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::: jumanji.environments.packing.flat_pack.env.FlatPack | ||
selection: | ||
members: | ||
- __init__ | ||
- reset | ||
- step | ||
- observation_spec | ||
- action_spec |
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::: jumanji.environments.logic.sliding_tile_puzzle.env.SlidingTilePuzzle | ||
selection: | ||
members: | ||
- __init__ | ||
- reset | ||
- step | ||
- observation_spec | ||
- action_spec |
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# FlatPack Environment | ||
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<p align="center"> | ||
<img src="../env_anim/flat_pack.gif" width="500"/> | ||
</p> | ||
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We provide here a Jax JIT-able implementation of a packing environment named _flat pack_. The goal of | ||
the agent is to place all the available blocks on an empty 2D grid. | ||
Each time an episode resets a new set of blocks is created and the grid is emptied. Blocks are randomly | ||
shuffled and rotated and all have shape (3, 3). | ||
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## Observation | ||
The observation given to the agent gives a view of the current state of the grid as well as | ||
all blocks that can be placed. | ||
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- `current_grid`: jax array (float32) of shape `(num_rows, num_cols)` with values in the range | ||
`[0, num_blocks]` (corresponding to the number of each block). This grid will have zeros | ||
where no blocks have been placed and numbers corresponding to each block where that particular | ||
block has been placed. | ||
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- `blocks`: jax array (float32) of shape `(num_blocks, 3, 3)` of all possible blocks in | ||
that can fit in the current grid. These blocks are shuffled, rotated and will always have shape `(3, 3)`. | ||
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- `action_mask`: jax array (bool) of shape `(num_blocks, 4, num_rows-2, num_cols-2)`, representing | ||
which actions are possible given the current state of the grid. The first index indicates the | ||
number of blocks associated with a given grid. The second index indicates the number of times a block may be rotated. | ||
The third and fourth indices indicate the row and column coordinate of where a blocks top left-most corner may be placed | ||
respectively. Blocks are placed by an agent by specifying the row and column coordinate on the grid where the top left corner | ||
of the selected block should be placed. These values will always be `num_rows-2` and `num_cols-2` | ||
respectively to make it impossible for an agent to place a block outside the current grid. | ||
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## Action | ||
The action space is a `MultiDiscreteArray`, specifically a tuple of an index between 0 and `num_blocks - 1`, | ||
an index between 0 and 4 (since there are 4 possible rotations), an index between 0 and `num_rows-2` | ||
(the possible row coordinates for placing a block) and an index between 0 and `num_cols-2` | ||
(the possible column coordinates for placing a block). An action thus consists of four pieces of | ||
information: | ||
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- Block to place, | ||
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- Number of 90 degree rotations to make to a chosen block ({0, 90, 180, 270} degrees), | ||
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- Row coordinate for placing the rotated block's top left corner, | ||
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- Column coordinate for placing the rotated block's top left corner. | ||
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## Reward | ||
The reward function is configurable, but by default is a fully dense reward giving the sum of the number of non-zero | ||
cells in a placed block normalised by the total number of cells in the grid at each timestep. The episode | ||
terminates if either the grid is filled or `num_blocks` steps have been taken by an agent. | ||
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## Registered Versions 📖 | ||
- `FlatPack-v0`, a flat pack environment grid with 11 rows and 11 columns containing 5 row blocks and 5 column blocks | ||
for a total of 25 blocks that can be placed on the grid. This version has a dense reward. |
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# Sliding Tile Puzzle Environment | ||
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<p align="center"> | ||
<img src="../env_anim/sliding_tile_puzzle.gif" width="500"/> | ||
</p> | ||
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This is a Jax JIT-able implementation of the classic [Sliding Tile Puzzle game](https://en.wikipedia.org/wiki/Sliding_puzzle). | ||
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The Sliding Tile Puzzle game is a classic puzzle that challenges a player to slide (typically flat) pieces along certain routes (usually on a board) to establish a certain end-configuration. The pieces to be moved may consist of simple shapes, or they may be imprinted with colors, patterns, sections of a larger picture (like a jigsaw puzzle), numbers, or letters. | ||
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The puzzle is often 3×3, 4×4 or 5×5 in size and made up of square tiles that are slid into a square base, larger than the tiles by one tile space, in a specific large configuration. Tiles are moved/arranged by sliding an adjacent tile into a position occupied by the missing tile, which creates a new space. The sliding puzzle is mechanical and requires the use of no other equipment or tools. | ||
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## Observation | ||
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The observation in the Sliding Tile Puzzle game includes information about the puzzle, the position of the empty tile, and the action mask. | ||
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- `puzzle`: jax array (int32) of shape `(grid_size, grid_size)`, representing the current game state. Each element in the array corresponds to a puzzle tile. The tile represented by 0 is the empty tile. | ||
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- Here is an example of a random observation of the game board: | ||
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``` | ||
[[ 1 2 3 4] | ||
[ 5 6 7 8] | ||
[ 9 10 0 12] | ||
[ 13 14 15 11]] | ||
``` | ||
- In this array, the tile represented by 0 is the empty tile that can be moved. | ||
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- `empty_tile_position`: a tuple (int32) of shape `(2,)` representing the position of the empty tile in the grid. For example, (2, 2) would represent the third row and the third column in a zero-indexed grid. | ||
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- `action_mask`: jax array (bool) of shape `(4,)`, indicating which actions are valid in the current state of the environment. The actions include moving the empty tile up, right, down, or left. For example, an action mask `[True, False, True, False]` means that the valid actions are to move the empty tile upward or downward. | ||
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- `step_count`: jax array (int32) of shape `()`, current number of steps in the episode. | ||
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## Action | ||
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The action space is a `DiscreteArray` of integer values in `[0, 1, 2, 3]`. Specifically, these four actions correspond to moving the empty tile: up (0), right (1), down (2), or left (3). | ||
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## Reward | ||
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The reward could be either: | ||
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- **DenseRewardFn**: This reward function provides a dense reward based on the difference of correctly placed tiles between the current state and the next state. The reward is positive for each newly correctly placed tile and negative for each newly incorrectly placed tile. | ||
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- **SparseRewardFn**: This reward function provides a sparse reward, only rewarding when the puzzle is solved. | ||
The reward is 1 if the puzzle is solved, and 0 otherwise. | ||
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The goal in all cases is to solve the puzzle in a way that maximizes the reward. | ||
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## Registered Versions 📖 | ||
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- `SlidingTilePuzzle-v0`, the Sliding Tile Puzzle with a grid size of 5x5. |
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