.tile_of.items():
obj_matrix[cell] = tile
obj_matrix[knowledge.start] = START
obj_matrix[knowledge.goal] = GOAL
return obj_matrix
class RouteExecutionAgent(MazeAgent):
def __init__(
self,
start: Cell,
goal: Cell,
vertical_walls,
horizontal_walls,
obj_matrix,
teleport_pairs,
seed_knowledge: BlindKnowledge,
fixed_route: List[Cell],
qlearner: Optional[QLearner] = None,
env=None,
):
self.seed_knowledge = seed_knowledge.clone()
self.fixed_route = list(fixed_route)
self.route_index: Dict[Cell, int] = {cell: index for index, cell in enumerate(self.fixed_route)}
self.route_progress_index = 0
super().__init__(
start=start,
goal=goal,
vertical_walls=vertical_walls,
horizontal_walls=horizontal_walls,
obj_matrix=obj_matrix,
teleport_pairs=teleport_pairs,
one_way_gates=getattr(env, "one_way_gates", None),
qlearner=qlearner,
env=env,
)
def reset_episode(self) -> None:
super().reset_episode()
self.memory.visited.update(self.seed_knowledge.visited)
self.route_progress_index = 0
self.current_path = list(self.fixed_route)
def update_from_result(self, result: Optional[TurnResult]) -> None:
super().update_from_result(result)
route_index = self.route_index.get(self.current_pos)
if route_index is not None:
self.route_progress_index = max(self.route_progress_index, route_index)
def _candidate_steps(self, cell: Cell) -> List[Tuple[Cell, Cell]]:
row, col = cell
candidates: List[Tuple[Cell, Cell]] = []
for neighbor in [(row - 1, col), (row + 1, col), (row, col - 1), (row, col + 1)]:
if not self.can_move(cell, neighbor):
continue
candidates.append((neighbor, self.teleport_pairs.get(neighbor, neighbor)))
return candidates
def _build_route_suffix(self) -> List[Cell]:
route_index = self.route_index.get(self.current_pos)
if route_index is not None:
self.route_progress_index = max(self.route_progress_index, route_index)
return self.fixed_route[route_index:]
best_index: Optional[int] = None
for _, landing in self._candidate_steps(self.current_pos):
route_index = self.route_index.get(landing)
if route_index is None or route_index < self.route_progress_index:
continue
if best_index is None or route_index < best_index:
best_index = route_index
if best_index is None:
return [self.current_pos]
return [self.current_pos] + self.fixed_route[best_index:]
def _replan(self) -> None:
self.current_path = self._build_route_suffix()
def path_suggestion(self) -> Optional[Action]:
if len(self.current_path) < 2:
return None
target_landing = self.current_path[1]
for neighbor, landing in self._candidate_steps(self.current_pos):
if landing == target_landing:
return self.controller.delta_to_action(self.current_pos, neighbor)
return None
def build_endgame_agent(
env: MazeEnvironment,
knowledge: BlindKnowledge,
discovered_path: List[Cell],
qlearner: QLearner,
) -> RouteExecutionAgent:
vertical_walls, horizontal_walls = discovered_wall_matrices(knowledge)
obj_matrix = discovered_obj_matrix(knowledge)
agent = RouteExecutionAgent(
start=env.start,
goal=env.goal,
vertical_walls=vertical_walls,
horizontal_walls=horizontal_walls,
obj_matrix=obj_matrix,
teleport_pairs=knowledge.teleport_pairs,
seed_knowledge=knowledge,
fixed_route=discovered_path,
qlearner=qlearner,
env=env,
)
display_vertical_walls, display_horizontal_walls = discovered_blocked_wall_matrices(knowledge)
agent.display_obj_matrix = obj_matrix
agent.display_vertical_walls = display_vertical_walls
agent.display_horizontal_walls = display_horizontal_walls
return agent