diff --git a/.github/ISSUE_TEMPLATE/bug_report.md b/.github/ISSUE_TEMPLATE/bug_report.md index 0560fb41f..907762871 100644 --- a/.github/ISSUE_TEMPLATE/bug_report.md +++ b/.github/ISSUE_TEMPLATE/bug_report.md @@ -24,7 +24,7 @@ If applicable, add screenshots to help explain your problem. **Desktop (please complete the following information):** - OS: [e.g. mac/linux/windows] - - Version [e.g. 1.2.29] + - Version [e.g. 1.2.30] **Additional context** Add any other context about the problem here. diff --git a/CMakeLists.txt b/CMakeLists.txt index 50b8b270a..4309451de 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,6 +1,6 @@ cmake_minimum_required(VERSION 3.10.0) set(CMAKE_OSX_DEPLOYMENT_TARGET "10.9" CACHE STRING "Minimum OS X deployment version") -project(Griddly VERSION 1.2.29) +project(Griddly VERSION 1.2.30) set(BINARY ${CMAKE_PROJECT_NAME}) diff --git a/README.md b/README.md index 00916cbac..0430749f4 100644 --- a/README.md +++ b/README.md @@ -69,6 +69,11 @@ The most awesome part of Griddly is the ability to easily customize and build yo * Configure interactions between objects based on their distance. * [Projectiles](https://griddly.readthedocs.io/en/latest/tutorials/Projectiles/index.html) * Objects that move under their own power. + * [Level Design](https://griddly.readthedocs.io/en/latest/tutorials/Level Design/index.html) + * How to design levels for single and multi-agent environments. + * [Stochasticity](https://griddly.readthedocs.io/en/latest/tutorials/Stochasticity/index.html) + * How to make environments with stochastic mechanics. + ## [Custom Shaders](https://griddly.readthedocs.io/en/latest/tutorials/Custom%20Shaders/index.html) * Customize rendering for environments using SPIR-V shaders. diff --git a/bindings/python.cpp b/bindings/python.cpp index a1099f9c8..df8100a93 100644 --- a/bindings/python.cpp +++ b/bindings/python.cpp @@ -12,7 +12,7 @@ namespace griddly { PYBIND11_MODULE(python_griddly, m) { m.doc() = "Griddly python bindings"; - m.attr("version") = "1.2.29"; + m.attr("version") = "1.2.30"; #ifndef NDEBUG spdlog::set_level(spdlog::level::debug); diff --git a/bindings/wrapper/EntityObserverWrapper.cpp b/bindings/wrapper/EntityObserverWrapper.cpp index 51ddc9e16..d91ebf571 100644 --- a/bindings/wrapper/EntityObserverWrapper.cpp +++ b/bindings/wrapper/EntityObserverWrapper.cpp @@ -58,13 +58,13 @@ class Py_EntityObserverWrapper { auto grid = gameProcess_->getGrid(); - for (auto actionNamesAtLocation : gameProcess_->getAvailableActionNames(playerId)) { + for (const auto& actionNamesAtLocation : gameProcess_->getAvailableActionNames(playerId)) { auto location = actionNamesAtLocation.first; auto actionNames = actionNamesAtLocation.second; auto locationVec = glm::ivec2{location[0], location[1]}; - for (auto actionName : actionNames) { + for (const auto& actionName : actionNames) { spdlog::debug("[{0}] available at location [{1}, {2}]", actionName, location.x, location.y); auto actionInputsDefinitions = gdyFactory_->getActionInputsDefinitions(); @@ -86,7 +86,7 @@ class Py_EntityObserverWrapper { } } - for (auto actionName : allAvailableActionNames) { + for (const auto& actionName : allAvailableActionNames) { py::dict entitiesAndMasksForAction; entitiesAndMasksForAction["ActorEntityIds"] = actorEntityIds[actionName]; entitiesAndMasksForAction["Masks"] = actorEntityMasks[actionName]; @@ -107,7 +107,7 @@ class Py_EntityObserverWrapper { auto grid = gameProcess_->getGrid(); - for (auto object : grid->getObjects()) { + for (const auto& object : grid->getObjects()) { auto name = object->getObjectName(); auto location = object->getLocation(); auto orientationRadians = object->getObjectOrientation().getAngleRadians(); diff --git a/docs/conf.py b/docs/conf.py index 949e6a26a..4a6f7efd1 100644 --- a/docs/conf.py +++ b/docs/conf.py @@ -22,7 +22,7 @@ author = 'Chris Bamford' # The full version, including alpha/beta/rc tags -release = '1.2.29' +release = '1.2.30' # -- General configuration 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a/docs/games/img/Robot_Tag_8v8-taster.png b/docs/games/img/Robot_Tag_8v8-taster.png index cd2e98605..73d55deda 100644 Binary files a/docs/games/img/Robot_Tag_8v8-taster.png and b/docs/games/img/Robot_Tag_8v8-taster.png differ diff --git a/docs/games/img/Zelda-taster.png b/docs/games/img/Zelda-taster.png index d20cd254a..94fb66b95 100644 Binary files a/docs/games/img/Zelda-taster.png and b/docs/games/img/Zelda-taster.png differ diff --git a/docs/games/img/Zelda_Sequential-taster.png b/docs/games/img/Zelda_Sequential-taster.png index 3389a9f3e..a6c5544d1 100644 Binary files a/docs/games/img/Zelda_Sequential-taster.png and b/docs/games/img/Zelda_Sequential-taster.png differ diff --git a/docs/games/index.rst b/docs/games/index.rst index 833c11fa1..da26d16ef 100644 --- a/docs/games/index.rst +++ b/docs/games/index.rst @@ -1,59 +1,5 @@ .. _doc_games: -*** -RTS -*** - -.. toctree:: - :hidden: - - GriddlyRTS/index - Push_Mania/index - Heal_Or_Die/index - Kill_The_King/index - -.. list-table:: - :class: game-gallery - - * - **GriddlyRTS** - - .. image:: img/GriddlyRTS-taster.png - :target: GriddlyRTS/index.html - :width: 200 - - An RTS Game. There's aliens and stuff. - - **Push Mania** - - .. image:: img/Push_Mania-taster.png - :target: Push_Mania/index.html - :width: 200 - - Game environment ported from https://github.com/GAIGResearch/Stratega. - You must push all your opponents pieces into the holes. - - - **Heal Or Die** - - .. image:: img/Heal_Or_Die-taster.png - :target: Heal_Or_Die/index.html - :width: 200 - - Game environment ported from https://github.com/GAIGResearch/Stratega. - You have units that heal and units that perform close combat. - Additionally, on every turn, the health of your units decreases. Win the game by killing your opponents pieces first. - - * - **Kill The King** - - .. image:: img/Kill_The_King-taster.png - :target: Kill_The_King/index.html - :width: 200 - - Game environment ported from https://github.com/GAIGResearch/Stratega. - Both you and your opponent must protect the king from being killed. - - - - - - - ************* Single-Player ************* @@ -61,118 +7,142 @@ Single-Player .. toctree:: :hidden: - Drunk_Dwarf/index Spiders/index - Doggo/index Eyeball/index - Zen_Puzzle/index - Partially_Observable_Zelda/index - Bait/index - Labyrinth/index - Partially_Observable_Cook_Me_Pasta/index - Partially_Observable_Bait/index + Drunk_Dwarf/index + Doggo/index + Butterflies_and_Spiders/index Partially_Observable_Sokoban_-_2/index - Sokoban/index - Random_butterflies/index - Bait_With_Keys/index - Clusters/index + Labyrinth/index + Bait/index Partially_Observable_Zen_Puzzle/index - Sokoban_-_2/index - Zelda/index - Partially_Observable_Clusters/index + Partially_Observable_Cook_Me_Pasta/index Spider_Nest/index Partially_Observable_Labyrinth/index + Sokoban_-_2/index + Partially_Observable_Clusters/index + Bait_With_Keys/index + Random_butterflies/index Cook_Me_Pasta/index - Butterflies_and_Spiders/index + Partially_Observable_Bait/index Zelda_Sequential/index + Partially_Observable_Zelda/index + Sokoban/index + Zelda/index + Clusters/index + Zen_Puzzle/index .. list-table:: :class: game-gallery - * - **Drunk Dwarf** - - .. image:: img/Drunk_Dwarf-taster.png - :target: Drunk_Dwarf/index.html - :width: 200 - - A port of the games provided in the https://github.com/maximecb/gym-minigrid environment, but you're a drunk dwarf trying find your keys that you've dropped to get to your bed (which is a coffin?? Wierd.). - - **Spiders** + * - **Spiders** .. image:: img/Spiders-taster.png :target: Spiders/index.html :width: 200 A port of the games provided in the https://github.com/maximecb/gym-minigrid Dynamic obstacles environment, but you're a gnome avoiding ghosts to get to a gem. - - **Doggo** + - **Eyeball** + + .. image:: img/Eyeball-taster.png + :target: Eyeball/index.html + :width: 200 + + A port of the games provided in the https://github.com/maximecb/gym-minigrid 4 Rooms environment, but you're a giant eye looking for it's eyedrops because everything is yellow and it hurts to look at. + - **Drunk Dwarf** + + .. image:: img/Drunk_Dwarf-taster.png + :target: Drunk_Dwarf/index.html + :width: 200 + + A port of the games provided in the https://github.com/maximecb/gym-minigrid environment, but you're a drunk dwarf trying find your keys that you've dropped to get to your bed (which is a coffin?? Wierd.). + * - **Doggo** .. image:: img/Doggo-taster.png :target: Doggo/index.html :width: 200 A port of the games provided in the https://github.com/maximecb/gym-minigrid Empty environment, but you're a doggo fetching a stick. - * - **Eyeball** + - **Butterflies and Spiders** - .. image:: img/Eyeball-taster.png - :target: Eyeball/index.html + .. image:: img/Butterflies_and_Spiders-taster.png + :target: Butterflies_and_Spiders/index.html :width: 200 - A port of the games provided in the https://github.com/maximecb/gym-minigrid 4 Rooms environment, but you're a giant eye looking for it's eyedrops because everything is yellow and it hurts to look at. - - **Zen Puzzle** + You want to catch all of the butterflies while also avoiding the spiders. Butterflies spawn slowly from cocoons. + The butterflies are also eaten by the spiders so you need to be fast to collect them. + You win the level as soon as there are no butterflies on the screen. - .. image:: img/Zen_Puzzle-taster.png - :target: Zen_Puzzle/index.html + - **Partially Observable Sokoban - 2** + + .. image:: img/Partially_Observable_Sokoban_-_2-taster.png + :target: Partially_Observable_Sokoban_-_2/index.html :width: 200 - Set all the tiles in the level to the same color, but you cannot move over a tile more than once! (Not even sure why this is zen its super frustrating) - - **Partially Observable Zelda** + Push the boxes onto the marked spaces, once a box has moved onto a space, it cannot be moved + * - **Labyrinth** - .. image:: img/Partially_Observable_Zelda-taster.png - :target: Partially_Observable_Zelda/index.html + .. image:: img/Labyrinth-taster.png + :target: Labyrinth/index.html :width: 200 - A port of the GVGAI game "Zelda", but partially observable. Pick up keys to reach doors and avoid enemies. - * - **Bait** + Its a maze, find your way out. Watch out for spikey things. + - **Bait** .. image:: img/Bait-taster.png :target: Bait/index.html :width: 200 Get the key and unlock the door. Fill in the holes in the floor with blocks to get to the key. - - **Labyrinth** + - **Partially Observable Zen Puzzle** - .. image:: img/Labyrinth-taster.png - :target: Labyrinth/index.html + .. image:: img/Partially_Observable_Zen_Puzzle-taster.png + :target: Partially_Observable_Zen_Puzzle/index.html :width: 200 - Its a maze, find your way out. Watch out for spikey things. - - **Partially Observable Cook Me Pasta** + Set all the tiles in the level to the same color, but you cannot move over a tile more than once! (Not even sure why this is zen its super frustrating) + * - **Partially Observable Cook Me Pasta** .. image:: img/Partially_Observable_Cook_Me_Pasta-taster.png :target: Partially_Observable_Cook_Me_Pasta/index.html :width: 200 Help the chef create the meal, but make sure the ingredients are put together in the right order. - * - **Partially Observable Bait** + - **Spider Nest** - .. image:: img/Partially_Observable_Bait-taster.png - :target: Partially_Observable_Bait/index.html + .. image:: img/Spider_Nest-taster.png + :target: Spider_Nest/index.html :width: 200 - Get the key and unlock the door. Fill in the holes in the floor with blocks to get to the key. - - **Partially Observable Sokoban - 2** + A port of the games provided in the https://github.com/maximecb/gym-minigrid Dynamic obstacles environment, but you're a gnome avoiding ghosts to get to a gem. + - **Partially Observable Labyrinth** - .. image:: img/Partially_Observable_Sokoban_-_2-taster.png - :target: Partially_Observable_Sokoban_-_2/index.html + .. image:: img/Partially_Observable_Labyrinth-taster.png + :target: Partially_Observable_Labyrinth/index.html + :width: 200 + + Its a maze, find your way out. Watch out for spikey things. In this version the observation space for the player is partial. + * - **Sokoban - 2** + + .. image:: img/Sokoban_-_2-taster.png + :target: Sokoban_-_2/index.html :width: 200 Push the boxes onto the marked spaces, once a box has moved onto a space, it cannot be moved - - **Sokoban** + - **Partially Observable Clusters** - .. image:: img/Sokoban-taster.png - :target: Sokoban/index.html + .. image:: img/Partially_Observable_Clusters-taster.png + :target: Partially_Observable_Clusters/index.html :width: 200 - Push the boxes into holes. + Cluster the coloured objects together by pushing them against the static coloured blocks. + - **Bait With Keys** + + .. image:: img/Bait_With_Keys-taster.png + :target: Bait_With_Keys/index.html + :width: 200 + + Get the key and unlock the door. Fill in the holes in the floor with blocks to get to the key. (This environment is the same as the normal Bait environment, but if the avatar has the key, it is visible) * - **Random butterflies** .. image:: img/Random_butterflies-taster.png @@ -184,86 +154,116 @@ Single-Player You win the level as soon as there are no butterflies left. The player also only has partial observability. - - **Bait With Keys** + - **Cook Me Pasta** - .. image:: img/Bait_With_Keys-taster.png - :target: Bait_With_Keys/index.html + .. image:: img/Cook_Me_Pasta-taster.png + :target: Cook_Me_Pasta/index.html :width: 200 - Get the key and unlock the door. Fill in the holes in the floor with blocks to get to the key. (This environment is the same as the normal Bait environment, but if the avatar has the key, it is visible) - - **Clusters** + Help the chef create the meal, but make sure the ingredients are put together in the right order. + - **Partially Observable Bait** - .. image:: img/Clusters-taster.png - :target: Clusters/index.html + .. image:: img/Partially_Observable_Bait-taster.png + :target: Partially_Observable_Bait/index.html :width: 200 - Cluster the coloured objects together by pushing them against the static coloured blocks. - * - **Partially Observable Zen Puzzle** + Get the key and unlock the door. Fill in the holes in the floor with blocks to get to the key. + * - **Zelda Sequential** - .. image:: img/Partially_Observable_Zen_Puzzle-taster.png - :target: Partially_Observable_Zen_Puzzle/index.html + .. image:: img/Zelda_Sequential-taster.png + :target: Zelda_Sequential/index.html :width: 200 - Set all the tiles in the level to the same color, but you cannot move over a tile more than once! (Not even sure why this is zen its super frustrating) - - **Sokoban - 2** + A port of the GVGAI game "Zelda". Pick up keys to reach doors in the correct order and avoid enemies. For example, previously you could go -- key -> door -> door. But now you would need to go -- key -> door --> key --> door. + - **Partially Observable Zelda** - .. image:: img/Sokoban_-_2-taster.png - :target: Sokoban_-_2/index.html + .. image:: img/Partially_Observable_Zelda-taster.png + :target: Partially_Observable_Zelda/index.html :width: 200 - Push the boxes onto the marked spaces, once a box has moved onto a space, it cannot be moved - - **Zelda** + A port of the GVGAI game "Zelda", but partially observable. Pick up keys to reach doors and avoid enemies. + - **Sokoban** + + .. image:: img/Sokoban-taster.png + :target: Sokoban/index.html + :width: 200 + + Push the boxes into holes. + * - **Zelda** .. image:: img/Zelda-taster.png :target: Zelda/index.html :width: 200 A port of the GVGAI game "Zelda". Pick up keys to reach doors and avoid enemies. - * - **Partially Observable Clusters** + - **Clusters** - .. image:: img/Partially_Observable_Clusters-taster.png - :target: Partially_Observable_Clusters/index.html + .. image:: img/Clusters-taster.png + :target: Clusters/index.html :width: 200 Cluster the coloured objects together by pushing them against the static coloured blocks. - - **Spider Nest** + - **Zen Puzzle** - .. image:: img/Spider_Nest-taster.png - :target: Spider_Nest/index.html + .. image:: img/Zen_Puzzle-taster.png + :target: Zen_Puzzle/index.html :width: 200 - A port of the games provided in the https://github.com/maximecb/gym-minigrid Dynamic obstacles environment, but you're a gnome avoiding ghosts to get to a gem. - - **Partially Observable Labyrinth** + Set all the tiles in the level to the same color, but you cannot move over a tile more than once! (Not even sure why this is zen its super frustrating) - .. image:: img/Partially_Observable_Labyrinth-taster.png - :target: Partially_Observable_Labyrinth/index.html + +*** +RTS +*** + +.. toctree:: + :hidden: + + GriddlyRTS/index + Push_Mania/index + Kill_The_King/index + Heal_Or_Die/index + +.. list-table:: + :class: game-gallery + + * - **GriddlyRTS** + + .. image:: img/GriddlyRTS-taster.png + :target: GriddlyRTS/index.html :width: 200 - Its a maze, find your way out. Watch out for spikey things. In this version the observation space for the player is partial. - * - **Cook Me Pasta** + An RTS Game. There's aliens and stuff. + - **Push Mania** - .. image:: img/Cook_Me_Pasta-taster.png - :target: Cook_Me_Pasta/index.html + .. image:: img/Push_Mania-taster.png + :target: Push_Mania/index.html :width: 200 - Help the chef create the meal, but make sure the ingredients are put together in the right order. - - **Butterflies and Spiders** + Game environment ported from https://github.com/GAIGResearch/Stratega. + You must push all your opponents pieces into the holes. - .. image:: img/Butterflies_and_Spiders-taster.png - :target: Butterflies_and_Spiders/index.html + - **Kill The King** + + .. image:: img/Kill_The_King-taster.png + :target: Kill_The_King/index.html :width: 200 - You want to catch all of the butterflies while also avoiding the spiders. Butterflies spawn slowly from cocoons. - The butterflies are also eaten by the spiders so you need to be fast to collect them. - You win the level as soon as there are no butterflies on the screen. + Game environment ported from https://github.com/GAIGResearch/Stratega. + Both you and your opponent must protect the king from being killed. - - **Zelda Sequential** + * - **Heal Or Die** - .. image:: img/Zelda_Sequential-taster.png - :target: Zelda_Sequential/index.html + .. image:: img/Heal_Or_Die-taster.png + :target: Heal_Or_Die/index.html :width: 200 - A port of the GVGAI game "Zelda". Pick up keys to reach doors in the correct order and avoid enemies. For example, previously you could go -- key -> door -> door. But now you would need to go -- key -> door --> key --> door. + Game environment ported from https://github.com/GAIGResearch/Stratega. + You have units that heal and units that perform close combat. + Additionally, on every turn, the health of your units decreases. Win the game by killing your opponents pieces first. + + - + - *********** @@ -273,21 +273,21 @@ Multi-Agent .. toctree:: :hidden: - Foragers/index + Robot_Tag_12v12/index Robot_Tag_8v8/index + Foragers/index Robot_Tag_4v4/index - Robot_Tag_12v12/index .. list-table:: :class: game-gallery - * - **Foragers** + * - **Robot Tag 12v12** - .. image:: img/Foragers-taster.png - :target: Foragers/index.html + .. image:: img/Robot_Tag_12v12-taster.png + :target: Robot_Tag_12v12/index.html :width: 200 - A very simple multi-agent game. Agents must collect the coloured potions + Robots start randomly as "tagged" or not, robots can "tag" other robots. Any robot that is "tagged" 3 times dies. - **Robot Tag 8v8** .. image:: img/Robot_Tag_8v8-taster.png @@ -295,17 +295,17 @@ Multi-Agent :width: 200 Robots start randomly as "tagged" or not, robots can "tag" other robots. Any robot that is "tagged" 3 times dies. - - **Robot Tag 4v4** + - **Foragers** - .. image:: img/Robot_Tag_4v4-taster.png - :target: Robot_Tag_4v4/index.html + .. image:: img/Foragers-taster.png + :target: Foragers/index.html :width: 200 - Robots start randomly as "tagged" or not, robots can "tag" other robots. Any robot that is "tagged" 3 times dies. - * - **Robot Tag 12v12** + A very simple multi-agent game. Agents must collect the coloured potions + * - **Robot Tag 4v4** - .. image:: img/Robot_Tag_12v12-taster.png - :target: Robot_Tag_12v12/index.html + .. image:: img/Robot_Tag_4v4-taster.png + :target: Robot_Tag_4v4/index.html :width: 200 Robots start randomly as "tagged" or not, robots can "tag" other robots. Any robot that is "tagged" 3 times dies. diff --git a/docs/index.rst b/docs/index.rst index eb0a701fc..c8174b0d7 100644 --- a/docs/index.rst +++ b/docs/index.rst @@ -63,6 +63,7 @@ Griddly documentation. tutorials/Custom Shaders/index tutorials/Projectiles/index tutorials/Stochasticity/index + tutorials/Level Design/index .. toctree:: :maxdepth: 10 diff --git a/docs/reference/GDY/Environment/Termination/End/index.rst b/docs/reference/GDY/Environment/Termination/End/index.rst index fefb3c696..90269c9c6 100644 --- a/docs/reference/GDY/Environment/Termination/End/index.rst +++ b/docs/reference/GDY/Environment/Termination/End/index.rst @@ -7,24 +7,27 @@ End Conditions :Description: If any of these conditions are met, the game will end. -:Possible Values: - .. list-table:: - * - **Value** - - **Type** - - **Description** - * - V1 Termination Conditions - - array - - V1 Termination Conditions - * - V2 Termination Conditions - - array - - V2 Termination Conditions + * - **YAML Key** + * - ``End`` + +:Array Types: .. list-table:: - * - **YAML Key** - * - ``End`` + * - **Type** + - **Description** + * - :ref:`Termination Conditions V1<#/properties/Environment/properties/Termination/definitions/terminationConditionV1>` + - When a termination condition is met, the game will reset itself. If there are multiple players, the termination arguments are expanded internally "per player". This can be used to find the first player to a certain number of objects, or the first player to reach a certain score + * - :ref:`Termination Conditions V2<#/properties/Environment/properties/Termination/definitions/terminationConditionV2>` + - When a termination condition is met, the game will reset itself. If there are multiple players, the termination arguments are expanded internally "per player". This can be used to find the first player to a certain number of objects, or the first player to reach a certain score + +.. toctree:: + :maxdepth: 5 + :hidden: + /reference/GDY/Environment/Termination/terminationConditionV1/index + /reference/GDY/Environment/Termination/terminationConditionV2/index diff --git a/docs/reference/GDY/Environment/Termination/Lose/index.rst b/docs/reference/GDY/Environment/Termination/Lose/index.rst index 1865e854e..92defcb02 100644 --- a/docs/reference/GDY/Environment/Termination/Lose/index.rst +++ b/docs/reference/GDY/Environment/Termination/Lose/index.rst @@ -7,24 +7,29 @@ Lose Conditions :Description: If any of these conditions are met, the player associated with this condition will lose the game. -:Possible Values: - .. list-table:: - * - **Value** - - **Type** - - **Description** - * - V1 Termination Conditions - - array - - V1 Termination Conditions - * - V2 Termination Conditions - - array - - V2 Termination Conditions + * - **Data Type** + - **YAML Key** + * - array + - ``Lose`` + +:Array Types: .. list-table:: - * - **YAML Key** - * - ``Lose`` + * - **Type** + - **Description** + * - :ref:`Termination Conditions V1<#/properties/Environment/properties/Termination/definitions/terminationConditionV1>` + - When a termination condition is met, the game will reset itself. If there are multiple players, the termination arguments are expanded internally "per player". This can be used to find the first player to a certain number of objects, or the first player to reach a certain score + * - :ref:`Termination Conditions V2<#/properties/Environment/properties/Termination/definitions/terminationConditionV2>` + - When a termination condition is met, the game will reset itself. If there are multiple players, the termination arguments are expanded internally "per player". This can be used to find the first player to a certain number of objects, or the first player to reach a certain score + +.. toctree:: + :maxdepth: 5 + :hidden: + /reference/GDY/Environment/Termination/terminationConditionV1/index + /reference/GDY/Environment/Termination/terminationConditionV2/index diff --git a/docs/reference/GDY/Environment/Termination/Win/index.rst b/docs/reference/GDY/Environment/Termination/Win/index.rst index 20c4d817e..645b2e8f0 100644 --- a/docs/reference/GDY/Environment/Termination/Win/index.rst +++ b/docs/reference/GDY/Environment/Termination/Win/index.rst @@ -7,24 +7,29 @@ Win Conditions :Description: If any of these conditions are met, the player associated with this condition will win the game. -:Possible Values: - .. list-table:: - * - **Value** - - **Type** - - **Description** - * - V1 Termination Conditions - - array - - V1 Termination Conditions - * - V2 Termination Conditions - - array - - V2 Termination Conditions + * - **Data Type** + - **YAML Key** + * - array + - ``Win`` + +:Array Types: .. list-table:: - * - **YAML Key** - * - ``Win`` + * - **Type** + - **Description** + * - :ref:`Termination Conditions V1<#/properties/Environment/properties/Termination/definitions/terminationConditionV1>` + - When a termination condition is met, the game will reset itself. If there are multiple players, the termination arguments are expanded internally "per player". This can be used to find the first player to a certain number of objects, or the first player to reach a certain score + * - :ref:`Termination Conditions V2<#/properties/Environment/properties/Termination/definitions/terminationConditionV2>` + - When a termination condition is met, the game will reset itself. If there are multiple players, the termination arguments are expanded internally "per player". This can be used to find the first player to a certain number of objects, or the first player to reach a certain score + +.. toctree:: + :maxdepth: 5 + :hidden: + /reference/GDY/Environment/Termination/terminationConditionV1/index + /reference/GDY/Environment/Termination/terminationConditionV2/index diff --git a/docs/reference/GDY/Environment/Termination/terminationCondition/eq/index.rst b/docs/reference/GDY/Environment/Termination/terminationCondition/eq/index.rst deleted file mode 100644 index 0d8766d6c..000000000 --- a/docs/reference/GDY/Environment/Termination/terminationCondition/eq/index.rst +++ /dev/null @@ -1,36 +0,0 @@ -.. _#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/eq: - -.. #/properties/Environment/properties/Termination/definitions/terminationCondition/properties/eq - -Equals -====== - -:Description: Check if the arguments are equal - -.. list-table:: - - * - **Data Type** - - **YAML Key** - - **Max Items** - - **Min Items** - * - array - - ``eq`` - - 2 - - 2 - - -:Array Type: - -.. list-table:: - - * - **Type** - - **Description** - * - :ref:`Termination Arguments<#/properties/Environment/properties/Termination/definitions/terminationCondition/definitions/terminationArgument>` - - An argument to the termination condition. If there are multiple players, then these arguments expand internally as "per player" - - -.. toctree:: - :maxdepth: 5 - :hidden: - - /reference/GDY/Environment/Termination/terminationCondition/terminationArgument/index diff --git a/docs/reference/GDY/Environment/Termination/terminationCondition/gt/index.rst b/docs/reference/GDY/Environment/Termination/terminationCondition/gt/index.rst deleted file mode 100644 index 3d2c5f91f..000000000 --- a/docs/reference/GDY/Environment/Termination/terminationCondition/gt/index.rst +++ /dev/null @@ -1,36 +0,0 @@ -.. _#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/gt: - -.. #/properties/Environment/properties/Termination/definitions/terminationCondition/properties/gt - -Greater Than -============ - -:Description: Check if the first argument is greater than the second - -.. list-table:: - - * - **Data Type** - - **YAML Key** - - **Max Items** - - **Min Items** - * - array - - ``gt`` - - 2 - - 2 - - -:Array Type: - -.. list-table:: - - * - **Type** - - **Description** - * - :ref:`Termination Arguments<#/properties/Environment/properties/Termination/definitions/terminationCondition/definitions/terminationArgument>` - - An argument to the termination condition. If there are multiple players, then these arguments expand internally as "per player" - - -.. toctree:: - :maxdepth: 5 - :hidden: - - /reference/GDY/Environment/Termination/terminationCondition/terminationArgument/index diff --git a/docs/reference/GDY/Environment/Termination/terminationCondition/index.rst b/docs/reference/GDY/Environment/Termination/terminationCondition/index.rst deleted file mode 100644 index 4d44e46cd..000000000 --- a/docs/reference/GDY/Environment/Termination/terminationCondition/index.rst +++ /dev/null @@ -1,38 +0,0 @@ -.. _#/properties/Environment/properties/Termination/definitions/terminationCondition: - -.. #/properties/Environment/properties/Termination/definitions/terminationCondition - -Termination Conditions -====================== - -:Description: When a termination condition is met, the game will reset itself. If there are multiple players, the termination arguments are expanded internally "per player". This can be used to find the first player to a certain number of objects, or the first player to reach a certain score - -.. list-table:: - - * - **Data Type** - * - object - - -:Properties: - -.. list-table:: - - * - **Property** - - **Required** - * - :ref:`eq <#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/eq>` - - - * - :ref:`neq <#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/neq>` - - - * - :ref:`gt <#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/gt>` - - - * - :ref:`lt <#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/lt>` - - - - -.. toctree:: - :hidden: - - eq/index - neq/index - gt/index - lt/index diff --git a/docs/reference/GDY/Environment/Termination/terminationCondition/lt/index.rst b/docs/reference/GDY/Environment/Termination/terminationCondition/lt/index.rst deleted file mode 100644 index fc39d9d36..000000000 --- a/docs/reference/GDY/Environment/Termination/terminationCondition/lt/index.rst +++ /dev/null @@ -1,36 +0,0 @@ -.. _#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/lt: - -.. #/properties/Environment/properties/Termination/definitions/terminationCondition/properties/lt - -Less Than -========= - -:Description: Check if the first argument is less than the second - -.. list-table:: - - * - **Data Type** - - **YAML Key** - - **Max Items** - - **Min Items** - * - array - - ``lt`` - - 2 - - 2 - - -:Array Type: - -.. list-table:: - - * - **Type** - - **Description** - * - :ref:`Termination Arguments<#/properties/Environment/properties/Termination/definitions/terminationCondition/definitions/terminationArgument>` - - An argument to the termination condition. If there are multiple players, then these arguments expand internally as "per player" - - -.. toctree:: - :maxdepth: 5 - :hidden: - - /reference/GDY/Environment/Termination/terminationCondition/terminationArgument/index diff --git a/docs/reference/GDY/Environment/Termination/terminationCondition/neq/index.rst b/docs/reference/GDY/Environment/Termination/terminationCondition/neq/index.rst deleted file mode 100644 index d9b09259c..000000000 --- a/docs/reference/GDY/Environment/Termination/terminationCondition/neq/index.rst +++ /dev/null @@ -1,36 +0,0 @@ -.. _#/properties/Environment/properties/Termination/definitions/terminationCondition/properties/neq: - -.. #/properties/Environment/properties/Termination/definitions/terminationCondition/properties/neq - -Not Equals -========== - -:Description: Check if the arguments are not equal - -.. list-table:: - - * - **Data Type** - - **YAML Key** - - **Max Items** - - **Min Items** - * - array - - ``neq`` - - 2 - - 2 - - -:Array Type: - -.. list-table:: - - * - **Type** - - **Description** - * - :ref:`Termination Arguments<#/properties/Environment/properties/Termination/definitions/terminationCondition/definitions/terminationArgument>` - - An argument to the termination condition. If there are multiple players, then these arguments expand internally as "per player" - - -.. toctree:: - :maxdepth: 5 - :hidden: - - /reference/GDY/Environment/Termination/terminationCondition/terminationArgument/index diff --git a/docs/reference/GDY/Environment/Termination/terminationCondition/terminationArgument/index.rst b/docs/reference/GDY/Environment/Termination/terminationCondition/terminationArgument/index.rst deleted file mode 100644 index 608010540..000000000 --- a/docs/reference/GDY/Environment/Termination/terminationCondition/terminationArgument/index.rst +++ /dev/null @@ -1,33 +0,0 @@ -.. _#/properties/Environment/properties/Termination/definitions/terminationCondition/definitions/terminationArgument: - -.. #/properties/Environment/properties/Termination/definitions/terminationCondition/definitions/terminationArgument - -Termination Arguments -===================== - -:Description: An argument to the termination condition. If there are multiple players, then these arguments expand internally as "per player" - -:Possible Values: - -.. list-table:: - - * - **Value** - - **Type** - - **Description** - * - ``\w+`` - - string - - Any global variable - * - ``\w+:count`` - - string - - Returns the number of objects of the object name before the colon, for example ``flower:count`` or ``car:count`` - * - ``_steps`` - - string - - Returns the number of game ticks that have passed - * - ``_score`` - - string - - The current score - * - ``[integer]`` - - integer - - Any Integer value - - diff --git a/docs/reference/GDY/Environment/Termination/terminationConditionV1/terminationArgument/index.rst b/docs/reference/GDY/Environment/Termination/terminationConditionV1/terminationArgument/index.rst index ff95e6725..af6cc705d 100644 --- a/docs/reference/GDY/Environment/Termination/terminationConditionV1/terminationArgument/index.rst +++ b/docs/reference/GDY/Environment/Termination/terminationConditionV1/terminationArgument/index.rst @@ -7,27 +7,3 @@ Termination Arguments :Description: An argument to the termination condition. If there are multiple players, then these arguments expand internally as "per player" -:Possible Values: - -.. list-table:: - - * - **Value** - - **Type** - - **Description** - * - ``\w+`` - - string - - Any global variable - * - ``\w+:count`` - - string - - Returns the number of objects of the object name before the colon, for example ``flower:count`` or ``car:count`` - * - ``_steps`` - - string - - Returns the number of game ticks that have passed - * - ``_score`` - - string - - The current score - * - ``[integer]`` - - integer - - Any Integer value - - diff --git a/docs/tutorials/Level Design/img/custom_level_global.png b/docs/tutorials/Level Design/img/custom_level_global.png new file mode 100644 index 000000000..c5a2f291e Binary files /dev/null and b/docs/tutorials/Level Design/img/custom_level_global.png differ diff --git a/docs/tutorials/Level Design/img/level_0_global.png b/docs/tutorials/Level Design/img/level_0_global.png new file mode 100644 index 000000000..1d06416f3 Binary files /dev/null and b/docs/tutorials/Level Design/img/level_0_global.png differ diff --git a/docs/tutorials/Level Design/img/level_1_global.png b/docs/tutorials/Level Design/img/level_1_global.png new file mode 100644 index 000000000..a68a1fdff Binary files /dev/null and b/docs/tutorials/Level Design/img/level_1_global.png differ diff --git a/docs/tutorials/Level Design/img/level_1_player_1.png b/docs/tutorials/Level Design/img/level_1_player_1.png new file mode 100644 index 000000000..b1d37727c Binary files /dev/null and b/docs/tutorials/Level Design/img/level_1_player_1.png differ diff --git a/docs/tutorials/Level Design/img/level_1_player_2.png b/docs/tutorials/Level Design/img/level_1_player_2.png new file mode 100644 index 000000000..60b2ff9bc Binary files /dev/null and b/docs/tutorials/Level Design/img/level_1_player_2.png differ diff --git a/docs/tutorials/Level Design/img/level_2_global.png b/docs/tutorials/Level Design/img/level_2_global.png new file mode 100644 index 000000000..7233822f7 Binary files /dev/null and b/docs/tutorials/Level Design/img/level_2_global.png differ diff --git a/docs/tutorials/Level Design/img/level_2_player_1.png b/docs/tutorials/Level Design/img/level_2_player_1.png new file mode 100644 index 000000000..fb9117dc5 Binary files /dev/null and b/docs/tutorials/Level Design/img/level_2_player_1.png differ diff --git a/docs/tutorials/Level Design/img/level_2_player_2.png b/docs/tutorials/Level Design/img/level_2_player_2.png new file mode 100644 index 000000000..f3d1f5f4b Binary files /dev/null and b/docs/tutorials/Level Design/img/level_2_player_2.png differ diff --git a/docs/tutorials/Level Design/img/level_map.png b/docs/tutorials/Level Design/img/level_map.png new file mode 100644 index 000000000..e166cdc7a Binary files /dev/null and b/docs/tutorials/Level Design/img/level_map.png differ diff --git a/docs/tutorials/Level Design/index.rst b/docs/tutorials/Level Design/index.rst new file mode 100644 index 000000000..ef787b22f --- /dev/null +++ b/docs/tutorials/Level Design/index.rst @@ -0,0 +1,226 @@ +.. _doc_level_design: + +############# +Level Design +############# + +In this tutorial we will learn how to design levels for our environments. In GDY, Levels are built entirely using **level strings**. A level string contains characters divided by spaces, each different character corresponds to a different object in the environment. The characters that are used to place each object are configurable. + +.. figure:: img/level_map.png + :width: 80% + :align: center + + A level string describing 4 different types of objects. Pentagons ``p``, triangles ``t``, circles ``c`` and hexagons ``h``. + Numbers after characters refer to the player that `owns` this object. + + +* **Basic Level Strings** +* **Object Ownership** +* **Stacking Objects** +* **Defining Multi-Agent Levels** +* **Player Highlighting** + + +******************** +Level String Basics +******************** + +Every level has an associated ``level_string`` which defines the map of all the objects in that level. Level strings are a list of strings that make up a 2D coordinate mapping of the level. +The list of strings is separated by a newline ``\\n`` character denoting a change in ``y`` coordinate. Within each string in the list, each character (ignoring whitespace and special characters) denotes a new object. + +This explanation becomes much simpler with an example: + +.. code:: yaml + + p p p p p p p p + p . . . . . . p + p . h . . . . p + p . . . . c . p + p . . . . . . p + p . . . . . . p + p . c . . . . p + p . . . . . . p + p p p p p p p p + +This level string defines an empty `room`, where the walls are made up of ``p`` objects there are ``c`` and ``h`` objects in the `room`. The **Map Characters** ``p``, ``c`` and ``h`` are associated with objects in the GDY. + + +Object Map Chacters +==================== + +.. code:: yaml + + - Name: hexagon + MapCharacter: h + Observers: + Block2D: + - Shape: hexagon + Color: [1,0,0] + Scale: 1.0 + + - Name: circle + MapCharacter: c + Observers: + Block2D: + - Shape: circle + Color: [0.3,0.3,1] + + - Name: pentagon + MapCharacter: p + Observers: + Block2D: + - Shape: pentagon + Color: [0.5,0.5,0.5] + +The ``MapCharacter`` in the object definitions tells Griddly which object to place in the each level when it is created. +In this case the `wall` (``p``) of the room will be the ``pentagon`` object, the ``c`` object a ``circle`` and finally the ``h`` object is a ``hexagon``. + +the ``.`` characters denote that there are no objects in that location. The number of spaces between each object does not matter (they are ignored). + +When rendered... this environment looks like this: + +.. figure:: img/level_0_global.png + :width: 20% + :align: center + +***************** +Object Ownership +***************** + +Lets's say we have an environment we want to build where we need to associate rewards with certain objects, but these objects are never interacted with by the player... +For example maybe the object will disappear after a certain amount of time and the avatar loses a reward... + +For this purpose we can define objects in the map as `owned` by a player. We can do this by adding a number after the map character: + +.. code:: yaml + + p p p p p p p p + p . . . . . t p + p . c1 . . h1 . p + p . . . . . . p + p . . t . . . p + p . . . . . . p + p . c2 . . h2 . p + p . . t . . . p + p p p p p p p p + +In this map, the ``c`` and ``h`` objects are owned by different agents ``t`` and ``p`` objects are not owned by any. + +Multi-Agent perspectives +========================= + +In multi-agent environments, the perspective of the agent is always changed so that each agent sees itself as "player 1". This is handled in all observer types. +For example in the ``Block2D`` observer each agent will see it's own objects with green highlighting: + +.. list-table:: + :header-rows: 1 + + * - Agent Perspective + - 1 + - 2 + - Global + * - Image + - .. image:: img/level_1_player_1.png + - .. image:: img/level_1_player_2.png + - .. image:: img/level_1_global.png + + +***************** +Layering Objects +***************** + +If we have more complex environments for example where different rooms may have different types of background or floors, or where objects may start ``on top`` of other objects, we can use the ``/`` character to define that an object is **on top** of another object. + +.. code:: yaml + + p p p p p p p p + p s s s s s s p + p s s s s h2/s s p + p s s s s s s p + p s s s s s s p + p s s s s s s p + p s h1/s s s s s p + p s s s s s s p + p p p p p p p p + +It's also very important to define the ordering of the objects in the ``Z`` axis in the GDY. This makes sure that behaviours happen in the same priority order as they are rendered. + +For example with the square ``s`` and ``h`` objects, we define them to have ``Z`` values of 2 and 1 respectively: + +.. code:: yaml + + - Name: square + Z: 1 + MapCharacter: s + Observers: + Block2D: + - Shape: square + Color: [0.3,0.3,0.7] + Scale: 1.5 + + - Name: hexagon + MapCharacter: h + Z: 2 + Observers: + Block2D: + - Shape: hexagon + Color: [1,0,0] + Scale: 1.0 + +When rendered the hexagon objects are always rendered on top of the ``square`` objects. + +.. list-table:: + :header-rows: 1 + + * - Agent Perspective + - 1 + - 2 + - Global + * - Image + - .. image:: img/level_2_player_1.png + - .. image:: img/level_2_player_2.png + - .. image:: img/level_2_global.png + +.. seealso:: we show another example of this in the :ref:`stochasticity tutorial `. + + +********************************* +Defining Levels Programmatically +********************************* + +If we don't want environments with fixed maps, we can also generate maps programmatically using any algorithm we choose. +There's only two simple steps to this: + +* Generate the level string +* Pass the level string to the ``env.reset`` function. + +.. code:: python + + level_string = \ + """. c c c c c c . . c c c c c c . . c c . c c c c c c . . c c c c c c . . c c . . . . . . c c . . . . c c . + c c . . . . . . . c c . . . c c . c c . c c . . . c c . c c . . . c c . c c . . . . . . . c c . . c c . . + c c . . . c c c . c c c c c c . . c c . c c . . . c c . c c . . . c c . c c . . . . . . . . c c c c . . . + c c . . . . c c . c c . . . c c . c c . c c . . . c c . c c . . . c c . c c . . . . . . . . . c c . . . . + . c c c c c c . . c c . . . c c . c c . c c c c c c . . c c c c c c . . c c c c c c c . . . . c c . . . . + """ + env.reset(level_string=level_string) + +This gives us a level that looks like this: + +.. figure:: img/custom_level_global.png + :width: 80% + :align: center + + We build an environment that spells out "GRIDDLY" by rendering ascii art as an environment! + + +.. seealso:: If you want to know more about procedural content generation in Griddly, there's some documentation on it :ref:`here ` + + +******************* +Full Code Examples +****************** + +`Full code examples can of all the above can found here! `_ + + diff --git a/docs/tutorials/Stochasticity/index.rst b/docs/tutorials/Stochasticity/index.rst index d72f160fc..cc56ec1d5 100644 --- a/docs/tutorials/Stochasticity/index.rst +++ b/docs/tutorials/Stochasticity/index.rst @@ -174,6 +174,8 @@ To make sure that your assets look how you expect them. Make sure that they are Sprite2D: TileSize: 48 +.. _stochasticity_stacking_objects: + ***************** Stacking Objects ***************** diff --git a/python/examples/Level Design/custom_level_global.png b/python/examples/Level Design/custom_level_global.png new file mode 100644 index 000000000..c5a2f291e Binary files /dev/null and b/python/examples/Level Design/custom_level_global.png differ diff --git a/python/examples/Level Design/custom_level_string_player_1.png b/python/examples/Level Design/custom_level_string_player_1.png new file mode 100644 index 000000000..c5a2f291e Binary files /dev/null and b/python/examples/Level Design/custom_level_string_player_1.png differ diff --git a/python/examples/Level Design/custom_level_string_player_2.png b/python/examples/Level Design/custom_level_string_player_2.png new file mode 100644 index 000000000..c5a2f291e Binary files /dev/null and b/python/examples/Level Design/custom_level_string_player_2.png differ diff --git a/python/examples/Level Design/level_0_global.png b/python/examples/Level Design/level_0_global.png new file mode 100644 index 000000000..5713ecbe2 Binary files /dev/null and b/python/examples/Level Design/level_0_global.png differ diff --git a/python/examples/Level Design/level_1_global.png b/python/examples/Level Design/level_1_global.png new file mode 100644 index 000000000..d38d2b64e Binary files /dev/null and b/python/examples/Level Design/level_1_global.png differ diff --git a/python/examples/Level Design/level_1_player_1.png b/python/examples/Level Design/level_1_player_1.png new file mode 100644 index 000000000..8b925984f Binary files /dev/null and b/python/examples/Level Design/level_1_player_1.png differ diff --git a/python/examples/Level Design/level_1_player_2.png b/python/examples/Level Design/level_1_player_2.png new file mode 100644 index 000000000..66d1e5341 Binary files /dev/null and b/python/examples/Level Design/level_1_player_2.png differ diff --git a/python/examples/Level Design/level_2_global.png b/python/examples/Level Design/level_2_global.png new file mode 100644 index 000000000..271517bb9 Binary files /dev/null and b/python/examples/Level Design/level_2_global.png differ diff --git a/python/examples/Level Design/level_2_player_1.png b/python/examples/Level Design/level_2_player_1.png new file mode 100644 index 000000000..ff21434ae Binary files /dev/null and b/python/examples/Level Design/level_2_player_1.png differ diff --git a/python/examples/Level Design/level_2_player_2.png b/python/examples/Level Design/level_2_player_2.png new file mode 100644 index 000000000..dd245d910 Binary files /dev/null and b/python/examples/Level Design/level_2_player_2.png differ diff --git a/python/examples/Level Design/levels.yaml b/python/examples/Level Design/levels.yaml new file mode 100644 index 000000000..f65abd5b4 --- /dev/null +++ b/python/examples/Level Design/levels.yaml @@ -0,0 +1,89 @@ +Version: "1.0" +Environment: + Name: Levels Tutorial + Description: A set of levels to explain different ways of specifying maps for various scenarios + Player: + AvatarObject: player + Count: 2 + Observers: + Block2D: + TileSize: 50 + Levels: + - | + p p p p p p p p + p . . . . . . p + p . h . . . . p + p . . . . c . p + p . . . . . . p + p . . . . . . p + p . c . . . . p + p . . . . . . p + p p p p p p p p + - | + p p p p p p p p + p . . . . . t p + p . c1 . . h1 . p + p . . . . . . p + p . . t . . . p + p . . . . . . p + p . c2 . . h2 . p + p . . t . . . p + p p p p p p p p + - | + p p p p p p p p + p s s s s s s p + p s s s s h2/s s p + p s s s s s s p + p s s s s s s p + p s s s s s s p + p s h1/s s s s s p + p s s s s s s p + p p p p p p p p + +Actions: + # We never use this action, its here because GDY requires at least one action to be defined + - Name: move + Behaviours: + - Src: + Object: circle + Dst: + Object: circle + +Objects: + - Name: hexagon + MapCharacter: h + Z: 2 + Observers: + Block2D: + - Shape: hexagon + Color: [1,0,0] + Scale: 1.0 + - Name: circle + MapCharacter: c + Z: 2 + Observers: + Block2D: + - Shape: circle + Color: [0.3,0.3,1] + - Name: triangle + Z: 2 + MapCharacter: t + Observers: + Block2D: + - Shape: triangle + Color: [0.4,1,0.4] + - Name: pentagon + Z: 1 + MapCharacter: p + Observers: + Block2D: + - Shape: pentagon + Color: [0.5,0.5,0.5] + - Name: square + Z: 1 + MapCharacter: s + Observers: + Block2D: + - Shape: square + Color: [0.3,0.3,0.7] + Scale: 1.5 diff --git a/python/examples/Level Design/main.py b/python/examples/Level Design/main.py new file mode 100644 index 000000000..41d640c8c --- /dev/null +++ b/python/examples/Level Design/main.py @@ -0,0 +1,45 @@ +import os + +from griddly import GymWrapperFactory, gd, GymWrapper +from griddly.RenderTools import RenderToFile + +if __name__ == '__main__': + wrapper = GymWrapperFactory() + + name = 'levels_env' + + current_path = os.path.dirname(os.path.realpath(__file__)) + + env = GymWrapper('levels.yaml', + player_observer_type=gd.ObserverType.BLOCK_2D, + global_observer_type=gd.ObserverType.BLOCK_2D) + + image_renderer = RenderToFile() + + for i in range(3): + env.reset(level_id=i) + obs = env.render(mode='rgb_array', observer='global') + image_renderer.render(obs, f"level_{i}_global.png") + if i > 0: + obs = env.render(mode='rgb_array', observer=0) + image_renderer.render(obs, f"level_{i}_player_1.png") + obs = env.render(mode='rgb_array', observer=1) + image_renderer.render(obs, f"level_{i}_player_2.png") + + + + level_string = \ +""". c c c c c c . . c c c c c c . . c c . c c c c c c . . c c c c c c . . c c . . . . . . c c . . . . c c . +c c . . . . . . . c c . . . c c . c c . c c . . . c c . c c . . . c c . c c . . . . . . . c c . . c c . . +c c . . . c c c . c c c c c c . . c c . c c . . . c c . c c . . . c c . c c . . . . . . . . c c c c . . . +c c . . . . c c . c c . . . c c . c c . c c . . . c c . c c . . . c c . c c . . . . . . . . . c c . . . . +. c c c c c c . . c c . . . c c . c c . c c c c c c . . c c c c c c . . c c c c c c c . . . . c c . . . . + """ + env.reset(level_string=level_string) + obs = env.render(mode='rgb_array', observer='global') + image_renderer.render(obs, f"custom_level_global.png") + obs = env.render(mode='rgb_array', observer=0) + image_renderer.render(obs, f"custom_level_string_player_1.png") + obs = env.render(mode='rgb_array', observer=1) + image_renderer.render(obs, f"custom_level_string_player_2.png") + diff --git a/python/setup.py b/python/setup.py index f31af58de..f40906c64 100644 --- a/python/setup.py +++ b/python/setup.py @@ -71,7 +71,7 @@ def griddly_package_data(config='Debug'): setup( name='griddly', - version="1.2.29", + version="1.2.30", author_email="chrisbam4d@gmail.com", description="Griddly Python Libraries", long_description=long_description, diff --git a/python/tests/cloned_env_test.py b/python/tests/cloned_env_test.py index c0da08ccc..98e6547a7 100644 --- a/python/tests/cloned_env_test.py +++ b/python/tests/cloned_env_test.py @@ -2,7 +2,7 @@ import pytest import gym -from griddly import gd +from griddly import gd, GymWrapper @pytest.fixture @@ -73,23 +73,26 @@ def test_vector_observer(test_name): assert np.all(obs == c_obs) +def test_clone_multi_agent_done(test_name): + """ + In multi agent scenario we want to test that if one of the agents in multi-agent game is "done" then we can clone + the environment without issue + """ + env = GymWrapper(yaml_file='tests/gdy/multi_agent_remove.yaml', global_observer_type=gd.ObserverType.VECTOR, player_observer_type=gd.ObserverType.VECTOR) + env.reset() + + # Remove one of the agents + obs_1, reward_1, done_1, info_1 = env.step([0, 1]) + + clone_env = env.clone() + + # Remove the other + obs_2, reward_2, done_2, info_2 = env.step([1, 0]) + c_obs, c_reward, c_done, c_info = clone_env.step([1, 0]) + + assert done_2 + + assert np.all(np.array(obs_2) == np.array(c_obs)) + assert np.all(reward_2 == c_reward) + assert np.all(done_2 == c_done) -# def test_block_observer(test_name): -# env = gym.make('GDY-Sokoban-v0', global_observer_type=gd.ObserverType.BLOCK_2D, player_observer_type=gd.ObserverType.BLOCK_2D) -# env.reset() -# clone_env = env.clone() -# -# obs, reward, done, info = env.step(0) -# c_obs, c_reward, c_done, c_info = clone_env.step(0) -# -# assert np.all(obs == c_obs) -# -# def test_sprite_observer(test_name): -# env = gym.make('GDY-Sokoban-v0', global_observer_type=gd.ObserverType.SPRITE_2D, player_observer_type=gd.ObserverType.SPRITE_2D) -# env.reset() -# clone_env = env.clone() -# -# obs, reward, done, info = env.step(0) -# c_obs, c_reward, c_done, c_info = clone_env.step(0) -# -# assert np.all(obs == c_obs) \ No newline at end of file diff --git a/python/tests/gdy/multi_agent_remove.yaml b/python/tests/gdy/multi_agent_remove.yaml new file mode 100644 index 000000000..3fef4bb6c --- /dev/null +++ b/python/tests/gdy/multi_agent_remove.yaml @@ -0,0 +1,40 @@ +Version: "0.1" +Environment: + Name: test + Player: + AvatarObject: avatar + Count: 2 + Variables: + - Name: avatar_count + InitialValue: 2 + Termination: + End: + - eq: [avatar_count, 0] + Levels: + - | + . . . . . + . . . . . + . . . . . + . a1 . a2 . + . . . . . + . . . . . + +Actions: + - Name: remove + InputMapping: + Inputs: + 1: + VectorToDest: [0, 0] + Behaviours: + - Src: + Object: avatar + Commands: + - decr: avatar_count + - remove: true + Dst: + Object: avatar + +Objects: + - Name: avatar + MapCharacter: a + diff --git a/resources/gdy-schema.json b/resources/gdy-schema.json index caec3628d..ebe90a567 100644 --- a/resources/gdy-schema.json +++ b/resources/gdy-schema.json @@ -338,80 +338,52 @@ "properties": { "Lose": { "$id": "#/properties/Environment/properties/Termination/properties/Lose", + "type": "array", "title": "Lose Conditions", "description": "If any of these conditions are met, the player associated with this condition will lose the game.", - "oneOf": [ - { - "type": "array", - "title": "V1 Termination Conditions", - "description": "V1 Termination Conditions", - "additionalItems": false, - "items": { + "items": { + "anyOf": [ + { "$ref": "#/properties/Environment/properties/Termination/definitions/terminationConditionV1" - } - }, - { - "type": "array", - "title": "V2 Termination Conditions", - "description": "V2 Termination Conditions", - "additionalItems": false, - "items": { + }, + { "$ref": "#/properties/Environment/properties/Termination/definitions/terminationConditionV2" } - } - ] + ] + } }, "Win": { "$id": "#/properties/Environment/properties/Termination/properties/Win", "title": "Win Conditions", + "type": "array", "description": "If any of these conditions are met, the player associated with this condition will win the game.", - "additionalItems": false, - "oneOf": [ - { - "type": "array", - "title": "V1 Termination Conditions", - "description": "V1 Termination Conditions", - "additionalItems": false, - "items": { + "additionalProperties": false, + "items": { + "anyOf": [ + { "$ref": "#/properties/Environment/properties/Termination/definitions/terminationConditionV1" - } - }, - { - "type": "array", - "title": "V2 Termination Conditions", - "description": "V2 Termination Conditions", - "additionalItems": false, - "items": { + }, + { "$ref": "#/properties/Environment/properties/Termination/definitions/terminationConditionV2" } - } - ] + ] + } }, "End": { "$id": "#/properties/Environment/properties/Termination/properties/End", "title": "End Conditions", "description": "If any of these conditions are met, the game will end.", - "additionalItems": false, - "oneOf": [ - { - "type": "array", - "title": "V1 Termination Conditions", - "description": "V1 Termination Conditions", - "additionalItems": false, - "items": { + "additionalProperties": false, + "items": { + "anyOf": [ + { "$ref": "#/properties/Environment/properties/Termination/definitions/terminationConditionV1" - } - }, - { - "type": "array", - "title": "V2 Termination Conditions", - "description": "V2 Termination Conditions", - "additionalItems": false, - "items": { + }, + { "$ref": "#/properties/Environment/properties/Termination/definitions/terminationConditionV2" } - } - ] + ] + } } }, "definitions": { @@ -526,7 +498,7 @@ "$id": "#/properties/Environment/properties/Termination/definitions/terminationConditionV1/definitions/terminationArgument", "description": "An argument to the termination condition. If there are multiple players, then these arguments expand internally as \"per player\"", "title": "Termination Arguments", - "oneOf": [ + "anyOf": [ { "type": "string", "title": "Variable", diff --git a/resources/images/block_shapes/circle.png b/resources/images/block_shapes/circle.png index 5455e269e..220f8cba3 100644 Binary files a/resources/images/block_shapes/circle.png and b/resources/images/block_shapes/circle.png differ diff --git a/resources/images/block_shapes/hexagon.png b/resources/images/block_shapes/hexagon.png index 2f354fa2b..c5f081f14 100644 Binary files a/resources/images/block_shapes/hexagon.png and b/resources/images/block_shapes/hexagon.png differ diff --git a/resources/images/block_shapes/pentagon.png b/resources/images/block_shapes/pentagon.png index 5bdc60698..ad1137ce7 100644 Binary files a/resources/images/block_shapes/pentagon.png and b/resources/images/block_shapes/pentagon.png differ diff --git a/resources/images/block_shapes/square.png b/resources/images/block_shapes/square.png index f47eb6d54..7fdbcf5e6 100644 Binary files a/resources/images/block_shapes/square.png and b/resources/images/block_shapes/square.png differ diff --git a/resources/images/block_shapes/triangle.png b/resources/images/block_shapes/triangle.png index bbae6475a..bde91dd8f 100644 Binary files a/resources/images/block_shapes/triangle.png and b/resources/images/block_shapes/triangle.png differ diff --git a/src/Griddly/Core/GameProcess.cpp b/src/Griddly/Core/GameProcess.cpp index 319f0faa0..ff8f7ea97 100644 --- a/src/Griddly/Core/GameProcess.cpp +++ b/src/Griddly/Core/GameProcess.cpp @@ -115,19 +115,16 @@ void GameProcess::init(bool isCloned) { observerConfig.highlightPlayers = playerObserverDefinition.highlightPlayers; if (observerConfig.highlightPlayers) { - spdlog::debug("GameProcess highlgiht player = True"); + spdlog::debug("GameProcess highlight player = True"); } p->init(observerConfig, playerObserverDefinition.trackAvatar, shared_from_this()); if (playerAvatarObjects.size() > 0) { auto playerId = p->getId(); - if (playerAvatarObjects.find(playerId) == playerAvatarObjects.end()) { - std::string errorMessage = fmt::format("Cannot find avatar for player {0}. Make sure an avatar for this player is defined in the level_string e.g 'A{0}'", playerId); - spdlog::error(errorMessage); - throw std::invalid_argument(errorMessage); + if (playerAvatarObjects.find(playerId) != playerAvatarObjects.end()) { + p->setAvatar(playerAvatarObjects.at(p->getId())); } - p->setAvatar(playerAvatarObjects.at(p->getId())); } } @@ -147,7 +144,7 @@ void GameProcess::resetObservers() { for (auto& p : players_) { p->reset(); spdlog::debug("{0} player avatar objects to reset", playerAvatarObjects.size()); - if (playerAvatarObjects.size() > 0) { + if (playerAvatarObjects.find(p->getId()) != playerAvatarObjects.end()) { p->setAvatar(playerAvatarObjects.at(p->getId())); } } diff --git a/src/Griddly/Core/Grid.cpp b/src/Griddly/Core/Grid.cpp index e74fb083d..54e41b518 100644 --- a/src/Griddly/Core/Grid.cpp +++ b/src/Griddly/Core/Grid.cpp @@ -654,10 +654,10 @@ bool Grid::removeObject(std::shared_ptr object) { } return true; - } else { - spdlog::error("Could not remove object={0} from environment.", object->getDescription()); - return false; } + + spdlog::error("Could not remove object={0} from environment.", object->getDescription()); + return false; } std::unordered_map> Grid::getPlayerAvatarObjects() const { diff --git a/tests/resources/observer/block/defaultObserverConfig.png b/tests/resources/observer/block/defaultObserverConfig.png index 30b1a9204..28ed71b74 100644 Binary files a/tests/resources/observer/block/defaultObserverConfig.png and b/tests/resources/observer/block/defaultObserverConfig.png differ diff --git a/tests/resources/observer/block/defaultObserverConfig_trackAvatar.png b/tests/resources/observer/block/defaultObserverConfig_trackAvatar.png index 30b1a9204..28ed71b74 100644 Binary files a/tests/resources/observer/block/defaultObserverConfig_trackAvatar.png and b/tests/resources/observer/block/defaultObserverConfig_trackAvatar.png differ diff --git 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b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_LEFT.png index 9204c43a5..cf2661f96 100644 Binary files a/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_LEFT.png and b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_LEFT.png differ diff --git a/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_NONE.png b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_NONE.png index ab517c72e..47cb2e430 100644 Binary files a/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_NONE.png and b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_NONE.png differ diff --git a/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_RIGHT.png b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_RIGHT.png index c942fb5f5..b50992120 100644 Binary files a/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_RIGHT.png and b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_RIGHT.png differ diff --git a/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_UP.png b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_UP.png index ab517c72e..47cb2e430 100644 Binary files a/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_UP.png and b/tests/resources/observer/block/partialObserver_withOffset_trackAvatar_rotateWithAvatar_UP.png differ diff --git a/tests/src/Griddly/Core/Observers/BlockObserverTest.cpp b/tests/src/Griddly/Core/Observers/BlockObserverTest.cpp index 20a57e8b3..36297a863 100644 --- a/tests/src/Griddly/Core/Observers/BlockObserverTest.cpp +++ b/tests/src/Griddly/Core/Observers/BlockObserverTest.cpp @@ -153,8 +153,6 @@ void runBlockObserverTest(ObserverConfig observerConfig, write_image(testName + ".png", updateObservation, blockObserver->getStrides()[2], blockObserver->getShape()[1], blockObserver->getShape()[2]); } - size_t dataLength = 4 * blockObserver->getShape()[1] * blockObserver->getShape()[2]; - auto expectedImageData = loadExpectedImage(expectedOutputFilename); ASSERT_THAT(expectedImageData.get(), ObservationResultMatcher(blockObserver->getShape(), blockObserver->getStrides(), updateObservation));