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:param action_n (list): actions per agent.
:return a tuple containing:
obs_n (tuple): observations per agent.
reward_n (tuple): reward per agent.
done (bool): episode over.
info (dict): auxiliary diagnostic info."""
raise NotImplementedError
def reset(self):
"""Resets state of environment.
:return: observation (list): per agent."""
raise NotImplementedError
class MultiWrapper(Wrapper, MultiAgentEnv):
def __init__(self, env):
Wrapper.__init__(self, env)
MultiAgentEnv.__init__(self, getattr_unwrapped(env, "num_agents"))
class FakeSingleSpaces(gym.Env):
"""Creates a fake gym.Env that has action and observation spaces corresponding to
those of agent_id in a MultiEnv env. This is useful for functions that construct
policy or reward networks given an environment. It will throw an error if reset,
step or other methods are called."""
def __init__(self, env, agent_id=0):
self.observation_space = env.observation_space.spaces[agent_id]
self.action_space = env.action_space.spaces[agent_id]
assert len(env.unwrapped.get_action_meanings()) >= 3
def reset(self, **kwargs):
self.env.reset(**kwargs)
obs, _, done, _ = self.env.step(1)
if done:
self.env.reset(**kwargs)
obs, _, done, _ = self.env.step(2)
if done:
self.env.reset(**kwargs)
return obs
def step(self, ac):
return self.env.step(ac)
class EpisodicLifeEnv(gym.Wrapper):
def __init__(self, env):
"""Make end-of-life == end-of-episode, but only reset on true game over.
Done by DeepMind for the DQN and co. since it helps value estimation.
"""
gym.Wrapper.__init__(self, env)
self.lives = 0
self.was_real_done = True
def step(self, action):
obs, reward, done, info = self.env.step(action)
self.was_real_done = done
# check current lives, make loss of life terminal,
# then update lives to handle bonus lives
lives = self.env.unwrapped.ale.lives()
if lives < self.lives and lives > 0:
# for Qbert sometimes we stay in lives == 0 condition for a few frames
def FireResetEnv(env):
if isinstance(env, gym.Wrapper):
baseenv = env.unwrapped
else:
baseenv = env
if 'FIRE' in baseenv.get_action_meanings():
return _FireResetEnv(env)
return env
def __init__(self, env):
"""Take action on reset for environments that are fixed until firing."""
gym.Wrapper.__init__(self, env)
assert env.unwrapped.get_action_meanings()[1] == 'FIRE'
assert len(env.unwrapped.get_action_meanings()) >= 3
def __init__(self, env, skip=4):
"""Return only every `skip`-th frame"""
gym.Wrapper.__init__(self, env)
# most recent raw observations (for max pooling across time steps)
self._obs_buffer = np.zeros((2,)+env.observation_space.shape, dtype='uint8')
self._skip = skip
assert len(env.unwrapped.get_action_meanings()) >= 3
def reset(self, **kwargs):
self.env.reset(**kwargs)
obs, _, done, _ = self.env.step(1)
if done:
self.env.reset(**kwargs)
obs, _, done, _ = self.env.step(2)
if done:
self.env.reset(**kwargs)
return obs
def step(self, ac):
return self.env.step(ac)
class EpisodicLifeEnv(gym.Wrapper):
def __init__(self, env):
"""Make end-of-life == end-of-episode, but only reset on true game over.
Done by DeepMind for the DQN and co. since it helps value estimation.
"""
gym.Wrapper.__init__(self, env)
self.lives = 0
self.was_real_done = True
def step(self, action):
obs, reward, done, info = self.env.step(action)
self.was_real_done = done
# check current lives, make loss of life terminal,
# then update lives to handle bonus lives
lives = self.env.unwrapped.ale.lives()
if lives < self.lives and lives > 0:
# for Qbert sometimes we stay in lives == 0 condition for a few frames
return self._out
def __array__(self, dtype=None):
out = self._force()
if dtype is not None:
out = out.astype(dtype)
return out
def __len__(self):
return len(self._force())
def __getitem__(self, i):
return self._force()[i]
class FrameStack(gym.Wrapper):
def __init__(self, env, k):
"""Stack the k last frames.
Returns a lazy array, which is much more memory efficient.
See Also
--------
baselines.common.atari_wrappers.LazyFrames
"""
gym.Wrapper.__init__(self, env)
self.k = k
self.frames = deque([], maxlen=k)
shp = env.observation_space.shape
self.observation_space = spaces.Box(low=0, high=255,
shape=(shp[0], shp[1], shp[2] * k),
dtype=np.uint8)
#!/usr/bin/env python3
import gym
from .utils import get_space_dimension, is_vectorized, is_discrete
class Wrapper(gym.Wrapper):
"""
This class allows to chain Environment Wrappers while still being able to
access the properties of wrapped wrappers.
Example:
env = gym.make('MyEnv-v0')
env = envs.Logger(env)
env = envs.Runner(env)
env.log('asdf', 23) # Uses log() method from envs.Logger.
"""
@property
def is_vectorized(self):
return is_vectorized(self)
if self.override_num_noops is not None:
noops = self.override_num_noops
else:
noops = self.unwrapped.np_random.randint(1, self.noop_max + 1) #pylint: disable=E1101
assert noops > 0
obs = None
for _ in range(noops):
obs, _, done, _ = self.env.step(self.noop_action)
if done:
obs = self.env.reset(**kwargs)
return obs
def step(self, ac):
return self.env.step(ac)
class FireResetEnv(gym.Wrapper):
def __init__(self, env):
"""Take action on reset for environments that are fixed until firing."""
gym.Wrapper.__init__(self, env)
assert env.unwrapped.get_action_meanings()[1] == 'FIRE'
assert len(env.unwrapped.get_action_meanings()) >= 3
def reset(self, **kwargs):
self.env.reset(**kwargs)
obs, _, done, _ = self.env.step(1)
if done:
self.env.reset(**kwargs)
obs, _, done, _ = self.env.step(2)
if done:
self.env.reset(**kwargs)
return obs