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Bam4d committed Jun 4, 2021
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2 changes: 1 addition & 1 deletion .github/ISSUE_TEMPLATE/bug_report.md
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Expand Up @@ -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. 1.1.4]
- Version [e.g. 1.2.0]

**Additional context**
Add any other context about the problem here.
4 changes: 4 additions & 0 deletions .gitmodules
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path = python/examples/experiments/rts-self-play
url = https://github.com/Bam4d/rts-self-play
ignore = dirty
[submodule "python/examples/experiments/autoregressive-cats"]
path = python/examples/experiments/autoregressive-cats
url = https://github.com/Bam4d/autoregressive-cats
ignore = dirty
2 changes: 1 addition & 1 deletion CMakeLists.txt
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@@ -1,5 +1,5 @@
cmake_minimum_required(VERSION 3.10.0)
project(Griddly VERSION 1.1.4)
project(Griddly VERSION 1.2.0)

set(BINARY ${CMAKE_PROJECT_NAME})

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2 changes: 1 addition & 1 deletion bindings/python.cpp
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Expand Up @@ -12,7 +12,7 @@ namespace griddly {

PYBIND11_MODULE(python_griddly, m) {
m.doc() = "Griddly python bindings";
m.attr("version") = "1.1.4";
m.attr("version") = "1.2.0";

#ifndef NDEBUG
spdlog::set_level(spdlog::level::debug);
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1 change: 0 additions & 1 deletion bindings/wrapper/GriddlyLoaderWrapper.cpp
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#include "../../src/Griddly/Core/GDY/Objects/ObjectGenerator.hpp"
#include "../../src/Griddly/Core/GDY/TerminationGenerator.hpp"
#include "../../src/Griddly/Core/Grid.hpp"
#include "../../src/Griddly/Core/Observers/Vulkan/VulkanObserver.hpp"
#include "GDYWrapper.cpp"

namespace griddly {
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1 change: 1 addition & 0 deletions docs/_static/video/.gitignore
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!*.mp4
Binary file added docs/_static/video/griddly_rts.mp4
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2 changes: 1 addition & 1 deletion docs/about/halloffame.rst
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Hall of Fame
############

If you create a project that uses Griddly, please let us know and we will link it here. This includes if you use Griddly in any papers, use the griddly engine in another game project and want to share your work.
If you create a project that uses Griddly, please let us know and we will link it here. This includes if you use Griddly in any papers, use the Griddly engine in another game project and want to share your work.

.. note:: You can Be the first!

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2 changes: 1 addition & 1 deletion docs/about/introduction.rst
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Introduction
############

One of the most important things about AI research is data. In many Game Environments the rate of data (rendered frames per second, or state representations per second) is relatively slow meaning very long training times. Researchers can compensate for this problem by parallelising the number of games being played, sometimes on expensive hardward and sometimes on several servers requiring network infrastructure to pass states to the actual learning algorithms. For many researchers and hobbyists who want to learn. This approach is unobtainable and only the research teams with lots of funding and engineers supporting the hardware and infrastrcuture required.
One of the most important things about AI research is data. In many Game Environments the rate of data (rendered frames per second, or state representations per second) is relatively slow meaning very long training times. Researchers can compensate for this problem by parallelizing the number of games being played, sometimes on expensive hardware and sometimes on several servers requiring network infrastructure to pass states to the actual learning algorithms. For many researchers and hobbyists who want to learn. This approach is unobtainable and only the research teams with lots of funding and engineers supporting the hardware and infrastructure required.

Griddly provides a solution to this issue.

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2 changes: 1 addition & 1 deletion docs/conf.py
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author = 'Chris Bamford'

# The full version, including alpha/beta/rc tags
release = '1.1.4'
release = '1.2.0'


# -- General configuration ---------------------------------------------------
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240 changes: 240 additions & 0 deletions docs/getting-started/procedural content generation/index.rst
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.. _doc_tutorials_pcg:

#############################
Procedural Content Generation
#############################

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.


**********
Level Maps
**********

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.

Basic Map
=========

.. 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

How the above Doggo level is rendered.


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.

This is a basic example and generating levels for this environment might not be too interesting...


************************
Clusters Level Generator
************************

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!


Level Generator Class
=====================

Here's an example of a level generator for the cluster's game.

The ``LevelGenerator`` class can be used as a base class. Only the ``generate`` function needs to be implemented.

.. 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:

.. figure:: img/generated_clusters.png
:align: center

A 10x10 map generated by the above code.



Using ``LevelGenerator``
========================

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=...)``

.. 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
====================================

The ``LevelGenerator`` base class is compatible with RLLib and can be used and configured through the standard RLLib configuration.

For example, the level generator and its parameters can be set up in the ``env_config`` in the following way:

.. 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
}
},
...
}
1 change: 1 addition & 0 deletions docs/index.rst
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Expand Up @@ -32,6 +32,7 @@ Griddly documentation.
getting-started/action spaces/index
getting-started/observation spaces/index
getting-started/visualization/index
getting-started/procedural content generation/index

.. toctree::
:maxdepth: 2
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1 change: 1 addition & 0 deletions python/examples/experiments/autoregressive-cats
Submodule autoregressive-cats added at d2143f
2 changes: 1 addition & 1 deletion python/examples/experiments/rts-self-play
Submodule rts-self-play updated 2 files
+3 −0 .gitignore
+64 −20 rts_self_play.py
2 changes: 1 addition & 1 deletion python/griddly/GymWrapper.py
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Expand Up @@ -110,7 +110,7 @@ def step(self, action):
elif len(action) == self.player_count:

if np.ndim(action) == 1 or np.ndim(action) == 3:
if isinstance(action[0], list) or isinstance(action[0], np.ndarray):
if isinstance(action[0], list) or isinstance(action[0], np.ndarray) or isinstance(action[0], tuple):
# Multiple agents that can perform multiple actions in parallel
# Used in RTS games
reward = []
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