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coach/environments/environment_wrapper.py
Roman Dobosz 1b095aeeca Cleanup imports.
Till now, most of the modules were importing all of the module objects
(variables, classes, functions, other imports) into module namespace,
which potentially could (and was) cause of unintentional use of class or
methods, which was indirect imported.

With this patch, all the star imports were substituted with top-level
module, which provides desired class or function.

Besides, all imports where sorted (where possible) in a way pep8[1]
suggests - first are imports from standard library, than goes third
party imports (like numpy, tensorflow etc) and finally coach modules.
All of those sections are separated by one empty line.

[1] https://www.python.org/dev/peps/pep-0008/#imports
2018-04-13 09:58:40 +02:00

265 lines
9.5 KiB
Python

#
# Copyright (c) 2017 Intel Corporation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
import operator
import time
import numpy as np
import renderer
import utils
class EnvironmentWrapper(object):
def __init__(self, tuning_parameters):
"""
:param tuning_parameters:
:type tuning_parameters: Preset
"""
# env initialization
self.game = []
self.actions = {}
self.state = []
self.reward = 0
self.done = False
self.default_action = 0
self.last_action_idx = 0
self.episode_idx = 0
self.last_episode_time = time.time()
self.info = []
self.action_space_low = 0
self.action_space_high = 0
self.action_space_abs_range = 0
self.actions_description = {}
self.discrete_controls = True
self.action_space_size = 0
self.key_to_action = {}
self.width = 1
self.height = 1
self.is_state_type_image = True
self.measurements_size = 0
self.phase = utils.RunPhase.TRAIN
self.tp = tuning_parameters
self.record_video_every = self.tp.visualization.record_video_every
self.env_id = self.tp.env.level
self.video_path = self.tp.visualization.video_path
self.is_rendered = self.tp.visualization.render
self.seed = self.tp.seed
self.frame_skip = self.tp.env.frame_skip
self.human_control = self.tp.env.human_control
self.wait_for_explicit_human_action = False
self.is_rendered = self.is_rendered or self.human_control
self.game_is_open = True
self.renderer = renderer.Renderer()
@property
def measurements(self):
assert False
@measurements.setter
def measurements(self, value):
assert False
@property
def observation(self):
assert False
@observation.setter
def observation(self, value):
assert False
def _idx_to_action(self, action_idx):
"""
Convert an action index to one of the environment available actions.
For example, if the available actions are 4,5,6 then this function will map 0->4, 1->5, 2->6
:param action_idx: an action index between 0 and self.action_space_size - 1
:return: the action corresponding to the requested index
"""
return self.actions[action_idx]
def _action_to_idx(self, action):
"""
Convert an environment action to one of the available actions of the wrapper.
For example, if the available actions are 4,5,6 then this function will map 4->0, 5->1, 6->2
:param action: the environment action
:return: an action index between 0 and self.action_space_size - 1, or -1 if the action does not exist
"""
for key, val in self.actions.items():
if val == action:
return key
return -1
def get_action_from_user(self):
"""
Get an action from the user keyboard
:return: action index
"""
if self.wait_for_explicit_human_action:
while len(self.renderer.pressed_keys) == 0:
self.renderer.get_events()
if self.key_to_action == {}:
# the keys are the numbers on the keyboard corresponding to the action index
if len(self.renderer.pressed_keys) > 0:
action_idx = self.renderer.pressed_keys[0] - ord("1")
if 0 <= action_idx < self.action_space_size:
return action_idx
else:
# the keys are mapped through the environment to more intuitive keyboard keys
# key = tuple(self.renderer.pressed_keys)
# for key in self.renderer.pressed_keys:
for env_keys in self.key_to_action.keys():
if set(env_keys) == set(self.renderer.pressed_keys):
return self.key_to_action[env_keys]
# return the default action 0 so that the environment will continue running
return self.default_action
def step(self, action_idx):
"""
Perform a single step on the environment using the given action
:param action_idx: the action to perform on the environment
:return: A dictionary containing the state, reward, done flag and action
"""
self.last_action_idx = action_idx
self._take_action(action_idx)
self._update_state()
if self.is_rendered:
self.render()
self.state = self._preprocess_state(self.state)
return {'state': self.state,
'reward': self.reward,
'done': self.done,
'action': self.last_action_idx,
'info': self.info}
def render(self):
"""
Call the environment function for rendering to the screen
"""
self.renderer.render_image(self.get_rendered_image())
def reset(self, force_environment_reset=False):
"""
Reset the environment and all the variable of the wrapper
:param force_environment_reset: forces environment reset even when the game did not end
:return: A dictionary containing the state, reward, done flag and action
"""
self._restart_environment_episode(force_environment_reset)
self.last_episode_time = time.time()
self.done = False
self.episode_idx += 1
self.reward = 0.0
self.last_action_idx = 0
self._update_state()
# render before the preprocessing of the state, so that the image will be in its original quality
if self.is_rendered:
self.render()
# TODO BUG: if the environment has not been reset, _preprocessed_state will be running on an already preprocessed state
# TODO: see also _update_state above
self.state = self._preprocess_state(self.state)
return {'state': self.state,
'reward': self.reward,
'done': self.done,
'action': self.last_action_idx,
'info': self.info}
def get_random_action(self):
"""
Returns an action picked uniformly from the available actions
:return: a numpy array with a random action
"""
if self.discrete_controls:
return np.random.choice(self.action_space_size)
else:
return np.random.uniform(self.action_space_low, self.action_space_high)
def change_phase(self, phase):
"""
Change the current phase of the run.
This is useful when different behavior is expected when testing and training
:param phase: The running phase of the algorithm
:type phase: RunPhase
"""
self.phase = phase
def get_available_keys(self):
"""
Return a list of tuples mapping between action names and the keyboard key that triggers them
:return: a list of tuples mapping between action names and the keyboard key that triggers them
"""
available_keys = []
if self.key_to_action != {}:
for key, idx in sorted(self.key_to_action.items(), key=operator.itemgetter(1)):
if key != ():
key_names = [self.renderer.get_key_names([k])[0] for k in key]
available_keys.append((self.actions_description[idx], ' + '.join(key_names)))
elif self.discrete_controls:
for action in range(self.action_space_size):
available_keys.append(("Action {}".format(action + 1), action + 1))
return available_keys
# The following functions define the interaction with the environment.
# Any new environment that inherits the EnvironmentWrapper class should use these signatures.
# Some of these functions are optional - please read their description for more details.
def _take_action(self, action_idx):
"""
An environment dependent function that sends an action to the simulator.
:param action_idx: the action to perform on the environment
:return: None
"""
pass
def _preprocess_state(self, state):
"""
Do initial state preprocessing such as cropping, rgb2gray, rescale etc.
Implementing this function is optional.
:param state: a raw state from the environment
:return: the preprocessed state
"""
return state
def _update_state(self):
"""
Updates the state from the environment.
Should update self.state, self.reward, self.done and self.info
:return: None
"""
pass
def _restart_environment_episode(self, force_environment_reset=False):
"""
:param force_environment_reset: Force the environment to reset even if the episode is not done yet.
:return:
"""
pass
def get_rendered_image(self):
"""
Return a numpy array containing the image that will be rendered to the screen.
This can be different from the state. For example, mujoco's state is a measurements vector.
:return: numpy array containing the image that will be rendered to the screen
"""
return self.state['observation']