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Gym Craftingworld

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This is a (work-in-progress) gym package for a 2D crafting environment. This environment is based off one first described in Plan Arithmetic: Compositional Plan Vectors for Multi-Task Control, published in NeurIPS 2019, and the mechanics are adapted from the corresponding code at code.

You can read the documentation here.

Environment description

This environment consists of a two-dimensional top-down, grid-based world consisting of 4x4 pixel cells. The environment contains seven object types of object: Tree, Rock, Logs, Wheat, Bread, Hammer, and Axe.

Different objects are represented by differently coloured 4x4 blocks, while the agent is represented by a 2x2 white pixel block centered within the 4x4 cell.

The agent's actions are descrete and consist of six possible choices: Up, Down, Left, Right, PickUp, and Drop.

Logs, hammers, and axes can be picked up by agent. Trees and rocks block the agent's movement.

When an agent picks up an object, its block changes to a square block with 2x1 white pixels on top and 2x1 pixels below in the color of the object.

The environment consists of nine skills:

  • ChopTree -- The agent is required to be holding an Axe and on a cell with a Tree to ChopTree and turn it into Logs.
  • BuildHouse -- The agent is required to be holding a Hammer and on a cell with some Logs to BuildHouse.
  • MakeBread -- The agent is required to be holding an Axe and on a cell with some Wheat to MakeBread and create Bread.
  • EatBread -- The agent is required to be on a cell with Bread to EatBread.
  • BreakRock -- The agent is required to be holding a Hammer and on a cell with a Rock to BreakRock.
  • GoToHouse -- The agent is required to be on a cell with a House to GoToHouse.
  • MoveAxe -- The agent is required to PickUp an Axe and drop it in another cell.
  • MoveHammer -- The agent is required to PickUp a Hammer and drop it in another cell.
  • MoveLogs -- The agent is required to PickUp some Logs and drop it in another cell.

A task is defined by a list of skills. For example, [ChopTree, BuildHouse].

The quantities and positions of each object are randomly selected at each reset, which occurs between episodes.

Rendering

To store each episode as a gif, call env.allow_gif_storage(), which will store each episode in the /renders/ subdirectory.