adding ai_economist for modding

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# Copyright (c) 2020, salesforce.com, inc.
# All rights reserved.
# SPDX-License-Identifier: BSD-3-Clause
# For full license text, see the LICENSE file in the repo root
# or https://opensource.org/licenses/BSD-3-Clause
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# Copyright (c) 2020, salesforce.com, inc.
# All rights reserved.
# SPDX-License-Identifier: BSD-3-Clause
# For full license text, see the LICENSE file in the repo root
# or https://opensource.org/licenses/BSD-3-Clause
from copy import deepcopy
from pathlib import Path
import numpy as np
from scipy import signal
from ai_economist.foundation.base.base_env import BaseEnvironment, scenario_registry
from ai_economist.foundation.scenarios.utils import rewards, social_metrics
@scenario_registry.add
class LayoutFromFile(BaseEnvironment):
"""
World containing stone and wood with stochastic regeneration. Refers to a fixed
layout file (see ./map_txt/ for examples) to determine the spatial arrangement of
stone, wood, and water tiles.
Args:
planner_gets_spatial_obs (bool): Whether the planner agent receives spatial
observations from the world.
full_observability (bool): Whether the mobile agents' spatial observation
includes the full world view or is instead an egocentric view.
mobile_agent_observation_range (int): If not using full_observability,
the spatial range (on each side of the agent) that is visible in the
spatial observations.
env_layout_file (str): Name of the layout file in ./map_txt/ to use.
Note: The world dimensions of that layout must match the world dimensions
argument used to construct the environment.
resource_regen_prob (float): Probability that an empty source tile will
regenerate a new resource unit.
fixed_four_skill_and_loc (bool): Whether to use a fixed set of build skills and
starting locations, with agents grouped into starting locations based on
which skill quartile they are in. False, by default.
True, for experiments in https://arxiv.org/abs/2004.13332.
Note: Requires that the environment uses the "Build" component with
skill_dist="pareto".
starting_agent_coin (int, float): Amount of coin agents have at t=0. Defaults
to zero coin.
isoelastic_eta (float): Parameter controlling the shape of agent utility
wrt coin endowment.
energy_cost (float): Coefficient for converting labor to negative utility.
energy_warmup_constant (float): Decay constant that controls the rate at which
the effective energy cost is annealed from 0 to energy_cost. Set to 0
(default) to disable annealing, meaning that the effective energy cost is
always energy_cost. The units of the decay constant depend on the choice of
energy_warmup_method.
energy_warmup_method (str): How to schedule energy annealing (warmup). If
"decay" (default), use the number of completed episodes. If "auto",
use the number of timesteps where the average agent reward was positive.
planner_reward_type (str): The type of reward used for the planner. Options
are "coin_eq_times_productivity" (default),
"inv_income_weighted_coin_endowment", and "inv_income_weighted_utility".
mixing_weight_gini_vs_coin (float): Degree to which equality is ignored w/
"coin_eq_times_productivity". Default is 0, which weights equality and
productivity equally. If set to 1, only productivity is rewarded.
"""
name = "layout_from_file/simple_wood_and_stone"
agent_subclasses = ["BasicMobileAgent", "BasicPlanner"]
required_entities = ["Wood", "Stone", "Water"]
def __init__(
self,
*base_env_args,
planner_gets_spatial_info=True,
full_observability=False,
mobile_agent_observation_range=5,
env_layout_file="quadrant_25x25_20each_30clump.txt",
resource_regen_prob=0.01,
fixed_four_skill_and_loc=False,
starting_agent_coin=0,
isoelastic_eta=0.23,
energy_cost=0.21,
energy_warmup_constant=0,
energy_warmup_method="decay",
planner_reward_type="coin_eq_times_productivity",
mixing_weight_gini_vs_coin=0.0,
**base_env_kwargs,
):
super().__init__(*base_env_args, **base_env_kwargs)
# Whether agents receive spatial information in their observation tensor
self._planner_gets_spatial_info = bool(planner_gets_spatial_info)
# Whether the (non-planner) agents can see the whole world map
self._full_observability = bool(full_observability)
self._mobile_agent_observation_range = int(mobile_agent_observation_range)
# Load in the layout
path_to_layout_file = Path(f"{Path(__file__).parent}/map_txt/{env_layout_file}")
with open(path_to_layout_file, "r") as f:
self.env_layout_string = f.read()
self.env_layout = self.env_layout_string.split(";")
# Convert the layout to landmark maps
landmark_lookup = {"W": "Wood", "S": "Stone", "@": "Water"}
self._source_maps = {
r: np.zeros(self.world_size) for r in landmark_lookup.values()
}
for r, symbol_row in enumerate(self.env_layout):
for c, symbol in enumerate(symbol_row):
landmark = landmark_lookup.get(symbol, None)
if landmark:
self._source_maps[landmark][r, c] = 1
# For controlling how resource regeneration behavior
self.layout_specs = dict(
Wood={
"regen_weight": float(resource_regen_prob),
"regen_halfwidth": 0,
"max_health": 1,
},
Stone={
"regen_weight": float(resource_regen_prob),
"regen_halfwidth": 0,
"max_health": 1,
},
)
assert 0 <= self.layout_specs["Wood"]["regen_weight"] <= 1
assert 0 <= self.layout_specs["Stone"]["regen_weight"] <= 1
# How much coin do agents begin with at upon reset
self.starting_agent_coin = float(starting_agent_coin)
assert self.starting_agent_coin >= 0.0
# Controls the diminishing marginal utility of coin.
# isoelastic_eta=0 means no diminishing utility.
self.isoelastic_eta = float(isoelastic_eta)
assert 0.0 <= self.isoelastic_eta <= 1.0
# The amount that labor is weighted in utility computation
# (once annealing is finished)
self.energy_cost = float(energy_cost)
assert self.energy_cost >= 0
# Which method to use for calculating the progress of energy annealing
# If method = 'decay': #completed episodes
# If method = 'auto' : #timesteps where avg. agent reward > 0
self.energy_warmup_method = energy_warmup_method.lower()
assert self.energy_warmup_method in ["decay", "auto"]
# Decay constant for annealing to full energy cost
# (if energy_warmup_constant == 0, there is no annealing)
self.energy_warmup_constant = float(energy_warmup_constant)
assert self.energy_warmup_constant >= 0
self._auto_warmup_integrator = 0
# Which social welfare function to use
self.planner_reward_type = str(planner_reward_type).lower()
# How much to weight equality if using SWF=eq*prod:
# 0 -> SWF=eq * prod
# 1 -> SWF=prod
self.mixing_weight_gini_vs_coin = float(mixing_weight_gini_vs_coin)
assert 0 <= self.mixing_weight_gini_vs_coin <= 1.0
# Use this to calculate marginal changes and deliver that as reward
self.init_optimization_metric = {agent.idx: 0 for agent in self.all_agents}
self.prev_optimization_metric = {agent.idx: 0 for agent in self.all_agents}
self.curr_optimization_metric = {agent.idx: 0 for agent in self.all_agents}
"""
Fixed Four Skill and Loc
------------------------
"""
self.agent_starting_pos = {agent.idx: [] for agent in self.world.agents}
self.fixed_four_skill_and_loc = bool(fixed_four_skill_and_loc)
if self.fixed_four_skill_and_loc:
bm = self.get_component("Build")
assert bm.skill_dist == "pareto"
pmsm = bm.payment_max_skill_multiplier
# Temporarily switch to a fixed seed for controlling randomness
seed_state = np.random.get_state()
np.random.seed(seed=1)
# Generate a batch (100000) of num_agents (sorted/clipped) Pareto samples.
pareto_samples = np.random.pareto(4, size=(100000, self.n_agents))
clipped_skills = np.minimum(pmsm, (pmsm - 1) * pareto_samples + 1)
sorted_clipped_skills = np.sort(clipped_skills, axis=1)
# The skill level of the i-th skill-ranked agent is the average of the
# i-th ranked samples throughout the batch.
average_ranked_skills = sorted_clipped_skills.mean(axis=0)
self._avg_ranked_skill = average_ranked_skills * bm.payment
np.random.set_state(seed_state)
# Fill in the starting location associated with each skill rank
starting_ranked_locs = [
# Worst group of agents goes in top right
(0, self.world_size[1] - 1),
# Second-worst group of agents goes in bottom left
(self.world_size[0] - 1, 0),
# Second-best group of agents goes in top left
(0, 0),
# Best group of agents goes in bottom right
(self.world_size[1] - 1, self.world_size[1] - 1),
]
self._ranked_locs = []
# Based on skill, assign each agent to one of the location groups
skill_groups = np.floor(
np.arange(self.n_agents) * (4 / self.n_agents),
).astype(np.int)
n_in_group = np.zeros(4, dtype=np.int)
for g in skill_groups:
# The position within the group is given by the number of agents
# counted in the group thus far.
g_pos = n_in_group[g]
# Top right
if g == 0:
r = starting_ranked_locs[g][0] + (g_pos // 4)
c = starting_ranked_locs[g][1] - (g_pos % 4)
self._ranked_locs.append((r, c))
# Bottom left
elif g == 1:
r = starting_ranked_locs[g][0] - (g_pos // 4)
c = starting_ranked_locs[g][1] + (g_pos % 4)
self._ranked_locs.append((r, c))
# Top left
elif g == 2:
r = starting_ranked_locs[g][0] + (g_pos // 4)
c = starting_ranked_locs[g][1] + (g_pos % 4)
self._ranked_locs.append((r, c))
# Bottom right
elif g == 3:
r = starting_ranked_locs[g][0] - (g_pos // 4)
c = starting_ranked_locs[g][1] - (g_pos % 4)
self._ranked_locs.append((r, c))
else:
raise ValueError
# Count the agent we just placed.
n_in_group[g] = n_in_group[g] + 1
@property
def energy_weight(self):
"""
Energy annealing progress. Multiply with self.energy_cost to get the
effective energy coefficient.
"""
if self.energy_warmup_constant <= 0.0:
return 1.0
if self.energy_warmup_method == "decay":
return float(1.0 - np.exp(-self._completions / self.energy_warmup_constant))
if self.energy_warmup_method == "auto":
return float(
1.0
- np.exp(-self._auto_warmup_integrator / self.energy_warmup_constant)
)
raise NotImplementedError
def get_current_optimization_metrics(self):
"""
Compute optimization metrics based on the current state. Used to compute reward.
Returns:
curr_optimization_metric (dict): A dictionary of {agent.idx: metric}
with an entry for each agent (including the planner) in the env.
"""
curr_optimization_metric = {}
# (for agents)
for agent in self.world.agents:
curr_optimization_metric[agent.idx] = rewards.isoelastic_coin_minus_labor(
coin_endowment=agent.total_endowment("Coin"),
total_labor=agent.state["endogenous"]["Labor"],
isoelastic_eta=self.isoelastic_eta,
labor_coefficient=self.energy_weight * self.energy_cost,
)
# (for the planner)
if self.planner_reward_type == "coin_eq_times_productivity":
curr_optimization_metric[
self.world.planner.idx
] = rewards.coin_eq_times_productivity(
coin_endowments=np.array(
[agent.total_endowment("Coin") for agent in self.world.agents]
),
equality_weight=1 - self.mixing_weight_gini_vs_coin,
)
elif self.planner_reward_type == "inv_income_weighted_coin_endowments":
curr_optimization_metric[
self.world.planner.idx
] = rewards.inv_income_weighted_coin_endowments(
coin_endowments=np.array(
[agent.total_endowment("Coin") for agent in self.world.agents]
)
)
elif self.planner_reward_type == "inv_income_weighted_utility":
curr_optimization_metric[
self.world.planner.idx
] = rewards.inv_income_weighted_utility(
coin_endowments=np.array(
[agent.total_endowment("Coin") for agent in self.world.agents]
),
utilities=np.array(
[curr_optimization_metric[agent.idx] for agent in self.world.agents]
),
)
else:
print("No valid planner reward selected!")
raise NotImplementedError
return curr_optimization_metric
# The following methods must be implemented for each scenario
# -----------------------------------------------------------
def reset_starting_layout(self):
"""
Part 1/2 of scenario reset. This method handles resetting the state of the
environment managed by the scenario (i.e. resource & landmark layout).
Here, reset to the layout in the fixed layout file
"""
self.world.maps.clear()
for landmark, landmark_map in self._source_maps.items():
self.world.maps.set(landmark, landmark_map)
if landmark in ["Stone", "Wood"]:
self.world.maps.set(landmark + "SourceBlock", landmark_map)
def reset_agent_states(self):
"""
Part 2/2 of scenario reset. This method handles resetting the state of the
agents themselves (i.e. inventory, locations, etc.).
Here, empty inventories and place mobile agents in random, accessible
locations to start. Note: If using fixed_four_skill_and_loc, the starting
locations will be overridden in self.additional_reset_steps.
"""
self.world.clear_agent_locs()
for agent in self.world.agents:
agent.state["inventory"] = {k: 0 for k in agent.inventory.keys()}
agent.state["escrow"] = {k: 0 for k in agent.inventory.keys()}
agent.state["endogenous"] = {k: 0 for k in agent.endogenous.keys()}
# Add starting coin
agent.state["inventory"]["Coin"] = float(self.starting_agent_coin)
self.world.planner.state["inventory"] = {
k: 0 for k in self.world.planner.inventory.keys()
}
self.world.planner.state["escrow"] = {
k: 0 for k in self.world.planner.escrow.keys()
}
for agent in self.world.agents:
r = np.random.randint(0, self.world_size[0])
c = np.random.randint(0, self.world_size[1])
n_tries = 0
while not self.world.can_agent_occupy(r, c, agent):
r = np.random.randint(0, self.world_size[0])
c = np.random.randint(0, self.world_size[1])
n_tries += 1
if n_tries > 200:
raise TimeoutError
r, c = self.world.set_agent_loc(agent, r, c)
def scenario_step(self):
"""
Update the state of the world according to whatever rules this scenario
implements.
This gets called in the 'step' method (of base_env) after going through each
component step and before generating observations, rewards, etc.
In this class of scenarios, the scenario step handles stochastic resource
regeneration.
"""
resources = ["Wood", "Stone"]
for resource in resources:
d = 1 + (2 * self.layout_specs[resource]["regen_halfwidth"])
kernel = (
self.layout_specs[resource]["regen_weight"] * np.ones((d, d)) / (d ** 2)
)
resource_map = self.world.maps.get(resource)
resource_source_blocks = self.world.maps.get(resource + "SourceBlock")
spawnable = (
self.world.maps.empty + resource_map + resource_source_blocks
) > 0
spawnable *= resource_source_blocks > 0
health = np.maximum(resource_map, resource_source_blocks)
respawn = np.random.rand(*health.shape) < signal.convolve2d(
health, kernel, "same"
)
respawn *= spawnable
self.world.maps.set(
resource,
np.minimum(
resource_map + respawn, self.layout_specs[resource]["max_health"]
),
)
def generate_observations(self):
"""
Generate observations associated with this scenario.
A scenario does not need to produce observations and can provide observations
for only some agent types; however, for a given agent type, it should either
always or never yield an observation. If it does yield an observation,
that observation should always have the same structure/sizes!
Returns:
obs (dict): A dictionary of {agent.idx: agent_obs_dict}. In words,
return a dictionary with an entry for each agent (which can including
the planner) for which this scenario provides an observation. For each
entry, the key specifies the index of the agent and the value contains
its associated observation dictionary.
Here, non-planner agents receive spatial observations (depending on the env
config) as well as the contents of their inventory and endogenous quantities.
The planner also receives spatial observations (again, depending on the env
config) as well as the inventory of each of the mobile agents.
"""
obs = {}
curr_map = self.world.maps.state
owner_map = self.world.maps.owner_state
loc_map = self.world.loc_map
agent_idx_maps = np.concatenate([owner_map, loc_map[None, :, :]], axis=0)
agent_idx_maps += 2
agent_idx_maps[agent_idx_maps == 1] = 0
agent_locs = {
str(agent.idx): {
"loc-row": agent.loc[0] / self.world_size[0],
"loc-col": agent.loc[1] / self.world_size[1],
}
for agent in self.world.agents
}
agent_invs = {
str(agent.idx): {
"inventory-" + k: v * self.inv_scale for k, v in agent.inventory.items()
}
for agent in self.world.agents
}
obs[self.world.planner.idx] = {
"inventory-" + k: v * self.inv_scale
for k, v in self.world.planner.inventory.items()
}
if self._planner_gets_spatial_info:
obs[self.world.planner.idx].update(
dict(map=curr_map, idx_map=agent_idx_maps)
)
# Mobile agents see the full map. Convey location info via one-hot map channels.
if self._full_observability:
for agent in self.world.agents:
my_map = np.array(agent_idx_maps)
my_map[my_map == int(agent.idx) + 2] = 1
sidx = str(agent.idx)
obs[sidx] = {"map": curr_map, "idx_map": my_map}
obs[sidx].update(agent_invs[sidx])
# Mobile agents only see within a window around their position
else:
w = (
self._mobile_agent_observation_range
) # View halfwidth (only applicable without full observability)
padded_map = np.pad(
curr_map,
[(0, 1), (w, w), (w, w)],
mode="constant",
constant_values=[(0, 1), (0, 0), (0, 0)],
)
padded_idx = np.pad(
agent_idx_maps,
[(0, 0), (w, w), (w, w)],
mode="constant",
constant_values=[(0, 0), (0, 0), (0, 0)],
)
for agent in self.world.agents:
r, c = [c + w for c in agent.loc]
visible_map = padded_map[
:, (r - w) : (r + w + 1), (c - w) : (c + w + 1)
]
visible_idx = np.array(
padded_idx[:, (r - w) : (r + w + 1), (c - w) : (c + w + 1)]
)
visible_idx[visible_idx == int(agent.idx) + 2] = 1
sidx = str(agent.idx)
obs[sidx] = {"map": visible_map, "idx_map": visible_idx}
obs[sidx].update(agent_locs[sidx])
obs[sidx].update(agent_invs[sidx])
# Agent-wise planner info (gets crunched into the planner obs in the
# base scenario code)
obs["p" + sidx] = agent_invs[sidx]
if self._planner_gets_spatial_info:
obs["p" + sidx].update(agent_locs[sidx])
return obs
def compute_reward(self):
"""
Apply the reward function(s) associated with this scenario to get the rewards
from this step.
Returns:
rew (dict): A dictionary of {agent.idx: agent_obs_dict}. In words,
return a dictionary with an entry for each agent in the environment
(including the planner). For each entry, the key specifies the index of
the agent and the value contains the scalar reward earned this timestep.
Rewards are computed as the marginal utility (agents) or marginal social
welfare (planner) experienced on this timestep. Ignoring discounting,
this means that agents' (planner's) objective is to maximize the utility
(social welfare) associated with the terminal state of the episode.
"""
# "curr_optimization_metric" hasn't been updated yet, so it gives us the
# utility from the last step.
utility_at_end_of_last_time_step = deepcopy(self.curr_optimization_metric)
# compute current objectives and store the values
self.curr_optimization_metric = self.get_current_optimization_metrics()
# reward = curr - prev objectives
rew = {
k: float(v - utility_at_end_of_last_time_step[k])
for k, v in self.curr_optimization_metric.items()
}
# store the previous objective values
self.prev_optimization_metric.update(utility_at_end_of_last_time_step)
# Automatic Energy Cost Annealing
# -------------------------------
avg_agent_rew = np.mean([rew[a.idx] for a in self.world.agents])
# Count the number of timesteps where the avg agent reward was > 0
if avg_agent_rew > 0:
self._auto_warmup_integrator += 1
return rew
# Optional methods for customization
# ----------------------------------
def additional_reset_steps(self):
"""
Extra scenario-specific steps that should be performed at the end of the reset
cycle.
For each reset cycle...
First, reset_starting_layout() and reset_agent_states() will be called.
Second, <component>.reset() will be called for each registered component.
Lastly, this method will be called to allow for any final customization of
the reset cycle.
For this scenario, this method resets optimization metric trackers. If using
fixed_four_skill_and_loc, this is where each agent gets assigned to one of
the four fixed skill/loc combinations. The agent-->skill/loc assignment is
permuted so that all four skill/loc combinations are used.
"""
if self.fixed_four_skill_and_loc:
self.world.clear_agent_locs()
for i, agent in enumerate(self.world.get_random_order_agents()):
self.world.set_agent_loc(agent, *self._ranked_locs[i])
agent.state["build_payment"] = self._avg_ranked_skill[i]
# compute current objectives
curr_optimization_metric = self.get_current_optimization_metrics()
self.curr_optimization_metric = deepcopy(curr_optimization_metric)
self.init_optimization_metric = deepcopy(curr_optimization_metric)
self.prev_optimization_metric = deepcopy(curr_optimization_metric)
def scenario_metrics(self):
"""
Allows the scenario to generate metrics (collected along with component metrics
in the 'metrics' property).
To have the scenario add metrics, this function needs to return a dictionary of
{metric_key: value} where 'value' is a scalar (no nesting or lists!)
Here, summarize social metrics, endowments, utilities, and labor cost annealing.
"""
metrics = dict()
coin_endowments = np.array(
[agent.total_endowment("Coin") for agent in self.world.agents]
)
metrics["social/productivity"] = social_metrics.get_productivity(
coin_endowments
)
metrics["social/equality"] = social_metrics.get_equality(coin_endowments)
utilities = np.array(
[self.curr_optimization_metric[agent.idx] for agent in self.world.agents]
)
metrics[
"social_welfare/coin_eq_times_productivity"
] = rewards.coin_eq_times_productivity(
coin_endowments=coin_endowments, equality_weight=1.0
)
metrics[
"social_welfare/inv_income_weighted_coin_endow"
] = rewards.inv_income_weighted_coin_endowments(coin_endowments=coin_endowments)
metrics[
"social_welfare/inv_income_weighted_utility"
] = rewards.inv_income_weighted_utility(
coin_endowments=coin_endowments, utilities=utilities
)
for agent in self.all_agents:
for resource, quantity in agent.inventory.items():
metrics[
"endow/{}/{}".format(agent.idx, resource)
] = agent.total_endowment(resource)
if agent.endogenous is not None:
for resource, quantity in agent.endogenous.items():
metrics["endogenous/{}/{}".format(agent.idx, resource)] = quantity
metrics["util/{}".format(agent.idx)] = self.curr_optimization_metric[
agent.idx
]
# Labor weight
metrics["labor/weighted_cost"] = self.energy_cost * self.energy_weight
metrics["labor/warmup_integrator"] = int(self._auto_warmup_integrator)
return metrics
@scenario_registry.add
class SplitLayout(LayoutFromFile):
"""
Extends layout_from_file/simple_wood_and_stone to impose a row of water midway
through the map, uses a fixed set of pareto-distributed building skills (requires a
Build component), and places agents in the top/bottom depending on skill rank.
Args:
water_row (int): Row of the map where the water barrier is placed. Defaults
to half the world height.
skill_rank_of_top_agents (int, float, tuple, list): Index/indices specifying
which agent(s) to place in the top of the map. Indices refer to the skill
ranking, with 0 referring to the highest-skilled agent. Defaults to only
the highest-skilled agent in the top.
planner_gets_spatial_obs (bool): Whether the planner agent receives spatial
observations from the world.
full_observability (bool): Whether the mobile agents' spatial observation
includes the full world view or is instead an egocentric view.
mobile_agent_observation_range (int): If not using full_observability,
the spatial range (on each side of the agent) that is visible in the
spatial observations.
env_layout_file (str): Name of the layout file in ./map_txt/ to use.
Note: The world dimensions of that layout must match the world dimensions
argument used to construct the environment.
resource_regen_prob (float): Probability that an empty source tile will
regenerate a new resource unit.
starting_agent_coin (int, float): Amount of coin agents have at t=0. Defaults
to zero coin.
isoelastic_eta (float): Parameter controlling the shape of agent utility
wrt coin endowment.
energy_cost (float): Coefficient for converting labor to negative utility.
energy_warmup_constant (float): Decay constant that controls the rate at which
the effective energy cost is annealed from 0 to energy_cost. Set to 0
(default) to disable annealing, meaning that the effective energy cost is
always energy_cost. The units of the decay constant depend on the choice of
energy_warmup_method.
energy_warmup_method (str): How to schedule energy annealing (warmup). If
"decay" (default), use the number of completed episodes. If "auto",
use the number of timesteps where the average agent reward was positive.
planner_reward_type (str): The type of reward used for the planner. Options
are "coin_eq_times_productivity" (default),
"inv_income_weighted_coin_endowment", and "inv_income_weighted_utility".
mixing_weight_gini_vs_coin (float): Degree to which equality is ignored w/
"coin_eq_times_productivity". Default is 0, which weights equality and
productivity equally. If set to 1, only productivity is rewarded.
"""
name = "split_layout/simple_wood_and_stone"
def __init__(
self,
*args,
water_row=None,
skill_rank_of_top_agents=None,
**kwargs,
):
super().__init__(*args, **kwargs)
if self.fixed_four_skill_and_loc:
raise ValueError(
"The split layout scenario does not support "
"fixed_four_skill_and_loc. Set this to False."
)
# Augment the fixed layout to include a row of water through the middle
if water_row is None:
self._water_line = self.world_size[0] // 2
else:
self._water_line = int(water_row)
assert 0 < self._water_line < self.world_size[0] - 1
for landmark, landmark_map in self._source_maps.items():
landmark_map[self._water_line, :] = 1 if landmark == "Water" else 0
self._source_maps[landmark] = landmark_map
# Controls logic for which agents (by skill rank) get placed on the top
if skill_rank_of_top_agents is None:
skill_rank_of_top_agents = [0]
if isinstance(skill_rank_of_top_agents, (int, float)):
self.skill_rank_of_top_agents = [int(skill_rank_of_top_agents)]
elif isinstance(skill_rank_of_top_agents, (tuple, list)):
self.skill_rank_of_top_agents = list(set(skill_rank_of_top_agents))
else:
raise TypeError(
"skill_rank_of_top_agents must be a scalar "
"index, or a list of scalar indices."
)
for rank in self.skill_rank_of_top_agents:
assert 0 <= rank < self.n_agents
assert 0 < len(self.skill_rank_of_top_agents) < self.n_agents
# Set the skill associated with each skill rank
bm = self.get_component("Build")
assert bm.skill_dist == "pareto"
pmsm = bm.payment_max_skill_multiplier
# Generate a batch (100000) of num_agents (sorted/clipped) Pareto samples.
pareto_samples = np.random.pareto(4, size=(100000, self.n_agents))
clipped_skills = np.minimum(pmsm, (pmsm - 1) * pareto_samples + 1)
sorted_clipped_skills = np.sort(clipped_skills, axis=1)
# The skill level of the i-th skill-ranked agent is the average of the
# i-th ranked samples throughout the batch.
average_ranked_skills = sorted_clipped_skills.mean(axis=0)
self._avg_ranked_skill = average_ranked_skills * bm.payment
# Reverse the order so index 0 is the highest-skilled
self._avg_ranked_skill = self._avg_ranked_skill[::-1]
def additional_reset_steps(self):
"""
Extra scenario-specific steps that should be performed at the end of the reset
cycle.
For each reset cycle...
First, reset_starting_layout() and reset_agent_states() will be called.
Second, <component>.reset() will be called for each registered component.
Lastly, this method will be called to allow for any final customization of
the reset cycle.
For this scenario, this method resets optimization metric trackers. This is
where each agent gets assigned to one of the skills and the starting
locations are reset according to self.skill_rank_of_top_agents.
"""
self.world.clear_agent_locs()
for i, agent in enumerate(self.world.get_random_order_agents()):
agent.state["build_payment"] = self._avg_ranked_skill[i]
if i in self.skill_rank_of_top_agents:
r_min, r_max = 0, self._water_line
else:
r_min, r_max = self._water_line + 1, self.world_size[0]
r = np.random.randint(r_min, r_max)
c = np.random.randint(0, self.world_size[1])
n_tries = 0
while not self.world.can_agent_occupy(r, c, agent):
r = np.random.randint(r_min, r_max)
c = np.random.randint(0, self.world_size[1])
n_tries += 1
if n_tries > 200:
raise TimeoutError
self.world.set_agent_loc(agent, r, c)
# compute current objectives
curr_optimization_metric = self.get_current_optimization_metrics()
self.curr_optimization_metric = deepcopy(curr_optimization_metric)
self.init_optimization_metric = deepcopy(curr_optimization_metric)
self.prev_optimization_metric = deepcopy(curr_optimization_metric)
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