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docs/getting-started/procedural content generation/img/Doggo-level-Sprite2D-0.png
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docs/getting-started/procedural content generation/index.rst
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.. _doc_tutorials_pcg: | ||
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############################# | ||
Procedural Content Generation | ||
############################# | ||
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Reinforcement learning can be prone to over-fitting in environments where the initial conditions are limited and the environment dynamics are deterministic. | ||
Procedural content generation is an important tool in Reinforcement learning, as it allows level maps to be created on-the-fly. This gives the agent a much more complex challenge, and stops it from being able to overfit on a small dataset of levels. | ||
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********** | ||
Level Maps | ||
********** | ||
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Levels in Griddly environments are defined by strings of characters. The ``MapCharacter`` used are defined in the GDY files of the game. These ``MapCharacter`` can be found in the GDY files or in the game's documentation. | ||
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Basic Map | ||
========= | ||
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.. code-block:: python | ||
W W W W W W | ||
W A . . . W | ||
W . . . . W | ||
W . . . . W | ||
W . . . g W | ||
W W W W W W | ||
.. figure:: img/Doggo-level-Sprite2D-0.png | ||
:align: center | ||
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How the above Doggo level is rendered. | ||
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You can see in this map example above that the ``A`` character defines the Dog and the ``g`` character defines the goal. ``W`` defines the walls and ``.`` is reserved for empty space. | ||
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This is a basic example and generating levels for this environment might not be too interesting... | ||
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************************ | ||
Clusters Level Generator | ||
************************ | ||
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A much more complicated example would be to use the `Clusters<doc_clusters>` game and generate new levels. The aim of the Clusters game is for the agent to push coloured blocks together to form "clusters", whilst avoiding spikes. | ||
The game is fully deterministic and there are only 5 levels supplied in the original GDY file. This makes it a perfect candidate for building new levels and testing if Reinforcement Learning can still solve these levels! | ||
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Level Generator Class | ||
===================== | ||
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Here's an example of a level generator for the cluster's game. | ||
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The ``LevelGenerator`` class can be used as a base class. Only the ``generate`` function needs to be implemented. | ||
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.. code-block:: python | ||
class ClustersLevelGenerator(LevelGenerator): | ||
BLUE_BLOCK = 'a' | ||
BLUE_BOX = '1' | ||
RED_BLOCK = 'b' | ||
RED_BOX = '2' | ||
GREEN_BLOCK = 'c' | ||
GREEN_BOX = '3' | ||
AGENT = 'A' | ||
WALL = 'w' | ||
SPIKES = 'h' | ||
def __init__(self, config): | ||
super().__init__(config) | ||
self._width = config.get('width', 10) | ||
self._height = config.get('height', 10) | ||
self._p_red = config.get('p_red', 1.0) | ||
self._p_green = config.get('p_green', 1.0) | ||
self._p_blue = config.get('p_blue', 1.0) | ||
self._m_red = config.get('m_red', 5) | ||
self._m_blue = config.get('m_blue', 5) | ||
self._m_green = config.get('m_green', 5) | ||
self._m_spike = config.get('m_spike', 5) | ||
def _place_walls(self, map): | ||
# top/bottom wall | ||
wall_y = np.array([0, self._height - 1]) | ||
map[:, wall_y] = ClustersLevelGenerator.WALL | ||
# left/right wall | ||
wall_x = np.array([0, self._width - 1]) | ||
map[wall_x, :] = ClustersLevelGenerator.WALL | ||
return map | ||
def _place_blocks_and_boxes(self, map, possible_locations, p, block_char, box_char, max_boxes): | ||
if np.random.random() < p: | ||
block_location_idx = np.random.choice(len(possible_locations)) | ||
block_location = possible_locations[block_location_idx] | ||
del possible_locations[block_location_idx] | ||
map[block_location[0], block_location[1]] = block_char | ||
num_boxes = 1 + np.random.choice(max_boxes - 1) | ||
for k in range(num_boxes): | ||
box_location_idx = np.random.choice(len(possible_locations)) | ||
box_location = possible_locations[box_location_idx] | ||
del possible_locations[box_location_idx] | ||
map[box_location[0], box_location[1]] = box_char | ||
return map, possible_locations | ||
def generate(self): | ||
map = np.chararray((self._width, self._height), itemsize=2) | ||
map[:] = '.' | ||
# Generate walls | ||
map = self._place_walls(map) | ||
# all possible locations | ||
possible_locations = [] | ||
for w in range(1, self._width - 1): | ||
for h in range(1, self._height - 1): | ||
possible_locations.append([w, h]) | ||
# Place Red | ||
map, possible_locations = self._place_blocks_and_boxes( | ||
map, | ||
possible_locations, | ||
self._p_red, | ||
ClustersLevelGenerator.RED_BLOCK, | ||
ClustersLevelGenerator.RED_BOX, | ||
self._m_red | ||
) | ||
# Place Blue | ||
map, possible_locations = self._place_blocks_and_boxes( | ||
map, | ||
possible_locations, | ||
self._p_blue, | ||
ClustersLevelGenerator.BLUE_BLOCK, | ||
ClustersLevelGenerator.BLUE_BOX, | ||
self._m_blue | ||
) | ||
# Place Green | ||
map, possible_locations = self._place_blocks_and_boxes( | ||
map, | ||
possible_locations, | ||
self._p_green, | ||
ClustersLevelGenerator.GREEN_BLOCK, | ||
ClustersLevelGenerator.GREEN_BOX, | ||
self._m_green | ||
) | ||
# Place Spikes | ||
num_spikes = np.random.choice(self._m_spike) | ||
for k in range(num_spikes): | ||
spike_location_idx = np.random.choice(len(possible_locations)) | ||
spike_location = possible_locations[spike_location_idx] | ||
del possible_locations[spike_location_idx] | ||
map[spike_location[0], spike_location[1]] = ClustersLevelGenerator.SPIKES | ||
# Place Agent | ||
agent_location_idx = np.random.choice(len(possible_locations)) | ||
agent_location = possible_locations[agent_location_idx] | ||
map[agent_location[0], agent_location[1]] = ClustersLevelGenerator.AGENT | ||
level_string = '' | ||
for h in range(0, self._height): | ||
for w in range(0, self._width): | ||
level_string += map[w, h].decode().ljust(4) | ||
level_string += '\n' | ||
return level_string | ||
This generates levels like the following: | ||
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.. figure:: img/generated_clusters.png | ||
:align: center | ||
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A 10x10 map generated by the above code. | ||
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Using ``LevelGenerator`` | ||
======================== | ||
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In the most simple case, the level generator can be used just before the level resets and the generated string can be passed to ``env.reset(level_string=...)`` | ||
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.. code-block:: python | ||
if __name__ == '__main__': | ||
config = { | ||
'width': 10, | ||
'height': 10 | ||
} | ||
renderer = RenderToFile() | ||
level_generator = ClustersLevelGenerator(config) | ||
env = gym.make('GDY-Clusters-v0') | ||
env.reset(level_string=level_generator.generate()) | ||
... | ||
Using ``LevelGenerators`` with RLLib | ||
==================================== | ||
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The ``LevelGenerator`` base class is compatible with RLLib and can be used and configured through the standard RLLib configuration. | ||
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For example, the level generator and its parameters can be set up in the ``env_config`` in the following way: | ||
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.. code-block:: python | ||
'config': { | ||
... | ||
'env_config': { | ||
'generate_valid_action_trees': True, | ||
'level_generator': { | ||
'class': ClustersLevelGenerator, | ||
'config': { | ||
'width': 6, | ||
'height': 6, | ||
'p_red': 0.7, | ||
'p_green': 0.7, | ||
'p_blue': 0.7, | ||
'm_red': 4, | ||
'm_blue': 4, | ||
'm_green': 4, | ||
'm_spike': 4 | ||
} | ||
}, | ||
... | ||
} | ||
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Submodule conditional-action-trees
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9 files
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