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# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree.
CTrLBenchmark-master
ctrl/concepts/__init__.py
# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree. import abc import hashlib import numpy as np import torch from torch.distributions import Multinomial class Concept(abc.ABC): def __init__(self, id): self._samples = None self.descriptor = id def get_samples(self): return self._samples def get_attributes(self, attribute_ids): raise NotImplementedError('Attrs not supported anymore') @abc.abstractmethod def init_samples(self, n_per_split): raise NotImplementedError def __repr__(self): return self.descriptor def __hash__(self): h = hashlib.md5(self.descriptor.encode('utf-8')).hexdigest() return int(h, 16) class ComposedConcept(Concept): def __init__(self, concepts, cluster_mean=None, weights=None, *args, **kwargs): super(ComposedConcept, self).__init__(*args, **kwargs) self._concepts = concepts self.mean = cluster_mean if weights is None: weights = torch.ones(len(self.get_atomic_concepts())) self.weights = weights / weights.sum() def init_samples(self, N): assert self._samples is None all_samples = [c.get_samples() for c in self._concepts] if torch.is_tensor(all_samples[0][0]): cat_func = torch.cat else: cat_func = np.concatenate self._samples = [cat_func(split) for split in zip(*all_samples)] def _get_samples(self, n, attributes=None, split_id=None, rng=None): if not attributes: attributes = [] if not rng: rng = np.random.default_rng() samples = [] sample_attributes = [] samples_per_concept = rng.multinomial(n, self.weights) for concept, n_samples in zip(self.get_atomic_concepts(), samples_per_concept): if n_samples == 0: continue c_samples, c_attrs = concept._get_samples(n_samples, attributes=attributes, split_id=split_id, rng=rng) samples.append(c_samples) sample_attributes.append(c_attrs) if attributes: sample_attributes = torch.cat(sample_attributes) else: sample_attributes = torch.Tensor() if torch.is_tensor(samples[0]): cat_func = torch.cat else: cat_func = np.concatenate return cat_func(samples), sample_attributes def get_atomic_concepts(self): return sum([c.get_atomic_concepts() for c in self._concepts], [])
CTrLBenchmark-master
ctrl/concepts/concept.py
# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree. """ Trees of concepts """ import abc import logging from collections import defaultdict import bs4 import networkx as nx import numpy as np import torch from ctrl.commons.tree import Tree from ctrl.commons.utils import default_colors from ctrl.concepts.concept import ComposedConcept from pydot import quote_if_necessary logger = logging.getLogger(__name__) class ConceptTree(Tree): def __init__(self, n_levels, n_children, n_samples_per_concept, n_attrs, *args, **kwargs): """ High level structure from which we can retrieve concepts while respecting some constraints. Could be an subtype of an abstract ConceptPool class if we want to represent the concepts using another data structure at some point. Currently we are only using Trees so an additional level of abstraction isn't required. :param n_levels: :param n_children: :param n_samples_per_concept: list of integers representing the number of samples per split for each leaf concept :param split_names: Should have the same length as `n_samples_per_concept` """ if isinstance(n_children, list) and len(n_children) == 1: n_children = n_children * n_levels if isinstance(n_children, list): n_levels = len(n_children) self.n_levels = n_levels self.depth = n_levels self.n_children = n_children # self.concepts = [] if n_attrs != 0: raise ValueError('Attributes have been removed for v1.') self.attributes = [] self.attribute_similarities = None super().__init__(*args, **kwargs) self.init_data(n_samples_per_concept=n_samples_per_concept) @abc.abstractmethod def build_tree(self): raise NotImplementedError def init_data(self, n_samples_per_concept): """ Init all nodes but the root, starting from the leafs and climbing up the tree. :param n_samples_per_concept: Iterable containing the number of samples per split. For example [500, 200] will init the data for two splits, containing 500 samples for the first one and 200 samples for the second. """ for node in self.tree.successors(self.root_node): self._init_node(node, n_samples_per_concept) def _init_node(self, node, n_samples_per_leaf): successors = self.tree.successors(node) for succ in successors: self._init_node(succ, n_samples_per_leaf) node.init_samples(n_samples_per_leaf) def get_compatible_concepts(self, N=None, exclude_concepts=None, leaf_only=False, preferred_lca_dist=-1, max_lca_dist=-1, branch=None, nodes=None): """ Searches for N compatible concepts in the pool :param N: Int, Number of concepts to select :param exclude_concepts: Iterable, Concepts already selected, their parents and children will also be excluded from the search. :param leaf_only: Bool, the selection will be made only on leaf concepts if True. :return: A List of N compatible concepts. :raises ValueError: If the selection is not possible. """ force_nodes = None if branch is not None: for node in self.tree.successors(self.root_node): if node.descriptor == branch: force_nodes = nx.descendants(self.tree, node) if leaf_only: force_nodes = self.leaf_nodes.intersection(force_nodes) assert force_nodes, 'Can\'t find branch {}'.format(branch) elif nodes: force_nodes = set() for c in self.all_concepts: for n in nodes: if c.descriptor.endswith(n): force_nodes.add(c) if len(nodes) != len(force_nodes): raise ValueError('Got concepts {} when nodes {} where asked.' .format(nodes, force_nodes)) return self.get_compatible_nodes(N, exclude_concepts, leaf_only, preferred_lca_dist, max_lca_dist, force_nodes) def get_closest_categories(self, categories): res = None max_sim = None for i, c1 in enumerate(categories): for c2 in categories[i + 1:]: sim = self.get_pair_similarity(c1, c2) if max_sim is None or sim > max_sim: res = [(c1, c2)] max_sim = sim elif sim == max_sim: res.append((c1, c2)) return res def get_pair_similarity(self, cat1, cat2): """ Compute the similarity between cat1 and cat2 as the minimum similarity between concepts composing cat1 and atomic concepts composing cat2. :param cat1: Iterable of concepts :param cat2: Iterable of concepts :return: The minimum wu_palmer similarity between concepts in cat1 and cat2. """ cur_min = None for c1 in cat1: for c2 in cat2: sim = self.wu_palmer(c1, c2) if cur_min is None or sim < cur_min: cur_min = sim return cur_min def merge_closest_categories(self, categories): pairs = self.get_closest_categories(categories) selected_pair = self.rnd.choice(pairs) categories.remove(selected_pair[0]) categories.remove(selected_pair[1]) categories.append(selected_pair[0] + selected_pair[1]) return categories def get_widest_categories(self, categories): """ Get the categories that covers the widest part of the tree. Computed using the lowest common ancestor of all the concepts contained in each category. :param categories: Iterable of iterables of concepts to select from :return: A list containing the categories covering the widest part of the tree. """ lca = (self.lowest_common_ancestor(tuple(cat)) for cat in categories) depths = (self.shortest_path_lengths[self.root_node][node] for node in lca) min_depth_categories = None min_depth = None for (cat, depth) in zip(categories, depths): if min_depth is None or depth < min_depth: min_depth_categories = [cat] min_depth = depth elif depth == min_depth: min_depth_categories.append(cat) return min_depth_categories def split_category(self, category, lca=None): """ :param category: :param lca: The Lowest Common Ancestor of the concepts contained in this category. Will be computed if this parameter is left to None. :return: """ if lca is None: lca = self.lowest_common_ancestor(tuple(category)) if len(category) == 1: assert isinstance(category[0], ComposedConcept) assert category[0] == lca new_categories = [[n] for n in self.tree.successors(lca)] else: new_cat_dict = defaultdict(list) for concept in category: new_cat_lca = self.shortest_paths[lca][concept][1] new_cat_dict[new_cat_lca].append(concept) new_categories = list(new_cat_dict.values()) return new_categories def categories_sim(self, cats1, cats2): """ Only implemented for two pairs of categories, each category being composed by only 1 concept. :param cats1: :param cats2: :return: """ assert len(cats1) == len(cats2) if not all(len(cat) == 1 for cat in cats1) \ and all(len(cat) == 1 for cat in cats2): logger.warning('Can\'t compute sim between {} and {}' .format(cats1, cats2)) return float('nan') # Lets save some time if the categories are the same: if set(cats1) == set(cats2): return 1 # First compute all pairwise similarities between categories sim_mat = torch.empty(len(cats1), len(cats2)) for i, c1 in enumerate(cats1): for j, c2 in enumerate(cats2): sim_mat[i, j] = self.wu_palmer(c1[0], c2[0]) # Then Greedily create the pairs n_categories = len(cats1) pairs = [] for k in range(len(cats1)): a = torch.argmax(sim_mat).item() i = a // n_categories j = a % n_categories # the new pair is (cats1[i], cats2[j]) pairs.append(sim_mat[i, j].item()) sim_mat[i] = -1 sim_mat[:, j] = -1 return np.mean(pairs) def y_attributes_sim(self, y1, y2): use_cluster_id_1, attrs_1 = y1 use_cluster_id_2, attrs_2 = y2 if not use_cluster_id_1 == use_cluster_id_2: logger.warning('Only one tasks using cluster_id !') return float('nan') attrs_sims = [] if use_cluster_id_1: attrs_sims.append(1) for attr_1, attr_2 in zip(attrs_1, attrs_2): attrs_sims.append(self.attribute_similarities[attr_1][attr_2]) return np.mean(attrs_sims) def _concepts_to_nodes(self, concepts): logger.warning('_concepts_to_nodes is deprecated') return concepts def _nodes_to_concepts(self, nodes): logger.warning('_nodes_to_concepts is deprecated') return nodes @property def leaf_concepts(self): return self.leaf_nodes @property def all_concepts(self): return self.all_nodes @abc.abstractmethod def plot_concepts(self, viz): raise NotImplementedError def draw_tree(self, highlighted_concepts=None, tree=None, viz=None, colors=None, title=None): """ :param highlighted_concepts: :param tree: :return: A Pydot object """ if tree is None: tree = self.tree if colors is None: colors = default_colors p = nx.drawing.nx_pydot.to_pydot(tree) if highlighted_concepts: if not isinstance(highlighted_concepts[0], (list, tuple)): highlighted_concepts = [highlighted_concepts] # Give a color to each group of nodes color_dict = {} for i, concept_list in enumerate(highlighted_concepts): highlighted_nodes = [c.descriptor for c in concept_list] for node in highlighted_nodes: # quote_if_necessary is required to handle names in the same # way as pydot color_dict[quote_if_necessary(node)] = colors[ i % len(colors)] for node in p.get_nodes(): if node.obj_dict['name'] in color_dict: node.set_style('filled') node.set_fillcolor(color_dict[node.obj_dict['name']]) width = 18 p.set_size('{}x1'.format(width)) if viz: svg_bytes = p.create_svg() soup = bs4.BeautifulSoup(svg_bytes, 'xml') width = float(soup.svg.attrs['width'][:-2]) * 1.35 height = float(soup.svg.attrs['height'][:-2]) * 1.4 viz.svg(svgstr=str(svg_bytes), opts=dict(title=title, width=width, height=height )) return p def draw_attrs(self, viz): all_concepts = self.leaf_concepts for i, attr in enumerate(self.attributes): attr_positive_concepts = [] for concept in all_concepts: if concept.attrs[i] == 1: attr_positive_concepts.append(concept) self.draw_tree(highlighted_concepts=attr_positive_concepts, viz=viz, title='attr {}'.format(i)) def __str__(self): return type(self).__name__
CTrLBenchmark-master
ctrl/concepts/concept_tree.py
# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree. import logging from pathlib import Path import numpy as np import torch import torch.nn.functional as F import torchvision from ctrl.concepts.concept import ComposedConcept, Concept from ctrl.concepts.concept_tree import ConceptTree from ctrl.instances.DTD import DTD from ctrl.instances.taxonomies import TAXONOMY from torchvision.datasets import CIFAR10, CIFAR100, MNIST, SVHN, \ FashionMNIST logger = logging.getLogger(__name__) IMAGE_DS = { 'cifar10': CIFAR10, 'cifar100': CIFAR100, 'mnist': MNIST, 'fashion-mnist': FashionMNIST, 'svhn': SVHN, 'dtd': DTD, } class ImageConcept(Concept): def __init__(self, samples, split_rnd, val_size=None, val_ratio=None, *args, **kwargs): super(ImageConcept, self).__init__(*args, **kwargs) if val_size is not None: assert val_ratio is None else: assert val_ratio is not None self.is_static = True self._samples = samples self.val_size = val_size self.val_ratio = val_ratio self.split_rnd = split_rnd self.attrs = None def init_samples(self, n_per_split): n_splits = len(n_per_split) self.attrs = [torch.Tensor().long() for _ in range(n_splits)] if n_splits == len(self._samples): pass elif n_splits == 3 and len(self._samples) == 2: # We need to split the train_set train_samples = self._samples[0] train_size = train_samples.shape[0] # assert train_size in [500, 5000] idx = self.split_rnd.permutation(train_size) if self.val_size is None: val_size = int(np.floor(self.val_ratio * train_size)) else: val_size = self.val_size self._samples = (train_samples[idx[:-val_size]], train_samples[idx[-val_size:]], self._samples[1]) else: raise NotImplementedError def _get_samples(self, n, attributes, split_id, rng): assert not attributes, 'Can\'t use attributes with Images for now' n_samples = self._samples[split_id].size(0) if n_samples > n: idx = rng.choice(n_samples, n, replace=False) samples = self._samples[split_id][idx] else: samples = self._samples[split_id] if attributes: selected_attributes = self.attrs[split_id][idx][:, attributes] else: selected_attributes = None return samples, selected_attributes def get_atomic_concepts(self): return [self] def get_attr(self, x, y): assert self._samples[0].size(1) == 1, 'Don\'t know what an attribute' \ ' is for 3D images' tresh = self._samples[0].max().float() / 2 new_attr = [] for i, samples_split in enumerate(self._samples): split_attr = samples_split[:, 0, y, x].float() > tresh new_attr.append(split_attr.long().unsqueeze(1)) return new_attr class ImageDatasetTree(ConceptTree): def __init__(self, data_path, split_seed, img_size, val_size=None, val_ratio=None, expand_channels=False, *args, **kwargs): if not data_path: data_path = Path.home()/'.ctrl_data' self.data_path = data_path self.img_size = img_size # We already have rnd available from the Tree parent class, but we # need a new random state that won't vary across runs to create the # val split self.split_rnd = np.random.RandomState(split_seed) self.val_size = val_size self.val_ratio = val_ratio self.expand_channels = expand_channels super().__init__(*args, **kwargs) def build_tree(self): if self.name not in IMAGE_DS: raise ValueError('Unknown image dataset: {}'.format(self.name)) ds_class = IMAGE_DS[self.name] common_params = dict(root=self.data_path, download=True) if self.name in ['svhn', 'dtd', 'aircraft']: self.trainset = ds_class(split='train', **common_params) self.testset = ds_class(split='test', **common_params) else: self.trainset = ds_class(train=True, **common_params) self.testset = ds_class(train=False, **common_params) self.train_samples, self.train_targets = self._format_ds(self.trainset) self.test_samples, self.test_targets = self._format_ds(self.testset) self.height, self.width = self.train_samples.size()[-2:] taxonomy = TAXONOMY[self.name] concepts = self._build_tree(taxonomy) root_concept = ComposedConcept(concepts, id=self.name) self.tree.add_node(root_concept) for sub_concept in concepts: self.tree.add_edge(root_concept, sub_concept) del self.trainset, self.testset, \ self.train_samples, self.test_samples, \ self.train_targets, self.test_targets return root_concept def _build_tree(self, current_level_concepts): new_concepts = [] if isinstance(current_level_concepts, dict): # Not yet at the lowest level for name, lower_concepts in current_level_concepts.items(): concepts = self._build_tree(lower_concepts) concept_name = '{} {}'.format(self.name, name) new_concept = ComposedConcept(concepts=concepts, id=concept_name) self.tree.add_node(new_concept) self.all_nodes.add(new_concept) for c in concepts: self.tree.add_edge(new_concept, c) new_concepts.append(new_concept) elif isinstance(current_level_concepts, list): # Adding lowest level concepts for c in current_level_concepts: samples = self._get_samples(c) concept_name = '{} {}'.format(self.name, c) concept = ImageConcept(id=concept_name, samples=samples, split_rnd=self.split_rnd, val_size=self.val_size, val_ratio=self.val_ratio) self.tree.add_node(concept) self.all_nodes.add(concept) self.leaf_nodes.add(concept) new_concepts.append(concept) else: raise NotImplementedError() return new_concepts def _format_ds(self, dataset): """ Unify the format of the datasets so that they all have the same type, shape and size. """ if hasattr(dataset, 'targets'): # Cifar, Mnist targets = dataset.targets else: # SVHN targets = dataset.labels if not torch.is_tensor(targets): targets = torch.tensor(targets) samples = dataset.data if isinstance(samples, np.ndarray): if samples.shape[-1] in [1, 3]: # CIFAR Channels are at the end samples = samples.transpose((0, 3, 1, 2)) assert samples.shape[1] in [1, 3] samples = torch.from_numpy(samples) if samples.ndimension() == 3: # Add the channel dim samples = samples.unsqueeze(1) if self.expand_channels and samples.size(1) == 1: samples = samples.expand(-1, 3, -1, -1) # samples = samples.float() cur_size = list(samples.shape[-2:]) if cur_size != self.img_size: logger.warning('Resizing {} ({}->{})'.format(self.name, cur_size, self.img_size)) samples = F.interpolate(samples.float(), self.img_size, mode='bilinear', align_corners=False).byte() return samples, targets def _get_samples(self, concept): concept_idx = self._get_class_to_idx()[concept] train_concept_mask = self.train_targets == concept_idx test_concept_mask = self.test_targets == concept_idx train_samples = self.train_samples[train_concept_mask] test_samples = self.test_samples[test_concept_mask] assert train_samples.size(1) in [1, 3] and \ test_samples.size(1) in [1, 3] return train_samples, test_samples def _get_class_to_idx(self): if hasattr(self.trainset, 'class_to_idx'): assert self.trainset.class_to_idx == self.testset.class_to_idx return self.trainset.class_to_idx else: taxo = TAXONOMY[self.name] assert isinstance(taxo, list) return {_class: i for i, _class in enumerate(taxo)} def plot_concepts(self, viz): for c in self.leaf_concepts: images = [self.rnd.choice(s) for s in c._samples] grid = torchvision.utils.make_grid(images) viz.image(grid, opts={'title': c.descriptor, 'width': grid.size(2) * 3, 'height': grid.size(1) * 3.2}) def draw_attrs(self, viz): pass
CTrLBenchmark-master
ctrl/instances/image_dataset_tree.py
# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree. import networkx as nx import numpy as np import torch import torchvision from ctrl.concepts.concept import ComposedConcept from ctrl.concepts.concept_tree import ConceptTree from ctrl.instances.taxonomies import TAXONOMY class MultiDomainDatasetTree(ConceptTree): def __init__(self, **kwargs): self.children = [] extracted = [] for k, v in kwargs.items(): if 'child' in k: extracted.append(k) self.children.append(v) for k in extracted: del kwargs[k] n_levels = max(child.n_levels for child in self.children) super().__init__(n_levels=n_levels, n_children=None, n_samples_per_concept=None, **kwargs) def build_tree(self): child_concepts = [child.root_node for child in self.children] root_concept = ComposedConcept(child_concepts, id=self.name) self.tree.add_node(root_concept) for child in self.children: self.tree = nx.compose(self.tree, child.tree) self.tree.add_edge(root_concept, child.root_node) self.leaf_nodes = self.leaf_nodes.union(child.leaf_nodes) self.all_nodes = self.all_nodes.union(child.all_nodes) return root_concept def init_data(self, n_samples_per_concept): pass def _format_ds(self, dataset): if hasattr(dataset, 'targets'): # Cifar, Mnist targets = dataset.targets else: # SVHN targets = dataset.labels if not torch.is_tensor(targets): targets = torch.tensor(targets) samples = dataset.data if isinstance(samples, np.ndarray): if samples.shape[-1] in [1, 3]: # CIFAR Channels are at the end samples = samples.transpose((0, 3, 1, 2)) assert samples.shape[1] in [1, 3] samples = torch.from_numpy(samples) if samples.ndimension() == 3: # Add the channel dim samples = samples.unsqueeze(1) return samples, targets def _get_samples(self, concept): concept_idx = self._get_class_to_idx()[concept] train_concept_mask = self.train_targets == concept_idx test_concept_mask = self.test_targets == concept_idx train_samples = self.train_samples[train_concept_mask] test_samples = self.test_samples[test_concept_mask] assert train_samples.size(1) in [1, 3] and \ test_samples.size(1) in [1, 3] return train_samples, test_samples def _get_class_to_idx(self): if hasattr(self.trainset, 'class_to_idx'): assert self.trainset.class_to_idx == self.testset.class_to_idx return self.trainset.class_to_idx else: taxo = TAXONOMY[self.name] assert isinstance(taxo, list) return {_class: i for i, _class in enumerate(taxo)} def plot_concepts(self, viz): for c in self.leaf_concepts: images = [self.rnd.choice(s) for s in c._samples] grid = torchvision.utils.make_grid(images) viz.image(grid, opts={'title': c.descriptor, 'width': grid.size(2) * 3, 'height': grid.size(1) * 3.2})
CTrLBenchmark-master
ctrl/instances/md_tree.py
# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree.
CTrLBenchmark-master
ctrl/instances/__init__.py
# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree. cifar100_taxonomy = { 'aquatic mammals': ['beaver', 'dolphin', 'otter', 'seal', 'whale'], 'fish': ['aquarium_fish', 'flatfish', 'ray', 'shark', 'trout'], 'flowers': ['orchid', 'poppy', 'rose', 'sunflower', 'tulip'], 'food containers': ['bottle', 'bowl', 'can', 'cup', 'plate'], 'fruit and vegetables': ['apple', 'mushroom', 'orange', 'pear', 'sweet_pepper'], 'household electrical devices': ['clock', 'keyboard', 'lamp', 'telephone', 'television'], 'household furniture': ['bed', 'chair', 'couch', 'table', 'wardrobe'], 'insects': ['bee', 'beetle', 'butterfly', 'caterpillar', 'cockroach'], 'large carnivores': ['bear', 'leopard', 'lion', 'tiger', 'wolf'], 'large man-made outdoor things': ['bridge', 'castle', 'house', 'road', 'skyscraper'], 'large natural outdoor scenes': ['cloud', 'forest', 'mountain', 'plain', 'sea'], 'large omnivores and herbivores': ['camel', 'cattle', 'chimpanzee', 'elephant', 'kangaroo'], 'medium-sized mammals': ['fox', 'porcupine', 'possum', 'raccoon', 'skunk'], 'non-insect invertebrates': ['crab', 'lobster', 'snail', 'spider', 'worm'], 'people': ['baby', 'boy', 'girl', 'man', 'woman'], 'reptiles': ['crocodile', 'dinosaur', 'lizard', 'snake', 'turtle'], 'small mammals': ['hamster', 'mouse', 'rabbit', 'shrew', 'squirrel'], 'trees': ['maple_tree', 'oak_tree', 'palm_tree', 'pine_tree', 'willow_tree'], 'vehicles 1': ['bicycle', 'bus', 'motorcycle', 'pickup_truck', 'train'], 'vehicles 2': ['lawn_mower', 'rocket', 'streetcar', 'tank', 'tractor'], } cifar10_taxonomy = ['airplane', 'automobile', 'bird', 'cat', 'deer', 'dog', 'frog', 'horse', 'ship', 'truck'] mnist_taxonomy = ['0 - zero', '1 - one', '2 - two', '3 - three', '4 - four', '5 - five', '6 - six', '7 - seven', '8 - eight', '9 - nine'] famnist_taxonomy = ['T-shirt/top', 'Trouser', 'Pullover', 'Dress', 'Coat', 'Sandal', 'Shirt', 'Sneaker', 'Bag', 'Ankle boot'] dtd_taxonomy = ['banded', 'blotchy', 'braided', 'bubbly', 'bumpy', 'chequered', 'cobwebbed', 'cracked', 'crosshatched', 'crystalline', 'dotted', 'fibrous', 'flecked', 'freckled', 'frilly', 'gauzy', 'grid', 'grooved', 'honeycombed', 'interlaced', 'knitted', 'lacelike', 'lined', 'marbled', 'matted', 'meshed', 'paisley', 'perforated', 'pitted', 'pleated', 'polka-dotted', 'porous', 'potholed', 'scaly', 'smeared', 'spiralled', 'sprinkled', 'stained', 'stratified', 'striped', 'studded', 'swirly', 'veined', 'waffled', 'woven', 'wrinkled', 'zigzagged'] TAXONOMY = {'cifar100': cifar100_taxonomy, 'cifar10': cifar10_taxonomy, 'mnist': mnist_taxonomy, 'svhn': mnist_taxonomy, 'fashion-mnist': famnist_taxonomy, 'dtd': dtd_taxonomy, }
CTrLBenchmark-master
ctrl/instances/taxonomies.py
# Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree. import glob import itertools import os from collections import defaultdict import numpy as np import torch from torchvision.datasets import VisionDataset from torchvision.datasets.folder import pil_loader from torchvision.datasets.utils import gen_bar_updater from tqdm import tqdm import tarfile import urllib def center_crop(img, size): width, height = img.size left = (width - size[0]) / 2 top = (height - size[1]) / 2 right = (width + size[0]) / 2 bottom = (height + size[1]) / 2 return img.crop((left, top, right, bottom)) def untar(path): directory_path = os.path.dirname(path) with tarfile.open(path) as tar_file: tar_file.extractall(directory_path) def download(url, path): if not os.path.exists(path): os.makedirs(path) file_name = os.path.join(path, url.split("/")[-1]) if os.path.exists(file_name): print(f"Dataset already downloaded at {file_name}.") else: urllib.request.urlretrieve(url, file_name, reporthook=gen_bar_updater()) return file_name class DTD(VisionDataset): folder_name = 'dtd' processed_folder = 'dtd/processed' url = 'https://www.robots.ox.ac.uk/~vgg/data/dtd/download/dtd-r1.0.1.tar.gz' def __init__(self, root, split, download=False, img_size=(32, 32), transform=None, target_transform=None): super(DTD, self).__init__(root, transform=transform, target_transform=target_transform) pr_file = self._get_processed_name(root, split, img_size) if download and not os.path.exists(pr_file): self._download_and_prepare(root, split, img_size) assert os.path.exists(pr_file) self.data, self.labels, self.classes = torch.load(pr_file) def _download_and_prepare(self, root, split, img_size): archive_path = os.path.join(root, "dtd-r1.0.1.tar.gz") if not os.path.exists(archive_path): print("Downloading DTD dataset...") download(self.url, root) if not os.path.exists(os.path.join(root, "dtd")): print("Uncompressing images...") untar(archive_path) self._prepare(root, split, img_size) def _prepare(self, root, split, img_size): extracted_path = os.path.join(root, self.folder_name) assert os.path.exists(extracted_path) os.makedirs(os.path.join(root, self.processed_folder), exist_ok=True) images = defaultdict(list) classes = [] data = [] labels = [] labels_path = os.path.join(extracted_path, 'labels') p = os.path.join(labels_path, '{}1.txt'.format(split)) files = glob.glob(p) if split == 'train': p = os.path.join(labels_path, 'val1.txt') files = itertools.chain(files, glob.glob(p)) files = list(files) for file in tqdm(files): with open(file, 'r') as f: for line in f: line = line.rstrip('\n') img = pil_loader(os.path.join(extracted_path, 'images', line)) width, height = img.size ratio = max(img_size[0] / width, img_size[1] / height) new_size = (int(width * ratio), int(height * ratio)) img = img.resize(new_size) img = center_crop(img, img_size) assert img.size == img_size cat, img_name = line.split('/') images[cat].append(np.array(img)) for i, (cl, imgs) in enumerate(sorted(images.items())): classes.append(cl) data.append(np.stack(imgs)) labels.append(np.ones(len(imgs)) * i) data = np.concatenate(data) labels = np.concatenate(labels) file_name = self._get_processed_name(root, split, img_size) print('Saving data to {}'.format(file_name)) torch.save((data, labels, classes), file_name) def _get_processed_name(self, root, split, img_size): pr_file = 'dtd-{}-{}x{}.th'.format(split, *img_size) return os.path.join(root, self.processed_folder, pr_file) @property def class_to_idx(self): return {_class: i for i, _class in enumerate(self.classes)}
CTrLBenchmark-master
ctrl/instances/DTD.py
import pytest import torch import ctrl def test_s_plus(): task_gen = ctrl.get_stream('s_plus') tasks = list(task_gen) assert len(tasks) == 6 assert tasks[0].src_concepts == tasks[-1].src_concepts assert len(tasks[0].datasets[0]) < len(tasks[-1].datasets[0]) def test_s_minus(): task_gen = ctrl.get_stream('s_minus') tasks = list(task_gen) assert len(tasks) == 6 assert tasks[0].src_concepts == tasks[-1].src_concepts assert len(tasks[0].datasets[0]) > len(tasks[-1].datasets[0]) stream_lengths = [ ('s_plus', 6), ('s_minus', 6), ('s_in', 6), ('s_out', 6), ('s_pl', 5), # ('s_long', 100) ] @pytest.mark.parametrize("stream_name, expected_len", stream_lengths) def test_get_stream_len(stream_name, expected_len): task_gen = ctrl.get_stream(stream_name) tasks = list(task_gen) assert len(tasks) == expected_len def test_determinism(): task_gen = ctrl.get_stream('s_minus', 10) tasks_1 = list(task_gen) task_gen = ctrl.get_stream('s_minus', 10) tasks_2 = list(task_gen) for t1, t2 in zip(tasks_1, tasks_2): assert t1 == t2
CTrLBenchmark-master
tests/test_ctrl.py
CTrLBenchmark-master
tests/__init__.py
#Copyright (c) Facebook, Inc. and its affiliates. # # This source code is licensed under the MIT license found in the # LICENSE file in the root directory of this source tree. # Configuration file for the Sphinx documentation builder. # # This file only contains a selection of the most common options. For a full # list see the documentation: # https://www.sphinx-doc.org/en/master/usage/configuration.html # -- Path setup -------------------------------------------------------------- # If extensions (or modules to document with autodoc) are in another directory, # add these directories to sys.path here. If the directory is relative to the # documentation root, use os.path.abspath to make it absolute, like shown here. # import os import sys # sys.path.insert(0, os.path.abspath('..')) sys.path.insert(0, os.path.abspath('../..')) # -- Project information ----------------------------------------------------- project = 'CTrL Benchmark' copyright = "2020, Facebook, Inc. and its affiliates" author = "Tom Veniat, Ludovic Denoyer & Marc'Aurelio Ranzato" # The full version, including alpha/beta/rc tags release = '0.0.2' # -- General configuration --------------------------------------------------- # Add any Sphinx extension module names here, as strings. They can be # extensions coming with Sphinx (named 'sphinx.ext.*') or your custom # ones. # extensions = [ # 'sphinx.ext.autodoc', # Core library for html generation from docstrings # 'sphinx.ext.autosummary', # Create neat summary tables # ] # autosummary_generate = True # Turn on sphinx.ext.autosummary extensions = [ # 'sphinx.ext.autodoc', # 'sphinx.ext.autodoc.typehints', 'autoapi.extension', 'sphinx.ext.napoleon', 'sphinx.ext.autodoc', 'sphinx_autodoc_typehints' ] autoapi_type = 'python' autoapi_dirs = ['../../ctrl'] # autoapi_template_dir = '_autoapi_templates' autoapi_python_class_content = 'both' autodoc_typehints = 'description' # Add any paths that contain templates here, relative to this directory. templates_path = ['_templates'] # List of patterns, relative to source directory, that match files and # directories to ignore when looking for source files. # This pattern also affects html_static_path and html_extra_path. exclude_patterns = ['_build', 'Thumbs.db', '.DS_Store'] # -- Options for HTML output ------------------------------------------------- # The theme to use for HTML and HTML Help pages. See the documentation for # a list of builtin themes. # # html_theme = 'alabaster' # html_theme = 'default' on_rtd = os.environ.get("READTHEDOCS", None) == "True" if not on_rtd: # only import and set the theme if we're building docs locally import sphinx_rtd_theme html_theme = "sphinx_rtd_theme" html_theme_path = [sphinx_rtd_theme.get_html_theme_path()] # Add any paths that contain custom static files (such as style sheets) here, # relative to this directory. They are copied after the builtin static files, # so a file named "default.css" will overwrite the builtin "default.css". html_static_path = ['_static']
CTrLBenchmark-master
docs/source/conf.py
# Copyright (c) Facebook, Inc. and its affiliates. from setuptools import find_packages, setup setup( name='dcem', version='0.0.1', description="The Differentiable Cross-Entropy Method", author='Brandon Amos', author_email='[email protected]', platforms=['any'], license="CC BY-NC 4.0", url='https://github.com/facebookresearch/dcem', py_modules=['dcem'], install_requires=[ 'numpy>=1<2', 'higher', 'setproctitle', 'lml@git+git://github.com/locuslab/lml.git', ], dependency_links=[ 'git+ssh://[email protected]/locuslab/lml.git#egg=lml-0.0.1' 'git+git://github.com/denisyarats/dmc2gym.git' ] )
dcem-main
setup.py
#!/usr/bin/env python3 # Copyright (c) Facebook, Inc. and its affiliates. import argparse import typing import copy import numpy as np import numpy.random as npr import torch from torch import nn from torch.utils.data import DataLoader import torch.nn.functional as F import torch.optim as optim from torchvision import datasets, transforms from torch.optim.lr_scheduler import ReduceLROnPlateau import higher import csv import os import pickle as pkl from dcem import dcem import hydra from setproctitle import setproctitle setproctitle('regression') @hydra.main(config_path="regression-conf.yaml", strict=True) def main(cfg): import sys from IPython.core import ultratb sys.excepthook = ultratb.FormattedTB(mode='Verbose', color_scheme='Linux', call_pdb=1) print('Current dir: ', os.getcwd()) from regression import RegressionExp, UnrollEnergyGD, UnrollEnergyCEM exp = RegressionExp(cfg) exp.run() class RegressionExp(): def __init__(self, cfg): self.cfg = cfg self.exp_dir = os.getcwd() self.model_dir = os.path.join(self.exp_dir, 'models') os.makedirs(self.model_dir, exist_ok=True) torch.manual_seed(cfg.seed) npr.seed(cfg.seed) self.device = torch.device("cuda") \ if torch.cuda.is_available() else torch.device("cpu") self.Enet = EnergyNet(n_in=1, n_out=1, n_hidden=cfg.n_hidden).to(self.device) self.model = hydra.utils.instantiate(cfg.model, self.Enet) self.load_data() def dump(self, tag='latest'): fname = os.path.join(self.exp_dir, f'{tag}.pkl') pkl.dump(self, open(fname, 'wb')) def __getstate__(self): d = copy.copy(self.__dict__) del d['x_train'] del d['y_train'] return d def __setstate__(self, d): self.__dict__ = d self.load_data() def load_data(self): self.x_train = torch.linspace(0., 2.*np.pi, steps=self.cfg.n_samples).to(self.device) self.y_train = self.x_train*torch.sin(self.x_train) def run(self): # opt = optim.SGD(self.Enet.parameters(), lr=1e-1) opt = optim.Adam(self.Enet.parameters(), lr=1e-3) lr_sched = ReduceLROnPlateau(opt, 'min', patience=20, factor=0.5, verbose=True) fieldnames = ['iter', 'loss'] f = open(os.path.join(self.exp_dir, 'loss.csv'), 'w') writer = csv.DictWriter(f, fieldnames=fieldnames) writer.writeheader() step = 0 while step < self.cfg.n_update: if (step in list(range(100)) or step % 10000 == 0): self.dump(f'{step:07d}') j = npr.randint(self.cfg.n_samples) for i in range(self.cfg.n_inner_update): y_preds = self.model(self.x_train[j].view(1)).squeeze() loss = F.mse_loss(input=y_preds, target=self.y_train[j]) opt.zero_grad() loss.backward(retain_graph=True) if self.cfg.clip_norm: nn.utils.clip_grad_norm_(self.Enet.parameters(), 1.0) opt.step() step += 1 if step % 100 == 0: y_preds = self.model(self.x_train.view(-1, 1)).squeeze() loss = F.mse_loss(input=y_preds, target=self.y_train) lr_sched.step(loss) print(f'Iteration {step}: Loss {loss:.2f}') writer.writerow({ 'iter': step, 'loss': loss.item(), }) f.flush() exp_dir = os.getcwd() fieldnames = ['iter', 'loss', 'lr'] self.dump('latest') class EnergyNet(nn.Module): def __init__(self, n_in: int, n_out: int, n_hidden: int = 256): super().__init__() self.n_in = n_in self.n_out = n_out self.E_net = nn.Sequential( nn.Linear(n_in+n_out, n_hidden), nn.Softplus(), nn.Linear(n_hidden, n_hidden), nn.Softplus(), nn.Linear(n_hidden, n_hidden), nn.Softplus(), nn.Linear(n_hidden, 1), ) def forward(self, x, y): z = torch.cat((x, y), dim=-1) E = self.E_net(z) return E class UnrollEnergyGD(nn.Module): def __init__(self, Enet: EnergyNet, n_inner_iter, inner_lr): super().__init__() self.Enet = Enet self.n_inner_iter = n_inner_iter self.inner_lr = inner_lr def forward(self, x): b = x.ndimension() > 1 if not b: x = x.unsqueeze(0) assert x.ndimension() == 2 nbatch = x.size(0) y = torch.zeros(nbatch, self.Enet.n_out, device=x.device, requires_grad=True) inner_opt = higher.get_diff_optim( torch.optim.SGD([y], lr=self.inner_lr), [y], device=x.device ) for _ in range(self.n_inner_iter): E = self.Enet(x, y) y, = inner_opt.step(E.sum(), params=[y]) return y class UnrollEnergyCEM(nn.Module): def __init__(self, Enet: EnergyNet, n_sample, n_elite, n_iter, init_sigma, temp, normalize): super().__init__() self.Enet = Enet self.n_sample = n_sample self.n_elite = n_elite self.n_iter = n_iter self.init_sigma = init_sigma self.temp = temp self.normalize = normalize def forward(self, x): b = x.ndimension() > 1 if not b: x = x.unsqueeze(0) assert x.ndimension() == 2 nbatch = x.size(0) def f(y): _x = x.unsqueeze(1).repeat(1, y.size(1), 1) Es = self.Enet(_x.view(-1, 1), y.view(-1, 1)).view(y.size(0), y.size(1)) return Es yhat = dcem( f, n_batch=nbatch, nx=1, n_sample=self.n_sample, n_elite=self.n_elite, n_iter=self.n_iter, init_sigma=self.init_sigma, temp=self.temp, device=x.device, normalize=self.temp, ) return yhat if __name__ == '__main__': import sys from IPython.core import ultratb sys.excepthook = ultratb.FormattedTB(mode='Verbose', color_scheme='Linux', call_pdb=1) main()
dcem-main
exps/regression.py
#!/usr/bin/env python3 # Copyright (c) Facebook, Inc. and its affiliates. import numpy as np import numpy.random as npr import torch from torch import nn, optim from torch.nn import functional as F from torch.autograd import grad, Function from torch.optim.lr_scheduler import ReduceLROnPlateau import argparse import os import math import gym import sys import random import pickle as pkl import time import copy import itertools import operator import pandas as pd import numdifftools as nd from multiprocessing import Pool import matplotlib.pyplot as plt from matplotlib import cm plt.style.use('bmh') import logging log = logging.getLogger(__name__) import higher import hydra from mpc.env_dx.cartpole import CartpoleDx from dcem import dcem, dcem_ctrl # import sys # from IPython.core import ultratb # sys.excepthook = ultratb.FormattedTB(mode='Verbose', # color_scheme='Linux', call_pdb=1) get_params = lambda *models: itertools.chain.from_iterable( map(operator.methodcaller('parameters'), models)) @hydra.main(config_path='cartpole_emb.yaml') def main(cfg): from cartpole_emb import CartpoleEmbExp, Decode, DCEM, GD exp = CartpoleEmbExp(cfg) # exp.estimate_full_cost() exp.run() class CartpoleEmbExp(): def __init__(self, cfg): self.cfg = cfg self.exp_dir = os.getcwd() log.info(f'Saving to {self.exp_dir}') self.device = cfg.device self.dx = CartpoleDx() self.n_ctrl = self.dx.n_ctrl torch.manual_seed(cfg.seed) kwargs = dict(cfg.method.params) clz = hydra.utils.get_class(cfg.method['class']) self.method = clz( n_ctrl=self.n_ctrl, dx=self.dx, plan_horizon=cfg.plan_horizon, device=self.device, solve_full=self.solve_full, # Somewhat messy to do this. **kwargs ) self.lr_sched = ReduceLROnPlateau( self.method.opt, 'min', patience=20, factor=0.5, verbose=True) torch.manual_seed(0) self.xinit_val = sample_init(n_batch=100).to(self.device) def dump(self, tag='latest'): fname = os.path.join(self.exp_dir, f'{tag}.pkl') pkl.dump(self, open(fname, 'wb')) # def __getstate__(self): # d = copy.copy(self.__dict__) # del d['x_train'] # del d['y_train'] # return d # def __setstate__(self, d): # self.__dict__ = d # self.load_data() def load_data(self): self.x_train = torch.linspace(0., 2.*np.pi, steps=self.cfg.n_samples).to(self.device) self.y_train = self.x_train*torch.sin(self.x_train) def solve_full(self, xinits): def unroll_dx(x0, us): rews, xs = rew_nominal(self.dx, x0, us) return xs, rews kwargs = copy.deepcopy(self.cfg.full_ctrl_opts) kwargs['init_sigma'] = kwargs['init_sigma_scale']*(self.dx.upper-self.dx.lower) del kwargs['init_sigma_scale'] assert False, "TODO: Update to new dcem_ctrl interface" out = ctrl( xinits, plan_horizon=self.cfg.plan_horizon, init_mu=0., lb=self.dx.lower, ub=self.dx.upper, rew_step=rew_step, n_ctrl=self.n_ctrl, unroll_dx=unroll_dx, dcem_verbose=False, **kwargs ) return out def estimate_full_cost(self): costs = [] for i in range(100): xinits = sample_init(n_batch=self.cfg.n_batch).to(self.device) out = self.solve_full(xinits) costs.append(out['cost'].item()) print(f'{np.mean(costs):.2f} +/- {np.std(costs):.2f}') def run(self): hist = [] self.best_val_loss = None for i in range(self.cfg.n_train_iter): xinits = sample_init(n_batch=self.cfg.n_batch).to(self.device) loss = self.method.train_step(xinits) hist.append({ 'iter': i, 'loss': loss, 'mode': 'train', }) log.info(f'iter {i} loss {loss:.2f}') if i % self.cfg.save_interval == 0: u_emb, emb_cost = self.method.solve(self.xinit_val) val_loss = emb_cost.mean().item() self.lr_sched.step(val_loss) hist.append({ 'iter': i, 'loss': val_loss, 'mode': 'val', }) log.info(f'iter {i} val loss {loss:.2f}') if self.best_val_loss is None or val_loss < self.best_val_loss: self.best_val_loss = val_loss self.dump(tag='best') self.dump() # TODO: Pretty inefficient pd.DataFrame.from_records(hist, index='iter').to_csv( f'{self.exp_dir}/losses.csv') def rew_step(xt, ut): assert xt.ndimension() == 2 assert ut.ndimension() == 2 n_batch, n_ctrl = ut.shape _, nx = xt.shape assert xt.size(0) == n_batch up_rew = xt[:,2] dist_pen = -0.1*xt[:,0].pow(2) ctrl_pen = -1e-5*ut.pow(2).sum(dim=1) return up_rew + dist_pen + ctrl_pen # @profile def rew_nominal(dx, xinit, u): assert u.ndimension() == 3 assert xinit.ndimension() == 2 T, n_batch, n_ctrl = u.shape _, nx = xinit.shape assert xinit.size(0) == n_batch rews = 0. xt = xinit.clone() xs = [xt] for t in range(T): ut = u[t] rew = rew_step(xt, ut) rews += rew xt = dx(xt, ut) xs.append(xt) return rews, torch.stack(xs) class DCEM(): def __init__( self, latent_size, ctrl_opts, n_hidden, lr, n_ctrl, dx, plan_horizon, device, solve_full ): self.latent_size = latent_size self.ctrl_opts = ctrl_opts self.n_hidden = n_hidden self.lr = lr self.n_ctrl = n_ctrl self.dx = dx self.plan_horizon = plan_horizon self.device = device self.decode = Decode( latent_size, n_hidden, plan_horizon, n_ctrl, dx.lower, dx.upper ).to(self.device) self.opt = optim.Adam(self.decode.parameters(), lr=lr) def get_cost_f(self, xinit): assert xinit.ndimension() == 2 nbatch = xinit.size(0) def f_emb(u_emb): u = self.decode(u_emb.view(-1, self.latent_size)) nsample = u.size(1)//nbatch xinit_sample = xinit.unsqueeze(1).repeat(1, nsample, 1) xinit_sample = xinit_sample.view(nbatch*nsample, -1) cost = -rew_nominal(self.dx, xinit_sample, u)[0] return cost return f_emb def solve(self, xinit, iter_cb=None): if xinit.ndimension() == 1: xinit = xinit.unsqueeze(0) assert xinit.ndimension() == 2 nbatch = xinit.size(0) if iter_cb is None: def iter_cb(i, X, fX, I, X_I, mu, sigma): assert fX.ndimension() == 2 I = I.view(fX.shape) print(f' + {i}: {(fX*I).sum()/I.sum():.2f}') print(f' + {I.min().item():.2f}/{I.max().item():.2f}') # torch.manual_seed(0) f_emb = self.get_cost_f(xinit) u_emb = dcem( f_emb, self.latent_size, init_mu=None, n_batch=nbatch, device=self.device, iter_cb=iter_cb, **self.ctrl_opts ) emb_cost = f_emb(u_emb) return u_emb, emb_cost def train_step(self, xinit): assert xinit.ndimension() == 2 and xinit.size(0) == 1 xinit = xinit.squeeze() u_emb, emb_cost = self.solve(xinit) loss = emb_cost.sum() self.opt.zero_grad() loss.backward() # print('---') # util.print_grad(self.decode) nn.utils.clip_grad_norm_(self.decode.parameters(), 1.0) # util.print_grad(self.decode) self.opt.step() return loss.item() class GD(): def __init__( self, latent_size, n_hidden, lr, inner_optim_opts, n_ctrl, dx, plan_horizon, device, solve_full, ): self.latent_size = latent_size self.n_hidden = n_hidden self.lr = lr self.inner_optim_opts = inner_optim_opts self.n_ctrl = n_ctrl self.dx = dx self.plan_horizon = plan_horizon self.device = device self.decode = Decode( latent_size, n_hidden, plan_horizon, n_ctrl, dx.lower, dx.upper ).to(self.device) self.opt = optim.Adam(self.decode.parameters(), lr=lr) def get_cost_f(self, xinit): def f_emb(u_emb): u = self.decode(u_emb.view(-1, self.latent_size)) # xinit_batch = xinit.repeat(u.size(1), 1) # TODO: Inefficient cost = -rew_nominal(self.dx, xinit, u)[0] return cost return f_emb def solve(self, xinit): assert xinit.ndimension() == 2 nbatch = xinit.size(0) z = torch.zeros(nbatch, self.latent_size, device=xinit.device, requires_grad=True) inner_opt = higher.get_diff_optim( torch.optim.SGD([z], lr=self.inner_optim_opts.lr), [z], device=xinit.device ) f_emb = self.get_cost_f(xinit) for _ in range(self.inner_optim_opts.n_iter): cost = f_emb(z) z, = inner_opt.step(cost.sum(), params=[z]) us = self.decode(z) rews, xs = rew_nominal(self.dx, xinit, us) cost = -rews return z, cost def train_step(self, xinit): assert xinit.ndimension() == 2 _, cost = self.solve(xinit) loss = cost.mean() self.opt.zero_grad() loss.backward() nn.utils.clip_grad_norm_(self.decode.parameters(), 1.0) self.opt.step() return loss.item() class Decode(nn.Module): def __init__(self, n_in, n_hidden, plan_horizon, n_ctrl, lb, ub): super().__init__() self.plan_horizon = plan_horizon self.n_ctrl = n_ctrl self.lb = lb self.ub = ub act = nn.ELU bias = True self.net = nn.Sequential( nn.Linear(n_in, n_hidden, bias=bias), act(), nn.Linear(n_hidden, n_hidden, bias=bias), act(), nn.Linear(n_hidden, n_hidden, bias=bias), act(), nn.Linear(n_hidden, plan_horizon*n_ctrl, bias=bias), ) def init(m): if isinstance(m, nn.Linear): fan_out, fan_in = m.weight.size() m.weight.data.normal_(0.0, 2./np.sqrt(fan_in+fan_out)) if bias: m.bias.data.zero_() self.net.apply(init) def forward(self, x): assert x.ndimension() == 2 nbatch = x.size(0) u = self.net(x) r = self.ub-self.lb u = r*torch.sigmoid(u)+self.lb u = u.t().view(self.plan_horizon, self.n_ctrl, nbatch).transpose(1,2) return u def uniform(shape, low, high): r = high-low return torch.rand(shape)*r+low def sample_init(n_batch=1): pos = uniform(n_batch, -0.5, 0.5) dpos = uniform(n_batch, -0.5, 0.5) th = uniform(n_batch, -np.pi, np.pi) dth = uniform(n_batch, -1., 1.) xinit = torch.stack((pos, dpos, torch.cos(th), torch.sin(th), dth), dim=1) return xinit def plot(fname, title=None): x = np.linspace(-1.0, 1.0, 20) y = np.linspace(-1.0, 1.0, 20) X, Y = np.meshgrid(x, y) Xflat = X.reshape(-1) Yflat = Y.reshape(-1) XYflat = np.stack((Xflat, Yflat), axis=1) Zflat = f_emb_np(XYflat) Z = Zflat.reshape(X.shape) fig, ax = plt.subplots() CS = ax.contourf(X, Y, Z, cmap=cm.Blues) fig.colorbar(CS) ax.set_xlim(-1., 1.) ax.set_ylim(-1., 1.) if title is not None: ax.set_title(title) fig.tight_layout() fig.savefig(fname) if __name__ == '__main__': main()
dcem-main
exps/cartpole_emb.py
# Copyright (c) Facebook, Inc. and its affiliates. from .dcem import dcem from .dcem_ctrl import dcem_ctrl
dcem-main
dcem/__init__.py
#!/usr/bin/env python3 # Copyright (c) Facebook, Inc. and its affiliates. import numpy as np import torch from dcem import dcem import sys from IPython.core import ultratb sys.excepthook = ultratb.FormattedTB(mode='Verbose', color_scheme='Linux', call_pdb=1) def bmv(X, y): return X.bmm(y.unsqueeze(2)).squeeze(2) def test_dcem(): n_batch = 2 n_sample = 100 N = 2 torch.manual_seed(0) Q = torch.eye(N).unsqueeze(0).repeat(n_batch, 1, 1) p = 0.1*torch.randn(n_batch, N) Q_sample = Q.unsqueeze(1).repeat(1, n_sample, 1, 1).view(n_batch*n_sample, N, N) p_sample = p.unsqueeze(1).repeat(1, n_sample, 1).view(n_batch*n_sample, N) def f(X): assert X.size() == (n_batch, n_sample, N) X = X.view(n_batch*n_sample, N) obj = 0.5*(bmv(Q_sample, X)*X).sum(dim=1) + (p_sample*X).sum(dim=1) obj = obj.view(n_batch, n_sample) return obj def iter_cb(i, X, fX, I, X_I, mu, sigma): print(fX.mean(dim=1)) xhat = dcem( f, nx = N, n_batch = n_batch, n_sample = n_sample, n_elite = 50, n_iter = 40, temp = 1., normalize = True, # temp = np.infty, init_sigma=1., iter_cb = iter_cb, # lb = -5., ub = 5., ) Q_LU = torch.lu(Q) xstar = -torch.lu_solve(p, *Q_LU) assert (xhat-xstar).abs().max() < 1e-4 if __name__ == '__main__': test_dcem()
dcem-main
dcem/test.py
# Copyright (c) Facebook, Inc. and its affiliates. import torch from dcem import dcem def dcem_ctrl( obs, plan_horizon, init_mu, init_sigma, n_sample, n_elite, n_iter, n_ctrl, temp, rollout_cost, lb=None, ub=None, iter_cb=None, dcem_iter_eps=1e-3, dcem_normalize=True, ): squeeze = obs.ndimension() == 1 if squeeze: obs = obs.unsqueeze(0) assert obs.ndimension() == 2 n_batch, nx = obs.size() cem_u_dim = plan_horizon*n_ctrl obs_sample = obs.unsqueeze(1).repeat(1, n_sample, 1) obs_sample = obs_sample.view(n_batch*n_sample, -1) def f(u): assert u.ndimension() == 3 assert u.size(0) == n_batch assert u.size(2) == cem_u_dim N = u.size(1) assert u.ndimension() == 3 assert u.size() == (n_batch, N, plan_horizon*n_ctrl) u = u.view(n_batch*N, plan_horizon, n_ctrl) u = u.transpose(0, 1) assert u.size() == (plan_horizon, n_batch*N, n_ctrl) if N == 1: xt = obs.clone() elif N == n_sample: xt = obs_sample.clone() else: assert False cost = rollout_cost(xt, u) assert cost.ndim == 1 and cost.size(0) == n_batch*N cost.view(n_batch, -1) return cost if init_mu is not None and not isinstance(init_mu, float): assert init_mu.ndimension() == 2 assert init_mu.size() == (n_batch, cem_u_dim) u = dcem( f, cem_u_dim, n_batch=n_batch, n_sample=n_sample, n_elite=n_elite, n_iter=n_iter, temp=temp, lb=lb, ub=ub, normalize=dcem_normalize, init_mu=init_mu, init_sigma=init_sigma, iter_eps=dcem_iter_eps, device=obs.device, iter_cb=iter_cb, ) cost = f(u.unsqueeze(1)) out = {} assert u.size() == (n_batch, plan_horizon*n_ctrl) u = u.view(n_batch, plan_horizon, n_ctrl) u = u.transpose(0, 1) assert u.size() == (plan_horizon, n_batch, n_ctrl) if squeeze: u = u.squeeze(1) out['u'] = u out['init_u'] = u[0] out['cost'] = cost out['f'] = f return out
dcem-main
dcem/dcem_ctrl.py
# Copyright (c) Facebook, Inc. and its affiliates. import numpy as np import torch from torch import nn from torch.distributions import Normal from lml import LML def dcem( f, nx, n_batch=1, n_sample=20, n_elite=10, n_iter=10, temp=1., lb=None, ub=None, init_mu=None, init_sigma=None, device=None, iter_cb=None, proj_iterate_cb=None, lml_verbose=0, lml_eps=1e-3, normalize=True, iter_eps=1e-4, ): if init_mu is None: init_mu = 0. size = (n_batch, nx) if isinstance(init_mu, torch.Tensor): mu = init_mu.clone() elif isinstance(init_mu, float): mu = init_mu * torch.ones(size, requires_grad=True, device=device) else: assert False # TODO: Check if init_mu is in the domain if init_sigma is None: init_sigma = 1. if isinstance(init_sigma, torch.Tensor): sigma = init_sigma.clone() elif isinstance(init_sigma, float): sigma = init_sigma * torch.ones( size, requires_grad=True, device=device) else: assert False assert mu.size() == size assert sigma.size() == size if lb is not None: assert isinstance(lb, float) if ub is not None: assert isinstance(ub, float) assert ub > lb for i in range(n_iter): X = Normal(mu, sigma).rsample((n_sample,)).transpose(0, 1).to(device) X = X.contiguous() if lb is not None or ub is not None: X = torch.clamp(X, lb, ub) if proj_iterate_cb is not None: X = proj_iterate_cb(X) fX = f(X) X, fX = X.view(n_batch, n_sample, -1), fX.view(n_batch, n_sample) if temp is not None and temp < np.infty: if normalize: fX_mu = fX.mean(dim=1).unsqueeze(1) fX_sigma = fX.std(dim=1).unsqueeze(1) _fX = (fX - fX_mu) / (fX_sigma + 1e-6) else: _fX = fX if n_elite == 1: # I = LML(N=n_elite, verbose=lml_verbose, eps=lml_eps)(-_fX*temp) I = torch.softmax(-_fX * temp, dim=1) else: I = LML(N=n_elite, verbose=lml_verbose, eps=lml_eps)(-_fX * temp) I = I.unsqueeze(2) else: I_vals = fX.argsort(dim=1)[:, :n_elite] # TODO: A scatter would be more efficient here. I = torch.zeros(n_batch, n_sample, device=device) for j in range(n_batch): for v in I_vals[j]: I[j, v] = 1. I = I.unsqueeze(2) assert I.shape[:2] == X.shape[:2] X_I = I * X old_mu = mu.clone() mu = torch.sum(X_I, dim=1) / n_elite if (mu - old_mu).norm() < iter_eps: break sigma = ((I * (X - mu.unsqueeze(1))**2).sum(dim=1) / n_elite).sqrt() if iter_cb is not None: iter_cb(i, X, fX, I, X_I, mu, sigma) if lb is not None or ub is not None: mu = torch.clamp(mu, lb, ub) return mu
dcem-main
dcem/dcem.py
import sys from os import curdir, sep import qrcode from PIL import Image from http.server import BaseHTTPRequestHandler, HTTPServer PORT = 8000 class HTTPHandler(BaseHTTPRequestHandler): def do_GET(self): if (self.path.endswith(".png")): self.send_response(200) self.send_header('Content-type','image/png') self.end_headers() with open(curdir+sep+self.path, 'rb') as file: self.wfile.write(file.read()) else: self.send_response(200) self.send_header('Content-type',"text/html") self.end_headers() content = ''' <html><head><title>Minecraft QR Code Connect</title></head> <body> <h1>Minecraft Bot - QR Code Connect!</h1> <img src = "qrcode.png" alt="qr code"> </body> </html> ''' self.wfile.write(bytes(content,'utf8')) return def makeQRCode(info): img = qrcode.make(info) img.save(curdir+sep+"qrcode.png","PNG") def run(): server_address = ('',8000) httpd = HTTPServer(server_address, HTTPHandler) httpd.serve_forever() if __name__ == "__main__": info = sys.argv[1] makeQRCode(info) run()
craftassist-master
cuberite_plugins/minecraft_asr_app/start_qr_web.py
""" generate QR code image and start the webserver to display the image usage: run python qr_web.py -info <info to put in the qr code image> to start the webserver and generate the QR Code image. add the flag -update (webserver is already running, just need to regenerate the QR Code image) """ import sys from os import curdir, sep import qrcode from PIL import Image from http.server import BaseHTTPRequestHandler, HTTPServer import argparse PORT = 8000 class HTTPHandler(BaseHTTPRequestHandler): def do_GET(self): """respond to GET requests, either html or png request""" if (self.path.endswith(".png")): #handle a png image request self.send_response(200) self.send_header('Content-type','image/png') self.end_headers() with open(curdir + sep + self.path, 'rb') as file: self.wfile.write(file.read()) else: #handle a html (any other) request with sending html back self.send_response(200) self.send_header('Content-type',"text/html") self.end_headers() content = ''' <html><head><title>Minecraft QR Code Connect</title></head> <body> <h1>Minecraft Bot - QR Code Connect!</h1> <img src = "qrcode.png" alt="qr code"> </body> </html> ''' self.wfile.write(bytes(content,'utf8')) return def makeQRCode(info): """ generate QR code that stores info """ img = qrcode.make(info) img.save(curdir+sep+"qrcode.png","PNG") def run(): """ start the webserver at PORT on localhost """ print("Connect using QR Code: http://localhost:8000") server_address = ('',PORT) httpd = HTTPServer(server_address, HTTPHandler) #starts the webserver with the configs (specified port and HTTP handler) httpd.serve_forever() if __name__ == "__main__": """ parse the arguments given- either need to start the webserver or just update the QR code """ parser = argparse.ArgumentParser() parser.add_argument("-update",action="store_true") parser.add_argument("-info",action="store",default="") parser.add_argument("-port",type=int,action="store",default=8000) options = parser.parse_args() PORT = options.port makeQRCode(options.info) if not options.update: run()
craftassist-master
cuberite_plugins/minecraft_asr_app/qr_web.py
""" Copyright (c) Facebook, Inc. and its affiliates. This file generates a craft_recipes.h file that is used by the C++ client. """ import argparse parser = argparse.ArgumentParser() parser.add_argument("items_ini") parser.add_argument("crafting_txt") parser.add_argument( "-o", "--out-file", required=True, help="path to craft_recipes.h file to write" ) args = parser.parse_args() # read items.ini name2idm = {} with open(args.items_ini, "r") as f: lines = f.readlines() for line in reversed(lines): # reverse so lower ids are used for duplicate names try: name, val = line.split("=") except ValueError: continue idm = tuple(map(int, val.split(":"))) if ":" in val else (int(val), 0) name2idm[name] = idm # read crafting.txt def fill_recipe(recipe, idm, xs, ys): for x in xs: for y in ys: idx = (y - 1) * 3 + (x - 1) if recipe[idx] is None: recipe[idx] = (idm, 1) return old_idm, count = recipe[idx] if old_idm == idm: recipe[idx] = (idm, count + 1) return raise Exception("Failed", recipe, idm, xs, ys) idm2recipe = {} # idm -> (recipe, count) with open(args.crafting_txt, "r") as f: lines = f.readlines() for line in lines: # strip comments, empty lines line = line.split("#")[0] if line.strip() == "": continue assert "=" in line result, ingredients = line.split("=") # parse result, count if "," in result: # has count result_name, count = tuple(map(str.strip, result.split(","))) count = int(count) else: # has no count (default=1) result_name = result.strip() count = 1 try: result_idm = name2idm[result_name.lower()] except KeyError: print("Ignoring:", line.strip()) continue # parse ingredients, fill recipe array recipe = [None] * 9 # array of (idm, count) ingredients = tuple(map(str.strip, ingredients.split("|"))) for ingredient in ingredients: # get ingredient idm name, *locs = ingredient.replace(" ", "").split(",") name = name.split("^-1")[0] idm = name2idm[name.lower()] # get crafting table locations try: for loc in locs: if loc == "*": fill_recipe(recipe, idm, (1, 2, 3), (1, 2, 3)) continue x, y = loc.split(":") if x == "*": fill_recipe(recipe, idm, (1, 2, 3), (int(y),)) elif y == "*": fill_recipe(recipe, idm, (int(x),), (1, 2, 3)) else: fill_recipe(recipe, idm, (int(x),), (int(y),)) except: print("Failed ing", ingredient.strip()) idm2recipe[result_idm] = (recipe, count) # print header file def format_recipe(idm, recipe, count): key = (idm[0] << 8) | idm[1] recipe = [((0, 0), 0) if r is None else r for r in recipe] ingredients = ",".join(["{{{},{},{}}}".format(d, m, c) for ((d, m), c) in recipe]) val = "{{{{{{{}}}}},{}}}".format(ingredients, count) return "{{{},{}}}".format(key, val) HEADER = """ // Generated by python/craft_recipes.py #pragma once #include <array> #include <unordered_map> struct Ingredient { uint16_t id; uint8_t meta; uint8_t count; }; struct Recipe { std::array<Ingredient, 9> ingredients; uint8_t count; }; // Map key = (id << 8) | meta const std::unordered_map<uint32_t, Recipe> RECIPES{ """ HEADER += ",".join([format_recipe(idm, *recipe) for (idm, recipe) in idm2recipe.items()]) HEADER += "};\n" with open(args.out_file, "w") as f: f.write(HEADER)
craftassist-master
python/generate_recipes.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import argparse import glob import logging import numpy as np import os import random import subprocess import sys python_dir = os.path.dirname(os.path.dirname(os.path.realpath(__file__))) sys.path.insert(0, python_dir) from cuberite_process import CuberiteProcess from repo import repo_home logging.basicConfig(format="%(asctime)s [%(levelname)s]: %(message)s") logging.getLogger().setLevel(logging.DEBUG) def to_unit_vec(yaw, pitch): pitch *= 3.14159 / 180 yaw *= 3.14159 / 180 return np.array( [-1 * np.cos(pitch) * np.sin(yaw), -1 * np.sin(pitch), np.cos(pitch) * np.cos(yaw)] ) def ground_height(blocks): dirt_pct = np.mean(np.mean(blocks[:, :, :, 0] == 2, axis=1), axis=1) if (dirt_pct > 0.25).any(): return np.argmax(dirt_pct) return None def ray_intersect_triangle(p0, p1, triangle): ## Code taken from: # https://www.erikrotteveel.com/python/three-dimensional-ray-tracing-in-python/ # # Tests if a ray starting at point p0, in the direction # p1 - p0, will intersect with the triangle. # # arguments: # p0, p1: numpy.ndarray, both with shape (3,) for x, y, z. # triangle: numpy.ndarray, shaped (3,3), with each row # representing a vertex and three columns for x, y, z. # # returns: # 0 if ray does not intersect triangle, # 1 if it will intersect the triangle, # 2 if starting point lies in the triangle. v0, v1, v2 = triangle u = v1 - v0 v = v2 - v0 normal = np.cross(u, v) b = np.inner(normal, p1 - p0) a = np.inner(normal, v0 - p0) # Here is the main difference with the code in the link. # Instead of returning if the ray is in the plane of the # triangle, we set rI, the parameter at which the ray # intersects the plane of the triangle, to zero so that # we can later check if the starting point of the ray # lies on the triangle. This is important for checking # if a point is inside a polygon or not. if b == 0.0: # ray is parallel to the plane if a != 0.0: # ray is outside but parallel to the plane return 0 else: # ray is parallel and lies in the plane rI = 0.0 else: rI = a / b if rI < 0.0: return 0 w = p0 + rI * (p1 - p0) - v0 denom = np.inner(u, v) * np.inner(u, v) - np.inner(u, u) * np.inner(v, v) si = (np.inner(u, v) * np.inner(w, v) - np.inner(v, v) * np.inner(w, u)) / denom if (si < 0.0) | (si > 1.0): return 0 ti = (np.inner(u, v) * np.inner(w, u) - np.inner(u, u) * np.inner(w, v)) / denom if (ti < 0.0) | (si + ti > 1.0): return 0 if rI == 0.0: # point 0 lies ON the triangle. If checking for # point inside polygon, return 2 so that the loop # over triangles can stop, because it is on the # polygon, thus inside. return 2 return 1 def intersect_cube(xyz, camera, focus): """ Test if ray 'focus - camera' intersects with the cube '(x, y, z) - (x + 1, y + 1, z + 1)' To do this, we check if at least one triangle intersects with the ray """ x, y, z = xyz triangles = [ [[x, y, z], [x + 1, y, z], [x + 1, y + 1, z]], [[x, y, z], [x, y + 1, z], [x + 1, y + 1, z]], [[x, y, z + 1], [x + 1, y, z + 1], [x + 1, y + 1, z + 1]], [[x, y, z + 1], [x, y + 1, z + 1], [x + 1, y + 1, z + 1]], [[x, y, z], [x + 1, y, z], [x + 1, y, z + 1]], [[x, y, z], [x, y, z + 1], [x + 1, y, z + 1]], [[x, y + 1, z], [x + 1, y + 1, z], [x + 1, y + 1, z + 1]], [[x, y + 1, z], [x, y + 1, z + 1], [x + 1, y + 1, z + 1]], [[x, y, z], [x, y + 1, z], [x, y + 1, z + 1]], [[x, y, z], [x, y, z + 1], [x, y + 1, z + 1]], [[x + 1, y, z], [x + 1, y + 1, z], [x + 1, y + 1, z + 1]], [[x + 1, y, z], [x + 1, y, z + 1], [x + 1, y + 1, z + 1]], ] for t in triangles: if ( ray_intersect_triangle( np.array(camera).astype("float32"), np.array(focus).astype("float32"), np.array(t).astype("float32"), ) == 1 ): return True return False def change_one_block(schematic, yaw): ## remove 'air' blocks whose ids are 0s ymax, zmax, xmax, _ = schematic.shape ys, zs, xs, _ = np.nonzero(schematic[:, :, :, :1] > 0) xyzs = list(zip(*[xs, ys, zs])) distance_range = (5, int((xmax ** 2 + zmax ** 2) ** 0.5 / 2)) min_camera_height = 1 # the camera shouldn't be underground pitch_range = (-60, 10) while True: focus = random.choice(xyzs) # randomly select a block as the focus pitch = random.randint(*pitch_range) distance = random.randint(*distance_range) look_xyz = to_unit_vec(*[yaw, pitch]) camera = focus - (look_xyz * distance) if camera[1] <= min_camera_height: continue intersected = [ (np.linalg.norm(np.array(xyz) - camera), xyz) for xyz in xyzs if intersect_cube(xyz, camera, focus) ] ## sort the blocks according to their distances to the camera ## pick the nearest block that intersects with the ray starting at 'camera' ## and looking at 'focus' intersected = sorted(intersected, key=lambda p: p[0]) if len(intersected) > 0 and intersected[0][0] > distance_range[0]: ## the nearest block should have a distance > 10 break x, y, z = intersected[0][1] ## change a non-zero block to red wool (id: 35, meta: 14) schematic[y][z][x] = [35, 14] return pitch, camera def render( npy_file, out_dir, no_chunky, no_vision, port, yaw, pitch, camera, spp, img_size, block_change ): schematic = np.load(npy_file) # remove blocks below ground-level g = ground_height(schematic) schematic = schematic[(g or 0) :, :, :, :] if yaw is None: yaw = random.randint(0, 360 - 1) if block_change: pitch, camera = change_one_block(schematic, yaw) # TODO: +63 only works for flat_world seed=0 camera[1] += 63 # why?? logging.info("Launching cuberite at port {}".format(port)) p = CuberiteProcess( "flat_world", seed=0, game_mode="creative", place_blocks_yzx=schematic, port=port ) logging.info("Destroying cuberite at port {}".format(port)) p.destroy() world_dir = os.path.join(p.workdir, "world") region_dir = os.path.join(world_dir, "region") mca_files = glob.glob(os.path.join(region_dir, "*.mca")) assert len(mca_files) > 0, "No region files at {}".format(region_dir) render_view_bin = os.path.join(repo_home, "bin/render_view") assert os.path.isfile( render_view_bin ), "{} not found.\n\nTry running: make render_view".format(render_view_bin) procs = [] if not no_vision: call = [ str(a) for a in [ render_view_bin, "--out-dir", out_dir, "--mca-files", *mca_files, "--camera", *camera, "--look", yaw, pitch, ] ] logging.info("CALL: " + " ".join(call)) procs.append(subprocess.Popen(call)) if not no_chunky: call = [ str(a) for a in [ "python3.7", "{}/python/minecraft_render/render.py".format(repo_home), "--world", world_dir, "--out", "{}/chunky.{}.{}.{}.{}.png".format( out_dir, list(map(int, camera)), pitch, yaw, int(block_change) ), "--camera", *camera, "--look", yaw, pitch, "--size", *img_size, "--spp", spp, ] ] logging.info("CALL: " + " ".join(call)) procs.append(subprocess.Popen(call)) for p in procs: p.wait() return yaw, pitch, camera if __name__ == "__main__": parser = argparse.ArgumentParser() parser.add_argument("npy_schematic") parser.add_argument( "--out-dir", "-o", required=True, help="Directory in which to write vision files" ) parser.add_argument( "--no-chunky", action="store_true", help="Skip generation of chunky (human-view) images" ) parser.add_argument("--no-vision", action="store_true", help="Skip generation of agent vision") parser.add_argument("--spp", type=int, default=100, help="samples per pixel") parser.add_argument("--port", type=int, default=25565) parser.add_argument("--size", type=int, nargs=2, default=[800, 600]) args = parser.parse_args() yaw, pitch, camera = render( args.npy_schematic, args.out_dir, args.no_chunky, args.no_vision, args.port, None, None, None, args.spp, args.size, True, )
craftassist-master
python/render_one_block_change.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """ Visualize Segmentation """ import numpy as np import pickle import os import sys import json import random import glob from tqdm import tqdm possible_types = [(35, i) for i in range(1, 16)] possible_types.extend( [ (1, 0), (2, 0), (3, 0), (5, 0), (7, 0), (11, 0), (12, 0), (12, 1), (13, 0), (17, 0), (17, 2), (18, 0), (19, 0), (20, 0), (21, 0), (22, 0), (23, 0), (24, 0), (25, 0), ] ) """ Given components, return a generated numpy file. """ def gen_segmentation_npy(raw_data, name, save_folder="../../house_segment/"): seg_data = [] inf = 100000 xmin, ymin, zmin = inf, inf, inf xmax, ymax, zmax = -inf, -inf, -inf for i in range(len(raw_data)): bid, meta = possible_types[i % len(possible_types)] for xyz in raw_data[i][1]: x, y, z = xyz seg_data.append((x, y, z, bid, meta)) xmin = min(xmin, x) ymin = min(ymin, y) zmin = min(zmin, z) xmax = max(xmax, x) ymax = max(ymax, y) zmax = max(zmax, z) dims = [xmax - xmin + 1, ymax - ymin + 1, zmax - zmin + 1, 2] mat = np.zeros(dims, dtype="uint8") for block in seg_data: x, y, z, bid, meta = block mat[x - xmin, y - ymin, z - zmin, :] = bid, meta npy_schematic = np.transpose(mat, (1, 2, 0, 3)) save_file = save_folder + name np.save(save_file, npy_schematic) return save_file + ".npy" def visualize_segmentation(segment_pkl, save_folder="../../house_segment/"): name = segment_pkl.split("/")[-1][:-4] if not os.path.exists(save_folder + name): os.makedirs(save_folder + name) raw_data = np.load(segment_pkl) if len(raw_data) > len(possible_types): print( "Warning: # of segments exceed total number of different blocks %d > %d" % (len(raw_data), len(possible_types)) ) npy_file = gen_segmentation_npy(raw_data, name, save_folder + name + "/") cmd = "python render_schematic.py %s --out-dir=%s" % (npy_file, save_folder + name) os.system(cmd) def visualize_segmentation_by_step(segment_pkl, save_folder="../../house_segment/"): name = segment_pkl.split("/")[-1][:-4] if not os.path.exists(save_folder + name): os.makedirs(save_folder + name) folder_name = save_folder + name + "/real" if not os.path.exists(folder_name): os.makedirs(folder_name) cmd = "python render_schematic.py %s --out-dir=%s" % ( "../../minecraft_houses/%s/schematic.npy" % name, folder_name, ) os.system(cmd) raw_data = np.load(segment_pkl) if len(raw_data) > len(possible_types): print( "Warning: # of segments exceed total number of different blocks %d > %d" % (len(raw_data), len(possible_types)) ) fname = "../../minecraft_houses/%s/placed.json" % name build_data = json.load(open(fname, "r")) time_data = {} inf = 100000 minx, miny, minz = inf, inf, inf maxx, maxy, maxz = -inf, -inf, -inf for i, item in enumerate(build_data): x, y, z = item[2] if item[-1] == "B": continue assert item[-1] == "P" minx = min(minx, x) miny = min(miny, y) minz = min(minz, z) maxx = max(maxx, x) maxy = max(maxy, y) maxz = max(maxz, z) for i, item in enumerate(build_data): x, y, z = item[2] y -= miny z -= minz x -= minx time_data[(x, y, z)] = i segments_time = [] for i in range(len(raw_data)): avg_time = [] for xyz in raw_data[i][1]: try: avg_time.append(time_data[xyz]) except: from IPython import embed embed() avg_time = np.mean(avg_time) segments_time.append((avg_time, i)) segments_time = sorted(segments_time) order_data = [] for avg_time, cid in segments_time: order_data.append(raw_data[cid]) order_file = open("%s" % save_folder + "order_data/%s.pkl" % name, "wb") pickle.dump(order_data, order_file) order_file.close() for i in range(len(order_data)): npy_file = gen_segmentation_npy( order_data[: i + 1], name + "_step%d" % (i), save_folder + name + "/" ) folder_name = save_folder + name + "/step%d" % i if not os.path.exists(folder_name): os.makedirs(folder_name) cmd = "python render_schematic.py %s --out-dir=%s" % (npy_file, folder_name) os.system(cmd) def save_order_data(segment_pkl, save_folder="../../house_segment/"): name = segment_pkl.split("/")[-1][:-4] raw_data = np.load(segment_pkl) fname = "../../minecraft_houses/%s/placed.json" % name try: build_data = json.load(open(fname, "r")) except: print("can't load %s ... skip" % fname) return time_data = {} inf = 100000 minx, miny, minz = inf, inf, inf maxx, maxy, maxz = -inf, -inf, -inf for i, item in enumerate(build_data): x, y, z = item[2] if item[-1] == "B": continue assert item[-1] == "P" minx = min(minx, x) miny = min(miny, y) minz = min(minz, z) maxx = max(maxx, x) maxy = max(maxy, y) maxz = max(maxz, z) for i, item in enumerate(build_data): x, y, z = item[2] y -= miny z -= minz x -= minx time_data[(x, y, z)] = i segments_time = [] for i in range(len(raw_data)): avg_time = [] for xyz in raw_data[i][1]: try: avg_time.append(time_data[xyz]) except: from IPython import embed embed() avg_time = np.mean(avg_time) segments_time.append((avg_time, i)) segments_time = sorted(segments_time) order_data = [] for avg_time, cid in segments_time: order_data.append(raw_data[cid]) order_file = open("%s" % save_folder + "order_data/%s.pkl" % name, "wb") pickle.dump(order_data, order_file) order_file.close() if __name__ == "__main__": mode = sys.argv[1] print("mode: %s" % mode) random.seed(10) if mode == "auto": segment_files = glob.glob("../../house_components/*.pkl") random.shuffle(segment_files) for i in range(10): visualize_segmentation_by_step(segment_files[i]) elif mode == "all": segment_pkl = sys.argv[2] visualize_segmentation(segment_pkl) elif mode == "stepbystep": segment_pkl = sys.argv[2] visualize_segmentation_by_step(segment_pkl) elif mode == "saveorder": segment_files = glob.glob("../../house_components/*.pkl") for i in tqdm(range(len(segment_files)), desc="save order data"): save_order_data(segment_files[i]) else: print("mode not found!")
craftassist-master
python/visual_segmentation.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import atexit import logging import numpy as np import os import shutil import subprocess import tempfile import time import edit_cuberite_config import place_blocks import repo from wait_for_cuberite import wait_for_cuberite from craftassist.shape_helpers import build_shape_scene logging.basicConfig(format="%(asctime)s [%(levelname)s]: %(message)s") logging.getLogger().setLevel(logging.DEBUG) repo_home = repo.repo_home DEFAULT_PORT = 25565 def add_plugins(workdir, plugins): """Add plugins to cuberite's config""" for p in plugins: edit_cuberite_config.add_plugin(workdir + "/settings.ini", p) def create_workdir( config_name, seed, game_mode, port, plugins, place_blocks_yzx, workdir_root=None ): if workdir_root is None: workdir_root = tempfile.mkdtemp() os.makedirs(workdir_root, exist_ok=True) workdir = os.path.join(workdir_root, "cuberite") config_dir = os.path.join(repo_home, "cuberite_config", config_name) plugins_dir = os.path.join(repo_home, "cuberite_plugins") shutil.copytree(config_dir, workdir) shutil.copytree(plugins_dir, workdir + "/Plugins") edit_cuberite_config.set_port(workdir + "/settings.ini", port) edit_cuberite_config.set_seed(workdir + "/world/world.ini", seed) if game_mode == "survival": edit_cuberite_config.set_mode_survival(workdir + "/world/world.ini") elif game_mode == "creative": edit_cuberite_config.set_mode_creative(workdir + "/world/world.ini") else: raise ValueError("create_workdir got bad game_mode={}".format(game_mode)) if place_blocks_yzx is not None: generate_place_blocks_plugin(workdir, place_blocks_yzx) add_plugins(workdir, plugins) return workdir def generate_place_blocks_plugin(workdir, place_blocks_yzx): # Generate place_blocks.lua plugin plugin_dir = workdir + "/Plugins/place_blocks" plugin_template = plugin_dir + "/place_blocks.lua.template" # Read plugin template with open(plugin_template, "r") as f: template = f.read() # Generate lua code if type(place_blocks_yzx) == list: dicts = place_blocks_yzx else: dicts = place_blocks.yzx_to_dicts(place_blocks_yzx) blocks_to_place = place_blocks.dicts_to_lua(dicts) out = template.replace("__BLOCKS_TO_PLACE__", blocks_to_place) # Write lua code with open(plugin_dir + "/place_blocks.lua", "w") as f: f.write(out) # Add place_blocks lua plugin to config edit_cuberite_config.add_plugin(workdir + "/settings.ini", "place_blocks") class CuberiteProcess: def __init__( self, config_name, seed, game_mode="survival", port=DEFAULT_PORT, plugins=[], log_comm_in=False, place_blocks_yzx=None, workdir_root=None, ): self.workdir = create_workdir( config_name, seed, game_mode, port, plugins, place_blocks_yzx, workdir_root ) logging.info("Cuberite workdir: {}".format(self.workdir)) popen = [repo_home + "/cuberite/Server/Cuberite"] if log_comm_in: popen.append("--log-comm-in") self.p = subprocess.Popen(popen, cwd=self.workdir, stdin=subprocess.PIPE) self.cleaned_up = False atexit.register(self.atexit) wait_for_cuberite("localhost", port) logging.info("Cuberite listening at port {}".format(port)) def destroy(self): # Cuberite often segfaults if we kill it while an player is disconnecting. # Rather than fix a bug in Cuberite, let's just give Cuberite a moment to # gather its bearings. time.sleep(0.25) self.p.terminate() self.p.wait() self.cleaned_up = True def wait(self): self.p.wait() def atexit(self): if not self.cleaned_up: logging.info("Killing pid {}".format(self.p.pid)) self.p.kill() if __name__ == "__main__": import argparse parser = argparse.ArgumentParser() parser.add_argument("--config", default="diverse_world") parser.add_argument("--seed", type=int, default=0) parser.add_argument("--port", type=int, default=25565) parser.add_argument("--logging", action="store_true") parser.add_argument("--log-comm-in", action="store_true") parser.add_argument("--mode", choices=["creative", "survival"], default="creative") parser.add_argument("--workdir") parser.add_argument("--npy_schematic") parser.add_argument("--random_shapes", action="store_true") parser.add_argument("--add-plugin", action="append", default=[]) args = parser.parse_args() plugins = ["debug", "chatlog", "point_blocks"] + args.add_plugin if args.logging: plugins += ["logging"] schematic = None # if args.npy_schematic, load the schematic when starting if args.npy_schematic: schematic = np.load(args.npy_schematic) if args.random_shapes: # TODO allow both? print("warning: ignoring the schematic and using random shapes") if args.random_shapes: schematic = build_shape_scene() p = CuberiteProcess( args.config, seed=args.seed, game_mode=args.mode, port=args.port, plugins=plugins, log_comm_in=args.log_comm_in, place_blocks_yzx=schematic, workdir_root=args.workdir, ) p.wait()
craftassist-master
python/cuberite_process.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import random import atexit from agent import Agent from cuberite_process import CuberiteProcess random.seed(0) p = CuberiteProcess("flat_world", seed=0, game_mode="creative") atexit.register(lambda: p.destroy()) # close Cuberite server when this script exits agent = Agent("localhost", 25565, "example_bot") # Random walk forever while True: random.choice([agent.step_pos_x, agent.step_pos_z, agent.step_neg_x, agent.step_neg_z])()
craftassist-master
python/example_agent_random.py
""" Copyright (c) Facebook, Inc. and its affiliates. This .ini file config parser accepts multiple keys with the same name, unlike Python's configparser. """ import contextlib @contextlib.contextmanager def inplace_edit(path): with open(path, "r") as f: config = read_config(f.readlines()) yield config with open(path, "w") as f: write_config(f, config) def read_config(lines): """Read the config into a dictionary""" d = {} current_section = None for i, line in enumerate(lines): line = line.strip() if len(line) == 0 or line.startswith(";"): continue if line.startswith("[") and line.endswith("]"): current_section = line[1:-1] d[current_section] = {} else: if "=" not in line: raise ValueError("No = in line: {}".format(line)) key, val = line.split("=", maxsplit=1) if key in d[current_section]: old_val = d[current_section][key] if type(old_val) == list: old_val.append(val) else: d[current_section][key] = [old_val, val] else: d[current_section][key] = val return d def write_config(f, config): """Write out config into file f""" for section, data in config.items(): f.write("[{}]\n".format(section)) for key, val in data.items(): if type(val) == list: for v in val: f.write("{}={}\n".format(key, v)) else: f.write("{}={}\n".format(key, val)) f.write("\n")
craftassist-master
python/config_parser.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import socket # Raw bytes of handshake and ping packets, see http://wiki.vg/Protocol#Ping HANDSHAKE_PING = b"\x10\x00\xd4\x02\tlocalhost\x63\xdd\x01\t\x01\x00\x00\x00\x00\x00\x00\x00*" # Raw bytes of clientbound pong packet, see http://wiki.vg/Protocol#Pong PONG = b"\x09\x01\x00\x00\x00\x00\x00\x00\x00\x2a" def ping(host, port, timeout=10): """Ping cuberite using a socket connection""" s = socket.socket() s.connect((host, port)) s.settimeout(timeout) s.send(HANDSHAKE_PING) response = s.recv(len(PONG)) assert response == PONG, "Bad pong: {}".format(response) if __name__ == "__main__": import argparse parser = argparse.ArgumentParser() parser.add_argument("--host", default="localhost") parser.add_argument("--port", type=int, default=25565) args = parser.parse_args() print("Sending ping to {}:{}".format(args.host, args.port)) ping(args.host, args.port) print("Received pong!")
craftassist-master
python/ping_cuberite.py
craftassist-master
python/__init__.py
""" Copyright (c) Facebook, Inc. and its affiliates. Tool to convert betweeen .schematic and .npy formats The output is a .npy formatted 4d-array of uint8 with shape (y, z, x, 2), where the last dimension is id/meta. """ import argparse import os import subprocess import tempfile import gzip from repo import repo_home BIN = os.path.join(repo_home, "bin", "schematic_convert") parser = argparse.ArgumentParser() parser.add_argument("schematic", help=".schematic file to read") parser.add_argument("out_file", help="File to write the .npy format to") args = parser.parse_args() if not os.path.isfile(BIN): subprocess.check_call("make schematic_convert", shell=True, cwd=repo_home) # read the schematic file with open(args.schematic, "rb") as f: bs = gzip.GzipFile(fileobj=f).read() unzipped = tempfile.mktemp() with open(unzipped, "wb") as f: f.write(bs) subprocess.check_call([BIN, unzipped, args.out_file])
craftassist-master
python/schematic_convert.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import time import agent DEFAULT_PORT = 25565 def agent_init(port=DEFAULT_PORT): """ initialize the agent on localhost at specified port""" return agent.Agent("localhost", port, default_agent_name()) def default_agent_name(): """Use a unique name based on timestamp""" return "bot.{}".format(str(time.time())[3:13])
craftassist-master
python/agent_connection.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import os python_dir = os.path.dirname(os.path.realpath(__file__)) repo_home = os.path.join(python_dir, "..") def path(p): return os.path.join(repo_home, p)
craftassist-master
python/repo.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """This file has functions that an help edit the config got cuberite.""" import config_parser def set_seed(path, seed): with config_parser.inplace_edit(path) as config: config["Seed"]["Seed"] = seed def add_plugin(path, plugin): with config_parser.inplace_edit(path) as config: config["Plugins"]["Plugin"].append(plugin) def remove_plugin(path, plugin): with config_parser.inplace_edit(path) as config: config["Plugins"]["Plugin"].remove(plugin) def set_mode_survival(path): with config_parser.inplace_edit(path) as config: config["General"]["GameMode"] = 0 def set_mode_creative(path): with config_parser.inplace_edit(path) as config: config["General"]["GameMode"] = 1 def set_port(path, port): with config_parser.inplace_edit(path) as config: config["Server"]["Ports"] = port
craftassist-master
python/edit_cuberite_config.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import argparse import glob import logging import numpy as np import os import pathlib import subprocess import sys python_dir = pathlib.Path(__file__).parents[0].absolute() sys.path.insert(0, python_dir) from cuberite_process import CuberiteProcess from repo import repo_home logging.basicConfig(stream=sys.stdout, format="%(asctime)s [%(levelname)s]: %(message)s") logging.getLogger().setLevel(logging.DEBUG) def to_unit_vec(yaw, pitch): pitch *= 3.14159 / 180 yaw *= 3.14159 / 180 return np.array( [-1 * np.cos(pitch) * np.sin(yaw), -1 * np.sin(pitch), np.cos(pitch) * np.cos(yaw)] ) def ground_height(blocks): """Return ground height""" dirt_pct = np.mean(np.mean(blocks[:, :, :, 0] == 2, axis=1), axis=1) if (dirt_pct > 0.25).any(): return np.argmax(dirt_pct) return None def render( npy_file, out_dir, world, seed, no_chunky, no_vision, port, distance, yaws, spp, img_size ): """This function renders the npy_file in the world using cuberite""" # step 1: create the world with Cuberite, with npy blocks placed logging.info("Launching cuberite at port {}".format(port)) if npy_file != "": schematic = np.load(npy_file) p = CuberiteProcess( world, seed=0, game_mode="creative", place_blocks_yzx=schematic, port=port ) else: schematic = None p = CuberiteProcess( world, seed=0, game_mode="creative", port=port, plugins=["debug", "spawn_position"] ) logging.info("Destroying cuberite at port {}".format(port)) p.destroy() world_dir = os.path.join(p.workdir, "world") print("==========================") print("WORLD directory:", world_dir) print("==========================") region_dir = os.path.join(world_dir, "region") mca_files = glob.glob(os.path.join(region_dir, "*.mca")) assert len(mca_files) > 0, "No region files at {}".format(region_dir) # step 2: render view binary render_view_bin = os.path.join(repo_home, "bin/render_view") assert os.path.isfile( render_view_bin ), "{} not found.\n\nTry running: make render_view".format(render_view_bin) if schematic is not None: # render a numpy object, set focus and distance # remove blocks below ground-level g = ground_height(schematic) schematic = schematic[(g or 0) :, :, :, :] ymax, zmax, xmax, _ = schematic.shape ymid, zmid, xmid = ymax // 2, zmax // 2, xmax // 2 focus = np.array([xmid, ymid + 63, zmid]) # TODO: +63 only works for flat_world seed=0 if distance is None: distance = int((xmax ** 2 + zmax ** 2) ** 0.5) else: f = open(p.workdir + "/spawn.txt", "r") playerx, playery, playerz = [float(i) for i in f.read().split("\n")] f.close() print("Spawn position:", playerx, playery, playerz) procs = [] if yaws is None: yaws = range(0, 360, 90) for yaw in yaws: look = [yaw, 0] look_xyz = to_unit_vec(*look) if schematic is not None: camera = focus - (look_xyz * distance) else: camera = np.array([playerx, playery + 1.6, playerz]) if not no_vision: call = [ render_view_bin, "--out-prefix", out_dir + "/vision.%d" % yaw, "--mca-files", *mca_files, "--camera", *camera, "--sizes", *img_size, "--look", yaw, 0, "--block", 1, "--depth", 1, "--blockpos", 1, ] call = list(map(str, call)) logging.info("CALL: " + " ".join(call)) procs.append(subprocess.Popen(call)) if not no_chunky: call = [ "python", "{}/python/minecraft_render/render.py".format(repo_home), "--world", world_dir, "--out", "{}/chunky.{}.png".format(out_dir, yaw), "--camera", *camera, "--look", *look, "--size", *img_size, "--spp", spp, "--chunk-min", -10, "--chunk-max", 10, ] call = list(map(str, call)) logging.info("CALL: " + " ".join(call)) procs.append(subprocess.Popen(call)) for p in procs: p.wait() if __name__ == "__main__": parser = argparse.ArgumentParser() parser.add_argument( "--npy_schematic", default="", help="a 3D numpy array (e.g., a house) to render in the world, if missing only the world ", ) parser.add_argument( "--out-dir", "-o", required=True, help="Directory in which to write vision files" ) parser.add_argument( "--world", default="flat_world", help="world style, [flat_world, diverse_world]" ) parser.add_argument("--seed", default=0, type=int, help="Value of seed") parser.add_argument( "--no-chunky", action="store_true", help="Skip generation of chunky (human-view) images" ) parser.add_argument("--no-vision", action="store_true", help="Skip generation of agent vision") parser.add_argument("--distance", type=int, help="Distance from camera to schematic center") parser.add_argument("--yaws", type=int, nargs="+", help="Angles from which to take photos") parser.add_argument("--spp", type=int, default=100, help="samples per pixel") parser.add_argument("--port", type=int, default=25565) parser.add_argument("--size", type=int, nargs=2, default=[256, 256]) args = parser.parse_args() render( args.npy_schematic, args.out_dir, args.world, args.seed, args.no_chunky, args.no_vision, args.port, args.distance, args.yaws, args.spp, args.size, )
craftassist-master
python/render_schematic.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ def yzx_to_dicts(yzx, y_offset=63): """Converts yzx format array into a dictionary with keys: x, y, z, id and meta""" yzx = yzx["schematic"] ysize, zsize, xsize, _ = yzx.shape if ysize + y_offset > 255: raise ValueError("Shape is too big {}".format(yzx.shape)) blocks = [] for y in range(ysize): for z in range(zsize): for x in range(xsize): bid, bmeta = yzx[y, z, x, :] blocks.append( {"x": x, "y": y + y_offset, "z": z, "id": int(bid), "meta": int(bmeta)} ) return blocks def dicts_to_lua(dicts): """Convert the dictionary to lua format""" block_strs = [] for d in dicts: s = "{" + ",".join("{}".format(d[k]) for k in ["x", "y", "z", "id", "meta"]) + "}" block_strs.append(s) return "{" + ",".join(block_strs) + "}"
craftassist-master
python/place_blocks.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import socket import time import ping_cuberite def wait_for_server(host, port, wait_ms=200, max_tries=200): """This function tries max_tries times to connect to the host at the port using a socket connection""" for i in range(max_tries): try: s = socket.socket() s.connect((host, port)) s.close() return except ConnectionError as e: time.sleep(wait_ms / 1000.0) # Never came up, throw connection error waited_s = wait_ms * max_tries / 1000 raise ConnectionError("Cuberite not up at port {} after {}s".format(port, waited_s)) def wait_for_cuberite(host, port): wait_for_server(host, port) ping_cuberite.ping(host, port, timeout=10) if __name__ == "__main__": import argparse parser = argparse.ArgumentParser() parser.add_argument("--host", default="localhost") parser.add_argument("--port", type=int, default=25565) args = parser.parse_args() wait_for_cuberite(args.host, args.port)
craftassist-master
python/wait_for_cuberite.py
import argparse import os class ArgumentParser: def __init__(self, agent_type, base_path): self.agent_parsers = {"Minecraft": self.add_mc_parser, "Locobot": self.add_loco_parser} self.base_path = base_path self.parser = argparse.ArgumentParser() # NSP args self.add_nsp_parser() # Agent specific args self.agent_parsers[agent_type]() # Common / Debug stuff self.parser.add_argument( "--verify_hash_script_path", default="../../data_scripts/compare_directory_hash.sh", help="path to script that checks hash against latest models", ) self.parser.add_argument("--verbose", "-v", action="store_true", help="Debug logging") def add_nsp_parser(self): nsp_parser = self.parser.add_argument_group("Neural Semantic Parser Args") nsp_parser.add_argument( "--model_base_path", default="#relative", help="if empty model paths are relative to this file", ) nsp_parser.add_argument( "--QA_nsp_model_path", default="models/semantic_parser/ttad/ttad.pth", help="path to previous TTAD model for QA", ) nsp_parser.add_argument( "--nsp_model_dir", default="models/semantic_parser/ttad_bert_updated/", help="path to current listener model dir", ) nsp_parser.add_argument( "--nsp_embeddings_path", default="models/semantic_parser/ttad/ttad_ft_embeds.pth", help="path to current model embeddings", ) nsp_parser.add_argument( "--nsp_grammar_path", default="models/semantic_parser/ttad/dialogue_grammar.json", help="path to grammar", ) nsp_parser.add_argument( "--nsp_data_dir", default="datasets/annotated_data/", help="path to annotated data" ) nsp_parser.add_argument( "--ground_truth_data_dir", default="datasets/ground_truth/", help="path to folder of common short and templated commands", ) nsp_parser.add_argument( "--no_ground_truth", action="store_true", default=False, help="do not load from ground truth", ) nsp_parser.add_argument("--web_app", action="store_true", help="use web app") def add_mc_parser(self): mc_parser = self.parser.add_argument_group("Minecraft Agent Args") mc_parser.add_argument( "--semseg_model_path", default="", help="path to semantic segmentation model" ) mc_parser.add_argument( "--geoscorer_model_path", default="", help="path to geoscorer model" ) mc_parser.add_argument("--port", type=int, default=25565) mc_parser.add_argument( "--no_default_behavior", action="store_true", help="do not perform default behaviors when idle", ) def add_loco_parser(self): loco_parser = self.parser.add_argument_group("Locobot Agent Args") IP = "192.168.1.244" if os.getenv("LOCOBOT_IP"): IP = os.getenv("LOCOBOT_IP") print("setting default locobot ip from env variable LOCOBOT_IP={}".format(IP)) loco_parser.add_argument("--ip", default=IP, help="IP of the locobot") loco_parser.add_argument( "--incoming_chat_path", default="incoming_chat.txt", help="path to incoming chat file" ) loco_parser.add_argument("--silent", default=False) loco_parser.add_argument("--backend", default="habitat") loco_parser.add_argument( "--perception_model_dir", default="models/perception/", help="path to perception model data dir", ) def fix_path(self, opts): if opts.model_base_path == "#relative": base_path = self.base_path else: base_path = opts.model_base_path od = opts.__dict__ for optname, optval in od.items(): if "path" in optname or "dir" in optname: if optval: od[optname] = os.path.join(base_path, optval) return opts def parse(self): opts = self.parser.parse_args() return self.fix_path(opts)
craftassist-master
python/argument_parser.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import os import sys BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) from base_agent.stop_condition import StopCondition class AgentAdjacentStopCondition(StopCondition): def __init__(self, agent, bid): super().__init__(agent) self.bid = bid self.name = "adjacent_block" def check(self): B = self.agent.get_local_blocks(1) return (B[:, :, :, 0] == self.bid).any()
craftassist-master
python/craftassist/mc_stop_condition.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ from test.fake_agent import FakeAgent # from craftassist.test.fake_agent import FakeAgent from typing import Dict from mc_util import Player, Pos, Look, Item, XYZ, IDM from world import World, Opt, flat_ground_generator class BaseSQLMockEnvironment: def __init__(self): # Replica of test environment spec = { "players": [Player(42, "SPEAKER", Pos(5, 63, 5), Look(270, 0), Item(0, 0))], "mobs": [], "ground_generator": flat_ground_generator, "agent": {"pos": (0, 63, 0)}, "coord_shift": (-16, 54, -16), } world_opts = Opt() world_opts.sl = 32 self.world = World(world_opts, spec) self.agent = FakeAgent(self.world, opts=None) self.speaker = "cat" def handle_logical_form(self, logical_form: Dict, chatstr: str = "") -> Dict[XYZ, IDM]: """Handle an action dict and call self.flush() """ obj = self.agent.dialogue_manager.handle_logical_form(self.speaker, logical_form, chatstr) if obj is not None: self.agent.dialogue_manager.dialogue_stack.append(obj) self.flush() return obj def flush(self) -> Dict[XYZ, IDM]: """Update memory and step the dialogue stacks """ self.agent.dialogue_manager.dialogue_stack.step() return
craftassist-master
python/craftassist/base_sql_mock_environment.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import numpy as np import os import pickle PATH = os.path.join(os.path.dirname(__file__), "../../minecraft_specs") assert os.path.isdir(PATH), ( "Not found: " + PATH + "\n\nDid you follow the instructions at " + "https://github.com/fairinternal/minecraft#getting-started" ) _BLOCK_DATA = None def get_block_data(): global _BLOCK_DATA if _BLOCK_DATA is None: _BLOCK_DATA = _pickle_load("block_images/block_data") return _BLOCK_DATA _COLOUR_DATA = None def get_colour_data(): global _COLOUR_DATA if _COLOUR_DATA is None: _COLOUR_DATA = _pickle_load("block_images/color_data") return _COLOUR_DATA _BLOCK_PROPERTY_DATA = None def get_block_property_data(): global _BLOCK_PROPERTY_DATA if _BLOCK_PROPERTY_DATA is None: _BLOCK_PROPERTY_DATA = _pickle_load("block_images/block_property_data") return _BLOCK_PROPERTY_DATA _MOB_PROPERTY_DATA = None def get_mob_property_data(): global _MOB_PROPERTY_DATA if _MOB_PROPERTY_DATA is None: _MOB_PROPERTY_DATA = _pickle_load("block_images/mob_property_data") return _MOB_PROPERTY_DATA def get_bid_to_colours(): bid_to_name = get_block_data()["bid_to_name"] name_to_colors = get_colour_data()["name_to_colors"] bid_to_colors = {} for item in bid_to_name.keys(): name = bid_to_name[item] if name in name_to_colors: color = name_to_colors[name] bid_to_colors[item] = color return bid_to_colors def get_schematics(limit=-1): """Return a list of {'schematic': npy array, 'tags': tags, 'name': names} dicts""" schem_dir = os.path.join(PATH, "schematics") s = [] for fname in os.listdir(schem_dir): fullname = os.path.join(schem_dir, fname) if not os.path.isdir(fullname): with open(fullname, "rb") as f: schematic_premem = pickle.load(f) assert type(schematic_premem["schematic"]) is np.ndarray s.append(schematic_premem) if limit > 0: s = np.random.permute(s)[:limit] return s def _pickle_load(relpath): with open(os.path.join(PATH, relpath), "rb") as f: return pickle.load(f)
craftassist-master
python/craftassist/minecraft_specs.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """This file has implementation for a variety of shapes and their arrangements""" import math import numpy as np from typing import Optional, Tuple IDM = Tuple[int, int] DEFAULT_IDM = (5, 0) # TODO cylinder # TODO: add negative versions of each of the shapes # TODO shape/schematic object with properties # (resizable, symmetries, color patterns allowed, etc.) # TODO sheet # TODO rotate # TODO (in perception) recognize size def hollow_triangle( size=3, depth=1, bid=DEFAULT_IDM, orient="xy", thickness=1, labelme=False, **kwargs ): """ Construct an empty isosceles triangle with a given half base length (b/2). The construction is restricted to having stepped blocks for the sides other than base. Hence the height is (total base length)//2 + 1. """ assert size > 0 side = size * 2 + 1 # total base length S = [] L = {} insts = {} for height in range(side // 2 + 1): if height < thickness: r = range(height, side - height) else: r = list(range(height, height + thickness)) r = r + list(range(side - height - thickness, side - height)) for i in r: if i >= 0: for t in range(0, depth): if orient == "xy": S.append(((i, height, t), bid)) elif orient == "yz": S.append(((t, i, height), bid)) elif orient == "xz": S.append(((i, t, height), bid)) if not labelme: return S else: return S, L, insts def hollow_rectangle( size: Tuple[int, int] = (5, 3), height: Optional[int] = None, length: Optional[int] = None, bid: IDM = DEFAULT_IDM, thickness=1, orient="xy", labelme=False, **kwargs, ): R = rectangle(size=size, height=height, length=length, bid=bid, orient=orient) l = [r[0] for r in R] m = np.min(l, axis=0) M = np.max(l, axis=0) def close_to_border(r): for i in range(3): if abs(r[0][i] - m[i]) < thickness or abs(r[0][i] - M[i]) < thickness: if M[i] > m[i]: return True return False S = [r for r in R if close_to_border(r)] if not labelme: return S else: return S, {}, {} def rectangle( size=(5, 3), height: Optional[int] = None, length: Optional[int] = None, bid: IDM = DEFAULT_IDM, orient="xy", labelme=False, **kwargs, ): if type(size) is int: size = [size, size] if height is not None: size = (height, size[1]) if length is not None: size = (size[0], length) assert size[0] > 0 assert size[1] > 0 size_n = [size[1], size[0], 1] if orient == "yz": size_n = [1, size[0], size[1]] if orient == "xz": size_n = [size[0], 1, size[1]] return rectanguloid(size=size_n, bid=bid, labelme=labelme) def square(size=3, bid=DEFAULT_IDM, orient="xy", labelme=False, **kwargs): """Construct square as a rectangle of height and width size""" size = [size, size] return rectangle(size=size, bid=bid, orient=orient, labelme=labelme, **kwargs) def triangle(size=3, bid=DEFAULT_IDM, orient="xy", thickness=1, labelme=False, **kwargs): """ Construct an isosceles traingle with a given half base length (b/2). The construction is restricted to having stepped blocks for the sides other than base. Hence the height is (total base length)//2 + 1. """ assert size > 0 side = size * 2 + 1 # total base length S = [] L = {} insts = {} for height in range(side // 2 + 1): for i in range(height, side - height): for t in range(0, thickness): if orient == "xy": S.append(((i, height, t), bid)) elif orient == "yz": S.append(((t, i, height), bid)) elif orient == "xz": S.append(((i, t, height), bid)) if not labelme: return S else: return S, L, insts def circle( radius=4, size=None, bid=DEFAULT_IDM, orient="xy", thickness=1, labelme=False, **kwargs ): if size is not None: radius = size // 2 N = 2 * radius c = N / 2 - 1 / 2 S = [] L = {} insts = {} tlist = range(0, thickness) for r in range(N): for s in range(N): in_radius = False out_core = False if ((r - c) ** 2 + (s - c) ** 2) ** 0.5 < N / 2: in_radius = True if ((r - c) ** 2 + (s - c) ** 2) ** 0.5 > N / 2 - thickness: out_core = True if in_radius and out_core: for t in tlist: if orient == "xy": S.append(((r, s, t), bid)) # Render in the xy plane elif orient == "yz": S.append(((t, r, s), bid)) # Render in the yz plane elif orient == "xz": S.append(((r, t, s), bid)) # Render in the xz plane if not labelme: return S else: return S, L, insts def disk(radius=5, size=None, bid=DEFAULT_IDM, orient="xy", thickness=1, labelme=False, **kwargs): if size is not None: radius = max(size // 2, 1) assert radius > 0 N = 2 * radius c = N / 2 - 1 / 2 S = [] L = {} insts = {} tlist = range(0, thickness) for r in range(N): for s in range(N): if ((r - c) ** 2 + (s - c) ** 2) ** 0.5 < N / 2: for t in tlist: if orient == "xy": S.append(((r, s, t), bid)) # Render in the xy plane elif orient == "yz": S.append(((t, r, s), bid)) # Render in the yz plane elif orient == "xz": S.append(((r, t, s), bid)) # Render in the xz plane if not labelme: return S else: return S, L, insts def rectanguloid( size=None, depth=None, height=None, width=None, bid=DEFAULT_IDM, labelme=False, **kwargs ): """Construct a solid rectanguloid""" if type(size) is int: size = [size, size, size] if size is None: if width is None and height is None and depth is None: size = [3, 3, 3] else: size = [1, 1, 1] if width is not None: size[0] = width if height is not None: size[1] = height if depth is not None: size[2] = depth assert size[0] > 0 assert size[1] > 0 assert size[2] > 0 S = [] L = {} for r in range(size[0]): for s in range(size[1]): for t in range(size[2]): S.append(((r, s, t), bid)) if not labelme: return S else: insts = get_rect_instance_seg((0, size[0] - 1), (0, size[1] - 1), (0, size[2] - 1)) L = labels_from_instance_seg(insts, L=L) return S, L, insts def near_extremes(x, a, b, r): """checks if x is within r of a or b, and between them""" assert a <= b if x >= a and x <= b: if x - a < r or b - x < r: return True return False def rectanguloid_frame( size=3, thickness=1, bid=DEFAULT_IDM, only_corners=False, labelme=False, **kwargs ): """Construct just the lines of a rectanguloid""" R = hollow_rectanguloid(size=size, thickness=thickness, bid=bid, labelme=False, **kwargs) M = np.max([l for (l, idm) in R], axis=0) S = [] for l, idm in R: bne = [near_extremes(l[i], 0, M[i], thickness) for i in range(3)] if (only_corners and sum(bne) == 3) or (not only_corners and sum(bne) > 1): S.append((l, idm)) if not labelme: return S else: return S, {}, {} def hollow_rectanguloid(size=3, thickness=1, bid=DEFAULT_IDM, labelme=False, **kwargs): """Construct a rectanguloid that's hollow inside""" if type(size) is int: size = [size, size, size] inner_size = ( (thickness, size[0] - thickness), (thickness, size[1] - thickness), (thickness, size[2] - thickness), ) assert size[0] > 0 assert size[1] > 0 assert size[2] > 0 assert inner_size[0][0] > 0 and inner_size[0][1] < size[0] assert inner_size[1][0] > 0 and inner_size[1][1] < size[1] assert inner_size[2][0] > 0 and inner_size[2][1] < size[2] os = size rs = inner_size S = [] L = {} interior = [] for r in range(size[0]): for s in range(size[1]): for t in range(size[2]): proceed = False proceed = proceed or r < rs[0][0] or r >= rs[0][1] proceed = proceed or s < rs[1][0] or s >= rs[1][1] proceed = proceed or t < rs[2][0] or t >= rs[2][1] if proceed: S.append(((r, s, t), bid)) else: interior.append((r, s, t)) if not labelme: return S else: insts = get_rect_instance_seg((0, os[0] - 1), (0, os[1] - 1), (0, os[2] - 1)) inner_insts = get_rect_instance_seg( (rs[0][0] - 1, rs[0][1]), (rs[1][0] - 1, rs[1][1]), (rs[2][0] - 1, rs[2][1]) ) L = labels_from_instance_seg(insts, L=L) inner_insts = {"inner_" + l: inner_insts[l] for l in inner_insts} L = labels_from_instance_seg(inner_insts, L=L) insts.update(inner_insts) for p in interior: L[p] = "inside" insts["inside"] = tuple(interior) return S, L, insts def cube(size=3, bid=DEFAULT_IDM, labelme=False, **kwargs): if type(size) not in (tuple, list): size = (size, size, size) return rectanguloid(size=size, bid=bid, labelme=labelme) def hollow_cube(size=3, thickness=1, bid=DEFAULT_IDM, labelme=False, **kwargs): return hollow_rectanguloid( size=(size, size, size), thickness=thickness, bid=bid, labelme=labelme ) def sphere(radius=5, size=None, bid=DEFAULT_IDM, labelme=False, **kwargs): """Construct a solid sphere""" if size is not None: radius = size // 2 N = 2 * radius c = N / 2 - 1 / 2 S = [] L = {} insts = {"spherical_surface": [[]]} for r in range(N): for s in range(N): for t in range(N): w = ((r - c) ** 2 + (s - c) ** 2 + (t - c) ** 2) ** 0.5 if w < N / 2: S.append(((r, s, t), bid)) if w > N / 2 - 1: if labelme: L[(r, s, t)] = ["spherical_surface"] insts["spherical_surface"][0].append((r, s, t)) if not labelme: return S else: return S, L, insts def spherical_shell(radius=5, size=None, thickness=2, bid=DEFAULT_IDM, labelme=False, **kwargs): """Construct a sphere that's hollow inside""" if size is not None: radius = size // 2 N = 2 * radius c = N / 2 - 1 / 2 S = [] L = {} insts = {"spherical_surface": [[]], "inner_spherical_surface": [[]]} for r in range(N): for s in range(N): for t in range(N): in_radius = False out_core = False w = ((r - c) ** 2 + (s - c) ** 2 + (t - c) ** 2) ** 0.5 if w < N / 2: in_radius = True if w > N / 2 - thickness: out_core = True if in_radius and out_core: S.append(((r, s, t), bid)) if labelme and w < N / 2 - thickness + 1: L[(r, s, t)] = ["inner_spherical_surface"] insts["inner_spherical_surface"][0].append((r, s, t)) if labelme and in_radius and not out_core: L[(r, s, t)] = ["inside"] if in_radius and labelme and w > N / 2 - 1: L[(r, s, t)] = ["spherical_surface"] insts["spherical_surface"][0].append((r, s, t)) if not labelme: return S else: return S, L, insts def square_pyramid( slope=1, radius=10, size=None, height=None, bid=DEFAULT_IDM, labelme=False, **kwargs ): if size is not None: radius = size + 2 # this is a heuristic assert slope > 0 S = [] L = {} insts = { "pyramid_peak": [[]], "pyramid_bottom_corner": [[], [], [], []], "pyramid_bottom_edge": [[], [], [], []], "pyramid_diag_edge": [[], [], [], []], "pyramid_face": [[], [], [], []], "pyramid_bottom": [[]], } if height is None: height = math.ceil(slope * radius) for h in range(height): start = math.floor(h / slope) end = 2 * radius - start for s in range(start, end + 1): for t in range(start, end + 1): S.append(((s, h, t), bid)) if labelme: sstart = s == start send = s == end tstart = t == start tend = t == end sb = sstart or send tb = tstart or tend if h == height - 1: L[(s, h, t)] = ["pyramid_peak"] insts["pyramid_peak"][0].append((s, h, t)) if h == 0: if sstart: insts["pyramid_bottom_edge"][0].append((s, h, t)) if send: insts["pyramid_bottom_edge"][1].append((s, h, t)) if tstart: insts["pyramid_bottom_edge"][2].append((s, h, t)) if tend: insts["pyramid_bottom_edge"][3].append((s, h, t)) if sb and tb: L[(s, h, t)] = ["pyramid_bottom_corner"] i = sstart * 1 + tstart * 2 insts["pyramid_bottom_corner"][i].append((s, h, t)) else: if sstart: insts["pyramid_face"][0].append((s, h, t)) if send: insts["pyramid_face"][1].append((s, h, t)) if tstart: insts["pyramid_face"][2].append((s, h, t)) if tend: insts["pyramid_face"][3].append((s, h, t)) if sb and tb: L[(s, h, t)] = ["pyramid_diag_edge"] i = sstart * 1 + tstart * 2 insts["pyramid_diag_edge"][i].append((s, h, t)) if not labelme: return S else: return S, L, insts def tower(height=10, size=None, base=-1, bid=DEFAULT_IDM, labelme=False, **kwargs): if size is not None: height = size D = height // 3 if D < 3: D = 1 height = 3 if base == 1: base = 0 if base <= 0: base = -base + 1 if base > D: base = D size = (base, height, base) return rectanguloid(size=size, bid=bid, labelme=labelme) else: if base > D: base = D c = D / 2 - 1 / 2 S = [] for s in range(height): for m in range(base): for n in range(base): if ((m - c) ** 2 + (n - c) ** 2) ** 0.5 <= D / 2: S.append(((m, s, n), bid)) if not labelme: return S else: return S, {}, {} def ellipsoid(size=(7, 8, 9), bid=DEFAULT_IDM, labelme=False, **kwargs): if type(size) is int: size = [size, size, size] assert size[0] > 0 assert size[1] > 0 assert size[2] > 0 a = size[0] b = size[1] c = size[2] cx = a - 1 / 2 cy = b - 1 / 2 cz = c - 1 / 2 S = [] L = {} insts = {} for r in range(2 * a): for s in range(2 * b): for t in range(2 * c): if (((r - cx) / a) ** 2 + ((s - cy) / b) ** 2 + ((t - cz) / c) ** 2) ** 0.5 < 1.0: S.append(((r, s, t), bid)) if not labelme: return S else: return S, L, insts def dome(radius=3, size=None, bid=DEFAULT_IDM, thickness=2, labelme=False, **kwargs): """Construct a hemisphere, in the direction of positive y axis""" if size is not None: radius = max(size // 2, 1) assert radius > 0 N = 2 * radius cx = cz = N / 2 - 1 / 2 cy = 0 S = [] L = {} insts = {} for r in range(N): for s in range(N): for t in range(N): in_radius = False out_core = False if ((r - cx) ** 2 + (s - cy) ** 2 + (t - cz) ** 2) ** 0.5 < N / 2: in_radius = True if ((r - cx) ** 2 + (s - cy) ** 2 + (t - cz) ** 2) ** 0.5 > N / 2 - thickness: out_core = True if in_radius and out_core: S.append(((r, s, t), bid)) if not labelme: return S else: return S, L, insts def arch(size=3, distance=11, bid=DEFAULT_IDM, orient="xy", labelme=False, **kwargs): """ Arch is a combination of 2 parallel columns, where the columns are connected by a stepped roof. Total height of the arch structure:length + distance//2 + 1""" length = size # Length is the height of 2 parallel columns # "distance" is the distance between the columns L = {} insts = {} S = [] assert distance % 2 == 1 # distance between the 2 columns should be odd offset = 0 for i in range(length): S.append(((offset, i, offset), bid)) cx = offset + distance + 1 cy = i cz = offset if orient == "xy": S.append(((cx, cy, cz), bid)) elif orient == "yz": S.append(((cz, cy, cx), bid)) # Blocks corresponding to the stepped roof for i in range(1, distance // 2 + 1): cx_1 = offset + i cy_1 = length + i - 1 cz_1 = offset if orient == "xy": S.append(((cx_1, cy_1, cz_1), bid)) elif orient == "yz": S.append(((cz_1, cy_1, cx_1), bid)) cx_2 = offset + distance + 1 - i cy_2 = length + i - 1 cz_2 = offset if orient == "xy": S.append(((cx_2, cy_2, cz_2), bid)) elif orient == "yz": S.append(((cz_2, cy_2, cx_2), bid)) # topmost block cx_top = offset + distance // 2 + 1 cy_top = length + distance // 2 cz_top = offset if orient == "xy": S.append(((cx_top, cy_top, cz_top), bid)) elif orient == "yz": S.append(((cz_top, cy_top, cx_top), bid)) if not labelme: return S else: return S, L, insts def get_rect_instance_seg(bx, by, bz): I = {} I["top_corner"] = [((bx[i], by[1], bz[j]),) for i in range(2) for j in range(2)] I["bottom_corner"] = [((bx[i], by[0], bz[j]),) for i in range(2) for j in range(2)] I["vertical_edge"] = [ tuple((bx[i], s, bz[j]) for s in range(by[0], by[1] + 1)) for i in range(2) for j in range(2) ] I["top_edge"] = [ tuple((s, by[1], bz[i]) for s in range(bx[0], bx[1] + 1)) for i in range(2) ] + [tuple((bx[i], by[1], s) for s in range(bz[0], bz[1] + 1)) for i in range(2)] I["bottom_edge"] = [ tuple((s, by[0], bz[i]) for s in range(bx[0], bx[1] + 1)) for i in range(2) ] + [tuple((bx[i], by[0], s) for s in range(bz[0], bz[1] + 1)) for i in range(2)] I["face"] = [ tuple((s, t, bz[i]) for s in range(bx[0], bx[1] + 1) for t in range(by[0], by[1] + 1)) for i in range(2) ] + [ tuple((bx[i], t, s) for s in range(bz[0], bz[1] + 1) for t in range(by[0], by[1] + 1)) for i in range(2) ] I["top"] = [ tuple((s, by[1], t) for s in range(bx[0], bx[1] + 1) for t in range(bz[0], bz[1] + 1)) ] I["bottom"] = [ tuple((s, by[0], t) for s in range(bx[0], bx[1] + 1) for t in range(bz[0], bz[1] + 1)) ] return I def labels_from_instance_seg(I, L=None): L = L or {} for label in I: for i in I[label]: for p in i: if L.get(p) is None: L[p] = [label] else: if label not in L[p]: L[p].append(label) return L # TODO: merge this with the one in build utils def get_bounds(S): """ S should be a list of tuples, where each tuple is a pair of (x,y,z) and ids """ x, y, z = list(zip(*list(zip(*S))[0])) return min(x), max(x), min(y), max(y), min(z), max(z) # TODO: vector direction? def mirror(S, axis=0): """make a mirror of S""" m = get_bounds(S) out = [] aM = m[2 * axis + 1] for b in S: c = aM - b[0][axis] loc = [b[0], b[1], b[2]] loc[axis] = c out.append(tuple(loc), b[1]) return out # NOTE: arrangement will eventually be any of the shapes and # arrangement will eventually be handled by relpos model # for now it is either a 'circle' or a 'line' # schematic is the thing to be built at each location def arrange(arrangement, schematic=None, shapeparams={}): """This function arranges an Optional schematic in a given arrangement and returns the offsets""" N = shapeparams.get("N", 7) extra_space = shapeparams.get("extra_space", 1) if schematic is None: bounds = [0, 1, 0, 1, 0, 1] else: bounds = get_bounds(schematic) if N > 0: if arrangement == "circle": orient = shapeparams.get("orient", "xy") encircled_object_radius = shapeparams.get("encircled_object_radius", 1) b = max(bounds[1] - bounds[0], bounds[3] - bounds[2], bounds[5] - bounds[4]) radius = max(((b + extra_space) * N) / (2 * np.pi), encircled_object_radius + b + 1) offsets = [ (radius * np.cos(2 * s * np.pi / N), 0, radius * np.sin(2 * s * np.pi / N)) for s in range(N) ] if orient == "yz": offsets = [np.round(np.asarray(0, offsets[i][0], offsets[i][2])) for i in range(N)] if orient == "xz": offsets = [ np.round(np.asarray((offsets[i][0], offsets[i][2], 0))) for i in range(N) ] elif arrangement == "line": orient = shapeparams.get("orient") # this is a vector here b = max(bounds[1] - bounds[0], bounds[3] - bounds[2], bounds[5] - bounds[4]) b += extra_space + 1 offsets = [np.round(i * b * np.asarray(orient)) for i in range(N)] if N <= 0: raise NotImplementedError( "TODO arrangement just based on extra space, need to specify number for now" ) return offsets
craftassist-master
python/craftassist/shapes.py
import os import sys from mc_util import ( XYZ, IDM, to_block_pos, pos_to_np, euclid_dist, diag_adjacent, capped_line_of_sight, ) from typing import Tuple, List from block_data import BORING_BLOCKS BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) from base_agent.memory_nodes import PlayerNode, AttentionNode from mc_memory_nodes import BlockObjectNode class LowLevelMCPerception: def __init__(self, agent, perceive_freq=5): self.agent = agent self.memory = agent.memory self.pending_agent_placed_blocks = set() self.perceive_freq = perceive_freq def perceive(self, force=False): # FIXME (low pri) remove these in code, get from sql self.agent.pos = to_block_pos(pos_to_np(self.agent.get_player().pos)) if self.agent.count % self.perceive_freq == 0 or force: for mob in self.agent.get_mobs(): if euclid_dist(self.agent.pos, pos_to_np(mob.pos)) < self.memory.perception_range: self.memory.set_mob_position(mob) item_stack_set = set() for item_stack in self.agent.get_item_stacks(): item_stack_set.add(item_stack.entityId) if ( euclid_dist(self.agent.pos, pos_to_np(item_stack.pos)) < self.memory.perception_range ): self.memory.set_item_stack_position(item_stack) old_item_stacks = self.memory.get_all_item_stacks() if old_item_stacks: for old_item_stack in old_item_stacks: memid = old_item_stack[0] eid = old_item_stack[1] if eid not in item_stack_set: self.memory.untag(memid, "_on_ground") else: self.memory.tag(memid, "_on_ground") # note: no "force"; these run on every perceive call. assumed to be fast self.update_self_memory() self.update_other_players(self.agent.get_other_players()) # use safe_get_changed_blocks to deal with pointing for (xyz, idm) in self.agent.safe_get_changed_blocks(): self.on_block_changed(xyz, idm) def update_self_memory(self): p = self.agent.get_player() memid = self.memory.get_player_by_eid(p.entityId).memid cmd = "UPDATE ReferenceObjects SET eid=?, name=?, x=?, y=?, z=?, pitch=?, yaw=? WHERE " cmd = cmd + "uuid=?" self.memory._db_write( cmd, p.entityId, p.name, p.pos.x, p.pos.y, p.pos.z, p.look.pitch, p.look.yaw, memid ) def update_other_players(self, player_list: List, force=False): # input is a list of player_structs from agent for p in player_list: mem = self.memory.get_player_by_eid(p.entityId) if mem is None: memid = PlayerNode.create(self.memory, p) else: memid = mem.memid cmd = ( "UPDATE ReferenceObjects SET eid=?, name=?, x=?, y=?, z=?, pitch=?, yaw=? WHERE " ) cmd = cmd + "uuid=?" self.memory._db_write( cmd, p.entityId, p.name, p.pos.x, p.pos.y, p.pos.z, p.look.pitch, p.look.yaw, memid ) loc = capped_line_of_sight(self.agent, p) loc[1] += 1 memids = self.memory._db_read_one( 'SELECT uuid FROM ReferenceObjects WHERE ref_type="attention" AND type_name=?', p.entityId, ) if memids: self.memory._db_write( "UPDATE ReferenceObjects SET x=?, y=?, z=? WHERE uuid=?", loc[0], loc[1], loc[2], memids[0], ) else: AttentionNode.create(self.memory, loc, attender=p.entityId) # TODO replace name by eid everywhere def get_player_struct_by_name(self, name): # returns a raw player struct, e.g. to use in agent.get_player_line_of_sight for p in self.agent.get_other_players(): if p.name == name: return p return None def on_block_changed(self, xyz: XYZ, idm: IDM): # TODO don't need to do this for far away blocks if this is slowing down bot self.maybe_remove_inst_seg(xyz) self.maybe_remove_block_from_memory(xyz, idm) self.maybe_add_block_to_memory(xyz, idm) # TODO? def clear_air_surrounded_negatives(self): pass # TODO move this somewhere more sensible def maybe_remove_inst_seg(self, xyz): # get all associated instseg nodes info = self.memory.get_instseg_object_ids_by_xyz(xyz) if not info or len(info) == 0: pass # first delete the InstSeg info on the loc of this block self.memory._db_write( 'DELETE FROM VoxelObjects WHERE ref_type="inst_seg" AND x=? AND y=? AND z=?', *xyz ) # then for each InstSeg, check if all blocks of same InstSeg node has # already been deleted. if so, delete the InstSeg node entirely for memid in info: memid = memid[0] xyzs = self.memory._db_read( 'SELECT x, y, z FROM VoxelObjects WHERE ref_type="inst_seg" AND uuid=?', memid ) all_deleted = True for xyz in xyzs: r = self.memory._db_read( 'SELECT * FROM VoxelObjects WHERE ref_type="inst_seg" AND uuid=? AND x=? AND y=? AND z=?', memid, *xyz ) if bool(r): all_deleted = False if all_deleted: # TODO make an archive. self.memory._db_write("DELETE FROM Memories WHERE uuid=?", memid) # clean all this up... # eventually some conditions for not committing air/negative blocks def maybe_add_block_to_memory(self, xyz: XYZ, idm: IDM, agent_placed=False): if not agent_placed: interesting, player_placed, agent_placed = self.is_placed_block_interesting( xyz, idm[0] ) else: interesting = True player_placed = False if not interesting: return # TODO remove this, clean up if agent_placed: try: self.pending_agent_placed_blocks.remove(xyz) except: pass adjacent = [ self.memory.get_object_info_by_xyz(a, "BlockObjects", just_memid=False) for a in diag_adjacent(xyz) ] if idm[0] == 0: # block removed / air block added adjacent_memids = [a[0][0] for a in adjacent if len(a) > 0 and a[0][1] == 0] else: # normal block added adjacent_memids = [a[0][0] for a in adjacent if len(a) > 0 and a[0][1] > 0] adjacent_memids = list(set(adjacent_memids)) if len(adjacent_memids) == 0: # new block object BlockObjectNode.create(self.agent.memory, [(xyz, idm)]) elif len(adjacent_memids) == 1: # update block object memid = adjacent_memids[0] self.memory.upsert_block( (xyz, idm), memid, "BlockObjects", player_placed, agent_placed ) self.memory.set_memory_updated_time(memid) self.memory.set_memory_attended_time(memid) else: chosen_memid = adjacent_memids[0] self.memory.set_memory_updated_time(chosen_memid) self.memory.set_memory_attended_time(chosen_memid) # merge tags where = " OR ".join(["subj=?"] * len(adjacent_memids)) self.memory._db_write( "UPDATE Triples SET subj=? WHERE " + where, chosen_memid, *adjacent_memids ) # merge multiple block objects (will delete old ones) where = " OR ".join(["uuid=?"] * len(adjacent_memids)) cmd = "UPDATE VoxelObjects SET uuid=? WHERE " self.memory._db_write(cmd + where, chosen_memid, *adjacent_memids) # insert new block self.memory.upsert_block( (xyz, idm), chosen_memid, "BlockObjects", player_placed, agent_placed ) def maybe_remove_block_from_memory(self, xyz: XYZ, idm: IDM): tables = ["BlockObjects"] for table in tables: info = self.memory.get_object_info_by_xyz(xyz, table, just_memid=False) if not info or len(info) == 0: continue assert len(info) == 1 memid, b, m = info[0] delete = (b == 0 and idm[0] > 0) or (b > 0 and idm[0] == 0) if delete: self.memory.remove_voxel(*xyz, table) self.agent.areas_to_perceive.append((xyz, 3)) # FIXME move removal of block to parent def is_placed_block_interesting(self, xyz: XYZ, bid: int) -> Tuple[bool, bool, bool]: """Return three values: - bool: is the placed block interesting? - bool: is it interesting because it was placed by a player? - bool: is it interesting because it was placed by the agent? """ interesting = False player_placed = False agent_placed = False # TODO record *which* player placed it if xyz in self.pending_agent_placed_blocks: interesting = True agent_placed = True for player_struct in self.agent.get_other_players(): if ( euclid_dist(pos_to_np(player_struct.pos), xyz) < 5 and player_struct.mainHand.id == bid ): interesting = True if not agent_placed: player_placed = True if bid not in BORING_BLOCKS: interesting = True return interesting, player_placed, agent_placed
craftassist-master
python/craftassist/low_level_perception.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import logging import os import sys import numpy as np import time from random import randint from block_data import ( PASSABLE_BLOCKS, BUILD_BLOCK_REPLACE_MAP, BUILD_IGNORE_BLOCKS, BUILD_INTERCHANGEABLE_PAIRS, ) from build_utils import blocks_list_to_npy, npy_to_blocks_list from entities import MOBS_BY_ID import search from heuristic_perception import ground_height from mc_util import to_block_pos, manhat_dist, strip_idmeta BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) from base_agent.task import Task from mc_memory_nodes import MobNode # tasks should be interruptible; that is, if they # store state, stopping the task and doing something # else should not mess up their state and just the # current state should be enough to do the task from # any ob class Dance(Task): def __init__(self, agent, task_data): super(Dance, self).__init__() # movement should be a Movement object from dance.py self.movement = task_data.get("movement") self.last_stepped_time = agent.memory.get_time() def step(self, agent): super().step(agent) if self.finished: return self.interrupted = False # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass mv = self.movement.get_move() if mv is None: self.finished = True return self.add_child_task(mv, agent) class DanceMove(Task): STEP_FNS = { (1, 0, 0): "step_pos_x", (-1, 0, 0): "step_neg_x", (0, 1, 0): "step_pos_y", (0, -1, 0): "step_neg_y", (0, 0, 1): "step_pos_z", (0, 0, -1): "step_neg_z", } def __init__(self, agent, task_data): super(DanceMove, self).__init__() self.relative_yaw = task_data.get("relative_yaw") self.relative_pitch = task_data.get("relative_pitch") # look_turn is (yaw, pitch). pitch = 0 is head flat self.head_yaw_pitch = task_data.get("head_yaw_pitch") self.head_xyz = task_data.get("head_xyz") self.translate = task_data.get("translate") self.last_stepped_time = agent.memory.get_time() def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass if self.relative_yaw: agent.turn_angle(self.relative_yaw) if self.relative_pitch: agent.relative_head_pitch(self.relative_pitch) if self.head_xyz is not None: agent.look_at(self.head_xyz[0], self.head_xyz[1], self.head_xyz[2]) elif self.head_yaw_pitch is not None: # warning: pitch is flipped! client uses -pitch for up, agent.set_look(self.head_yaw_pitch[0], -self.head_yaw_pitch[1]) if self.translate: step = self.STEP_FNS[self.translate] step_fn = getattr(agent, step) step_fn() else: # FIXME... do this right with ticks/timing time.sleep(0.1) self.finished = True class Point(Task): def __init__(self, agent, task_data): super(Point, self).__init__() self.target = task_data.get("target") self.start_time = agent.memory.get_time() self.last_stepped_time = agent.memory.get_time() def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass if self.target is not None: agent.point_at(self.target) self.target = None if agent.memory.get_time() > self.start_time + 200: self.finished = True class Move(Task): STEP_FNS = { (1, 0, 0): "step_pos_x", (-1, 0, 0): "step_neg_x", (0, 1, 0): "step_pos_y", (0, -1, 0): "step_neg_y", (0, 0, 1): "step_pos_z", (0, 0, -1): "step_neg_z", } def __init__(self, agent, task_data): super(Move, self).__init__() if self.finished: return self.target = to_block_pos(np.array(task_data["target"])) self.approx = task_data.get("approx", 1) self.path = None self.replace = set() self.last_stepped_time = agent.memory.get_time() def step(self, agent): super().step(agent) if self.finished: return self.interrupted = False # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass # replace blocks if possible R = self.replace.copy() self.replace.clear() for (pos, idm) in R: agent.set_held_item(idm) if agent.place_block(*pos): logging.info("Move: replaced {}".format((pos, idm))) else: # try again later self.replace.add((pos, idm)) if len(self.replace) > 0: logging.info("Replace remaining: {}".format(self.replace)) # check if finished if manhat_dist(tuple(agent.pos), self.target) <= self.approx: if len(self.replace) > 0: logging.error("Move finished with non-empty replace set: {}".format(self.replace)) self.finished = True if self.memid is not None: locmemid = agent.memory.add_location(self.target) locmem = agent.memory.get_location_by_id(locmemid) agent.memory.update_recent_entities(mems=[locmem]) agent.memory.add_triple(subj=self.memid, pred_text="task_effect_", obj=locmemid) chat_mem_triples = agent.memory.get_triples( subj=None, pred_text="chat_effect_", obj=self.memid ) if len(chat_mem_triples) > 0: chat_memid = chat_mem_triples[0][0] agent.memory.add_triple( subj=chat_memid, pred_text="chat_effect_", obj=locmemid ) return # get path if self.path is None or tuple(agent.pos) != self.path[-1]: self.path = search.astar(agent, self.target, self.approx) if self.path is None: self.handle_no_path(agent) return # take a step on the path assert tuple(agent.pos) == self.path.pop() step = tuple(self.path[-1] - agent.pos) step_fn = getattr(agent, self.STEP_FNS[step]) step_fn() self.last_stepped_time = agent.memory.get_time() def handle_no_path(self, agent): delta = self.target - agent.pos for vec, step_fn_name in self.STEP_FNS.items(): if np.dot(delta, vec) > 0: newpos = agent.pos + vec x, y, z = newpos newpos_blocks = agent.get_blocks(x, x, y, y + 1, z, z) # dig if necessary for (bp, idm) in npy_to_blocks_list(newpos_blocks, newpos): self.replace.add((bp, idm)) agent.dig(*bp) # move step_fn = getattr(agent, step_fn_name) step_fn() break def __repr__(self): return "<Move {} ±{}>".format(self.target, self.approx) class Build(Task): def __init__(self, agent, task_data): super(Build, self).__init__() self.task_data = task_data self.embed = task_data.get("embed", False) self.schematic, _ = blocks_list_to_npy(task_data["blocks_list"]) self.origin = task_data["origin"] self.verbose = task_data.get("verbose", True) self.relations = task_data.get("relations", []) self.default_behavior = task_data.get("default_behavior") self.force = task_data.get("force", False) self.attempts = 3 * np.ones(self.schematic.shape[:3], dtype=np.uint8) self.fill_message = task_data.get("fill_message", False) self.schematic_memid = task_data.get("schematic_memid", None) self.schematic_tags = task_data.get("schematic_tags", []) self.giving_up_message_sent = False self.wait = False self.old_blocks_list = None self.old_origin = None self.PLACE_REACH = task_data.get("PLACE_REACH", 3) # negative schematic related self.is_destroy_schm = task_data.get("is_destroy_schm", False) self.dig_message = task_data.get("dig_message", False) self.blockobj_memid = None self.DIG_REACH = task_data.get("DIG_REACH", 3) self.last_stepped_time = agent.memory.get_time() if self.is_destroy_schm: # is it destroying a whole block object? if so, save its tags self.destroyed_block_object_triples = [] xyzs = set(strip_idmeta(task_data["blocks_list"])) mem = agent.memory.get_block_object_by_xyz(next(iter(xyzs))) # TODO what if there are several objects being destroyed? if mem and all(xyz in xyzs for xyz in mem.blocks.keys()): for pred in ["has_tag", "has_name", "has_colour"]: self.destroyed_block_object_triples.extend( agent.memory.get_triples(subj=mem.memid, pred_text=pred) ) logging.info( "Destroying block object {} tags={}".format( mem.memid, self.destroyed_block_object_triples ) ) # modify the schematic to avoid placing certain blocks for bad, good in BUILD_BLOCK_REPLACE_MAP.items(): self.schematic[self.schematic[:, :, :, 0] == bad] = good self.new_blocks = [] # a list of (xyz, idm) of newly placed blocks # snap origin to ground if bottom level has dirt blocks # NOTE(kavyasrinet): except for when we are rebuilding the old dirt blocks, we # don't want to change the origin then, hence the self.force check. if not self.force and not self.embed and np.isin(self.schematic[:, :, :, 0], (2, 3)).any(): h = ground_height(agent, self.origin, 0) self.origin[1] = h[0, 0] # get blocks occupying build area and save state for undo() ox, oy, oz = self.origin sy, sz, sx, _ = self.schematic.shape current = agent.get_blocks(ox, ox + sx - 1, oy, oy + sy - 1, oz, oz + sz - 1) self.old_blocks_list = npy_to_blocks_list(current, self.origin) if len(self.old_blocks_list) > 0: self.old_origin = np.min(strip_idmeta(self.old_blocks_list), axis=0) def step(self, agent): super().step(agent) if self.finished: return self.interrupted = False # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass # get blocks occupying build area ox, oy, oz = self.origin sy, sz, sx, _ = self.schematic.shape current = agent.get_blocks(ox, ox + sx - 1, oy, oy + sy - 1, oz, oz + sz - 1) # are we done? # TODO: diff ignores block meta right now because placing stairs and # chests in the appropriate orientation is non-trivial diff = ( (current[:, :, :, 0] != self.schematic[:, :, :, 0]) & (self.attempts > 0) & np.isin(current[:, :, :, 0], BUILD_IGNORE_BLOCKS, invert=True) ) # ignore negative blocks if there is already air there diff &= (self.schematic[:, :, :, 0] + current[:, :, :, 0]) >= 0 if self.embed: diff &= self.schematic[:, :, :, 0] != 0 # don't delete blocks if self.embed for pair in BUILD_INTERCHANGEABLE_PAIRS: diff &= np.isin(current[:, :, :, 0], pair, invert=True) | np.isin( self.schematic[:, :, :, 0], pair, invert=True ) if not np.any(diff): self.finish(agent) return # blocks that would need to be removed remove_mask = diff & (current[:, :, :, 0] != 0) # destroy any blocks in the way (or any that are slated to be destroyed in schematic) # first rel_yzxs = np.argwhere(remove_mask) xyzs = set( [ (x + self.origin[0], y + self.origin[1], z + self.origin[2]) for (y, z, x) in rel_yzxs ] ) if len(xyzs) != 0: logging.info("Excavating {} blocks first".format(len(xyzs))) target = self.get_next_destroy_target(agent, xyzs) if target is None: logging.info("No path from {} to {}".format(agent.pos, xyzs)) agent.send_chat("There's no path, so I'm giving up") self.finished = True return if manhat_dist(agent.pos, target) <= self.DIG_REACH: success = agent.dig(*target) if success: agent.perception_modules["low_level"].maybe_remove_inst_seg(target) if self.is_destroy_schm: agent.perception_modules["low_level"].maybe_remove_block_from_memory( target, (0, 0) ) else: agent.perception_modules["low_level"].maybe_add_block_to_memory( target, (0, 0), agent_placed=True ) self.add_tags(agent, (target, (0, 0))) agent.get_changed_blocks() else: mv = Move(agent, {"target": target, "approx": self.DIG_REACH}) self.add_child_task(mv, agent) return # for a build task with destroy schematic, # it is done when all different blocks are removed elif self.is_destroy_schm: self.finish(agent) return # get next block to place yzx = self.get_next_place_target(agent, current, diff) idm = self.schematic[tuple(yzx)] current_idm = current[tuple(yzx)] # try placing block target = yzx[[2, 0, 1]] + self.origin logging.debug("trying to place {} @ {}".format(idm, target)) if tuple(target) in (tuple(agent.pos), tuple(agent.pos + [0, 1, 0])): # can't place block where you're standing, so step out of the way self.step_any_dir(agent) return if manhat_dist(agent.pos, target) <= self.PLACE_REACH: # block is within reach assert current_idm[0] != idm[0], "current={} idm={}".format(current_idm, idm) if current_idm[0] != 0: logging.debug( "removing block {} @ {} from {}".format(current_idm, target, agent.pos) ) agent.dig(*target) if idm[0] > 0: agent.set_held_item(idm) logging.debug("placing block {} @ {} from {}".format(idm, target, agent.pos)) x, y, z = target if agent.place_block(x, y, z): B = agent.get_blocks(x, x, y, y, z, z) if B[0, 0, 0, 0] == idm[0]: agent.perception_modules["low_level"].maybe_add_block_to_memory( (x, y, z), tuple(idm), agent_placed=True ) changed_blocks = agent.get_changed_blocks() self.new_blocks.append(((x, y, z), tuple(idm))) self.add_tags(agent, ((x, y, z), tuple(idm))) else: logging.error( "failed to place block {} @ {}, but place_block returned True. \ Got {} instead.".format( idm, target, B[0, 0, 0, :] ) ) else: logging.warn("failed to place block {} from {}".format(target, agent.pos)) if idm[0] == 6: # hacky: all saplings have id 6 agent.set_held_item([351, 15]) # use bone meal on tree saplings if len(changed_blocks) > 0: sapling_pos = changed_blocks[0][0] x, y, z = sapling_pos for _ in range(6): # use at most 6 bone meal (should be enough) agent.use_item_on_block(x, y, z) changed_blocks = agent.get_changed_blocks() changed_block_poss = {block[0] for block in changed_blocks} # sapling has grown to a full tree, stop using bone meal if (x, y, z) in changed_block_poss: break self.attempts[tuple(yzx)] -= 1 if self.attempts[tuple(yzx)] == 0 and not self.giving_up_message_sent: agent.send_chat( "I'm skipping a block because I can't place it. Maybe something is in the way." ) self.giving_up_message_sent = True else: # too far to place; move first task = Move(agent, {"target": target, "approx": self.PLACE_REACH}) self.add_child_task(task, agent) def add_tags(self, agent, block): # xyz, _ = npy_to_blocks_list(self.schematic, self.origin)[0] xyz = block[0] # this should not be an empty list- it is assumed the block passed in was just placed try: memid = agent.memory.get_block_object_ids_by_xyz(xyz)[0] self.blockobj_memid = memid except: logging.debug( "Warning: place block returned true, but no block in memory after update" ) if self.schematic_memid: agent.memory.tag_block_object_from_schematic(memid, self.schematic_memid) if self.schematic_tags: for pred, obj in self.schematic_tags: agent.memory.add_triple(subj=memid, pred_text=pred, obj_text=obj) # sooooorrry FIXME? when we handle triples better in interpreter_helper if "has_" in pred: agent.memory.tag(self.blockobj_memid, obj) agent.memory.tag(memid, "_in_progress") if self.dig_message: agent.memory.tag(memid, "hole") def finish(self, agent): if self.blockobj_memid is not None: agent.memory.untag(self.blockobj_memid, "_in_progress") if self.verbose: if self.is_destroy_schm: agent.send_chat("I finished destroying this") else: agent.send_chat("I finished building this") if self.fill_message: agent.send_chat("I finished filling this") if self.dig_message: agent.send_chat("I finished digging this.") self.finished = True def get_next_place_target(self, agent, current, diff): """Return the next block that will be targeted for placing In order: 1. don't build over your own body 2. build ground-up 3. try failed blocks again at the end 4. build closer blocks first Args: - current: yzxb-ordered current state of the region - diff: a yzx-ordered boolean mask of blocks that need addressing """ relpos_yzx = (agent.pos - self.origin)[[1, 2, 0]] diff_yzx = list(np.argwhere(diff)) diff_yzx.sort(key=lambda yzx: manhat_dist(yzx, relpos_yzx)) # 4 diff_yzx.sort(key=lambda yzx: -self.attempts[tuple(yzx)]) # 3 diff_yzx.sort(key=lambda yzx: yzx[0]) # 2 diff_yzx.sort( key=lambda yzx: tuple(yzx) in (tuple(relpos_yzx), tuple(relpos_yzx + [1, 0, 0])) ) # 1 return diff_yzx[0] def get_next_destroy_target(self, agent, xyzs): p = agent.pos for i, c in enumerate(sorted(xyzs, key=lambda c: manhat_dist(p, c))): path = search.astar(agent, c, approx=2) if path is not None: if i > 0: logging.debug("Destroy get_next_destroy_target wasted {} astars".format(i)) return c # No path to any of the blocks return None def step_any_dir(self, agent): px, py, pz = agent.pos B = agent.get_blocks(px - 1, px + 1, py - 1, py + 2, pz - 1, pz + 1) passable = np.isin(B[:, :, :, 0], PASSABLE_BLOCKS) walkable = passable[:-1, :, :] & passable[1:, :, :] # head and feet passable assert walkable.shape == (3, 3, 3) relp = np.array([1, 1, 1]) # my pos is in the middle of the 3x3x3 cube for step, fn in ( ((0, 1, 0), agent.step_pos_z), ((0, -1, 0), agent.step_neg_z), ((0, 0, 1), agent.step_pos_x), ((0, 0, -1), agent.step_neg_x), ((1, 0, 0), agent.step_pos_y), ((-1, 0, 0), agent.step_neg_y), ): if walkable[tuple(relp + step)]: fn() return raise Exception("Can't step in any dir from pos={} B={}".format(agent.pos, B)) def undo(self, agent): schematic_tags = [] if self.is_destroy_schm: # if rebuilding an object, get old object tags schematic_tags = [(pred, obj) for _, pred, obj in self.destroyed_block_object_triples] agent.send_chat("ok I will build it back.") else: agent.send_chat("ok I will remove it.") if self.old_blocks_list: self.add_child_task( Build( agent, { "blocks_list": self.old_blocks_list, "origin": self.old_origin, "force": True, "verbose": False, "embed": self.embed, "schematic_tags": schematic_tags, }, ), agent, pass_stop_condition=False, ) if len(self.new_blocks) > 0: self.add_child_task( Destroy(agent, {"schematic": self.new_blocks}), agent, pass_child_task=False ) def __repr__(self): return "<Build {} @ {}>".format(len(self.schematic), self.origin) class Fill(Task): def __init__(self, agent, task_data): super(Fill, self).__init__() self.schematic = task_data["schematic"] # a list of xyz tuples self.block_idm = task_data.get("block_idm", (2, 0)) # default 2: grass self.build_task = None self.last_stepped_time = agent.memory.get_time() def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass origin = np.min(self.schematic, axis=0) blocks_list = np.array([((x, y, z), self.block_idm) for (x, y, z) in self.schematic]) self.build_task = Build( agent, { "blocks_list": blocks_list, "origin": origin, "force": True, "verbose": False, "embed": True, "fill_message": True, }, ) self.add_child_task(self.build_task, agent) self.finished = True def undo(self, agent): if self.build_task is not None: self.build_task.undo(agent) class Destroy(Task): def __init__(self, agent, task_data): super(Destroy, self).__init__() self.schematic = task_data["schematic"] # list[(xyz, idm)] self.dig_message = True if "dig_message" in task_data else False self.build_task = None self.DIG_REACH = task_data.get("DIG_REACH", 3) self.last_stepped_time = agent.memory.get_time() def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass origin = np.min([(x, y, z) for ((x, y, z), (b, m)) in self.schematic], axis=0) def to_destroy_schm(block_list): """Convert idm of block list to negative For each block ((x, y, z), (b, m)), convert (b, m) to (-1, 0) indicating it should be digged or destroyed. Args: - block_list: a list of ((x,y,z), (id, meta)) Returns: - a block list of ((x,y,z), (-1, 0)) """ destroy_schm = [((x, y, z), (-1, 0)) for ((x, y, z), (b, m)) in block_list] return destroy_schm destroy_schm = to_destroy_schm(self.schematic) self.build_task = Build( agent, { "blocks_list": destroy_schm, "origin": origin, "force": True, "verbose": False, "embed": True, "dig_message": self.dig_message, "is_destroy_schm": not self.dig_message, "DIG_REACH": self.DIG_REACH, }, ) self.add_child_task(self.build_task, agent) self.finished = True def undo(self, agent): if self.build_task is not None: self.build_task.undo(agent) class Undo(Task): def __init__(self, agent, task_data): super(Undo, self).__init__() self.to_undo_memid = task_data["memid"] self.last_stepped_time = agent.memory.get_time() def step(self, agent): # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass old_task_mem = agent.memory.get_task_by_id(self.to_undo_memid) old_task_mem.task.undo(agent) self.finished = True def __repr__(self): return "<Undo {}>".format(self.to_undo_memid) class Spawn(Task): def __init__(self, agent, task_data): super(Spawn, self).__init__() self.object_idm = task_data["object_idm"] self.mobtype = MOBS_BY_ID[self.object_idm[1]] self.pos = task_data["pos"] self.PLACE_REACH = task_data.get("PLACE_REACH", 3) self.last_stepped_time = agent.memory.get_time() def find_nearby_new_mob(self, agent): mindist = 1000000 near_new_mob = None x, y, z = self.pos y = y + 1 for mob in agent.get_mobs(): if MOBS_BY_ID[mob.mobType] == self.mobtype: dist = manhat_dist((mob.pos.x, mob.pos.y, mob.pos.z), (x, y, z)) # hope this doesn;t take so long mob gets away... if dist < mindist: # print(MOBS_BY_ID[mob.mobType], dist) if not agent.memory.get_entity_by_eid(mob.entityId): mindist = dist near_new_mob = mob return mindist, near_new_mob def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass if manhat_dist(agent.pos, self.pos) > self.PLACE_REACH: task = Move(agent, {"target": self.pos, "approx": self.PLACE_REACH}) self.add_child_task(task, agent) else: agent.set_held_item(self.object_idm) if np.equal(self.pos, agent.pos).all(): agent.step_neg_z() x, y, z = self.pos y = y + 1 agent.place_block(x, y, z) time.sleep(0.1) mindist, placed_mob = self.find_nearby_new_mob(agent) if mindist < 3: memid = MobNode.create(agent.memory, placed_mob, agent_placed=True) mobmem = agent.memory.get_mem_by_id(memid) agent.memory.update_recent_entities(mems=[mobmem]) if self.memid is not None: agent.memory.add_triple( subj=self.memid, pred_text="task_effect_", obj=mobmem.memid ) # the chat_effect_ triple was already made when the task is added if there was a chat... # but it points to the task memory. link the chat to the mob memory: chat_mem_triples = agent.memory.get_triples( subj=None, pred_text="chat_effect_", obj=self.memid ) if len(chat_mem_triples) > 0: chat_memid = chat_mem_triples[0][0] agent.memory.add_triple( subj=chat_memid, pred_text="chat_effect_", obj=mobmem.memid ) self.finished = True class Dig(Task): def __init__(self, agent, task_data): super(Dig, self).__init__() self.origin = task_data["origin"] self.length = task_data["length"] self.width = task_data["width"] self.depth = task_data["depth"] self.destroy_task = None self.last_stepped_time = agent.memory.get_time() def undo(self, agent): if self.destroy_task is not None: self.destroy_task.undo(agent) def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass mx, My, mz = self.origin Mx = mx + (self.width - 1) my = My - (self.depth - 1) Mz = mz + (self.length - 1) blocks = agent.get_blocks(mx, Mx, my, My, mz, Mz) # if top row is above ground, make sure you are digging into the ground if np.isin(blocks[-1, :, :, 0], PASSABLE_BLOCKS).all(): my -= 1 schematic = [ ((x, y, z), (0, 0)) for x in range(mx, Mx + 1) for y in range(my, My + 1) for z in range(mz, Mz + 1) ] # TODO ADS unwind this # schematic = fill_idmeta(agent, poss) self.destroy_task = Destroy(agent, {"schematic": schematic, "dig_message": True}) self.add_child_task(self.destroy_task, agent) self.finished = True class Get(Task): def __init__(self, agent, task_data): super(Get, self).__init__() self.idm = task_data["idm"] self.pos = task_data["pos"] self.eid = task_data["eid"] self.memid = task_data["memid"] self.approx = 1 self.attempts = 10 self.item_count_before_get = agent.get_inventory_item_count(self.idm[0], self.idm[1]) def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass delta = ( agent.get_inventory_item_count(self.idm[0], self.idm[1]) - self.item_count_before_get ) if delta > 0: agent.inventory.add_item_stack(self.idm, (self.memid, delta)) agent.send_chat("Got Item!") agent.memory.tag(self.memid, "_in_inventory") self.finished = True return if self.attempts == 0: agent.send_chat("I can't get this item. Give up now") self.finished = True return self.attempts -= 1 # walk through the area target = (self.pos[0] + randint(-1, 1), self.pos[1], self.pos[2] + randint(-1, 1)) self.move_task = Move(agent, {"target": target, "approx": self.approx}) self.add_child_task(self.move_task, agent) return class Drop(Task): def __init__(self, agent, task_data): super(Drop, self).__init__() self.eid = task_data["eid"] self.idm = task_data["idm"] self.memid = task_data["memid"] def find_nearby_new_item_stack(self, agent, id, meta): mindist = 3 near_new_item_stack = None x, y, z = agent.get_player().pos for item_stack in agent.get_item_stacks(): if item_stack.item.id == id and item_stack.item.meta == meta: dist = manhat_dist( (item_stack.pos.x, item_stack.pos.y, item_stack.pos.z), (x, y, z) ) if dist < mindist: if not agent.memory.get_entity_by_eid(item_stack.entityId): mindist = dist near_new_item_stack = item_stack return mindist, near_new_item_stack def step(self, agent): super().step(agent) if self.finished: return # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass if not agent.inventory.contains(self.eid): agent.send_chat("I can't find it in my inventory!") self.finished = False return id, m = self.idm count = self.inventory.get_item_stack_count_from_memid(self.memid) agent.drop_inventory_item_stack(id, m, count) agent.inventory.remove_item_stack(self.idm, self.memid) mindist, dropped_item_stack = self.get_nearby_new_item_stack(agent, id, m) if dropped_item_stack: agent.memory.update_item_stack_eid(self.memid, dropped_item_stack.entityId) agent.memory.set_item_stack_position(dropped_item_stack) agent.memory.tag(self.memid, "_on_ground") x, y, z = agent.get_player().pos target = (x, y + 2, z) self.move_task = Move(agent, {"target": target, "approx": 1}) self.add_child_task(self.move_task, agent) self.finished = True class Loop(Task): def __init__(self, agent, task_data): super(Loop, self).__init__() self.new_tasks_fn = task_data["new_tasks_fn"] self.stop_condition = task_data["stop_condition"] self.last_stepped_time = agent.memory.get_time() def step(self, agent): # wait certain amount of ticks until issuing next step # while not (agent.memory.get_time() - self.last_stepped_time) > self.throttling_tick: # pass if self.stop_condition.check(): self.finished = True return else: for t in self.new_tasks_fn(): self.add_child_task(t, agent)
craftassist-master
python/craftassist/tasks.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """This file contains functions to map strings representing abstract sizes to ints and ranges""" import numpy as np RANGES = { "tiny": (1, 3), "small": (3, 4), "medium": (4, 6), "large": (6, 10), "huge": (10, 16), "gigantic": (16, 32), } MODIFIERS = ["very", "extremely", "really"] WORD_SUBS = {"little": "small", "big": "large"} def size_str_to_int(s, ranges=RANGES): a, b = size_str_to_range(s, ranges=ranges) return np.random.randint(a, b) def size_str_to_range(s, ranges=RANGES): words = s.split() # replace words in WORD_SUBS for i in range(len(words)): if words[i] in WORD_SUBS: words[i] = WORD_SUBS[words[i]] is_modded = any(m in words for m in MODIFIERS) med_idx = list(ranges.keys()).index("medium") max_idx = len(ranges.keys()) for i, (word, rng) in enumerate(ranges.items()): if word in words: if is_modded and i < med_idx and i > 0: return list(ranges.values())[i - 1] elif is_modded and i > med_idx and i < max_idx - 1: return list(ranges.values())[i + 1] else: return list(ranges.values())[i] return ranges["medium"] def size_int_to_str(x): raise NotImplementedError()
craftassist-master
python/craftassist/size_words.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ # TODO correct model paths import os import sys import logging import faulthandler import signal import random import re import sentry_sdk import numpy as np # FIXME import time from multiprocessing import set_start_method import inventory import mc_memory from dialogue_objects import GetMemoryHandler, PutMemoryHandler, Interpreter BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) import dashboard if __name__ == "__main__": # this line has to go before any imports that contain @sio.on functions # or else, those @sio.on calls become no-ops print("starting dashboard...") dashboard.start() from base_agent.loco_mc_agent import LocoMCAgent from argument_parser import ArgumentParser from agent import Agent as MCAgent from low_level_perception import LowLevelMCPerception import heuristic_perception from mc_util import cluster_areas, hash_user, MCTime from voxel_models.subcomponent_classifier import SubcomponentClassifierWrapper from voxel_models.geoscorer import Geoscorer from base_agent.nsp_dialogue_manager import NSPDialogueManager import default_behaviors import subprocess import rotation faulthandler.register(signal.SIGUSR1) random.seed(0) log_formatter = logging.Formatter( "%(asctime)s [%(filename)s:%(lineno)s - %(funcName)s() %(levelname)s]: %(message)s" ) logging.getLogger().setLevel(logging.DEBUG) logging.getLogger().handlers.clear() sentry_sdk.init() # enabled if SENTRY_DSN set in env DEFAULT_BEHAVIOUR_TIMEOUT = 20 DEFAULT_FRAME = "SPEAKER" class CraftAssistAgent(LocoMCAgent): default_frame = DEFAULT_FRAME coordinate_transforms = rotation def __init__(self, opts): super(CraftAssistAgent, self).__init__(opts) self.no_default_behavior = opts.no_default_behavior self.point_targets = [] self.last_chat_time = 0 # areas must be perceived at each step # List of tuple (XYZ, radius), each defines a cube self.areas_to_perceive = [] self.add_self_memory_node() self.init_inventory() def init_inventory(self): self.inventory = inventory.Inventory() logging.info("Initialized agent inventory") def init_memory(self): self.memory = mc_memory.MCAgentMemory( db_file=os.environ.get("DB_FILE", ":memory:"), db_log_path="agent_memory.{}.log".format(self.name), agent_time=MCTime(self.get_world_time), ) file_log_handler = logging.FileHandler("agent.{}.log".format(self.name)) file_log_handler.setFormatter(log_formatter) logging.getLogger().addHandler(file_log_handler) logging.info("Initialized agent memory") def init_perception(self): self.perception_modules = {} self.perception_modules["low_level"] = LowLevelMCPerception(self) self.perception_modules["heuristic"] = heuristic_perception.PerceptionWrapper(self) # set up the SubComponentClassifier model if self.opts.semseg_model_path: self.perception_modules["semseg"] = SubcomponentClassifierWrapper( self, self.opts.semseg_model_path, self.opts.semseg_vocab_path ) # set up the Geoscorer model self.geoscorer = ( Geoscorer(merger_model_path=self.opts.geoscorer_model_path) if self.opts.geoscorer_model_path else None ) def init_controller(self): dialogue_object_classes = {} dialogue_object_classes["interpreter"] = Interpreter dialogue_object_classes["get_memory"] = GetMemoryHandler dialogue_object_classes["put_memory"] = PutMemoryHandler self.dialogue_manager = NSPDialogueManager(self, dialogue_object_classes, self.opts) def perceive(self, force=False): self.areas_to_perceive = cluster_areas(self.areas_to_perceive) for v in self.perception_modules.values(): v.perceive(force=force) self.areas_to_perceive = [] def controller_step(self): """Process incoming chats and modify task stack""" raw_incoming_chats = self.get_incoming_chats() incoming_chats = [] for raw_chat in raw_incoming_chats: match = re.search("^<([^>]+)> (.*)", raw_chat) if match is None: logging.info("Ignoring chat: {}".format(raw_chat)) continue speaker, chat = match.group(1), match.group(2) speaker_hash = hash_user(speaker) logging.info("Incoming chat: ['{}' -> {}]".format(speaker_hash, chat)) if chat.startswith("/"): continue incoming_chats.append((speaker, chat)) self.memory.add_chat(self.memory.get_player_by_name(speaker).memid, chat) if incoming_chats: # force to get objects, speaker info self.perceive(force=True) # logging.info("Incoming chats: {}".format(raw_incoming_chats)) # change this to memory.get_time() format? self.last_chat_time = time.time() # for now just process the first incoming chat self.dialogue_manager.step(incoming_chats[0]) else: # Maybe add default task if not self.no_default_behavior: self.maybe_run_slow_defaults() self.dialogue_manager.step((None, "")) def maybe_run_slow_defaults(self): """Pick a default task task to run with a low probability""" if self.memory.task_stack_peek() or len(self.dialogue_manager.dialogue_stack) > 0: return # list of (prob, default function) pairs visible_defaults = [ (0.001, default_behaviors.build_random_shape), (0.005, default_behaviors.come_to_player), ] # default behaviors of the agent not visible in the game invisible_defaults = [] defaults = ( visible_defaults + invisible_defaults if time.time() - self.last_chat_time > DEFAULT_BEHAVIOUR_TIMEOUT else invisible_defaults ) defaults = [(p, f) for (p, f) in defaults if f not in self.memory.banned_default_behaviors] def noop(*args): pass defaults.append((1 - sum(p for p, _ in defaults), noop)) # noop with remaining prob # weighted random choice of functions p, fns = zip(*defaults) fn = np.random.choice(fns, p=p) if fn != noop: logging.info("Default behavior: {}".format(fn)) fn(self) def get_time(self): # round to 100th of second, return as # n hundreth of seconds since agent init return self.memory.get_time() def get_world_time(self): # MC time is based on ticks, where 20 ticks happen every second. # There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long. # The time of day in MC is based on the timestamp modulo 24000 (default). # 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight. return self.get_time_of_day() def safe_get_changed_blocks(self): blocks = self.cagent.get_changed_blocks() safe_blocks = [] if len(self.point_targets) > 0: for point_target in self.point_targets: pt = point_target[0] for b in blocks: x, y, z = b[0] xok = x < pt[0] or x > pt[3] yok = y < pt[1] or y > pt[4] zok = z < pt[2] or z > pt[5] if xok and yok and zok: safe_blocks.append(b) else: safe_blocks = blocks return safe_blocks def point_at(self, target, sleep=None): """Bot pointing. Args: target: list of x1 y1 z1 x2 y2 z2, where: x1 <= x2, y1 <= y2, z1 <= z2. """ assert len(target) == 6 self.send_chat("/point {} {} {} {} {} {}".format(*target)) self.point_targets.append((target, time.time())) # sleep before the bot can take any actions # otherwise there might be bugs since the object is flashing # deal with this in the task... if sleep: time.sleep(sleep) def relative_head_pitch(self, angle): # warning: pitch is flipped! new_pitch = self.get_player().look.pitch - angle self.set_look(self.get_player().look.yaw, new_pitch) def send_chat(self, chat): logging.info("Sending chat: {}".format(chat)) self.memory.add_chat(self.memory.self_memid, chat) return self.cagent.send_chat(chat) # TODO update client so we can just loop through these # TODO rename things a bit- some perceptual things are here, # but under current abstraction should be in init_perception def init_physical_interfaces(self): # For testing agent without cuberite server if self.opts.port == -1: return logging.info("Attempting to connect to port {}".format(self.opts.port)) self.cagent = MCAgent("localhost", self.opts.port, self.name) logging.info("Logged in to server") self.dig = self.cagent.dig self.drop_item_stack_in_hand = self.cagent.drop_item_stack_in_hand self.drop_item_in_hand = self.cagent.drop_item_in_hand self.drop_inventory_item_stack = self.cagent.drop_inventory_item_stack self.set_inventory_slot = self.cagent.set_inventory_slot self.get_player_inventory = self.cagent.get_player_inventory self.get_inventory_item_count = self.cagent.get_inventory_item_count self.get_inventory_items_counts = self.cagent.get_inventory_items_counts # defined above... # self.send_chat = self.cagent.send_chat self.set_held_item = self.cagent.set_held_item self.step_pos_x = self.cagent.step_pos_x self.step_neg_x = self.cagent.step_neg_x self.step_pos_z = self.cagent.step_pos_z self.step_neg_z = self.cagent.step_neg_z self.step_pos_y = self.cagent.step_pos_y self.step_neg_y = self.cagent.step_neg_y self.step_forward = self.cagent.step_forward self.look_at = self.cagent.look_at self.set_look = self.cagent.set_look self.turn_angle = self.cagent.turn_angle self.turn_left = self.cagent.turn_left self.turn_right = self.cagent.turn_right self.place_block = self.cagent.place_block self.use_entity = self.cagent.use_entity self.use_item = self.cagent.use_item self.use_item_on_block = self.cagent.use_item_on_block self.is_item_stack_on_ground = self.cagent.is_item_stack_on_ground self.craft = self.cagent.craft self.get_blocks = self.cagent.get_blocks self.get_local_blocks = self.cagent.get_local_blocks self.get_incoming_chats = self.cagent.get_incoming_chats self.get_player = self.cagent.get_player self.get_mobs = self.cagent.get_mobs self.get_other_players = self.cagent.get_other_players self.get_other_player_by_name = self.cagent.get_other_player_by_name self.get_vision = self.cagent.get_vision self.get_line_of_sight = self.cagent.get_line_of_sight self.get_player_line_of_sight = self.cagent.get_player_line_of_sight self.get_changed_blocks = self.cagent.get_changed_blocks self.get_item_stacks = self.cagent.get_item_stacks self.get_world_age = self.cagent.get_world_age self.get_time_of_day = self.cagent.get_time_of_day self.get_item_stack = self.cagent.get_item_stack def add_self_memory_node(self): # clean this up! FIXME!!!!! put in base_agent_memory? # how/when to, memory is initialized before physical interfaces... try: p = self.get_player() except: # this is for test/test_agent :( return self.memory._db_write( "INSERT INTO ReferenceObjects(uuid, eid, name, ref_type, x, y, z, pitch, yaw) VALUES (?,?,?,?,?,?,?,?,?)", self.memory.self_memid, p.entityId, p.name, "player", p.pos.x, p.pos.y, p.pos.z, p.look.pitch, p.look.yaw, ) if __name__ == "__main__": base_path = os.path.dirname(__file__) parser = ArgumentParser("Minecraft", base_path) opts = parser.parse() # set up stdout logging sh = logging.StreamHandler() sh.setLevel(logging.DEBUG if opts.verbose else logging.INFO) sh.setFormatter(log_formatter) logging.getLogger().addHandler(sh) logging.info("Info logging") logging.debug("Debug logging") # Check that models and datasets are up to date rc = subprocess.call([opts.verify_hash_script_path, "craftassist"]) set_start_method("spawn", force=True) sa = CraftAssistAgent(opts) sa.start()
craftassist-master
python/craftassist/craftassist_agent.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ from typing import Dict, Callable import shapes # mapping from mob names to id SPAWN_OBJECTS = { "elder guardian": 4, "wither skeleton": 5, "stray": 6, "husk": 23, "zombie villager": 27, "skeleton horse": 28, "zombie horse": 29, "donkey": 31, "mule": 32, "evoker": 34, "vex": 35, "vindicator": 36, "creeper": 50, "skeleton": 51, "spider": 52, "zombie": 54, "slime": 55, "ghast": 56, "zombie pigman": 57, "enderman": 58, "cave spider": 59, "silverfish": 60, "blaze": 61, "magma cube": 62, "bat": 65, "witch": 66, "endermite": 67, "guardian": 68, "shulker": 69, "pig": 90, "sheep": 91, "cow": 92, "chicken": 93, "squid": 94, "wolf": 95, "mooshroom": 96, "ocelot": 98, "horse": 100, "rabbit": 101, "polar bear": 102, "llama": 103, "parrot": 105, "villager": 120, } # mapping from canonicalized shape names to the corresponding functions SPECIAL_SHAPE_FNS: Dict[str, Callable] = { "CUBE": shapes.cube, "HOLLOW_CUBE": shapes.hollow_cube, "RECTANGULOID": shapes.rectanguloid, "HOLLOW_RECTANGULOID": shapes.hollow_rectanguloid, "SPHERE": shapes.sphere, "SPHERICAL_SHELL": shapes.spherical_shell, "PYRAMID": shapes.square_pyramid, "SQUARE": shapes.square, "RECTANGLE": shapes.rectangle, "CIRCLE": shapes.circle, "DISK": shapes.disk, "TRIANGLE": shapes.triangle, "DOME": shapes.dome, "ARCH": shapes.arch, "ELLIPSOID": shapes.ellipsoid, "TOWER": shapes.tower, } # mapping from shape names to canonicalized shape names SPECIAL_SHAPES_CANONICALIZE = { "rectanguloid": "RECTANGULOID", "box": "HOLLOW_RECTANGULOID", "empty box": "HOLLOW_RECTANGULOID", "hollow box": "HOLLOW_RECTANGULOID", "hollow rectanguloid": "HOLLOW_RECTANGULOID", "cube": "CUBE", "empty cube": "HOLLOW_CUBE", "hollow cube": "HOLLOW_CUBE", "ball": "SPHERE", "sphere": "SPHERE", "spherical shell": "SPHERICAL_SHELL", "empty sphere": "SPHERICAL_SHELL", "empty ball": "SPHERICAL_SHELL", "hollow sphere": "SPHERICAL_SHELL", "hollow ball": "SPHERICAL_SHELL", "pyramid": "PYRAMID", "rectangle": "RECTANGLE", "wall": "RECTANGLE", "slab": "RECTANGLE", "platform": "RECTANGLE", "square": "SQUARE", "flat wedge": "TRIANGLE", "triangle": "TRIANGLE", "circle": "CIRCLE", "disk": "DISK", "ellipsoid": "ELLIPSOID", "dome": "DOME", "arch": "ARCH", "archway": "ARCH", "stack": "TOWER", "tower": "TOWER", }
craftassist-master
python/craftassist/word_maps.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """This file has functions to implement different dances for the agent. """ import numpy as np import tasks import shapes import search from mc_util import ErrorWithResponse # FIXME! actual jump on client jump = [{"translate": (0, 1, 0)}, {"translate": (0, -1, 0)}] konami_dance = [ {"translate": (0, 1, 0)}, {"translate": (0, 1, 0)}, {"translate": (0, -1, 0)}, {"translate": (0, -1, 0)}, {"translate": (0, 0, -1)}, {"translate": (0, 0, 1)}, {"translate": (0, 0, -1)}, {"translate": (0, 0, 1)}, ] # TODO relative to current head_bob = [ {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 90)}, {"head_yaw_pitch": (0, 0)}, {"head_yaw_pitch": (0, 0)}, ] def add_default_dances(memory): memory.add_dance(generate_sequential_move_fn(jump), name="jump") memory.add_dance( generate_sequential_move_fn(konami_dance), name="konami dance", tags=["ornamental_dance", "konami"], ) memory.add_dance( generate_sequential_move_fn(head_bob), name="head bob", tags=["ornamental_dance"] ) def generate_sequential_move_fn(sequence): def move_fn(danceObj, agent): if danceObj.tick >= len(sequence): return None else: if danceObj.dance_location is not None and danceObj.tick == 0: mv = tasks.Move(agent, {"target": danceObj.dance_location, "approx": 0}) danceObj.dance_location = None else: mv = tasks.DanceMove(agent, sequence[danceObj.tick]) danceObj.tick += 1 return mv return move_fn class Movement(object): def __init__(self, agent, move_fn, dance_location=None): self.agent = agent self.move_fn = move_fn self.dance_location = dance_location self.tick = 0 def get_move(self): # move_fn should output a tuple (dx, dy, dz) corresponding to a # change in Movement or None # if None then Movement is finished # can output return self.move_fn(self, self.agent) # class HeadTurnInstant(Movement): # TODO: class TimedDance(Movement): !!!! # e.g. go around the x # go through the x # go over the x # go across the x class RefObjMovement(Movement): def __init__( self, agent, ref_object=None, relative_direction="CLOCKWISE", # this is the memory of the object ): self.agent = agent self.tick = 0 if not ref_object: x, y, z = agent.pos bounds = (x, x, y, y, z, z) center = (x, y, z) else: bounds = ref_object.get_bounds() center = ref_object.get_pos() d = max(bounds[1] - bounds[0], bounds[3] - bounds[2], bounds[5] - bounds[4]) if relative_direction == "CLOCKWISE" or relative_direction == "AROUND": offsets = shapes.arrange( "circle", schematic=None, shapeparams={"encircled_object_radius": d} ) elif relative_direction == "ANTICLOCKWISE": offsets = shapes.arrange( "circle", schematic=None, shapeparams={"encircled_object_radius": d} ) offsets = offsets[::-1] else: raise NotImplementedError("TODO other kinds of paths") self.path = [np.round(np.add(center, o)) for o in offsets] self.path.append(self.path[0]) # check each offset to find a nearby reachable point, see if a path # is possible now, and error otherwise for i in range(len(self.path) - 1): path = search.astar(agent, self.path[i + 1], approx=2, pos=self.path[i]) if path is None: raise ErrorWithResponse("I cannot find an appropriate path.") def get_move(self): if self.tick >= len(self.path): return None mv = tasks.Move(self.agent, {"target": self.path[self.tick], "approx": 2}) self.tick += 1 return mv
craftassist-master
python/craftassist/dance.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import logging import os import sys import numpy as np import random import shape_helpers as sh import tasks from mc_util import pos_to_np BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) from base_agent.dialogue_objects import Say from ttad.generation_dialogues.generate_utils import prepend_a_an def build_random_shape(agent, rand_range=(10, 0, 10), no_chat=False): """Pick a random shape from shapes.py and build that""" target_loc = agent.pos for i in range(3): target_loc[i] += np.random.randint(-rand_range[i], rand_range[i] + 1) shape = random.choice(sh.SHAPE_NAMES) opts = sh.SHAPE_HELPERS[shape]() opts["bid"] = sh.bid() schematic = sh.SHAPE_FNS[shape](**opts) relations = [ {"pred": "has_name", "obj": shape.lower()}, {"pred": "has_tag", "obj": shape.lower()}, ] task_data = { "blocks_list": schematic, "origin": target_loc, "verbose": False, "schematic_tags": relations, "default_behavior": "build_random_shape", # must == function name. Hacky and I hate it. } logging.info("Default behavior: building {}".format(shape)) agent.memory.task_stack_push(tasks.Build(agent, task_data)) if not no_chat: shape_name = prepend_a_an(shape.lower()) agent.dialogue_manager.dialogue_stack.append_new( Say, "I am building {} while you decide what you want me to do!".format(shape_name) ) return schematic def come_to_player(agent): """Go to where the player is.""" op = agent.get_other_players() if len(op) == 0: return p = random.choice(agent.get_other_players()) agent.memory.task_stack_push(tasks.Move(agent, {"target": pos_to_np(p.pos), "approx": 3}))
craftassist-master
python/craftassist/default_behaviors.py
""" Copyright (c) Facebook, Inc. and its affiliates. This is a utility script which allows the user to easily query the ttad model At the prompt, try typing "build me a cube" """ import faulthandler import fileinput import json import signal from ttad.ttad_model.ttad_model_wrapper import ActionDictBuilder faulthandler.register(signal.SIGUSR1) if __name__ == "__main__": print("Loading...") # ttad_model_path = os.path.join(os.path.dirname(__file__), "models/ttad/ttad.pth") # ttad_embedding_path = os.path.join(os.path.dirname(__file__), "models/ttad/ttad_ft_embeds.pth") # ttad_model = ActionDictBuilder(ttad_model_path, ttad_embedding_path) ttad_model = ActionDictBuilder() print("> ", end="", flush=True) for line in fileinput.input(): action_dict = ttad_model.parse([line.strip()]) print(json.dumps(action_dict)) print("\n> ", end="", flush=True)
craftassist-master
python/craftassist/ttad_repl.py
import os import sys sys.path.append(os.path.dirname(__file__))
craftassist-master
python/craftassist/__init__.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import os import random import sys from typing import Optional, List from build_utils import npy_to_blocks_list import minecraft_specs import dance PERCEPTION_RANGE = 64 BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) from base_agent.base_util import XYZ, Block from base_agent.sql_memory import AgentMemory from base_agent.memory_nodes import ( # noqa TaskNode, PlayerNode, MemoryNode, ChatNode, TimeNode, LocationNode, SetNode, ReferenceObjectNode, ) from mc_memory_nodes import ( # noqa DanceNode, VoxelObjectNode, BlockObjectNode, BlockTypeNode, MobNode, ItemStackNode, MobTypeNode, InstSegNode, SchematicNode, NODELIST, ) from word_maps import SPAWN_OBJECTS BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") SCHEMAS = [ os.path.join(os.path.join(BASE_AGENT_ROOT, "base_agent"), "base_memory_schema.sql"), os.path.join(os.path.dirname(__file__), "mc_memory_schema.sql"), ] SCHEMA = os.path.join(os.path.dirname(__file__), "memory_schema.sql") THROTTLING_TICK_UPPER_LIMIT = 64 THROTTLING_TICK_LOWER_LIMIT = 4 # TODO "snapshot" memory type (giving a what mob/object/player looked like at a fixed timestamp) # TODO when a memory is removed, its last state should be snapshotted to prevent tag weirdness class MCAgentMemory(AgentMemory): def __init__( self, db_file=":memory:", db_log_path=None, schema_paths=SCHEMAS, load_minecraft_specs=True, load_block_types=True, load_mob_types=True, preception_range=PERCEPTION_RANGE, agent_time=None, ): super(MCAgentMemory, self).__init__( db_file=db_file, schema_paths=schema_paths, db_log_path=db_log_path, nodelist=NODELIST, agent_time=agent_time, ) self.banned_default_behaviors = [] # FIXME: move into triple store? self._safe_pickle_saved_attrs = {} self._load_schematics(load_minecraft_specs) self._load_block_types(load_block_types) self._load_mob_types(load_mob_types) self.dances = {} dance.add_default_dances(self) self.perception_range = preception_range ######################## ### ReferenceObjects ### ######################## def get_entity_by_eid(self, eid) -> Optional["ReferenceObjectNode"]: r = self._db_read_one("SELECT uuid FROM ReferenceObjects WHERE eid=?", eid) if r: return self.get_mem_by_id(r[0]) else: return None ############### ### Voxels ### ############### # count updates are done by hand to not need to count all voxels every time # use these functions, don't add/delete/modify voxels with raw sql def update_voxel_count(self, memid, dn): c = self._db_read_one("SELECT voxel_count FROM ReferenceObjects WHERE uuid=?", memid) if c: count = c[0] + dn self._db_write("UPDATE ReferenceObjects SET voxel_count=? WHERE uuid=?", count, memid) return count else: return None def update_voxel_mean(self, memid, count, loc): """ update the x, y, z entries in ReferenceObjects to account for the removal or addition of a block. count should be the number of voxels *after* addition if >0 and -count the number *after* removal if count < 0 count should not be 0- handle that outside """ old_loc = self._db_read_one("SELECT x, y, z FROM ReferenceObjects WHERE uuid=?", memid) # TODO warn/error if no such memory? assert count != 0 if old_loc: b = 1 / count if count > 0: a = (count - 1) / count else: a = (1 - count) / (-count) new_loc = ( old_loc[0] * a + loc[0] * b, old_loc[1] * a + loc[1] * b, old_loc[2] * a + loc[2] * b, ) self._db_write( "UPDATE ReferenceObjects SET x=?, y=?, z=? WHERE uuid=?", *new_loc, memid ) return new_loc def remove_voxel(self, x, y, z, ref_type): memids = self._db_read_one( "SELECT uuid FROM VoxelObjects WHERE x=? and y=? and z=? and ref_type=?", x, y, z, ref_type, ) if not memids: # TODO error/warning? return memid = memids[0] c = self.update_voxel_count(memid, -1) if c > 0: self.update_voxel_mean(memid, c, (x, y, z)) self._db_write( "DELETE FROM VoxelObjects WHERE x=? AND y=? AND z=? and ref_type=?", x, y, z, ref_type ) if c == 0: # if not self.memory.check_memid_exists(memid, "VoxelObjects"): # object is gone now. TODO be more careful here... maybe want to keep some records? self.remove_memid_triple(memid, role="both") # this only upserts to the same ref_type- if the voxel is occupied by # a different ref_type it will insert a new ref object even if update is True def upsert_block( self, block: Block, memid: str, ref_type: str, player_placed: bool = False, agent_placed: bool = False, update: bool = True, # if update is set to False, forces a write ): ((x, y, z), (b, m)) = block old_memid = self._db_read_one( "SELECT uuid FROM VoxelObjects WHERE x=? AND y=? AND z=? and ref_type=?", x, y, z, ref_type, ) # add to voxel count new_count = self.update_voxel_count(memid, 1) assert new_count self.update_voxel_mean(memid, new_count, (x, y, z)) if old_memid and update: if old_memid != memid: self.remove_voxel(x, y, z, ref_type) cmd = "INSERT INTO VoxelObjects (uuid, bid, meta, updated, player_placed, agent_placed, ref_type, x, y, z) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)" else: cmd = "UPDATE VoxelObjects SET uuid=?, bid=?, meta=?, updated=?, player_placed=?, agent_placed=? WHERE ref_type=? AND x=? AND y=? AND z=?" else: cmd = "INSERT INTO VoxelObjects (uuid, bid, meta, updated, player_placed, agent_placed, ref_type, x, y, z) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)" self._db_write( cmd, memid, b, m, self.get_time(), player_placed, agent_placed, ref_type, x, y, z ) ###################### ### BlockObjects ### ###################### # rename this... "object" is bad name def get_object_by_id(self, memid: str, table="BlockObjects") -> "VoxelObjectNode": if table == "BlockObjects": return BlockObjectNode(self, memid) elif table == "InstSeg": return InstSegNode(self, memid) else: raise ValueError("Bad table={}".format(table)) # and rename this def get_object_info_by_xyz(self, xyz: XYZ, ref_type: str, just_memid=True): r = self._db_read( "SELECT DISTINCT(uuid), bid, meta FROM VoxelObjects WHERE x=? AND y=? AND z=? and ref_type=?", *xyz, ref_type ) if just_memid: return [memid for (memid, bid, meta) in r] else: return r # WARNING: these do not search archived/snapshotted block objects # TODO replace all these all through the codebase with generic counterparts def get_block_object_ids_by_xyz(self, xyz: XYZ) -> List[str]: return self.get_object_info_by_xyz(xyz, "BlockObjects") def get_block_object_by_xyz(self, xyz: XYZ) -> Optional["VoxelObjectNode"]: memids = self.get_block_object_ids_by_xyz(xyz) if len(memids) == 0: return None return self.get_block_object_by_id(memids[0]) def get_block_object_by_id(self, memid: str) -> "VoxelObjectNode": return self.get_object_by_id(memid, "BlockObjects") def tag_block_object_from_schematic(self, block_object_memid: str, schematic_memid: str): self.add_triple(subj=block_object_memid, pred_text="_from_schematic", obj=schematic_memid) ##################### ### InstSegObject ### ##################### def get_instseg_object_ids_by_xyz(self, xyz: XYZ) -> List[str]: r = self._db_read( 'SELECT DISTINCT(uuid) FROM VoxelObjects WHERE ref_type="inst_seg" AND x=? AND y=? AND z=?', *xyz ) return r #################### ### Schematics ### #################### def get_schematic_by_id(self, memid: str) -> "SchematicNode": return SchematicNode(self, memid) def get_schematic_by_property_name(self, name, table_name) -> Optional["SchematicNode"]: r = self._db_read( """ SELECT {}.type_name FROM {} INNER JOIN Triples as T ON T.subj={}.uuid WHERE (T.pred_text="has_name" OR T.pred_text="has_tag") AND T.obj_text=?""".format( table_name, table_name, table_name ), name, ) if not r: return None result = [] # noqa for e in r: schematic_name = e[0] schematics = self._db_read( """ SELECT Schematics.uuid FROM Schematics INNER JOIN Triples as T ON T.subj=Schematics.uuid WHERE (T.pred_text="has_name" OR T.pred_text="has_tag") AND T.obj_text=?""", schematic_name, ) if schematics: result.extend(schematics) if result: return self.get_schematic_by_id(random.choice(result)[0]) else: return None def get_mob_schematic_by_name(self, name: str) -> Optional["SchematicNode"]: return self.get_schematic_by_property_name(name, "MobTypes") # TODO call this in get_schematic_by_property_name def get_schematic_by_name(self, name: str) -> Optional["SchematicNode"]: r = self._db_read( """ SELECT Schematics.uuid FROM Schematics INNER JOIN Triples as T ON T.subj=Schematics.uuid WHERE (T.pred_text="has_name" OR T.pred_text="has_tag") AND T.obj_text=?""", name, ) if r: # if multiple exist, then randomly select one return self.get_schematic_by_id(random.choice(r)[0]) # if no schematic with exact matched name exists, search for a schematic # with matched property name instead else: return self.get_schematic_by_property_name(name, "BlockTypes") def convert_block_object_to_schematic(self, block_object_memid: str) -> "SchematicNode": r = self._db_read_one( 'SELECT subj FROM Triples WHERE pred_text="_source_block_object" AND obj=?', block_object_memid, ) if r: # previously converted; return old schematic return self.get_schematic_by_id(r[0]) else: # get up to date BlockObject block_object = self.get_block_object_by_id(block_object_memid) # create schematic memid = SchematicNode.create(self, list(block_object.blocks.items())) # add triple linking the object to the schematic self.add_triple(subj=memid, pred_text="_source_block_object", obj=block_object.memid) return self.get_schematic_by_id(memid) def _load_schematics(self, load_minecraft_specs=True): if load_minecraft_specs: for premem in minecraft_specs.get_schematics(): npy = premem["schematic"] memid = SchematicNode.create(self, npy_to_blocks_list(npy)) if premem.get("name"): for n in premem["name"]: self.add_triple(subj=memid, pred_text="has_name", obj_text=n) self.add_triple(subj=memid, pred_text="has_tag", obj_text=n) if premem.get("tags"): for t in premem["tags"]: self.add_triple(subj=memid, pred_text="has_tag", obj_text=t) # load single blocks as schematics bid_to_name = minecraft_specs.get_block_data()["bid_to_name"] for (d, m), name in bid_to_name.items(): if d >= 256: continue memid = SchematicNode.create(self, [((0, 0, 0), (d, m))]) self.add_triple(subj=memid, pred_text="has_name", obj_text=name) if "block" in name: self.add_triple( subj=memid, pred_text="has_name", obj_text=name.strip("block").strip() ) # tag single blocks with 'block' self.add_triple(subj=memid, pred_text="has_name", obj_text="block") def _load_block_types( self, load_block_types=True, load_color=True, load_block_property=True, simple_color=False, load_material=True, ): if not load_block_types: return bid_to_name = minecraft_specs.get_block_data()["bid_to_name"] color_data = minecraft_specs.get_colour_data() if simple_color: name_to_colors = color_data["name_to_simple_colors"] else: name_to_colors = color_data["name_to_colors"] block_property_data = minecraft_specs.get_block_property_data() block_name_to_properties = block_property_data["name_to_properties"] for (b, m), type_name in bid_to_name.items(): if b >= 256: continue memid = BlockTypeNode.create(self, type_name, (b, m)) self.add_triple(subj=memid, pred_text="has_name", obj_text=type_name) if "block" in type_name: self.add_triple( subj=memid, pred_text="has_name", obj_text=type_name.strip("block").strip() ) if load_color: if name_to_colors.get(type_name) is not None: for color in name_to_colors[type_name]: self.add_triple(subj=memid, pred_text="has_colour", obj_text=color) if load_block_property: if block_name_to_properties.get(type_name) is not None: for property in block_name_to_properties[type_name]: self.add_triple(subj_text=memid, pred_text="has_name", obj_text=property) def _load_mob_types(self, load_mob_types=True): if not load_mob_types: return mob_property_data = minecraft_specs.get_mob_property_data() mob_name_to_properties = mob_property_data["name_to_properties"] for (name, m) in SPAWN_OBJECTS.items(): type_name = "spawn " + name # load single mob as schematics memid = SchematicNode.create(self, [((0, 0, 0), (383, m))]) self.add_triple(subj=memid, pred_text="has_name", obj_text=type_name) if "block" in type_name: self.add_triple( subj=memid, pred_text="has_name", obj_text=type_name.strip("block").strip() ) # then load properties memid = MobTypeNode.create(self, type_name, (383, m)) self.add_triple(subj=memid, pred_text="has_name", obj_text=type_name) if mob_name_to_properties.get(type_name) is not None: for property in mob_name_to_properties[type_name]: self.add_triple(subj=memid, pred_text="has_name", obj_text=property) ############## ### Mobs ### ############## def set_mob_position(self, mob) -> "MobNode": r = self._db_read_one("SELECT uuid FROM ReferenceObjects WHERE eid=?", mob.entityId) if r: self._db_write( "UPDATE ReferenceObjects SET x=?, y=?, z=?, yaw=?, pitch=? WHERE eid=?", mob.pos.x, mob.pos.y, mob.pos.z, mob.look.yaw, mob.look.pitch, mob.entityId, ) (memid,) = r else: memid = MobNode.create(self, mob) return self.get_mem_by_id(memid) #################### ### ItemStacks ### #################### def update_item_stack_eid(self, memid, eid) -> "ItemStackNode": r = self._db_read_one("SELECT * FROM ReferenceObjects WHERE uuid=?", memid) if r: self._db_write("UPDATE ReferenceObjects SET eid=? WHERE uuid=?", eid, memid) return self.get_mem_by_id(memid) def set_item_stack_position(self, item_stack) -> "ItemStackNode": r = self._db_read_one("SELECT uuid FROM ReferenceObjects WHERE eid=?", item_stack.entityId) if r: self._db_write( "UPDATE ReferenceObjects SET x=?, y=?, z=? WHERE eid=?", item_stack.pos.x, item_stack.pos.y, item_stack.pos.z, item_stack.entityId, ) (memid,) = r else: memid = ItemStackNode.create(self, item_stack) return self.get_mem_by_id(memid) def get_all_item_stacks(self): r = self._db_read("SELECT uuid, eid FROM ReferenceObjects WHERE ref_type=?", "item_stack") return r ############### ### Dances ## ############### def add_dance(self, dance_fn, name=None, tags=[]): # a dance is movement determined as a sequence of steps, rather than by its destination return DanceNode.create(self, dance_fn, name=name, tags=tags)
craftassist-master
python/craftassist/mc_memory.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import heapq import math import numpy as np from scipy.ndimage.filters import median_filter from scipy.optimize import linprog import logging import minecraft_specs from mc_util import ( manhat_dist, get_locs_from_entity, build_safe_diag_adjacent, euclid_dist, to_block_pos, fill_idmeta, ) from block_data import BORING_BLOCKS, PASSABLE_BLOCKS from search import depth_first_search from mc_memory_nodes import InstSegNode, BlockObjectNode GROUND_BLOCKS = [1, 2, 3, 7, 8, 9, 12, 79, 80] MAX_RADIUS = 20 BLOCK_DATA = minecraft_specs.get_block_data() COLOUR_DATA = minecraft_specs.get_colour_data() BLOCK_PROPERTY_DATA = minecraft_specs.get_block_property_data() MOB_PROPERTY_DATA = minecraft_specs.get_mob_property_data() BID_COLOR_DATA = minecraft_specs.get_bid_to_colours() # Taken from : stackoverflow.com/questions/16750618/ # whats-an-efficient-way-to-find-if-a-point-lies-in-the-convex-hull-of-a-point-cl def in_hull(points, x): """Check if x is in the convex hull of points""" n_points = len(points) c = np.zeros(n_points) A = np.r_[points.T, np.ones((1, n_points))] b = np.r_[x, np.ones(1)] lp = linprog(c, A_eq=A, b_eq=b) return lp.success def all_nearby_objects(get_blocks, pos, max_radius=MAX_RADIUS): """Return a list of connected components near pos. Each component is a list of ((x, y, z), (id, meta)) i.e. this function returns list[list[((x, y, z), (id, meta))]] """ pos = np.round(pos).astype("int32") mask, off, blocks = all_close_interesting_blocks(get_blocks, pos, max_radius) components = connected_components(mask) logging.debug("all_nearby_objects found {} objects near {}".format(len(components), pos)) xyzbms = [ [((c[2] + off[2], c[0] + off[0], c[1] + off[1]), tuple(blocks[c])) for c in component_yzxs] for component_yzxs in components ] return xyzbms def closest_nearby_object(get_blocks, pos): """Find the closest interesting object to pos Returns a list of ((x,y,z), (id, meta)), or None if no interesting objects are nearby """ objects = all_nearby_objects(get_blocks, pos) if len(objects) == 0: return None centroids = [np.mean([pos for (pos, idm) in obj], axis=0) for obj in objects] dists = [manhat_dist(c, pos) for c in centroids] return objects[np.argmin(dists)] def all_close_interesting_blocks(get_blocks, pos, max_radius=MAX_RADIUS): """Find all "interesting" blocks close to pos, within a max_radius""" mx, my, mz = pos[0] - max_radius, pos[1] - max_radius, pos[2] - max_radius Mx, My, Mz = pos[0] + max_radius, pos[1] + max_radius, pos[2] + max_radius yzxb = get_blocks(mx, Mx, my, My, mz, Mz) relpos = pos - [mx, my, mz] mask = accessible_interesting_blocks(yzxb[:, :, :, 0], relpos) return mask, (my, mz, mx), yzxb def accessible_interesting_blocks(blocks, pos): """Return a boolean mask of blocks that are accessible-interesting from pos. A block b is accessible-interesting if it is 1. interesting, AND 2. there exists a path from pos to b through only passable or interesting blocks """ passable = np.isin(blocks, PASSABLE_BLOCKS) interesting = np.isin(blocks, BORING_BLOCKS, invert=True) passable_or_interesting = passable | interesting X = np.zeros_like(passable) def _fn(p): if passable_or_interesting[p]: X[p] = True return True return False depth_first_search(blocks.shape[:3], pos, _fn) return X & interesting def find_closest_component(mask, relpos): """Find the connected component of nonzeros that is closest to loc Args: - mask is a 3d array - relpos is a relative position in the mask, with the same ordering Returns: a list of indices of the closest connected component, or None """ components = connected_components(mask) if len(components) == 0: return None centroids = [np.mean(cs, axis=0) for cs in components] dists = [manhat_dist(c, relpos) for c in centroids] return components[np.argmin(dists)] def connected_components(X, unique_idm=False): """Find all connected nonzero components in a array X. X is either rank 3 (volume) or rank 4 (volume-idm) If unique_idm == True, different block types are different components Returns a list of lists of indices of connected components """ visited = np.zeros((X.shape[0], X.shape[1], X.shape[2]), dtype="bool") components = [] current_component = set() diag_adj = build_safe_diag_adjacent([0, X.shape[0], 0, X.shape[1], 0, X.shape[2]]) if len(X.shape) == 3: X = np.expand_dims(X, axis=3) def is_air(X, i, j, k): return X[i, j, k, 0] == 0 if not unique_idm: def _build_fn(X, current_component, idm): def _fn(p): if X[p[0], p[1], p[2], 0]: current_component.add(p) return True return _fn else: def _build_fn(X, current_component, idm): def _fn(p): if tuple(X[p]) == idm: current_component.add(p) return True return _fn for i in range(visited.shape[0]): for j in range(visited.shape[1]): for k in range(visited.shape[2]): if visited[i, j, k]: continue visited[i, j, k] = True if is_air(X, i, j, k): continue # found a new component pos = (i, j, k) _fn = _build_fn(X, current_component, tuple(X[i, j, k, :])) visited |= depth_first_search(X.shape[:3], pos, _fn, diag_adj) components.append(list(current_component)) current_component.clear() return components def check_between(entities, fat_scale=0.2): """ Heuristic check if entities[0] is between entities[1] and entities[2] by checking if the locs of enitity[0] are in the convex hull of union of the max cardinal points of entity[1] and entity[2]""" locs = [] means = [] for e in entities: l = get_locs_from_entity(e) if l is not None: locs.append(l) means.append(np.mean(l, axis=0)) else: # this is not a thing we know how to assign 'between' to return False mean_separation = euclid_dist(means[1], means[2]) fat = fat_scale * mean_separation bounding_locs = [] for l in locs: if len(l) > 1: bl = [] idx = np.argmax(l, axis=0) for i in range(3): f = np.zeros(3) f[i] = fat bl.append(np.array(l[idx[i]]) + fat) idx = np.argmin(l, axis=0) for i in range(3): f = np.zeros(3) f[i] = fat bl.append(np.array(l[idx[i]]) - fat) bounding_locs.append(np.vstack(bl)) else: bounding_locs.append(np.array(l)) x = np.mean(bounding_locs[0], axis=0) points = np.vstack([bounding_locs[1], bounding_locs[2]]) return in_hull(points, x) def find_between(entities): """Heurisitc search for points between entities[0] and entities[1] for now : just pick the point half way between their means TODO: fuzz a bit if target is unreachable""" for e in entities: means = [] l = get_locs_from_entity(e) if l is not None: means.append(np.mean(l, axis=0)) else: # this is not a thing we know how to assign 'between' to return None return (means[0] + means[1]) / 2 def check_inside(entities): """Heuristic check on whether an entity[0] is inside entity[1] if in some 2d slice, cardinal rays cast from some point in entity[0] all hit a block in entity[1], we say entity[0] is inside entity[1]. This allows an entity to be inside a ring or an open cylinder. This will fail for a "diagonal" ring. TODO: "enclosed", where the object is inside in the topological sense""" locs = [] for e in entities: l = get_locs_from_entity(e) if l is not None: locs.append(l) else: # this is not a thing we know how to assign 'inside' to return False for b in locs[0]: for i in range(3): inside = True coplanar = [c for c in locs[1] if c[i] == b[i]] for j in range(2): fixed = (i + 2 * j - 1) % 3 to_check = (i + 1 - 2 * j) % 3 colin = [c[to_check] for c in coplanar if c[fixed] == b[fixed]] if len(colin) == 0: inside = False else: if max(colin) <= b[to_check] or min(colin) >= b[to_check]: inside = False if inside: return True return False def find_inside(entity): """Return a point inside the entity if it can find one. TODO: heuristic quick check to find that there aren't any, and maybe make this not d^3""" # is this a negative object? if yes, just return its mean: if hasattr(entity, "blocks"): if all(b == (0, 0) for b in entity.blocks.values()): m = np.mean(list(entity.blocks.keys()), axis=0) return [to_block_pos(m)] l = get_locs_from_entity(entity) if l is None: return [] m = np.round(np.mean(l, axis=0)) maxes = np.max(l, axis=0) mins = np.min(l, axis=0) inside = [] for x in range(mins[0], maxes[0] + 1): for y in range(mins[1], maxes[1] + 1): for z in range(mins[2], maxes[2] + 1): if check_inside([(x, y, z), entity]): inside.append((x, y, z)) return sorted(inside, key=lambda x: euclid_dist(x, m)) def label_top_bottom_blocks(block_list, top_heuristic=15, bottom_heuristic=25): """ This function takes in a list of blocks, where each block is : [[x, y, z], id] or [[x, y, z], [id, meta]] and outputs a dict: { "top" : [list of blocks], "bottom" : [list of blocks], "neither" : [list of blocks] } The heuristic being used here is : The top blocks are within top_heuristic % of the topmost block and the bottom blocks are within bottom_heuristic % of the bottommost block. Every other block in the list belongs to the category : "neither" """ if type(block_list) is tuple: block_list = list(block_list) # Sort the list on z, y, x in decreasing order, to order the list # to top-down. block_list.sort(key=lambda x: (x[0][2], x[0][1], x[0][0]), reverse=True) num_blocks = len(block_list) cnt_top = math.ceil((top_heuristic / 100) * num_blocks) cnt_bottom = math.ceil((bottom_heuristic / 100) * num_blocks) cnt_remaining = num_blocks - (cnt_top + cnt_bottom) dict_top_bottom = {} dict_top_bottom["top"] = block_list[:cnt_top] dict_top_bottom["bottom"] = block_list[-cnt_bottom:] dict_top_bottom["neither"] = block_list[cnt_top : cnt_top + cnt_remaining] return dict_top_bottom # heuristic method, can potentially be replaced with ml? can def make more sophisticated # looks for the first stack of non-ground material hfilt high, can be fooled # by e.g. a floating pile of dirt or a big buried object def ground_height(agent, pos, radius, yfilt=5, xzfilt=5): ground = np.array(GROUND_BLOCKS).astype("int32") offset = yfilt // 2 yfilt = np.ones(yfilt, dtype="int32") L = agent.get_blocks( pos[0] - radius, pos[0] + radius, 0, pos[1] + 80, pos[2] - radius, pos[2] + radius ) C = L.copy() C = C[:, :, :, 0].transpose([2, 0, 1]).copy() G = np.zeros((2 * radius + 1, 2 * radius + 1)) for i in range(C.shape[0]): for j in range(C.shape[2]): stack = C[i, :, j].squeeze() inground = np.isin(stack, ground) * 1 inground = np.convolve(inground, yfilt, mode="same") G[i, j] = np.argmax(inground == 0) # fixme what if there isn't one G = median_filter(G, size=xzfilt) return G - offset def get_nearby_airtouching_blocks(agent, location, radius=15): gh = ground_height(agent, location, 0)[0, 0] x, y, z = location ymin = int(max(y - radius, gh)) yzxb = agent.get_blocks(x - radius, x + radius, ymin, y + radius, z - radius, z + radius) xyzb = yzxb.transpose([2, 0, 1, 3]).copy() components = connected_components(xyzb, unique_idm=True) blocktypes = [] for c in components: tags = None for loc in c: idm = tuple(xyzb[loc[0], loc[1], loc[2], :]) for coord in range(3): for d in [-1, 1]: off = [0, 0, 0] off[coord] = d l = (loc[0] + off[0], loc[1] + off[1], loc[2] + off[2]) if l[coord] >= 0 and l[coord] < xyzb.shape[coord]: if xyzb[l[0], l[1], l[2], 0] == 0: try: blocktypes.append(idm) type_name = BLOCK_DATA["bid_to_name"][idm] tags = [type_name] tags.extend(COLOUR_DATA["name_to_colors"].get(type_name, [])) tags.extend( BLOCK_PROPERTY_DATA["name_to_properties"].get(type_name, []) ) except: logging.debug( "I see a weird block, ignoring: ({}, {})".format( idm[0], idm[1] ) ) if tags: shifted_c = [(l[0] + x - radius, l[1] + ymin, l[2] + z - radius) for l in c] if len(shifted_c) > 0: InstSegNode.create(agent.memory, shifted_c, tags=tags) return blocktypes def get_all_nearby_holes(agent, location, radius=15, store_inst_seg=True): """Return a list of holes. Each hole is tuple(list[xyz], idm)""" sx, sy, sz = location max_height = sy + 5 map_size = radius * 2 + 1 height_map = [[sz] * map_size for i in range(map_size)] hid_map = [[-1] * map_size for i in range(map_size)] idm_map = [[(0, 0)] * map_size for i in range(map_size)] visited = set([]) global current_connected_comp, current_idm current_connected_comp = [] current_idm = (2, 0) # helper functions def get_block_info(x, z): # fudge factor 5 height = max_height while True: B = agent.get_blocks(x, x, height, height, z, z) if ( (B[0, 0, 0, 0] != 0) and (x != sx or z != sz or height != sy) and (x != agent.pos[0] or z != agent.pos[2] or height != agent.pos[1]) and (B[0, 0, 0, 0] != 383) ): # if it's not a mobile block (agent, speaker, mobs) return height, tuple(B[0, 0, 0]) height -= 1 gx = [0, 0, -1, 1] gz = [1, -1, 0, 0] def dfs(x, y, z): """ Traverse current connected component and return minimum height of all surrounding blocks """ build_height = 100000 if (x, y, z) in visited: return build_height global current_connected_comp, current_idm current_connected_comp.append((x - radius + sx, y, z - radius + sz)) # absolute positions visited.add((x, y, z)) for d in range(4): nx = x + gx[d] nz = z + gz[d] if nx >= 0 and nz >= 0 and nx < map_size and nz < map_size: if height_map[x][z] == height_map[nx][nz]: build_height = min(build_height, dfs(nx, y, nz)) else: build_height = min(build_height, height_map[nx][nz]) current_idm = idm_map[nx][nz] else: # bad ... hole is not within defined radius return -100000 return build_height # find all holes blocks_queue = [] for i in range(map_size): for j in range(map_size): height_map[i][j], idm_map[i][j] = get_block_info(i - radius + sx, j - radius + sz) heapq.heappush(blocks_queue, (height_map[i][j] + 1, (i, height_map[i][j] + 1, j))) holes = [] while len(blocks_queue) > 0: hxyz = heapq.heappop(blocks_queue) h, (x, y, z) = hxyz # NB: relative positions if (x, y, z) in visited or y > max_height: continue assert h == height_map[x][z] + 1, " h=%d heightmap=%d, x,z=%d,%d" % ( h, height_map[x][z], x, z, ) # sanity check current_connected_comp = [] current_idm = (2, 0) build_height = dfs(x, y, z) if build_height >= h: holes.append((current_connected_comp.copy(), current_idm)) cur_hid = len(holes) - 1 for n, xyz in enumerate(current_connected_comp): x, y, z = xyz rx, ry, rz = x - sx + radius, y + 1, z - sz + radius heapq.heappush(blocks_queue, (ry, (rx, ry, rz))) height_map[rx][rz] += 1 if hid_map[rx][rz] != -1: holes[cur_hid][0].extend(holes[hid_map[rx][rz]][0]) holes[hid_map[rx][rz]] = ([], (0, 0)) hid_map[rx][rz] = cur_hid # A bug in the algorithm above produces holes that include non-air blocks. # Just patch the problem here, since this function will eventually be # performed by an ML model for i, (xyzs, idm) in enumerate(holes): blocks = fill_idmeta(agent, xyzs) xyzs = [xyz for xyz, (d, _) in blocks if d == 0] # remove non-air blocks holes[i] = (xyzs, idm) # remove 0-length holes holes = [h for h in holes if len(h[0]) > 0] if store_inst_seg: for hole in holes: InstSegNode.create(agent.memory, hole[0], tags=["hole", "pit", "mine"]) return holes class PerceptionWrapper: def __init__(self, agent, perceive_freq=20, slow_perceive_freq_mult=8): self.perceive_freq = perceive_freq self.agent = agent self.radius = 15 self.perceive_freq = perceive_freq def perceive(self, force=False): if self.perceive_freq == 0 and not force: return if self.agent.count % self.perceive_freq != 0 and not force: return if force or not self.agent.memory.task_stack_peek(): # perceive blocks in marked areas for pos, radius in self.agent.areas_to_perceive: for obj in all_nearby_objects(self.agent.get_blocks, pos, radius): BlockObjectNode.create(self.agent.memory, obj) get_all_nearby_holes(self.agent, pos, radius) get_nearby_airtouching_blocks(self.agent, pos, radius) # perceive blocks near the agent for obj in all_nearby_objects(self.agent.get_blocks, self.agent.pos): BlockObjectNode.create(self.agent.memory, obj) get_all_nearby_holes(self.agent, self.agent.pos, radius=self.radius) get_nearby_airtouching_blocks(self.agent, self.agent.pos, radius=self.radius)
craftassist-master
python/craftassist/heuristic_perception.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ from preprocess import word_tokenize from ttad.generation_dialogues.generate_dialogue import action_type_map # Dict[str, Class] from ttad.generation_dialogues.templates.templates import template_map # Dict[str, List[Template]] from typing import Dict, List, Tuple, Sequence def adtt(d: Dict) -> str: """Return a string that would produce the action dict `d` d is post-process_span (i.e. its span values are replaced with strings) d is pre-coref_resolve (i.e. its coref_resolve values are strings, not memory objects or keywords) """ if d["dialogue_type"] != "HUMAN_GIVE_COMMAND": raise NotImplementedError("can't handle {}".format(d["dialogue_type"])) action_type = d["action"]["action_type"] # e.g. "MOVE" action_type = action_type[0].upper() + action_type[1:].lower() # e.g. "Move" for template in template_map[action_type]: dialogue, gen_d = generate_from_template(action_type, template) recurse_remove_keys(gen_d, ["has_attribute"]) if len(dialogue) != 1: continue if dicts_match(d, gen_d): print(gen_d) text = replace_spans(dialogue[0], gen_d, d) print(dialogue[0]) return replace_relative_direction(text, gen_d, d) raise ValueError("No matching template found for {}".format(d)) def replace_spans(text: str, gen_d: Dict, d: Dict) -> str: """Replace words in text with spans from d""" words = word_tokenize(text).split() # compile list of spans to replace via recursive search replaces = [] to_consider = [(gen_d, d)] while len(to_consider) > 0: cur_gen_d, cur_d = to_consider.pop() for k in cur_gen_d.keys(): if type(cur_d[k]) == dict: to_consider.append((cur_gen_d[k], cur_d[k])) elif type(cur_d[k]) == str and cur_d[k].upper() != cur_d[k]: replaces.append((cur_gen_d[k], cur_d[k])) # replace each span in words replaces.sort(key=lambda r: r[0][1][0], reverse=True) # sort by L of span for (sentence_idx, (L, R)), s in replaces: assert sentence_idx == 0 words = words[:L] + word_tokenize(s).split() + words[(R + 1) :] return " ".join(words) def generate_from_template(action_type: str, template: List) -> Tuple[List[str], Dict]: cls = action_type_map[action_type.lower()] node = cls.generate(template) dialogue = node.generate_description() d = node.to_dict() return dialogue, d def dicts_match( d: Dict, e: Dict, ignore_values_for_keys: Sequence[str] = ["relative_direction"], ignore_keys: Sequence[str] = ["has_attribute"], ) -> bool: if (set(d.keys()) - set(ignore_keys)) != (set(e.keys()) - set(ignore_keys)): return False for k, v in d.items(): if type(v) == dict and not dicts_match(v, e[k]): return False # allow values of certain keys to differ (e.g. relative_direction) # allow spans (lowercase strings) to differ if ( k not in ignore_keys and k not in ignore_values_for_keys and type(v) == str and v == v.upper() and v != e[k] ): return False return True def recurse_remove_keys(d: Dict, keys: Sequence[str]): # remove keys from dict for x in keys: if x in d: del d[x] # recurse for k, v in d.items(): if type(v) == dict: recurse_remove_keys(v, keys) def replace_relative_direction(text: str, gen_d: Dict, d: Dict) -> str: try: rel_dir = d["action"]["location"]["relative_direction"] agent_pos = False try: if ( d["action"]["location"]["reference_object"]["location"]["location_type"] == "AGENT_POS" ): agent_pos = True except: agent_pos = False # generate direction dict direction_dict = {} if not agent_pos: direction_dict["LEFT"] = ["to the left of", "towards the left of"] direction_dict["RIGHT"] = ["to the right of", "towards the right of"] direction_dict["UP"] = ["above", "on top of", "to the top of"] direction_dict["DOWN"] = ["below", "under"] direction_dict["FRONT"] = ["in front of"] direction_dict["BACK"] = ["behind"] direction_dict["AWAY"] = ["away from"] direction_dict["INSIDE"] = ["inside"] direction_dict["OUTSIDE"] = ["outside"] direction_dict["NEAR"] = ["next to", "close to", "near"] direction_dict["CLOCKWISE"] = ["clockwise"] direction_dict["ANTICLOCKWISE"] = ["anticlockwise"] else: direction_dict["LEFT"] = ["to the left", "to your left", "east", "left"] direction_dict["RIGHT"] = ["to the right", "to your right", "right", "west"] direction_dict["UP"] = ["up", "north"] direction_dict["DOWN"] = ["down", "south"] direction_dict["FRONT"] = ["front", "forward", "to the front"] direction_dict["BACK"] = ["back", "backwards", "to the back"] direction_dict["AWAY"] = ["away"] direction_dict["CLOCKWISE"] = ["clockwise"] direction_dict["ANTICLOCKWISE"] = ["anticlockwise"] # generate a list of the direction phrases and sort by longest to shortest direction_list: List[str] = [] for k in direction_dict.keys(): direction_list = direction_list + direction_dict[k] direction_list = sorted(direction_list, key=len, reverse=True) # look for direction phrase in the text to replace for dir_phrase in direction_list: if dir_phrase in text: text = text.replace(dir_phrase, direction_dict[rel_dir][0]) break return text except: return text if __name__ == "__main__": d = { "dialogue_type": "HUMAN_GIVE_COMMAND", "action": { "action_type": "BUILD", "schematic": {"has_name": "barn"}, "location": { "location_type": "REFERENCE_OBJECT", "relative_direction": "LEFT", "reference_object": {"has_name": "boat house"}, }, }, } t = adtt(d) print(t)
craftassist-master
python/craftassist/adtt.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ from base_sql_mock_environment import BaseSQLMockEnvironment from typing import Dict class SQLConverter(BaseSQLMockEnvironment): """A script with basic commands dealing with reference objects. """ def __init__(self): super().__init__() self.all_sql_queries = [] def run(self, action_dict): self.agent.memory.sql_queries = [] self.convert_sql_query(action_dict) self.all_sql_queries.append(self.agent.memory.sql_queries) print(self.all_sql_queries) def convert_sql_query(self, action_dict: Dict): """ Get SQL commands for an action dictionary. """ print(action_dict) self.handle_logical_form(action_dict) def process_input_dataset(self): """ Read annotated dataset and get action dictionaries. """ action_dict = { "dialogue_type": "HUMAN_GIVE_COMMAND", "action": { "action_type": "DESTROY", "reference_object": { "has_name": "sphere", "has_colour": "red", "has_size": "small", }, }, } self.run(action_dict) def main(): sql_converter = SQLConverter() sql_converter.process_input_dataset() if __name__ == "__main__": main()
craftassist-master
python/craftassist/sql_script.py
import os import sys import numpy as np import logging from collections import Counter from typing import cast, List, Sequence, Dict # FIXME fix util imports from mc_util import XYZ, LOOK, POINT_AT_TARGET, IDM, Block import minecraft_specs from entities import MOBS_BY_ID BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) from base_agent.memory_nodes import link_archive_to_mem, ReferenceObjectNode, MemoryNode, NODELIST class VoxelObjectNode(ReferenceObjectNode): """this is a reference object that is distributed over multiple voxels. uses VoxelObjects table to hold the location of the voxels; and ReferenceObjects to hold 'global' info""" def __init__(self, agent_memory, memid: str): super().__init__(agent_memory, memid) ref = self.agent_memory._db_read("SELECT * FROM ReferenceObjects WHERE uuid=?", self.memid) if len(ref) == 0: raise Exception("no mention of this VoxelObject in ReferenceObjects Table") self.ref_info = ref[0] voxels = self.agent_memory._db_read("SELECT * FROM VoxelObjects WHERE uuid=?", self.memid) self.locs: List[tuple] = [] self.blocks: Dict[tuple, tuple] = {} self.update_times: Dict[tuple, int] = {} self.player_placed: Dict[tuple, bool] = {} self.agent_placed: Dict[tuple, bool] = {} for v in voxels: loc = (v[1], v[2], v[3]) self.locs.append(loc) if v[4]: assert v[5] is not None self.blocks[loc] = (v[4], v[5]) else: self.blocks[loc] = (None, None) self.agent_placed[loc] = v[6] self.player_placed[loc] = v[7] self.update_times[loc] = v[8] # TODO assert these all the same? self.memtype = v[9] def get_pos(self) -> XYZ: return cast(XYZ, tuple(int(x) for x in np.mean(self.locs, axis=0))) def get_point_at_target(self) -> POINT_AT_TARGET: point_min = [int(x) for x in np.min(self.locs, axis=0)] point_max = [int(x) for x in np.max(self.locs, axis=0)] return cast(POINT_AT_TARGET, point_min + point_max) def get_bounds(self): M = np.max(self.locs, axis=0) m = np.min(self.locs, axis=0) return m[0], M[0], m[1], M[1], m[2], M[2] def snapshot(self, agent_memory): archive_memid = self.new(agent_memory, snapshot=True) for loc in self.locs: cmd = "INSERT INTO ArchivedVoxelObjects (uuid, x, y, z, bid, meta, agent_placed, player_placed, updated, ref_type) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)" values = ( archive_memid, loc[0], loc[1], loc[2], self.blocks[loc][0], self.blocks[loc][1], self.agent_placed[loc], self.player_placed[loc], self.update_times[loc], self.memtype, ) agent_memory._db_write(cmd, *values) archive_memid = self.new(agent_memory, snapshot=True) cmd = "INSERT INTO ArchivedReferenceObjects (uuid, eid, x, y, z, yaw, pitch, name, type_name, ref_type, player_placed, agent_placed, created, updated, voxel_count) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)" info = list(self.ref_info) info[0] = archive_memid agent_memory._db_write(cmd, *info) link_archive_to_mem(agent_memory, self.memid, archive_memid) return archive_memid class BlockObjectNode(VoxelObjectNode): """ this is a voxel object that represents a set of physically present blocks. it is considered to be nonephemeral""" TABLE_COLUMNS = [ "uuid", "x", "y", "z", "bid", "meta", "agent_placed", "player_placed", "updated", ] TABLE = "ReferenceObjects" NODE_TYPE = "BlockObject" @classmethod def create(cls, memory, blocks: Sequence[Block]) -> str: # check if block object already exists in memory for xyz, _ in blocks: old_memids = memory.get_block_object_ids_by_xyz(xyz) if old_memids: return old_memids[0] memid = cls.new(memory) # TODO check/assert this isn't there... cmd = "INSERT INTO ReferenceObjects (uuid, x, y, z, ref_type, voxel_count) VALUES ( ?, ?, ?, ?, ?, ?)" # TODO this is going to cause a bug, need better way to initialize and track mean loc memory._db_write(cmd, memid, 0, 0, 0, "BlockObjects", 0) for block in blocks: memory.upsert_block(block, memid, "BlockObjects") memory.tag(memid, "_block_object") memory.tag(memid, "_voxel_object") memory.tag(memid, "_physical_object") memory.tag(memid, "_destructible") # this is a hack until memory_filters does "not" memory.tag(memid, "_not_location") logging.info( "Added block object {} with {} blocks, {}".format( memid, len(blocks), Counter([idm for _, idm in blocks]) ) ) return memid def __repr__(self): return "<BlockObject Node @ {}>".format(list(self.blocks.keys())[0]) # note: instance segmentation objects should not be tagged except by the creator # build an archive if you want to tag permanently class InstSegNode(VoxelObjectNode): """ this is a voxel object that represents a region of space, and is considered ephemeral""" TABLE_COLUMNS = ["uuid", "x", "y", "z", "ref_type"] TABLE = "ReferenceObjects" NODE_TYPE = "InstSeg" @classmethod def create(cls, memory, locs, tags=[]) -> str: # TODO option to not overwrite # check if instance segmentation object already exists in memory inst_memids = {} for xyz in locs: m = memory._db_read( 'SELECT uuid from VoxelObjects WHERE ref_type="inst_seg" AND x=? AND y=? AND z=?', *xyz ) if len(m) > 0: for memid in m: inst_memids[memid[0]] = True # FIXME just remember the locs in the first pass for m in inst_memids.keys(): olocs = memory._db_read("SELECT x, y, z from VoxelObjects WHERE uuid=?", m) # TODO maybe make an archive? if len(set(olocs) - set(locs)) == 0: memory._db_write("DELETE FROM Memories WHERE uuid=?", m) memid = cls.new(memory) loc = np.mean(locs, axis=0) # TODO check/assert this isn't there... cmd = "INSERT INTO ReferenceObjects (uuid, x, y, z, ref_type) VALUES ( ?, ?, ?, ?, ?)" memory._db_write(cmd, memid, loc[0], loc[1], loc[2], "inst_seg") for loc in locs: cmd = "INSERT INTO VoxelObjects (uuid, x, y, z, ref_type) VALUES ( ?, ?, ?, ?, ?)" memory._db_write(cmd, memid, loc[0], loc[1], loc[2], "inst_seg") memory.tag(memid, "_voxel_object") memory.tag(memid, "_inst_seg") memory.tag(memid, "_destructible") # this is a hack until memory_filters does "not" memory.tag(memid, "_not_location") for tag in tags: memory.tag(memid, tag) return memid def __init__(self, memory, memid: str): super().__init__(memory, memid) r = memory._db_read("SELECT x, y, z FROM VoxelObjects WHERE uuid=?", self.memid) self.locs = r self.blocks = {l: (0, 0) for l in self.locs} tags = memory.get_triples(subj=self.memid, pred_text="has_tag") self.tags = [] # noqa: T484 for tag in tags: if tag[2][0] != "_": self.tags.append(tag[2]) def __repr__(self): return "<InstSeg Node @ {} with tags {} >".format(self.locs, self.tags) class MobNode(ReferenceObjectNode): """ a memory node represneting a mob""" TABLE_COLUMNS = [ "uuid", "eid", "x", "y", "z", "yaw", "pitch", "ref_type", "type_name", "player_placed", "agent_placed", "created", ] TABLE = "ReferenceObjects" NODE_TYPE = "Mob" def __init__(self, agent_memory, memid: str): super().__init__(agent_memory, memid) eid, x, y, z, yaw, pitch = self.agent_memory._db_read_one( "SELECT eid, x, y, z, yaw, pitch FROM ReferenceObjects WHERE uuid=?", self.memid ) self.eid = eid self.pos = (x, y, z) self.look = (yaw, pitch) @classmethod def create(cls, memory, mob, player_placed=False, agent_placed=False) -> str: # TODO warn/error if mob already in memory? memid = cls.new(memory) mobtype = MOBS_BY_ID[mob.mobType] memory._db_write( "INSERT INTO ReferenceObjects(uuid, eid, x, y, z, yaw, pitch, ref_type, type_name, player_placed, agent_placed, created) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)", memid, mob.entityId, mob.pos.x, mob.pos.y, mob.pos.z, mob.look.yaw, mob.look.pitch, "mob", mobtype, player_placed, agent_placed, memory.get_time(), ) memory.tag(memid, "mob") memory.tag(memid, "_physical_object") memory.tag(memid, "_animate") # this is a hack until memory_filters does "not" memory.tag(memid, "_not_location") memory.tag(memid, mobtype) return memid def get_pos(self) -> XYZ: x, y, z = self.agent_memory._db_read_one( "SELECT x, y, z FROM ReferenceObjects WHERE uuid=?", self.memid ) self.pos = (x, y, z) return self.pos def get_look(self) -> LOOK: yaw, pitch = self.agent_memory._db_read_one( "SELECT yaw, pitch FROM ReferenceObjects WHERE uuid=?", self.memid ) self.look = (yaw, pitch) return self.look # TODO: use a smarter way to get point_at_target def get_point_at_target(self) -> POINT_AT_TARGET: x, y, z = self.agent_memory._db_read_one( "SELECT x, y, z FROM ReferenceObjects WHERE uuid=?", self.memid ) # use the block above the mob as point_at_target return cast(POINT_AT_TARGET, (x, y + 1, z, x, y + 1, z)) def get_bounds(self): x, y, z = self.pos return x, x, y, y, z, z class ItemStackNode(ReferenceObjectNode): TABLE_ROWS = ["uuid", "eid", "x", "y", "z", "type_name", "ref_type", "created"] TABLE = "ReferenceObjects" NODE_TYPE = "ItemStack" def __init__(self, agent_memory, memid: str): super().__init__(agent_memory, memid) eid, x, y, z = self.agent_memory._db_read_one( "SELECT eid, x, y, z FROM ReferenceObjects WHERE uuid=?", self.memid ) self.memid = memid self.eid = eid self.pos = (x, y, z) @classmethod def create(cls, memory, item_stack) -> str: bid_to_name = minecraft_specs.get_block_data()["bid_to_name"] type_name = bid_to_name[(item_stack.item.id, item_stack.item.meta)] memid = cls.new(memory) memory._db_write( "INSERT INTO ReferenceObjects(uuid, eid, x, y, z, type_name, ref_type, created) VALUES (?, ?, ?, ?, ?, ?, ?, ?)", memid, item_stack.entityId, item_stack.pos.x, item_stack.pos.y, item_stack.pos.z, type_name, "item_stack", memory.get_time(), ) memory.tag(memid, type_name) memory.tag(memid, "_item_stack") memory.tag(memid, "_on_ground") memory.tag(memid, "_physical_object") # this is a hack until memory_filters does "not" memory.tag(memid, "_not_location") return memid def get_pos(self) -> XYZ: x, y, z = self.agent_memory._db_read_one( "SELECT x, y, z FROM ReferenceObjects WHERE uuid=?", self.memid ) self.pos = (x, y, z) return self.pos # TODO: use a smarter way to get point_at_target def get_point_at_target(self) -> POINT_AT_TARGET: x, y, z = self.agent_memory._db_read_one( "SELECT x, y, z FROM ReferenceObjects WHERE uuid=?", self.memid ) # use the block above the item stack as point_at_target return cast(POINT_AT_TARGET, (x, y + 1, z, x, y + 1, z)) def get_bounds(self): x, y, z = self.pos return x, x, y, y, z, z class SchematicNode(MemoryNode): """ a memory node representing a plan for an object that could be built""" TABLE_COLUMNS = ["uuid", "x", "y", "z", "bid", "meta"] TABLE = "Schematics" NODE_TYPE = "Schematic" def __init__(self, agent_memory, memid: str): super().__init__(agent_memory, memid) r = self.agent_memory._db_read( "SELECT x, y, z, bid, meta FROM Schematics WHERE uuid=?", self.memid ) self.blocks = {(x, y, z): (b, m) for (x, y, z, b, m) in r} @classmethod def create(cls, memory, blocks: Sequence[Block]) -> str: memid = cls.new(memory) for ((x, y, z), (b, m)) in blocks: memory._db_write( """ INSERT INTO Schematics(uuid, x, y, z, bid, meta) VALUES (?, ?, ?, ?, ?, ?)""", memid, x, y, z, b, m, ) return memid class BlockTypeNode(MemoryNode): TABLE_COLUMNS = ["uuid", "type_name", "bid", "meta"] TABLE = "BlockTypes" NODE_TYPE = "BlockType" def __init__(self, agent_memory, memid: str): super().__init__(agent_memory, memid) type_name, b, m = self.agent_memory._db_read( "SELECT type_name, bid, meta FROM BlockTypes WHERE uuid=?", self.memid ) self.type_name = type_name self.b = b self.m = m @classmethod def create(cls, memory, type_name: str, idm: IDM) -> str: memid = cls.new(memory) memory._db_write( "INSERT INTO BlockTypes(uuid, type_name, bid, meta) VALUES (?, ?, ?, ?)", memid, type_name, idm[0], idm[1], ) return memid class MobTypeNode(MemoryNode): TABLE_COLUMNS = ["uuid", "type_name", "bid", "meta"] TABLE = "MobTypes" NODE_TYPE = "MobType" def __init__(self, agent_memory, memid: str): super().__init__(agent_memory, memid) type_name, b, m = self.agent_memory._db_read( "SELECT type_name, bid, meta FROM MobTypes WHERE uuid=?", self.memid ) self.type_name = type_name self.b = b self.m = m @classmethod def create(cls, memory, type_name: str, idm: IDM) -> str: memid = cls.new(memory) memory._db_write( "INSERT INTO MobTypes(uuid, type_name, bid, meta) VALUES (?, ?, ?, ?)", memid, type_name, idm[0], idm[1], ) return memid class DanceNode(MemoryNode): TABLE_COLUMNS = ["uuid"] TABLE = "Dances" NODE_TYPE = "Dance" def __init__(self, agent_memory, memid: str): super().__init__(agent_memory, memid) # TODO put in DB/pickle like tasks? self.dance_fn = self.agent_memory[memid] @classmethod def create(cls, memory, dance_fn, name=None, tags=[]) -> str: memid = cls.new(memory) memory._db_write("INSERT INTO Dances(uuid) VALUES (?)", memid) # TODO put in db via pickle like tasks? memory.dances[memid] = dance_fn if name is not None: memory.add_triple(subj=memid, pred_text="has_name", obj_text=name) if len(tags) > 0: for tag in tags: memory.add_triple(subj=memid, pred_text="has_tag", obj_text=tag) return memid class RewardNode(MemoryNode): TABLE_COLUMNS = ["uuid", "value", "time"] TABLE = "Rewards" NODE_TYPE = "Reward" def __init__(self, agent_memory, memid: str): _, value, timestamp = agent_memory._db_read_one( "SELECT * FROM Rewards WHERE uuid=?", memid ) self.value = value self.time = timestamp @classmethod def create(cls, agent_memory, reward_value: str) -> str: memid = cls.new(agent_memory) agent_memory._db_write( "INSERT INTO Rewards(uuid, value, time) VALUES (?,?,?)", memid, reward_value, agent_memory.get_time(), ) return memid NODELIST = NODELIST + [ RewardNode, DanceNode, BlockTypeNode, SchematicNode, MobNode, ItemStackNode, MobTypeNode, InstSegNode, BlockObjectNode, ] # noqa
craftassist-master
python/craftassist/mc_memory_nodes.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import csv import numpy as np SHAPENET_PATH = "" # add path to shapenet csv here def read_shapenet_csv(csvpath=SHAPENET_PATH + "metadata.csv"): keyword_to_id = {} id_to_keyword = {} with open(csvpath, "r") as cfile: cvs_metadata = csv.reader(cfile) next(cvs_metadata) for l in cvs_metadata: bin_id = l[0][4:] keywords = l[3].split(",") if keywords[0] == "": continue id_to_keyword[bin_id] = keywords for k in keywords: if keyword_to_id.get(k) is None: keyword_to_id[k] = [] else: keyword_to_id[k].append(bin_id) return keyword_to_id, id_to_keyword def to_relative_pos(block_list): """Convert absolute block positions to their relative positions Find the "origin", i.e. the minimum (x, y, z), and subtract this from all block positions. Args: - block_list: a list of ((x,y,z), (id, meta)) Returns: - a block list where positions are shifted by `origin` - `origin`, the (x, y, z) offset by which the positions were shifted """ try: locs, idms = zip(*block_list) except ValueError: raise ValueError("to_relative_pos invalid input: {}".format(block_list)) locs = np.array([loc for (loc, idm) in block_list]) origin = np.min(locs, axis=0) locs -= origin S = [(tuple(loc), idm) for (loc, idm) in zip(locs, idms)] if type(block_list) is not list: S = tuple(S) if type(block_list) is frozenset: S = frozenset(S) return S, origin def blocks_list_to_npy(blocks, xyz=False): """Convert a list of blockid meta (x, y, z), (id, meta) to numpy""" xyzbm = np.array([(x, y, z, b, m) for ((x, y, z), (b, m)) in blocks]) mx, my, mz = np.min(xyzbm[:, :3], axis=0) Mx, My, Mz = np.max(xyzbm[:, :3], axis=0) npy = np.zeros((My - my + 1, Mz - mz + 1, Mx - mx + 1, 2), dtype="int32") for x, y, z, b, m in xyzbm: npy[y - my, z - mz, x - mx] = (b, m) offsets = (my, mz, mx) if xyz: npy = np.swapaxes(np.swapaxes(npy, 1, 2), 0, 1) offsets = (mx, my, mz) return npy, offsets def npy_to_blocks_list(npy, origin=(0, 0, 0)): """Convert a numpy array to block list ((x, y, z), (id, meta))""" blocks = [] sy, sz, sx, _ = npy.shape for ry in range(sy): for rz in range(sz): for rx in range(sx): idm = tuple(npy[ry, rz, rx, :]) if idm[0] == 0: continue xyz = tuple(np.array([rx, ry, rz]) + origin) blocks.append((xyz, idm)) return blocks def blocks_list_add_offset(blocks, origin): """Offset all blocks in block list by a constant xyz Args: blocks: a list[(xyz, idm)] origin: xyz Returns list[(xyz, idm)] """ ox, oy, oz = origin return [((x + ox, y + oy, z + oz), idm) for ((x, y, z), idm) in blocks]
craftassist-master
python/craftassist/build_utils.py
import logging import socket import json import os HOST = "127.0.0.1" # The server's hostname or IP address PORT = 2557 # The port used by the server dirname = os.path.dirname(__file__) web_app_filename = os.path.join(dirname, "webapp_data.json") # create a socket s = socket.socket() print("web app socket: created") # s.bind(('', PORT)) specifies that the socket is reachable by any # address the machine happens to have. s.bind(("", PORT)) # become a server socket and queue as many as 5 requests before # refusing connections s.listen(5) def convert(dictionary): """Recursively converts dictionary keys to strings.""" if not isinstance(dictionary, dict): return dictionary return dict((str(k), convert(v)) for k, v in dictionary.items()) while True: conn, addr = s.accept() print("web app socket: got connection from ", addr) # receive bytes and decode to string msgrec = conn.recv(10000).decode() print("web app socket: received ", msgrec) # here add hooks to decide what to do with the data / message # 1. query dialogue_manager / # read the file to return action dict try: with open(web_app_filename) as f: data = json.load(f) print(data) try: data = convert(data) except Exception as e: print(e) print("sending") print(data[msgrec]) if msgrec in data: conn.send((json.dumps(data[msgrec])).encode()) else: # send back empty data if not message not found conn.send((str({})).encode()) except: conn.send((str({})).encode()) logging.info("web app socket: closing") conn.close()
craftassist-master
python/craftassist/web_app_socket.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import heapq import logging import numpy as np import time from block_data import PASSABLE_BLOCKS from mc_util import adjacent, manhat_dist def depth_first_search(blocks_shape, pos, fn, adj_fn=adjacent): """Do depth-first search on array with blocks_shape starting from pos Calls fn(p) on each index `p` in DFS-order. If fn returns True, continue searching. If False, do not add adjacent blocks. Args: - blocks_shape: a tuple giving the shape of the blocks - pos: a relative position in blocks - fn: a function called on each position in DFS-order. Return True to continue searching from that node - adj_fn: a function (pos) -> list[pos], of adjacent positions Returns: visited, a bool array with blocks.shape """ visited = np.zeros(blocks_shape, dtype="bool") q = [tuple(pos)] visited[tuple(pos)] = True i = 0 while i < len(q): p = q.pop() if fn(p): for a in adj_fn(p): try: if not visited[a]: visited[a] = True q.append(a) except IndexError: pass return visited def astar(agent, target, approx=0, pos="agent"): """Find a path from the agent's pos to the target. Args: - agent: the Agent object - target: an absolute (x, y, z) - approx: proximity to target before search is complete (0 = exact) - pos: (optional) checks path from specified tuple Returns: a list of (x, y, z) positions from start to target """ t_start = time.time() if type(pos) is str and pos == "agent": pos = agent.pos logging.debug("A* from {} -> {} ± {}".format(pos, target, approx)) corners = np.array([pos, target]).astype("int32") mx, my, mz = corners.min(axis=0) - 10 Mx, My, Mz = corners.max(axis=0) + 10 my, My = max(my, 0), min(My, 255) blocks = agent.get_blocks(mx, Mx, my, My, mz, Mz) obstacles = np.isin(blocks[:, :, :, 0], PASSABLE_BLOCKS, invert=True) obstacles = obstacles[:-1, :, :] | obstacles[1:, :, :] # check head and feet start, goal = (corners - [mx, my, mz])[:, [1, 2, 0]] path = _astar(obstacles, start, goal, approx) if path is not None: path = [(p[2] + mx, p[0] + my, p[1] + mz) for p in reversed(path)] t_elapsed = time.time() - t_start logging.debug("A* returned {}-len path in {}".format(len(path) if path else "None", t_elapsed)) return path def _astar(X, start, goal, approx=0): """Find a path through X from start to goal. Args: - X: a 3d array of obstacles, i.e. False -> passable, True -> not passable - start/goal: relative positions in X - approx: proximity to goal before search is complete (0 = exact) Returns: a list of relative positions, from start to goal """ start = tuple(start) goal = tuple(goal) visited = set() came_from = {} q = PriorityQueue() q.push(start, manhat_dist(start, goal)) G = np.full_like(X, np.iinfo(np.uint32).max, "uint32") G[start] = 0 while len(q) > 0: _, p = q.pop() if manhat_dist(p, goal) <= approx: path = [] while p in came_from: path.append(p) p = came_from[p] return [start] + list(reversed(path)) visited.add(p) for a in adjacent(p): if ( a in visited or a[0] < 0 or a[0] >= X.shape[0] or a[1] < 0 or a[1] >= X.shape[1] or a[2] < 0 or a[2] >= X.shape[2] or X[a] ): continue g = G[p] + 1 if g >= G[a]: continue came_from[a] = p G[a] = g f = g + manhat_dist(a, goal) if q.contains(a): q.replace(a, f) else: q.push(a, f) return None class PriorityQueue: def __init__(self): self.q = [] self.set = set() def push(self, x, prio): heapq.heappush(self.q, (prio, x)) self.set.add(x) def pop(self): prio, x = heapq.heappop(self.q) self.set.remove(x) return prio, x def contains(self, x): return x in self.set def replace(self, x, newp): for i in range(len(self.q)): oldp, y = self.q[i] if x == y: self.q[i] = (newp, x) heapq.heapify(self.q) # TODO: probably slow return raise ValueError("Not found: {}".format(x)) def __len__(self): return len(self.q) if __name__ == "__main__": X = np.ones((5, 5, 5), dtype="bool") X[3, :, :] = [ [0, 0, 0, 0, 0], [0, 1, 0, 0, 0], [1, 1, 1, 1, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0], ] start = (3, 4, 0) goal = (3, 1, 0) print(astar(X, start, goal))
craftassist-master
python/craftassist/search.py
import numpy as np from collections import Counter from build_utils import blocks_list_to_npy # , npy_to_blocks_list ############################################## # WARNING: all npy arrays in this file are xyz # not yzx def maybe_convert_to_npy(blocks): if type(blocks) is list: blocks, _ = blocks_list_to_npy(blocks, xyz=True) return blocks else: assert blocks.shape[-1] == 2 assert len(blocks.shape) == 4 return blocks.copy() def maybe_convert_to_list(blocks): if type(blocks) is list: return blocks.copy() else: nz = np.transpose(blocks[:, :, :, 0].nonzero()) return [(tuple(loc), tuple(blocks[tuple(loc)])) for loc in nz] def flint(x): return int(np.floor(x)) def ceint(x): return int(np.ceil(x)) def check_boundary(p, m, M): if ( p[0] == m[0] or p[0] == M[0] - 1 or p[1] == m[1] or p[1] == M[1] - 1 or p[2] == m[2] or p[2] == M[2] - 1 ): return True else: return False def reshift(shape): m = np.min([l[0] for l in shape], axis=0) return [((b[0][0] - m[0], b[0][1] - m[1], b[0][2] - m[2]), b[1]) for b in shape] def moment_at_center(npy, sl): """ shifts the object in the 4d numpy array so that the center of mass is at sl//2 in a sl x sl x sl x 2 array warning, this will cut anything that is too big to fit in sl x sl x sl and then the moment might not actually be in center. """ nz = np.transpose(npy[:, :, :, 0].nonzero()) mins = np.min(nz, axis=0) shifted_nz = nz - mins com = np.floor(np.array(shifted_nz.mean(axis=0))) # this will fail if com is bigger than sl. assert all(com < sl) npy_out_center = np.array((sl // 2, sl // 2, sl // 2)) shifted_nz = (shifted_nz - com + npy_out_center).astype("int32") npy_out = np.zeros((sl, sl, sl, 2), dtype="int32") for i in range(nz.shape[0]): if all(shifted_nz[i] >= 0) and all(shifted_nz[i] - sl < 0): npy_out[tuple(shifted_nz[i])] = npy[tuple(nz[i])] return npy_out ############################################# ## THICKEN ############################################# # this doesn't preserve corners. should it? # separate deltas per dim? def thicker_blocks(blocks, delta=1): newblocks = {l: idm for (l, idm) in blocks} for b in blocks: for dx in range(-delta, delta + 1): for dy in range(-delta, delta + 1): for dz in range(-delta, delta + 1): l = b[0] newblocks[(l[0] + dx, l[1] + dy, l[2] + dz)] = b[1] return list(newblocks.items()) def thicker(blocks, delta=1): blocks = maybe_convert_to_list(blocks) newblocks = thicker_blocks(blocks, delta=delta) npy, _ = blocks_list_to_npy(newblocks, xyz=True) return npy ############################################# ## SCALE ############################################# def get_loc_weight(idx, cell_size): """ compute the scaled indices and amount in 1d they extend on either side of the block boundary """ left = idx * cell_size right = (idx + 1) * cell_size lidx = int(np.floor(left)) ridx = int(np.floor(right)) if ridx > lidx: right_weight = right - ridx left_weight = ridx - left else: right_weight = 0 left_weight = 1 return (lidx, ridx), (left_weight, right_weight) def get_cell_weights(idxs, cell_szs): """ compute the amount of the cell in each of the 8 cubes it might touch """ index = [] dw = [] for k in range(3): i, w = get_loc_weight(idxs[k], cell_szs[k]) index.append(i) dw.append(w) cell_weights = np.zeros((2, 2, 2)) best_cell = None big_weight = 0.0 total_weight = 0.0 for i in range(2): for j in range(2): for k in range(2): w = dw[0][i] * dw[1][j] * dw[2][k] cell_weights[i, j, k] = w total_weight += w if w > big_weight: big_weight = w best_cell = (index[0][i], index[1][j], index[2][k]) cell_weights = cell_weights / total_weight return best_cell, index, cell_weights def scale(blocks, lams=(1.0, 1.0, 1.0)): """ scales the blockobject in the ith direction with factor lams[i] algorithm is to first scale the blocks up (so each minecraft cube has size lams), and then for each 1x1x1 block arranged in place assign it the id, meta of the big block it most intersects """ assert lams[0] >= 1.0 # eventually FIXME? assert lams[1] >= 1.0 # eventually FIXME? assert lams[2] >= 1.0 # eventually FIXME? inp = maybe_convert_to_npy(blocks) szs = np.array(inp.shape[:3]) big_szs = np.ceil(szs * lams) cell_szs = szs / big_szs big_szs = big_szs.astype("int32") big = np.zeros(tuple(big_szs) + (2,)).astype("int32") for i in range(big_szs[0]): for j in range(big_szs[1]): for k in range(big_szs[2]): best_cell, _, _ = get_cell_weights((i, j, k), cell_szs) big[i, j, k, :] = inp[best_cell] return big def scale_sparse(blocks, lams=(1.0, 1.0, 1.0)): """ scales the blockobject in the ith direction with factor lams[i] algorithm is to first scale the blocks up (so each minecraft cube has size lams), and then for each 1x1x1 block arranged in place assign it the id, meta of the big block it most intersects """ assert lams[0] >= 1.0 # eventually FIXME? assert lams[1] >= 1.0 # eventually FIXME? assert lams[2] >= 1.0 # eventually FIXME? inp = maybe_convert_to_list(blocks) locs = [l for (l, idm) in inp] m = np.min(locs, axis=0) inp_dict = {(l[0] - m[0], l[1] - m[1], l[2] - m[2]): idm for (l, idm) in inp} szs = np.max(locs, axis=0) - np.min(locs, axis=0) + 1 big_szs = np.ceil(szs * lams) cell_szs = szs / big_szs big_szs = big_szs.astype("int32") big = np.zeros(tuple(big_szs) + (2,)).astype("int32") for (x, y, z) in inp_dict.keys(): for i in range(flint(x * lams[0]), ceint(x * lams[0]) + 2): for j in range(flint(y * lams[1]), ceint(y * lams[1]) + 2): for k in range(flint(z * lams[2]), ceint(z * lams[2]) + 2): if i < big_szs[0] and j < big_szs[1] and k < big_szs[2]: best_cell, _, _ = get_cell_weights((i, j, k), cell_szs) idm = inp_dict.get(best_cell) if idm: big[i, j, k, :] = idm else: big[i, j, k, :] = (0, 0) return big def shrink_sample(blocks, lams): assert lams[0] <= 1.0 assert lams[1] <= 1.0 assert lams[2] <= 1.0 blocks = maybe_convert_to_npy(blocks) szs = blocks.shape xs = np.floor(np.arange(0, szs[0], 1 / lams[0])).astype("int32") ys = np.floor(np.arange(0, szs[1], 1 / lams[1])).astype("int32") zs = np.floor(np.arange(0, szs[2], 1 / lams[2])).astype("int32") small = np.zeros((len(xs), len(ys), len(zs), 2), dtype="int32") for i in range(len(xs)): for j in range(len(ys)): for k in range(len(zs)): small[i, j, k] = blocks[xs[i], ys[j], zs[k]] return small ############################################# ## ROTATE ############################################# def rotate(blocks, angle=0, mirror=-1, plane="xz"): inp = maybe_convert_to_npy(blocks) if mirror > 0: inp = np.flip(inp, mirror) # maybe generalize? assert angle % 90 == 0 i = angle // 90 if i < 0: i = i % 4 if plane == "xz" or plane == "zx": return np.rot90(inp, i, axes=(0, 2)) elif plane == "xy" or plane == "yx": return np.rot90(inp, i, axes=(0, 1)) else: return np.rot90(inp, i, axes=(1, 2)) ############################################# ## REPLACE ############################################# def hash_idm(npy): return npy[:, :, :, 0] + 1000 * npy[:, :, :, 1] def unhash_idm(npy): npy = npy.astype("int32") b = npy % 1000 m = (npy - b) // 1000 return np.stack((b, m), axis=3) # TODO current_idm should be a list def replace_by_blocktype(blocks, new_idm=(0, 0), current_idm=None, every_n=1, replace_every=False): """replace some blocks with a different kind note that it is allowed that new_idm is (0,0) """ if current_idm is not None: # specifying a transformation of one blocktype to another blocks = maybe_convert_to_npy(blocks) h = hash_idm(blocks) u = h.copy() old_idm_hash = current_idm[0] + 1000 * current_idm[1] new_idm_hash = new_idm[0] + 1000 * new_idm[1] u[u == old_idm_hash] = new_idm_hash out = unhash_idm(u) else: # TODO FIXME need better algorithm here if every_n == 1 and not replace_every: lblocks = maybe_convert_to_list(blocks) mode = Counter([idm for loc, idm in lblocks]).most_common(1)[0][0] for b in lblocks: if b[1] == mode: b[1] = new_idm return maybe_convert_to_npy(lblocks) blocks = maybe_convert_to_npy(blocks) out = blocks.copy() if type(every_n) is int: every_n = (every_n, every_n, every_n) nzmask = blocks[:, :, :, 0] > 0 every_n_mask = nzmask.copy() every_n_mask[:] = False every_n_mask[:: every_n[0], :: every_n[0], :: every_n[0]] = True mask = np.logical_and(every_n_mask, nzmask) out_b = out[:, :, :, 0] out_b[mask] = new_idm[0] out_m = out[:, :, :, 1] out_m[mask] = new_idm[1] return out def replace_by_halfspace(blocks, new_idm=(0, 0), geometry=None, replace_every=False): """replace some blocks with a different kind, chosen by block at (i,j,k) is changed if geometry['v']@((i,j,k) - geometry['offset']) > geometry['threshold'] note that it is allowed that new_idm is (0, 0) """ if not replace_every: lblocks = maybe_convert_to_list(blocks) mode = Counter([idm for loc, idm in lblocks]).most_common(1)[0][0] else: mode = None blocks = maybe_convert_to_npy(blocks) if not geometry: geometry = {"v": np.ndarray((0, 1, 0)), "threshold": 0, "offset": blocks.shape // 2} out = blocks.copy() szs = blocks.shape for i in range(szs[0]): for j in range(szs[1]): for k in range(szs[2]): if blocks[i, j, k, 0] > 0: if (np.array((i, j, k)) - geometry["offset"]) @ geometry["v"] > geometry[ "threshold" ]: if replace_every or tuple(out[i, j, k, :]) == mode: out[i, j, k, :] = new_idm return out ############################################# ## FILL ############################################# def maybe_update_extreme_loc(extremes, loc, axis): """ given a non-air index loc into a block list, updates a list of max and min values along axis at projections given by the non-axis entries in loc """ other_indices = list(range(3))[:axis] + list(range(3))[axis + 1 :] loc_in = (loc[other_indices[0]], loc[other_indices[1]]) loc_out = loc[axis] current = extremes.get(loc_in) if current is None: extremes[loc_in] = (loc_out, loc_out) else: small, big = current if loc_out < small: small = loc_out if loc_out > big: big = loc_out extremes[loc_in] = (small, big) def get_index_from_proj(proj, proj_axes, i): """ returns a tuple that can be used to index the rank-3 npy array from the proj coords, proj_axes, and coordinate in the remaining dimension """ index = [0, 0, 0] index[proj_axes[0]] = proj[0] index[proj_axes[1]] = proj[1] index[(set([0, 1, 2]) - set(proj_axes)).pop()] = i return tuple(index) def maybe_fill_line(old_npy, new_npy, proj, extremes, proj_axes, fill_material=None): """fill the line from starting from extremes[0] to extremes[1]. proj_axes is the gives the axes of the non-extreme coordinates proj gives the coordinates in the proj_axes coordinates if the extremes are different block types changes in the middle """ if ( extremes[0] < extremes[1] + 1 ): # else no need to fill- extremes are the same block or touching old_small = old_npy[get_index_from_proj(proj, proj_axes, extremes[0])] old_big = old_npy[get_index_from_proj(proj, proj_axes, extremes[1])] med = (extremes[1] + extremes[0]) // 2 for i in range(extremes[0], med + 1): new_npy[get_index_from_proj(proj, proj_axes, i)] = old_small for i in range(med + 1, extremes[1]): new_npy[get_index_from_proj(proj, proj_axes, i)] = old_big # TODO specify a slice or direction def fill_flat(blocks, fill_material=None): """ attempts to fill areas in a shape. basic algorithm: if two blocks in the shape are connected by an x, y, or z only line, fills that line """ blocks = maybe_convert_to_npy(blocks) szs = blocks.shape # find the max and min in each plane # this is kind of buggy, should instead find inner edge of most outer connected component... # instead of plain extremes xz_extremes = {} yz_extremes = {} xy_extremes = {} for i in range(szs[0]): for j in range(szs[1]): for k in range(szs[2]): if blocks[i, j, k, 0] > 0: maybe_update_extreme_loc(xz_extremes, (i, j, k), 1) maybe_update_extreme_loc(yz_extremes, (i, j, k), 0) maybe_update_extreme_loc(xy_extremes, (i, j, k), 2) old = blocks.copy() # fill in the between blocks: for proj, extremes in xz_extremes.items(): maybe_fill_line(old, blocks, proj, extremes, (0, 2), fill_material=fill_material) for proj, extremes in yz_extremes.items(): maybe_fill_line(old, blocks, proj, extremes, (1, 2), fill_material=fill_material) for proj, extremes in xy_extremes.items(): maybe_fill_line(old, blocks, proj, extremes, (0, 1), fill_material=fill_material) return blocks # fixme deal with 2D def hollow(blocks): # this is not the inverse of fill filled_blocks = fill_flat(blocks) schematic = filled_blocks.copy() schematic[:] = 0 szs = filled_blocks.shape for i in range(szs[0]): for j in range(szs[1]): for k in range(szs[2]): idm = filled_blocks[i, j, k] if check_boundary((i, j, k), (0, 0, 0), szs) and idm[0] != 0: schematic[i, j, k] = idm continue airtouching = False for r in [-1, 0, 1]: for s in [-1, 0, 1]: for t in [-1, 0, 1]: if filled_blocks[i + r, j + s, k + t, 0] == 0: airtouching = True if airtouching and idm[0] != 0: schematic[i, j, k] = idm return schematic if __name__ == "__main__": import torch import visdom from shapes import * from voxel_models.plot_voxels import SchematicPlotter vis = visdom.Visdom(server="http://localhost") sp = SchematicPlotter(vis) b = hollow_triangle(size=5, thickness=1) # b = hollow_rectangle(size = (10,7),thickness = 2) a = torch.LongTensor(15, 15) a.zero_() for i in b: a[i[0][0], i[0][1]] = 1 print(a) c = reshift(thicker(b)) a.zero_() for i in c: a[i[0][0], i[0][1]] = 1 print(a) b = hollow_cube(size=5, thickness=1) Z = scale(b, (1.0, 1.5, 1.7))
craftassist-master
python/craftassist/shape_transforms.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """This file has Minecraft entities""" # TODO: pull from cuberite source? # Map of mob id to mob name MOBS_BY_ID = { 50: "creeper", 51: "skeleton", 52: "spider", 53: "giant", 54: "zombie", 55: "slime", 56: "ghast", 57: "pig zombie", 58: "enderman", 59: "cave spider", 60: "silverfish", 61: "blaze", 62: "lava slime", 63: "ender dragon", 64: "wither boss", 65: "bat", 66: "witch", 68: "guardian", 90: "pig", 91: "sheep", 92: "cow", 93: "chicken", 94: "squid", 95: "wolf", 96: "mushroom cow", 97: "snow man", 98: "ozelot", 99: "villager golem", 100: "entity horse", 101: "rabbit", 120: "villager", }
craftassist-master
python/craftassist/entities.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """This file has helper functions for shapes.py""" import random import numpy as np import shapes FORCE_SMALL = 10 # for debug # Map shape name to function in shapes.py SHAPE_FNS = { "CUBE": shapes.cube, "HOLLOW_CUBE": shapes.hollow_cube, "RECTANGULOID": shapes.rectanguloid, "HOLLOW_RECTANGULOID": shapes.hollow_rectanguloid, "SPHERE": shapes.sphere, "SPHERICAL_SHELL": shapes.spherical_shell, "PYRAMID": shapes.square_pyramid, "SQUARE": shapes.square, "RECTANGLE": shapes.rectangle, "CIRCLE": shapes.circle, "DISK": shapes.disk, "TRIANGLE": shapes.triangle, "DOME": shapes.dome, "ARCH": shapes.arch, "ELLIPSOID": shapes.ellipsoid, "HOLLOW_TRIANGLE": shapes.hollow_triangle, "HOLLOW_RECTANGLE": shapes.hollow_rectangle, "RECTANGULOID_FRAME": shapes.rectanguloid_frame, } # list of shape names SHAPE_NAMES = [ "CUBE", "HOLLOW_CUBE", "RECTANGULOID", "HOLLOW_RECTANGULOID", "SPHERE", "SPHERICAL_SHELL", "PYRAMID", "SQUARE", "RECTANGLE", "CIRCLE", "DISK", "TRIANGLE", "DOME", "ARCH", "ELLIPSOID", "HOLLOW_TRIANGLE", "HOLLOW_RECTANGLE", "RECTANGULOID_FRAME", ] def bid(): allowed_blocks = {} allowed_blocks[1] = list(range(7)) allowed_blocks[4] = [0] allowed_blocks[5] = list(range(6)) allowed_blocks[12] = list(range(2)) allowed_blocks[17] = list(range(4)) allowed_blocks[18] = list(range(4)) allowed_blocks[20] = [0] allowed_blocks[22] = [0] allowed_blocks[24] = list(range(3)) allowed_blocks[34] = [0] allowed_blocks[35] = list(range(16)) allowed_blocks[41] = [0] allowed_blocks[42] = [0] allowed_blocks[43] = list(range(8)) allowed_blocks[45] = [0] allowed_blocks[48] = [0] allowed_blocks[49] = [0] allowed_blocks[57] = [0] allowed_blocks[95] = list(range(16)) allowed_blocks[133] = [0] allowed_blocks[155] = list(range(3)) allowed_blocks[159] = list(range(16)) allowed_blocks[169] = [0] b = random.choice(list(allowed_blocks)) m = random.choice(allowed_blocks[b]) return (b, m) def bernoulli(p=0.5): return np.random.rand() > p def slope(ranges=10): return np.random.randint(1, ranges) def sizes1(ranges=(1, 15)): ranges = list(ranges) ranges[1] = min(ranges[1], FORCE_SMALL) return np.random.randint(ranges[0], ranges[1]) def sizes2(ranges=(15, 15)): ranges = list(ranges) for i in range(2): ranges[i] = min(ranges[i], FORCE_SMALL) return (np.random.randint(1, ranges[0]), np.random.randint(1, ranges[1])) def sizes3(ranges=(15, 15, 15)): ranges = list(ranges) for i in range(3): ranges[i] = min(ranges[i], FORCE_SMALL) return ( np.random.randint(1, ranges[0]), np.random.randint(1, ranges[1]), np.random.randint(1, ranges[2]), ) def orientation2(): return random.choice(["xy", "yz"]) def orientation3(): return random.choice(["xy", "yz", "xz"]) def options_rectangle(): return {"size": sizes2(), "orient": orientation3()} def options_square(): return {"size": sizes1(), "orient": orientation3()} def options_triangle(): return {"size": sizes1(), "orient": orientation3()} def options_circle(): return {"radius": sizes1(), "orient": orientation3()} def options_disk(): return {"radius": sizes1(), "orient": orientation3()} def options_cube(): return {"size": sizes1(ranges=(1, 8))} def options_hollow_cube(): return {"size": sizes1()} def options_rectanguloid(): return {"size": sizes3(ranges=(8, 8, 8))} def options_hollow_rectanguloid(): return {"size": sizes3()} def options_sphere(): return {"radius": sizes1(ranges=(3, 5))} def options_spherical_shell(): return {"radius": sizes1()} def options_square_pyramid(): return {"slope": slope(), "radius": sizes1()} def options_tower(): return {"height": sizes1(ranges=(1, 20)), "base": sizes1(ranges=(-3, 4))} def options_ellipsoid(): return {"size": sizes3()} def options_dome(): return {"radius": sizes1()} def options_arch(): return {"size": sizes1(), "distance": 2 * sizes1(ranges=(2, 5)) + 1} def options_hollow_triangle(): return {"size": sizes1() + 1, "orient": orientation3()} def options_hollow_rectangle(): return {"size": sizes1() + 1, "orient": orientation3()} def options_rectanguloid_frame(): return {"size": sizes3(), "only_corners": bernoulli()} def shape_to_dicts(S): blocks = [ {"x": s[0][0], "y": s[0][1], "z": s[0][2], "id": s[1][0], "meta": s[1][1]} for s in S ] return blocks def build_shape_scene(): offset_range = (14, 0, 14) num_shapes = 5 blocks = [] block_xyz_set = set() for t in range(num_shapes): offsets = [0, 63, 0] for i in range(3): offsets[i] += np.random.randint(-offset_range[i], offset_range[i] + 1) shape = random.choice(SHAPE_NAMES) opts = SHAPE_HELPERS[shape]() opts["bid"] = bid() S = SHAPE_FNS[shape](**opts) S = [ ( (x[0][0] + offsets[0], x[0][1] + offsets[1], x[0][2] + offsets[2]), (x[1][0], x[1][1]), ) for x in S ] s = set([x[0] for x in S]) if not set.intersection(s, block_xyz_set): block_xyz_set = set.union(block_xyz_set, s) blocks.extend(shape_to_dicts(S)) return blocks # Map shape name to option function SHAPE_HELPERS = { "CUBE": options_cube, "HOLLOW_CUBE": options_hollow_cube, "RECTANGULOID": options_rectanguloid, "HOLLOW_RECTANGULOID": options_hollow_rectanguloid, "SPHERE": options_sphere, "SPHERICAL_SHELL": options_spherical_shell, "PYRAMID": options_square_pyramid, "SQUARE": options_square, "RECTANGLE": options_rectangle, "CIRCLE": options_circle, "DISK": options_disk, "TRIANGLE": options_triangle, "DOME": options_dome, "ARCH": options_arch, "ELLIPSOID": options_ellipsoid, "HOLLOW_TRIANGLE": options_hollow_triangle, "HOLLOW_RECTANGLE": options_hollow_rectangle, "RECTANGULOID_FRAME": options_rectanguloid_frame, }
craftassist-master
python/craftassist/shape_helpers.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import copy import os import sys from math import sin, cos, pi from typing import cast, Sequence BASE_AGENT_ROOT = os.path.join(os.path.dirname(__file__), "..") sys.path.append(BASE_AGENT_ROOT) from base_agent.base_util import * import rotation TICKS_PER_MC_DAY = 24000 LOOK = Tuple[float, float] class MCTime(Time): def __init__(self, get_world_time): super().__init__() self.get_world_time = get_world_time def get_world_hour(self): # returns a fraction of a day. 0 is sunrise, .5 is sunset, 1.0 is next day return self.get_world_time() / TICKS_PER_MC_DAY def adjacent(p): """Return the positions adjacent to position p""" return ( (p[0] + 1, p[1], p[2]), (p[0] - 1, p[1], p[2]), (p[0], p[1] + 1, p[2]), (p[0], p[1] - 1, p[2]), (p[0], p[1], p[2] + 1), (p[0], p[1], p[2] - 1), ) def build_safe_diag_adjacent(bounds): """ bounds is [mx, Mx, my, My, mz, Mz], if nothing satisfies, returns empty list """ def a(p): """Return the adjacent positions to p including diagonal adjaceny, within the bounds""" mx = max(bounds[0], p[0] - 1) my = max(bounds[2], p[1] - 1) mz = max(bounds[4], p[2] - 1) Mx = min(bounds[1] - 1, p[0] + 1) My = min(bounds[3] - 1, p[1] + 1) Mz = min(bounds[5] - 1, p[2] + 1) return [ (x, y, z) for x in range(mx, Mx + 1) for y in range(my, My + 1) for z in range(mz, Mz + 1) if (x, y, z) != p ] return a def capped_line_of_sight(agent, player_struct, cap=20): """Return the block directly in the entity's line of sight, or a point in the distance""" xsect = agent.get_player_line_of_sight(player_struct) if xsect is not None and euclid_dist(pos_to_np(xsect), pos_to_np(player_struct.pos)) <= cap: return pos_to_np(xsect) # default to cap blocks in front of entity vec = rotation.look_vec(player_struct.look.yaw, player_struct.look.pitch) return cap * np.array(vec) + to_block_pos(pos_to_np(player_struct.pos)) def cluster_areas(areas): """Cluster a list of areas so that intersected ones are unioned areas: list of tuple ((x, y, z), radius), each defines a cube where (x, y, z) is the center and radius is half the side length """ def expand_xyzs(pos, radius): xmin, ymin, zmin = pos[0] - radius, pos[1] - radius, pos[2] - radius xmax, ymax, zmax = pos[0] + radius, pos[1] + radius, pos[2] + radius return xmin, xmax, ymin, ymax, zmin, zmax def is_intersecting(area1, area2): x1_min, x1_max, y1_min, y1_max, z1_min, z1_max = expand_xyzs(area1[0], area1[1]) x2_min, x2_max, y2_min, y2_max, z2_min, z2_max = expand_xyzs(area2[0], area2[1]) return ( (x1_min <= x2_max and x1_max >= x2_min) and (y1_min <= y2_max and y1_max >= y2_min) and (z1_min <= z2_max and z1_max >= z2_min) ) def merge_area(area1, area2): x1_min, x1_max, y1_min, y1_max, z1_min, z1_max = expand_xyzs(area1[0], area1[1]) x2_min, x2_max, y2_min, y2_max, z2_min, z2_max = expand_xyzs(area2[0], area2[1]) x_min, y_min, z_min = min(x1_min, x2_min), min(y1_min, y2_min), min(z1_min, z2_min) x_max, y_max, z_max = max(x1_max, x2_max), max(y1_max, y2_max), max(z1_max, z2_max) x, y, z = (x_min + x_max) // 2, (y_min + y_max) // 2, (z_min + z_max) // 2 radius = max( (x_max - x_min + 1) // 2, max((y_max - y_min + 1) // 2, (z_max - z_min + 1) // 2) ) return ((x, y, z), radius) unclustered_areas = copy.deepcopy(areas) clustered_areas = [] while len(unclustered_areas) > 0: area = unclustered_areas[0] del unclustered_areas[0] finished = True idx = 0 while idx < len(unclustered_areas) or not finished: if idx >= len(unclustered_areas): idx = 0 finished = True continue if is_intersecting(area, unclustered_areas[idx]): area = merge_area(area, unclustered_areas[idx]) finished = False del unclustered_areas[idx] else: idx += 1 clustered_areas.append(area) return clustered_areas def diag_adjacent(p): """Return the adjacent positions to p including diagonal adjaceny""" return [ (x, y, z) for x in range(p[0] - 1, p[0] + 2) for y in range(p[1] - 1, p[1] + 2) for z in range(p[2] - 1, p[2] + 2) if (x, y, z) != p ] def discrete_step_dir(agent): """Discretized unit vector in the direction of agent's yaw agent pos + discrete_step_dir = block in front of agent """ yaw = agent.get_player().look.yaw x = round(-sin(yaw * pi / 180)) z = round(cos(yaw * pi / 180)) return np.array([x, 0, z], dtype="int32") def euclid_dist(a, b): """Return euclidean distance between a and b""" return ((a[0] - b[0]) ** 2 + (a[1] - b[1]) ** 2 + (a[2] - b[2]) ** 2) ** 0.5 def fill_idmeta(agent, poss: List[XYZ]) -> List[Block]: """Add id_meta information to a a list of (xyz)s""" if len(poss) == 0: return [] mx, my, mz = np.min(poss, axis=0) Mx, My, Mz = np.max(poss, axis=0) B = agent.get_blocks(mx, Mx, my, My, mz, Mz) idms = [] for x, y, z in poss: idm = tuple(B[y - my, z - mz, x - mx]) idms.append(cast(IDM, idm)) return [(cast(XYZ, tuple(pos)), idm) for (pos, idm) in zip(poss, idms)] def get_locs_from_entity(e): """Assumes input is either mob, memory, or tuple/list of coords outputs a tuple of coordinate tuples""" if hasattr(e, "pos"): if type(e.pos) is list or type(e.pos) is tuple or hasattr(e.pos, "dtype"): return (tuple(to_block_pos(e.pos)),) else: return tuple((tuple(to_block_pos(pos_to_np(e.pos))),)) if str(type(e)).find("memory") > 0: if hasattr(e, "blocks"): return strip_idmeta(e.blocks) return None elif type(e) is tuple or type(e) is list: if len(e) > 0: if type(e[0]) is tuple: return e else: return tuple((e,)) return None # this should eventually be replaced with sql query def most_common_idm(idms): """ idms is a list of tuples [(id, m) ,.... (id', m')]""" counts = {} for idm in idms: if not counts.get(idm): counts[idm] = 1 else: counts[idm] += 1 return max(counts, key=counts.get) # TODO move this to "reasoning" def object_looked_at( agent, candidates: Sequence[Tuple[XYZ, T]], player_struct, limit=1, max_distance=30, loose=False, ) -> List[Tuple[XYZ, T]]: """Return the object that `player` is looking at Args: - agent: agent object, for API access - candidates: list of (centroid, object) tuples - player_struct: player struct whose POV to use for calculation - limit: 'ALL' or int; max candidates to return - loose: if True, don't filter candaidates behind agent Returns: a list of (xyz, mem) tuples, max length `limit` """ if len(candidates) == 0: return [] pos = pos_to_np(player_struct.pos) yaw, pitch = player_struct.look.yaw, player_struct.look.pitch # append to each candidate its relative position to player, rotated to # player-centric coordinates candidates_ = [(p, obj, rotation.transform(p - pos, yaw, pitch)) for (p, obj) in candidates] FRONT = rotation.DIRECTIONS["FRONT"] LEFT = rotation.DIRECTIONS["LEFT"] UP = rotation.DIRECTIONS["UP"] # reject objects behind player or not in cone of sight (but always include # an object if it's directly looked at) xsect = tuple(capped_line_of_sight(agent, player_struct, 25)) if not loose: candidates_ = [ (p, o, r) for (p, o, r) in candidates_ if xsect in getattr(o, "blocks", {}) or r @ FRONT > ((r @ LEFT) ** 2 + (r @ UP) ** 2) ** 0.5 ] # if looking directly at an object, sort by proximity to look intersection if euclid_dist(pos, xsect) <= 25: candidates_.sort(key=lambda c: euclid_dist(c[0], xsect)) else: # otherwise, sort by closest to look vector candidates_.sort(key=lambda c: ((c[2] @ LEFT) ** 2 + (c[2] @ UP) ** 2) ** 0.5) # linit returns of things too far away candidates_ = [c for c in candidates_ if euclid_dist(pos, c[0]) < max_distance] # limit number of returns if limit == "ALL": limit = len(candidates_) return [(p, o) for (p, o, r) in candidates_[:limit]] def strip_idmeta(blockobj): """Return a list of (x, y, z) and drop the id_meta for blockobj""" if blockobj is not None: if type(blockobj) is dict: return list(pos for (pos, id_meta) in blockobj.items()) else: return list(pos for (pos, id_meta) in blockobj) else: return None def to_block_center(array): """Return the array centered at [0.5, 0.5, 0.5]""" return to_block_pos(array).astype("float") + [0.5, 0.5, 0.5] def to_block_pos(array): """Convert array to block position""" return np.floor(array).astype("int32")
craftassist-master
python/craftassist/mc_util.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import numpy as np from numpy import sin, cos, deg2rad DIRECTIONS = { "AWAY": np.array([0, 0, 1]), "FRONT": np.array([0, 0, 1]), "BACK": np.array([0, 0, -1]), "LEFT": np.array([1, 0, 0]), "RIGHT": np.array([-1, 0, 0]), "DOWN": np.array([0, -1, 0]), "UP": np.array([0, 1, 0]), } def transform(coords, yaw, pitch, inverted=False): """Coordinate transforms with respect to yaw/pitch of the viewer coords should be relative to the viewer *before* pitch/yaw transform If we want to transform any of DIRECTIONS back, then it would be inverted=True """ # our yaw and pitch are clockwise in the standard coordinate system theta = deg2rad(-yaw) gamma = deg2rad(-pitch) # standard 3d coordinate system as in: # http://planning.cs.uiuc.edu/node101.html#fig:yawpitchroll # http://planning.cs.uiuc.edu/node102.html # ^ z # | # |-----> y # / # V x rtheta = np.array([[cos(theta), -sin(theta), 0], [sin(theta), cos(theta), 0], [0, 0, 1]]) rgamma = np.array([[cos(gamma), 0, sin(gamma)], [0, 1, 0], [-sin(gamma), 0, cos(gamma)]]) # Minecraft world: # ^ y # | ^ z # | / # x <----/ x, y, z = coords # a b c is the standard coordinate system if not inverted: trans_mat = np.linalg.inv(rtheta @ rgamma) else: trans_mat = rtheta @ rgamma a, b, c = trans_mat @ [-z, -x, y] # transform back to Minecraft world return [-b, c, -a] def look_vec(yaw, pitch): yaw = deg2rad(yaw) pitch = deg2rad(pitch) x = -cos(pitch) * sin(yaw) y = -sin(pitch) z = cos(pitch) * cos(yaw) return np.array([x, y, z]) if __name__ == "__main__": A = (4, 0, 1) B = (4, 4, 4) print(transform(DIRECTIONS["RIGHT"], 45, 0, inverted=True))
craftassist-master
python/craftassist/rotation.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ NORMAL_BLOCKS_N = 454 PASSABLE_BLOCKS = (0, 8, 9, 31, 37, 38, 39, 40, 55, 106, 171, 175) BORING_BLOCKS = (0, 1, 2, 3, 6, 12, 31, 32, 37, 38, 39, 40) REMOVABLE_BLOCKS = BORING_BLOCKS + (106,) # don't bother trying to remove vines, since they grow BUILD_IGNORE_BLOCKS = (106,) # don't care about the difference between grass and dirt; grass grows and # messes things up BUILD_INTERCHANGEABLE_PAIRS = [(2, 3)] BUILD_BLOCK_REPLACE_MAP = { 8: (0, 0), # replace still water with air 9: (0, 0), # replace flowing water with air 13: (1, 0), # replace gravel with stone } # TODO map with all properties of blocks, and function to search # e.g. see through/translucent, color, material (wood vs stone vs metal), etc. """Mapping from colour to blockid/ meta""" COLOR_BID_MAP = { "aqua": [(35, 3), (35, 9), (95, 3), (57, 0)], "black": [(35, 15), (49, 0), (95, 15)], "blue": [(35, 11), (22, 0), (57, 0), (79, 0)], "fuchsia": [(35, 2)], "green": [(133, 0), (35, 13), (95, 13), (159, 13)], "gray": [(1, 0), (1, 6)], "lime": [(159, 5), (95, 5)], "maroon": [(112, 0)], "navy": [(159, 11)], "olive": [(159, 13)], "purple": [(95, 10), (35, 10)], "red": [(215, 0), (152, 0), (35, 14)], "silver": [(155, 0)], "teal": [(57, 0)], "white": [(43, 7), (42, 0)], "yellow": [(35, 4), (41, 0)], "orange": [(35, 1), (95, 1), (159, 1)], "brown": [(5, 5), (95, 12), (159, 12)], "pink": [(35, 6), (95, 6), (159, 6)], "gold": [(41, 0)], } BLOCK_GROUPS = { "building_block": [ 1, 5, 24, 43, 44, 45, 48, 98, 112, 125, 126, 133, 152, 155, 168, 179, 181, 182, 201, 202, 204, 205, 206, 214, 215, 216, 251, ], "plant": [37, 38, 39, 40, 175], "terracotta": [235, 236, 237, 238, 239, 240, 241, 242, 243, 244, 245, 246, 247, 248, 249, 250], "water": [8, 9], "lava": [10, 11], "stairs": [53, 108, 109, 128, 134, 135, 136, 156, 163, 164, 180, 114, 203], "door": [64, 71, 193, 194, 195, 196, 197, 324, 330, 427, 428, 429, 430, 431], "ore": [14, 15, 16, 21, 56, 73, 74, 129, 153], "torch": [50, 75, 76], "wood": [17, 162], "shulkerbox": [219, 220, 221, 222, 223, 224, 225, 226, 227, 228, 229, 230, 231, 232, 233, 234], "glass": [20, 95, 102, 160], "gate": [107, 183, 184, 185, 186, 187], "fence": [85, 113, 188, 189, 190, 191, 192], "disc": [2256, 2257, 2258, 2259, 2260, 2261, 2262, 2263, 2264, 2265, 2266, 2267], }
craftassist-master
python/craftassist/block_data.py
from typing import Tuple, List from mc_util import IDM ITEM_STACK_NODE = Tuple[str, int] # (memid, count) ITEM_QUEUE = Tuple[ int, List[ITEM_STACK_NODE] ] # (queue_size, [item_stack_node_1, item_stack_node_2, ...]) class Inventory: def __init__(self): self.items_map = {} def add_item_stack(self, idm: IDM, item_stack_node: ITEM_STACK_NODE): if idm not in self.items_map: self.items_map[idm] = [0, []] self.items_map[idm][0] += item_stack_node[1] self.items_map[idm][1].append(item_stack_node) def remove_item_stack(self, idm: IDM, memid): if idm not in self.items_map or memid not in self.items_map[idm][1]: return item_stack_node = next(i for i in self.items_map[idm][1] if i[0] == memid) if item_stack_node: self.items_map[idm][0] -= item_stack_node[1] self.items_map[idm][1].remove(item_stack_node) def get_idm_from_memid(self, memid): for idm, item_q in self.items_map.items(): memids = [item_stack[0] for item_stack in item_q[1]] if memid in memids: return idm return (0, 0) def get_item_stack_count_from_memid(self, memid): for idm, item_q in self.items_map.items(): for item_stack in item_q[1]: if memid == item_stack[0]: return item_stack[1] return 0 def sync_inventory(self, inventory): pass
craftassist-master
python/craftassist/inventory.py
from base_agent.nsp_dialogue_manager import NSPDialogueManager from base_agent.loco_mc_agent import LocoMCAgent import os import unittest import logging from all_test_commands import * class AttributeDict(dict): __getattr__ = dict.__getitem__ __setattr__ = dict.__setitem__ class FakeAgent(LocoMCAgent): def __init__(self, opts): super(FakeAgent, self).__init__(opts) self.opts = opts def init_memory(self): self.memory = "memory" def init_physical_interfaces(self): pass def init_perception(self): pass def init_controller(self): dialogue_object_classes = {} self.dialogue_manager = NSPDialogueManager(self, dialogue_object_classes, self.opts) # NOTE: The following commands in locobot_commands can't be supported # right away but we'll attempt them in the next round: # "push the chair", # "find the closest red thing", # "copy this motion", # "topple the pile of notebooks", locobot_commands = list(GROUND_TRUTH_PARSES) + [ "push the chair", "find the closest red thing", "copy this motion", "topple the pile of notebooks", ] class TestDialogueManager(unittest.TestCase): def __init__(self, *args, **kwargs): super(TestDialogueManager, self).__init__(*args, **kwargs) opts = AttributeDict( { "QA_nsp_model_path": "models/semantic_parser/ttad/ttad.pth", "nsp_embeddings_path": "models/semantic_parser/ttad/ttad_ft_embeds.pth", "nsp_grammar_path": "models/semantic_parser/ttad/dialogue_grammar.json", "nsp_data_dir": "datasets/annotated_data/", "nsp_model_dir": "models/semantic_parser/ttad_bert_updated/", "ground_truth_data_dir": "datasets/ground_truth/", "no_ground_truth": False, "web_app": False, } ) def fix_path(opts): base_path = os.path.join( os.path.dirname(os.path.dirname(os.path.dirname(__file__))), "craftassist" ) for optname, optval in opts.items(): if "path" in optname or "dir" in optname: if optval: opts[optname] = os.path.join(base_path, optval) fix_path(opts) self.agent = FakeAgent(opts) def test_parses(self): logging.info( "Printing semantic parsing for {} locobot commands".format(len(locobot_commands)) ) for command in locobot_commands: ground_truth_parse = GROUND_TRUTH_PARSES.get(command, None) model_prediction = self.agent.dialogue_manager.get_logical_form( command, self.agent.dialogue_manager.model ) logging.info( "\nCommand -> '{}' \nGround truth -> {} \nParse -> {}\n".format( command, ground_truth_parse, model_prediction ) ) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_dialogue_manager.py
import numpy as np from typing import Sequence, Dict from mc_util import Block, XYZ, IDM from rotation import look_vec from fake_mobs import make_mob_opts, MOB_META, SimpleMob FLAT_GROUND_DEPTH = 8 class Opt: pass def flat_ground_generator_with_grass(world): flat_ground_generator(world, grass=True) def flat_ground_generator(world, grass=False, ground_depth=FLAT_GROUND_DEPTH): r = world.to_world_coords((0, 62, 0))[1] # r = world.sl // 2 world.blocks[:] = 0 world.blocks[:, 0:r, :, 0] = 7 world.blocks[:, r - ground_depth : r, :, 0] = 3 if grass: world.blocks[:, r, :, 0] = 2 else: world.blocks[:, r, :, 0] = 3 def shift_coords(p, shift): if hasattr(p, "x"): q = Opt() q.x = p.x + shift[0] q.y = p.y + shift[1] q.z = p.z + shift[2] return q q = np.add(p, shift) if type(p) is tuple: q = tuple(q) if type(p) is list: q = list(q) return q def build_coord_shifts(coord_shift): def to_world_coords(p): dx = -coord_shift[0] dy = -coord_shift[1] dz = -coord_shift[2] return shift_coords(p, (dx, dy, dz)) def from_world_coords(p): return shift_coords(p, coord_shift) return to_world_coords, from_world_coords class World: def __init__(self, opts, spec): self.opts = opts self.count = 0 self.sl = opts.sl # to be subtracted from incoming coordinates and added to outgoing self.coord_shift = spec.get("coord_shift", (0, 0, 0)) to_world_coords, from_world_coords = build_coord_shifts(self.coord_shift) self.to_world_coords = to_world_coords self.from_world_coords = from_world_coords self.blocks = np.zeros((opts.sl, opts.sl, opts.sl, 2), dtype="int32") if spec.get("ground_generator"): ground_args = spec.get("ground_args", None) if ground_args is None: spec["ground_generator"](self) else: spec["ground_generator"](self, **ground_args) else: self.build_ground() self.mobs = [] for m in spec["mobs"]: m.add_to_world(self) self.item_stacks = [] for i in spec["item_stacks"]: i.add_to_world(self) self.players = [] for p in spec["players"]: self.players.append(p) self.agent_data = spec["agent"] self.chat_log = [] # FIXME self.mob_opt_maker = make_mob_opts self.mob_maker = SimpleMob # TODO: Add item stack maker? def step(self): for m in self.mobs: m.step() self.count += 1 def build_ground(self): if hasattr(self.opts, "avg_ground_height"): avg_ground_height = self.opts.avg_ground_height else: avg_ground_height = 6.0 if hasattr(self.opts, "hill_scale"): hill_scale = self.opts.hill_scale else: hill_scale = 5.0 p = hill_scale * np.random.randn(6) g = np.mgrid[0 : self.sl, 0 : self.sl].astype("float32") / self.sl ground_height = ( p[0] * np.sin(g[0]) + p[1] * np.cos(g[0]) + p[2] * np.cos(g[0]) * np.sin(g[0]) + p[3] * np.sin(g[1]) + p[4] * np.cos(g[1]) + p[5] * np.cos(g[1]) * np.sin(g[1]) ) ground_height = ground_height - ground_height.mean() + avg_ground_height for i in range(self.sl): for j in range(self.sl): height = min(31, max(0, int(ground_height[i, j]))) for k in range(int(height)): self.blocks[i, k, j] = (3, 0) # FIXME this is broken if hasattr(self.opts, "ground_block_probs"): ground_blocks = np.transpose(np.nonzero(self.blocks[:, :, :, 0] == 3)) num_ground_blocks = len(ground_blocks) for idm, val in self.opts.ground_block_probs: if idm != (3, 0): num = np.random.rand() * val * 2 * num_ground_blocks for i in range(num): j = np.random.randint(num_ground_blocks) self.blocks[ ground_blocks[j][0], ground_blocks[j][1], ground_blocks[j][2], : ] = idm def place_block(self, block: Block, force=False): loc, idm = block if idm[0] == 383: # its a mob... try: # FIXME handle unknown mobs/mobs not in list m = SimpleMob(make_mob_opts(MOB_META[idm[1]]), start_pos=loc) m.agent_built = True m.add_to_world(self) return True except: return False # mobs keep loc in real coords, block objects we convert to the numpy index loc = tuple(self.to_world_coords(loc)) if idm[0] == 0: try: if tuple(self.blocks[loc]) != (7, 0) or force: self.blocks[loc] = (0, 0) return True else: return False except: return False else: try: if tuple(self.blocks[loc]) != (7, 0) or force: self.blocks[loc] = idm return True else: return False except: return False def dig(self, loc: XYZ): return self.place_block((loc, (0, 0))) def blocks_to_dict(self): d = {} nz = np.transpose(self.blocks[:, :, :, 0].nonzero()) for loc in nz: l = tuple(loc.tolist()) d[self.from_world_coords(l)] = tuple(self.blocks[l[0], l[1], l[2], :]) return d def get_idm_at_locs(self, xyzs: Sequence[XYZ]) -> Dict[XYZ, IDM]: """Return the ground truth block state""" d = {} for (x, y, z) in xyzs: B = self.get_blocks(x, x, y, y, z, z) d[(x, y, z)] = tuple(B[0, 0, 0, :]) return d def get_mobs(self): return [m.get_info() for m in self.mobs] def get_item_stacks(self): return [i.get_info() for i in self.item_stacks] def get_blocks(self, xa, xb, ya, yb, za, zb, transpose=True): xa, ya, za = self.to_world_coords((xa, ya, za)) xb, yb, zb = self.to_world_coords((xb, yb, zb)) M = np.array((xb, yb, zb)) m = np.array((xa, ya, za)) szs = M - m + 1 B = np.zeros((szs[1], szs[2], szs[0], 2), dtype="uint8") B[:, :, :, 0] = 7 xs, ys, zs = [0, 0, 0] xS, yS, zS = szs if xb < 0 or yb < 0 or zb < 0: return B if xa > self.sl - 1 or ya > self.sl - 1 or za > self.sl - 1: return B if xb > self.sl - 1: xS = self.sl - xa xb = self.sl - 1 if yb > self.sl - 1: yS = self.sl - ya yb = self.sl - 1 if zb > self.sl - 1: zS = self.sl - za zb = self.sl - 1 if xa < 0: xs = -xa xa = 0 if ya < 0: ys = -ya ya = 0 if za < 0: zs = -za za = 0 pre_B = self.blocks[xa : xb + 1, ya : yb + 1, za : zb + 1, :] # pre_B = self.blocks[ya : yb + 1, za : zb + 1, xa : xb + 1, :] B[ys:yS, zs:zS, xs:xS, :] = pre_B.transpose(1, 2, 0, 3) if transpose: return B else: return pre_B def get_line_of_sight(self, pos, yaw, pitch): # it is assumed lv is unit normalized pos = tuple(self.to_world_coords(pos)) lv = look_vec(yaw, pitch) dt = 1.0 for n in range(2 * self.sl): p = tuple(np.round(np.add(pos, n * dt * lv)).astype("int32")) for i in range(-1, 2): for j in range(-1, 2): for k in range(-1, 2): sp = tuple(np.add(p, (i, j, k))) if all([x >= 0 for x in sp]) and all([x < self.sl for x in sp]): if tuple(self.blocks[sp]) != (0, 0): # TODO: deal with close blocks artifacts, # etc return tuple(self.from_world_coords(sp)) return def add_incoming_chat(self, chat: str, speaker_name: str): """Add a chat to memory as if it was just spoken by SPEAKER""" self.chat_log.append("<" + speaker_name + ">" + " " + chat)
craftassist-master
python/craftassist/test/world.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest import os from world import Opt from base_craftassist_test_case import BaseCraftassistTestCase GROUND_TRUTH_DATA_DIR = os.path.join(os.path.dirname(__file__), "../datasets/ground_truth/") """This class tests common greetings. Tests check whether the command executed successfully without world state changes; for correctness inspect chat dialogues in logging. """ class GreetingTest(BaseCraftassistTestCase): def setUp(self): opts = Opt() opts.ground_truth_data_dir = GROUND_TRUTH_DATA_DIR opts.no_ground_truth = False opts.nsp_model_dir = None opts.nsp_data_dir = None opts.nsp_embedding_path = None opts.model_base_path = None opts.QA_nsp_model_path = None opts.web_app = False super().setUp(agent_opts=opts) def test_hello(self): self.add_incoming_chat("hello", self.speaker) changes = self.flush() self.assertFalse(changes) def test_goodbye(self): self.add_incoming_chat("goodbye", self.speaker) changes = self.flush() self.assertFalse(changes) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_greeting.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest import shapes from base_craftassist_test_case import BaseCraftassistTestCase from all_test_commands import * class GetMemoryTestCase(BaseCraftassistTestCase): def setUp(self): super().setUp() self.cube_right = self.add_object(shapes.cube(bid=(42, 0)), (9, 63, 4)) self.cube_left = self.add_object(shapes.cube(), (9, 63, 10)) self.set_looking_at(list(self.cube_right.blocks.keys())[0]) def test_get_name(self): # set the name name = "fluffball" self.agent.memory.add_triple( subj=self.cube_right.memid, pred_text="has_name", obj_text=name ) # get the name d = GET_MEMORY_COMMANDS["what is where I am looking"] self.handle_logical_form(d, stop_on_chat=True) # check that proper chat was sent self.assertIn(name, self.last_outgoing_chat()) def test_what_are_you_doing(self): # start building a cube d = BUILD_COMMANDS["build a small cube"] self.handle_logical_form(d, max_steps=5) # what are you doing? d = GET_MEMORY_COMMANDS["what are you doing"] self.handle_logical_form(d, stop_on_chat=True) # check that proper chat was sent self.assertIn("building", self.last_outgoing_chat()) def test_what_are_you_building(self): # start building a cube d = BUILD_COMMANDS["build a small cube"] self.handle_logical_form(d, max_steps=5) # what are you building d = GET_MEMORY_COMMANDS["what are you building"] self.handle_logical_form(d, stop_on_chat=True) # check that proper chat was sent self.assertIn("cube", self.last_outgoing_chat()) def test_where_are_you_going(self): # start moving d = MOVE_COMMANDS["move to 42 65 0"] self.handle_logical_form(d, max_steps=3) # where are you going? d = GET_MEMORY_COMMANDS["where are you going"] self.handle_logical_form(d, stop_on_chat=True) # check that proper chat was sent self.assertIn("(42, 65, 0)", self.last_outgoing_chat()) def test_where_are_you(self): # move to origin d = MOVE_COMMANDS["move to 0 63 0"] self.handle_logical_form(d) # where are you? d = GET_MEMORY_COMMANDS["where are you"] self.handle_logical_form(d) # check that proper chat was sent self.assertIn("(0, 63, 0)", self.last_outgoing_chat()) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_get_memory.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest from craftassist_agent import CraftAssistAgent class Opt: pass class BaseAgentTest(unittest.TestCase): def test_init_agent(self): opts = Opt() opts.no_default_behavior = False opts.semseg_model_path = None opts.geoscorer_model_path = None opts.nsp_model_dir = None opts.nsp_data_dir = None opts.nsp_embedding_path = None opts.model_base_path = None opts.QA_nsp_model_path = None opts.ground_truth_data_dir = "" opts.semseg_model_path = "" opts.geoscorer_model_path = "" opts.web_app = False opts.no_ground_truth = True # test does not instantiate cpp client opts.port = -1 opts.no_default_behavior = False CraftAssistAgent(opts) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_agent.py
from base_agent.dialogue_objects import SPEAKERLOOK, AGENTPOS from copy import deepcopy FILTERS = { "that cow": {"has_name": "cow", "contains_coreference": "resolved", "location": SPEAKERLOOK}, "that cube": {"has_name": "cube", "contains_coreference": "resolved", "location": SPEAKERLOOK}, "a cow": {"has_name": "cow"}, "a cube": {"has_name": "cube"}, "where I am looking": {"location": SPEAKERLOOK}, "my location": {"location": AGENTPOS}, } REFERENCE_OBJECTS = { "where I am looking": { "filters": FILTERS["where I am looking"], "text_span": "where I'm looking", }, "that cow": {"filters": FILTERS["that cow"]}, "a cow": {"filters": FILTERS["a cow"]}, "that cube": {"filters": FILTERS["that cube"]}, "a cube": {"filters": FILTERS["a cube"]}, "me": {"special_reference": "AGENT"}, } INTERPRETER_POSSIBLE_ACTIONS = { "destroy_speaker_look": { "action_type": "DESTROY", "reference_object": { "filters": {"location": SPEAKERLOOK}, "text_span": "where I'm looking", }, }, "spawn_5_sheep": { "action_type": "SPAWN", "reference_object": {"filters": {"has_name": "sheep"}, "text_span": "sheep"}, "repeat": {"repeat_key": "FOR", "repeat_count": "5"}, }, "copy_speaker_look_to_agent_pos": { "action_type": "BUILD", "reference_object": { "filters": {"location": SPEAKERLOOK}, "text_span": "where I'm looking", }, "location": { "reference_object": {"special_reference": "AGENT"}, "text_span": "where I am", }, }, "build_small_sphere": { "action_type": "BUILD", "schematic": {"has_name": "sphere", "has_size": "small", "text_span": "small sphere"}, }, "build_1x1x1_cube": { "action_type": "BUILD", "schematic": {"has_name": "cube", "has_size": "1 x 1 x 1", "text_span": "1 x 1 x 1 cube"}, }, "move_speaker_pos": { "action_type": "MOVE", "location": {"reference_object": {"special_reference": "SPEAKER"}, "text_span": "to me"}, }, "build_diamond": { "action_type": "BUILD", "schematic": {"has_name": "diamond", "text_span": "diamond"}, }, "build_gold_cube": { "action_type": "BUILD", "schematic": {"has_block_type": "gold", "has_name": "cube", "text_span": "gold cube"}, }, "build_red_cube": { "action_type": "BUILD", "location": {"reference_object": {"special_reference": "SPEAKER_LOOK"}}, "schematic": {"has_colour": "red", "has_name": "cube", "text_span": "red cube"}, }, "destroy_red_cube": { "action_type": "DESTROY", "reference_object": { "filters": {"has_name": "cube", "has_colour": "red"}, "text_span": "red cube", }, }, "fill_all_holes_speaker_look": { "action_type": "FILL", "reference_object": { "filters": {"location": SPEAKERLOOK}, "text_span": "where I'm looking", }, "repeat": {"repeat_key": "ALL"}, }, "go_to_tree": { "action_type": "MOVE", "location": {"reference_object": {"filters": {"has_name": "tree"}}, "text_span": "tree"}, }, "build_square_height_1": { "action_type": "BUILD", "schematic": {"has_name": "square", "has_height": "1", "text_span": "square height 1"}, }, "stop": {"action_type": "STOP"}, "fill_speaker_look": { "action_type": "FILL", "reference_object": { "filters": {"location": SPEAKERLOOK}, "text_span": "where I'm looking", }, }, "fill_speaker_look_gold": { "action_type": "FILL", "has_block_type": "gold", "reference_object": { "filters": {"location": SPEAKERLOOK}, "text_span": "where I'm looking", }, }, } BUILD_COMMANDS = { "build a gold cube at 0 66 0": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "BUILD", "schematic": {"has_name": "cube", "has_block_type": "gold"}, "location": { "reference_object": {"special_reference": {"coordinates_span": "0 66 0"}} }, } ], }, "build a small cube": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ {"action_type": "BUILD", "schematic": {"has_name": "cube", "has_size": "small"}} ], }, "build a circle to the left of the circle": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "BUILD", "location": { "reference_object": {"filters": {"has_name": "circle"}}, "relative_direction": "LEFT", "text_span": "to the left of the circle", }, "schematic": {"has_name": "circle", "text_span": "circle"}, } ], }, "copy where I am looking to here": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["copy_speaker_look_to_agent_pos"]], }, "build a small sphere": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["build_small_sphere"]], }, "build a 1x1x1 cube": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["build_1x1x1_cube"]], }, "build a diamond": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["build_diamond"]], }, "build a gold cube": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["build_gold_cube"]], }, "build a 9 x 9 stone rectangle": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "BUILD", "schematic": { "has_block_type": "stone", "has_name": "rectangle", "has_height": "9", "has_base": "9", # has_base doesn't belong in "rectangle" "text_span": "9 x 9 stone rectangle", }, } ], }, "build a square with height 1": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["build_square_height_1"]], }, "build a red cube": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["build_red_cube"]], }, "build a fluffy here": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "BUILD", "schematic": {"has_name": "fluffy"}, "location": {"reference_object": {"special_reference": "AGENT"}}, } ], }, } SPAWN_COMMANDS = { "spawn 5 sheep": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["spawn_5_sheep"]], } } DESTROY_COMMANDS = { "destroy it": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "DESTROY", "reference_object": {"filters": {"contains_coreference": "yes"}}, } ], }, "destroy where I am looking": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["destroy_speaker_look"]], }, "destroy the red cube": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["destroy_red_cube"]], }, "destroy everything": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "reference_object": { "repeat": {"repeat_key": "ALL"}, "filters": {}, "text_span": "everything", }, "action_type": "DESTROY", } ], }, "destroy the fluff thing": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ {"action_type": "DESTROY", "reference_object": {"filters": {"has_tag": "fluff"}}} ], }, "destroy the fluffy object": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ {"action_type": "DESTROY", "reference_object": {"filters": {"has_tag": "fluffy"}}} ], }, } MOVE_COMMANDS = { "move to 42 65 0": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": {"coordinates_span": "42 65 0"}} }, } ], }, "move to 0 63 0": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": {"coordinates_span": "0 63 0"}} }, } ], }, "move to -7 63 -8": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": {"coordinates_span": "-7 63 -8"}}, "text_span": "-7 63 -8", }, } ], }, "go between the cubes": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"filters": {"has_name": "cube"}}, "relative_direction": "BETWEEN", "text_span": "between the cubes", }, } ], }, "move here": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["move_speaker_pos"]], }, "go to the tree": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["go_to_tree"]], }, "move to 20 63 20": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": {"coordinates_span": "20 63 20"}}, "text_span": "20 63 20", }, } ], }, } FILL_COMMANDS = { "fill where I am looking": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["fill_speaker_look"]], }, "fill where I am looking with gold": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["fill_speaker_look_gold"]], }, "fill all holes where I am looking": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["fill_all_holes_speaker_look"]], }, } DANCE_COMMANDS = { "dance": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [{"action_type": "DANCE", "dance_type": {"dance_type_span": "dance"}}], } } COMBINED_COMMANDS = { "build a small sphere then move here": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ INTERPRETER_POSSIBLE_ACTIONS["build_small_sphere"], INTERPRETER_POSSIBLE_ACTIONS["move_speaker_pos"], ], }, "copy where I am looking to here then build a 1x1x1 cube": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ INTERPRETER_POSSIBLE_ACTIONS["copy_speaker_look_to_agent_pos"], INTERPRETER_POSSIBLE_ACTIONS["build_1x1x1_cube"], ], }, "move to 3 63 2 then 7 63 7": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": {"coordinates_span": "3 63 2"}}, "text_span": "3 63 2", }, }, { "action_type": "MOVE", "location": { "reference_object": {"special_reference": {"coordinates_span": "7 63 7"}}, "text_span": "7 63 7", }, }, ], }, } GET_MEMORY_COMMANDS = { "what is where I am looking": { "dialogue_type": "GET_MEMORY", "filters": {"type": "REFERENCE_OBJECT", "reference_object": {"location": SPEAKERLOOK}}, "answer_type": "TAG", "tag_name": "has_name", }, "what are you doing": { "dialogue_type": "GET_MEMORY", "filters": {"type": "ACTION"}, "answer_type": "TAG", "tag_name": "action_name", }, "what are you building": { "dialogue_type": "GET_MEMORY", "filters": {"type": "ACTION", "action_type": "BUILD"}, "answer_type": "TAG", "tag_name": "action_reference_object_name", }, "where are you going": { "dialogue_type": "GET_MEMORY", "filters": {"type": "ACTION", "action_type": "MOVE"}, "answer_type": "TAG", "tag_name": "move_target", }, "where are you": { "dialogue_type": "GET_MEMORY", "filters": {"type": "AGENT"}, "answer_type": "TAG", "tag_name": "location", }, } PUT_MEMORY_COMMANDS = { "that is fluff": { "dialogue_type": "PUT_MEMORY", "filters": {"reference_object": {"location": SPEAKERLOOK}}, "upsert": {"memory_data": {"memory_type": "TRIPLE", "has_tag": "fluff"}}, }, "good job": { "dialogue_type": "PUT_MEMORY", "upsert": {"memory_data": {"memory_type": "REWARD", "reward_value": "POSITIVE"}}, }, "that is fluffy": { "dialogue_type": "PUT_MEMORY", "filters": {"reference_object": {"location": SPEAKERLOOK}}, "upsert": {"memory_data": {"memory_type": "TRIPLE", "has_tag": "fluffy"}}, }, } def append_output(filt, output): new_filt = deepcopy(filt) new_filt["output"] = output return new_filt ATTRIBUTES = { "x": {"attribute": "x"}, "distance from me": { "attribute": { "linear_extent": { "relative_direction": "AWAY", "source": {"special_reference": "SPEAKER"}, } } }, "distance from that cube": { "attribute": { "linear_extent": { "relative_direction": "AWAY", "source": REFERENCE_OBJECTS["that cube"], } } }, } CONDITIONS = { "a cow has x greater than 5": { "condition_type": "COMPARATOR", "condition": { "input_left": {"value_extractor": append_output(FILTERS["a cow"], ATTRIBUTES["x"])}, "comparison_type": "GREATER_THAN", "input_right": {"value_extractor": "5"}, }, }, "that cow has x greater than 5": { "condition_type": "COMPARATOR", "condition": { "input_left": {"value_extractor": append_output(FILTERS["that cow"], ATTRIBUTES["x"])}, "comparison_type": "GREATER_THAN", "input_right": {"value_extractor": "5"}, }, }, "that cow is closer than 2 steps to me": { "condition_type": "COMPARATOR", "condition": { "input_left": { "value_extractor": append_output( FILTERS["that cow"], ATTRIBUTES["distance from me"] ) }, "comparison_type": "LESS_THAN", "input_right": {"value_extractor": "2"}, }, }, "2 minutes": { "condition_type": "TIME", "condition": { "comparator": { "comparison_measure": "minutes", "input_left": {"value_extractor": "NULL"}, "comparison_type": "GREATER_THAN", "input_right": {"value_extractor": "2"}, } }, }, "18 seconds": { "condition_type": "TIME", "condition": { "comparator": { "comparison_measure": "seconds", "input_left": {"value_extractor": "NULL"}, "comparison_type": "GREATER_THAN", "input_right": {"value_extractor": "18"}, } }, }, } CONDITIONS["18 seconds after that cow has x greater than 5"] = { "condition_type": "TIME", "event": CONDITIONS["that cow has x greater than 5"], "condition": { "comparator": { "comparison_measure": "seconds", "input_left": {"value_extractor": "NULL"}, "comparison_type": "GREATER_THAN", "input_right": {"value_extractor": "18"}, } }, } STOP_CONDITION_COMMANDS = { "go left until that cow is closer than 2 steps to me": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": "AGENT"}, "relative_direction": "LEFT", }, "stop_condition": CONDITIONS["that cow is closer than 2 steps to me"], } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "follow the cow for 2 minutes": { "action_sequence": [ { "action_type": "MOVE", "location": {"reference_object": {"filters": {"has_name": "cow"}}}, "stop_condition": CONDITIONS["2 minutes"], } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "follow the cow for 18 seconds": { "action_sequence": [ { "action_type": "MOVE", "location": {"reference_object": {"filters": {"has_name": "cow"}}}, "stop_condition": CONDITIONS["18 seconds"], } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "follow the cow for 18 seconds after it has x greater than 5": { "action_sequence": [ { "action_type": "MOVE", "location": {"reference_object": {"filters": {"has_name": "cow"}}}, "stop_condition": CONDITIONS["18 seconds after that cow has x greater than 5"], } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "follow the cow until it has x greater than 5": { "action_sequence": [ { "action_type": "MOVE", "location": {"reference_object": {"filters": {"has_name": "cow"}}}, "stop_condition": CONDITIONS["that cow has x greater than 5"], } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, } OTHER_COMMANDS = { "the weather is good": {"dialogue_type": "NOOP"}, "stop": { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [INTERPRETER_POSSIBLE_ACTIONS["stop"]], }, "undo": {"dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [{"action_type": "UNDO"}]}, } GROUND_TRUTH_PARSES = { "go to the gray chair": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"filters": {"has_colour": "gray", "has_name": "chair"}} }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go to the chair": { "action_sequence": [ { "action_type": "MOVE", "location": {"reference_object": {"filters": {"has_name": "chair"}}}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go forward 0.2 meters": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": "AGENT"}, "relative_direction": "FRONT", "steps": "0.2", "has_measure": "meters", }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go forward one meter": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": "AGENT"}, "relative_direction": "FRONT", "steps": "one", "has_measure": "meter", }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go left 3 feet": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": "AGENT"}, "relative_direction": "LEFT", "steps": "3", "has_measure": "feet", }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go left 3 meters": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": "AGENT"}, "relative_direction": "LEFT", "steps": "3", "has_measure": "meters", }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go forward 1 feet": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": "AGENT"}, "relative_direction": "FRONT", "steps": "1", "has_measure": "feet", }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go back 1 feet": { "action_sequence": [ { "action_type": "MOVE", "location": { "reference_object": {"special_reference": "AGENT"}, "relative_direction": "BACK", "steps": "1", "has_measure": "feet", }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "turn right 90 degrees": { "action_sequence": [ { "action_type": "DANCE", "dance_type": {"body_turn": {"relative_yaw": {"angle": "90"}}}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "turn left 90 degrees": { "action_sequence": [ { "action_type": "DANCE", "dance_type": {"body_turn": {"relative_yaw": {"angle": "-90"}}}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "turn right 180 degrees": { "action_sequence": [ { "action_type": "DANCE", "dance_type": {"body_turn": {"relative_yaw": {"angle": "180"}}}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "turn right": { "action_sequence": [ { "action_type": "DANCE", "dance_type": {"body_turn": {"relative_yaw": {"angle": "90"}}}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "look at where I am pointing": { "action_sequence": [ { "action_type": "DANCE", "dance_type": { "look_turn": { "location": {"reference_object": {"special_reference": "SPEAKER_LOOK"}} } }, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "wave": { "action_sequence": [{"action_type": "DANCE", "dance_type": {"dance_type_name": "wave"}}], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "follow the chair": { "action_sequence": [ { "action_type": "MOVE", "location": {"reference_object": {"filters": {"has_name": "chair"}}}, "stop_condition": {"condition_type": "NEVER"}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "find Laurens": { "action_sequence": [ {"action_type": "SCOUT", "reference_object": {"filters": {"has_name": "Laurens"}}} ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "bring the cup to Mary": { "action_sequence": [ { "action_type": "GET", "receiver": {"reference_object": {"filters": {"has_name": "Mary"}}}, "reference_object": {"filters": {"has_name": "cup"}}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, "go get me lunch": { "action_sequence": [ { "action_type": "GET", "receiver": {"reference_object": {"special_reference": "SPEAKER"}}, "reference_object": {"filters": {"has_name": "lunch"}}, } ], "dialogue_type": "HUMAN_GIVE_COMMAND", }, }
craftassist-master
python/craftassist/test/all_test_commands.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest from unittest.mock import Mock import tasks from base_agent.dialogue_objects import BotStackStatus from dialogue_stack import DialogueStack from mc_memory import MCAgentMemory class BotStackStatusTest(unittest.TestCase): def setUp(self): self.agent = Mock(["send_chat"]) self.memory = MCAgentMemory() self.agent.memory = self.memory self.dialogue_stack = DialogueStack(self.agent, self.memory) self.dialogue_stack.append( BotStackStatus( agent=self.agent, memory=self.memory, dialogue_stack=self.dialogue_stack ) ) def test_move(self): self.memory.task_stack_push(tasks.Move(self.agent, {"target": (42, 42, 42)})) self.memory.add_chat("test_agent", "test chat: where are you going?") self.dialogue_stack.step() self.agent.send_chat.assert_called() if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_dialogue_objects.py
import numpy as np from utils import Pos, Look from entities import MOBS_BY_ID FLAT_GROUND_DEPTH = 8 FALL_SPEED = 1 # TODO make these prettier MOB_COLORS = { "rabbit": (0.3, 0.3, 0.3), "cow": (0.9, 0.9, 0.9), "pig": (0.9, 0.5, 0.5), "chicken": (0.9, 0.9, 0.0), "sheep": (0.6, 0.6, 0.6), } MOB_META = {101: "rabbit", 92: "cow", 90: "pig", 93: "chicken", 91: "sheep"} MOB_SPEED = {"rabbit": 1, "cow": 0.3, "pig": 0.5, "chicken": 1, "sheep": 0.3} MOB_LOITER_PROB = {"rabbit": 0.3, "cow": 0.5, "pig": 0.3, "chicken": 0.1, "sheep": 0.5} MOB_LOITER_TIME = {"rabbit": 2, "cow": 2, "pig": 2, "chicken": 1, "sheep": 2} MOB_STEP_HEIGHT = {"rabbit": 1, "cow": 1, "pig": 1, "chicken": 2, "sheep": 2} MOB_DIRECTION_CHANGE_PROB = {"rabbit": 0.1, "cow": 0.1, "pig": 0.2, "chicken": 0.3, "sheep": 0.2} class Opt: pass class MobInfo: pass def make_mob_opts(mobname): opts = Opt() opts.mobname = mobname opts.direction_change_prob = MOB_DIRECTION_CHANGE_PROB[mobname] opts.color = MOB_COLORS[mobname] opts.speed = MOB_SPEED[mobname] opts.loiter_prob = MOB_LOITER_PROB[mobname] opts.loiter_time = MOB_LOITER_TIME[mobname] opts.step_height = MOB_STEP_HEIGHT[mobname] opts.mobType = list(MOBS_BY_ID.keys())[list(MOBS_BY_ID.values()).index(mobname)] return opts def check_bounds(p, sl): if p >= sl or p < 0: return -1 return 1 class SimpleMob: def __init__(self, opts, start_pos=None, start_look=(0.0, 0.0)): self.mobname = opts.mobname self.color = opts.color self.direction_change_prob = opts.direction_change_prob self.loiter_prob = opts.loiter_prob self.loiter_time = opts.loiter_time self.speed = opts.speed self.step_height = opts.step_height self.pos = start_pos self.look = start_look self.loitering = -1 self.new_direction() self.entityId = str(np.random.randint(0, 100000)) self.mobType = opts.mobType self.agent_built = False def add_to_world(self, world): self.world = world if self.pos is None: xz = np.random.randint(0, world.sl, (2,)) slice = self.world.blocks[xz[0], :, xz[1], 0] nz = np.flatnonzero(slice) if len(nz) == 0: # mob will be floating, but why no floor here? h = 0 else: # if top block is nonzero mob will be trapped h = nz[-1] off = self.world.coord_shift self.pos = (float(xz[0]) + off[0], float(h + 1) + off[1], float(xz[1]) + off[2]) self.world.mobs.append(self) def get_info(self): info = MobInfo() info.entityId = self.entityId info.pos = Pos(*self.pos) info.look = Look(*self.look) info.mobType = self.mobType info.color = self.color info.mobname = self.mobname return info def new_direction(self): new_direction = np.random.randn(2) self.direction = new_direction / np.linalg.norm(new_direction) # self.look ##NOT IMPLEMENTED def step(self): # check if falling: x, y, z = self.world.to_world_coords(self.pos) fy = int(np.floor(y)) rx = int(np.round(x)) rz = int(np.round(z)) if y > 0: if self.world.blocks[rx, fy - 1, rz, 0] == 0: self.pos = (self.pos[0], self.pos[1] - FALL_SPEED, self.pos[2]) return # TODO when look implemented: change looks when loitering if self.loitering >= 0: self.loitering += 1 if self.loitering > self.loiter_time: self.loitering = -1 return if np.random.rand() < self.loiter_prob: self.loitering = 0 return if np.random.rand() < self.direction_change_prob: self.new_direction() step = self.direction * self.speed bx = check_bounds(int(np.round(x + step[0])), self.world.sl) bz = check_bounds(int(np.round(z + step[1])), self.world.sl) # if hitting boundary, reverse... self.direction[0] = bx * self.direction[0] self.direction[1] = bz * self.direction[1] step = self.direction * self.speed new_x = step[0] + x new_z = step[1] + z # is there a block in new location? if no go there, if yes go up for i in range(self.step_height): if fy + i >= self.world.sl: self.new_direction() return if self.world.blocks[int(np.round(new_x)), fy + i, int(np.round(new_z)), 0] == 0: self.pos = self.world.from_world_coords((new_x, y + i, new_z)) return # couldn't get past a wall of blocks, try a different dir self.new_direction() return class LoopMob(SimpleMob): def __init__(self, opts, move_sequence): # move sequence is a list of ((x, y, z), (yaw, pitch)) tuples super().__init__(opts) self.move_sequence = move_sequence self.pos = move_sequence[0][0] self.count = 0 def step(self): c = self.count % len(self.move_sequence) self.pos = self.move_sequence[c][0] # print("in loopmob step, pos is " + str(self.pos)) self.look = self.move_sequence[c][1] self.count += 1
craftassist-master
python/craftassist/test/fake_mobs.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest from base_craftassist_test_case import BaseCraftassistTestCase from world import Opt import os GROUND_TRUTH_DATA_DIR = os.path.join(os.path.dirname(__file__), "../datasets/ground_truth/") """This class tests safety checks using a preset list of blacklisted words. """ class SafetyTest(BaseCraftassistTestCase): def setUp(self): opts = Opt() opts.ground_truth_data_dir = GROUND_TRUTH_DATA_DIR opts.no_ground_truth = False opts.nsp_model_dir = None opts.nsp_data_dir = None opts.nsp_embedding_path = None opts.model_base_path = None opts.QA_nsp_model_path = None opts.web_app = False super().setUp(agent_opts=opts) def test_unsafe_word(self): is_safe = self.agent.dialogue_manager.is_safe("bad Clinton") self.assertFalse(is_safe) def test_safe_word(self): is_safe = self.agent.dialogue_manager.is_safe("build a house") self.assertTrue(is_safe) def test_dialogue_manager(self): self.add_incoming_chat("bad Clinton", self.speaker) changes = self.flush() self.assertFalse(changes) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_safety.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest import shapes from base_craftassist_test_case import BaseCraftassistTestCase from all_test_commands import * class PutMemoryTestCase(BaseCraftassistTestCase): def setUp(self): super().setUp() self.cube_right = self.add_object(shapes.cube(bid=(42, 0)), (9, 63, 4)) self.cube_left = self.add_object(shapes.cube(), (9, 63, 10)) self.set_looking_at(list(self.cube_right.blocks.keys())[0]) def test_good_job(self): d = PUT_MEMORY_COMMANDS["good job"] self.handle_logical_form(d) def test_tag(self): d = PUT_MEMORY_COMMANDS["that is fluffy"] self.handle_logical_form(d) # destroy it d = DESTROY_COMMANDS["destroy the fluffy object"] changes = self.handle_logical_form(d, answer="yes") # ensure it was destroyed self.assertEqual(changes, {k: (0, 0) for k in self.cube_right.blocks.keys()}) def test_tag_and_build(self): d = PUT_MEMORY_COMMANDS["that is fluffy"] self.handle_logical_form(d) # build a fluffy d = BUILD_COMMANDS["build a fluffy here"] changes = self.handle_logical_form(d, answer="yes") self.assert_schematics_equal(changes.items(), self.cube_right.blocks.items()) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_put_memory.py
import numpy as np import pickle from world import build_coord_shifts # TODO replay instantiates world, replays in world class Recorder: def __init__(self, agent=None, filepath=None): assert agent or filepath self.agent = agent self.tape = {} if filepath: self.load_from_file(filepath) else: self.initial_blocks = agent.world.blocks.copy() self.coord_shift = agent.world.coord_shift self.current_blocks = self.initial_blocks.copy() self.replay_step = 0 _, from_world_coords = build_coord_shifts(self.coord_shift) self.from_world_coords = from_world_coords def load_from_file(self, filepath): with open(filepath, "rb") as f: d = pickle.load(f) self.last_entry = d["last_entry"] self.tape = d["tape"] self.initial_blocks = d["initial_blocks"] self.coord_shift = d["coord_shift"] def save_to_file(self, filepath): d = {} d["last_entry"] = self.last_entry d["tape"] = self.tape d["initial_blocks"] = self.initial_blocks d["coord_shift"] = self.coord_shift with open(filepath, "wb") as f: pickle.dump(d, f) def maybe_add_entry(self): if self.tape.get(self.agent.count) is None: self.last_entry = self.agent.count self.tape[self.agent.count] = {} def record_action(self, a): self.maybe_add_entry() if self.tape[self.agent.count].get("actions") is None: self.tape[self.agent.count]["actions"] = [] self.tape[self.agent.count]["actions"].append(a) def record_mobs(self): self.maybe_add_entry() self.tape[self.agent.count]["mobs"] = self.agent.get_mobs() def record_players(self): self.maybe_add_entry() player_list = self.agent.get_other_players() self.tape[self.agent.count]["players"] = [] for player_struct in player_list: loc = self.agent.get_player_line_of_sight(player_struct) self.tape[self.agent.count]["players"].append((player_struct, loc)) def record_agent(self): self.maybe_add_entry() self.tape[self.agent.count]["agent"] = self.agent.get_player() self.tape[self.agent.count]["logical_form"] = self.agent.logical_form def record_block_changes(self): d = self.agent.world.blocks - self.current_blocks if d.any(): diff_idx = np.transpose(d.nonzero()) self.maybe_add_entry() self.tape[self.agent.count]["block_changes"] = [] for idx in diff_idx: loc = tuple(idx[:3]) idm = tuple(self.agent.world.blocks[loc[0], loc[1], loc[2], :]) self.current_blocks[loc[0], loc[1], loc[2], :] = idm self.tape[self.agent.count]["block_changes"].append((loc, idm)) def record_world(self): self.record_mobs() self.record_agent() self.record_players() self.record_block_changes() def get_last_record(self): if self.tape.get(self.last_entry): return self.tape[self.last_entry] else: return {} def rewind(self): self.replay_step = 0 self.current_blocks = self.initial_blocks.copy() def __iter__(self): return self def __next__(self): if self.replay_step > self.last_entry: raise StopIteration r = self.tape.get(self.replay_step, {}) if r.get("blocks_changes"): for loc, idm in r["block_changes"]: self.current_blocks[loc[0], loc[1], loc[2], :] = idm self.replay_step += 1 return { "step": self.replay_step, "logical_form": r.get("logical_form"), "blocks": self.current_blocks, "block_changes": r.get("block_changes"), "mobs": r.get("mobs"), "agent": r.get("agent"), "players": r.get("players"), "actions": r.get("actions"), }
craftassist-master
python/craftassist/test/recorder.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest from base_craftassist_test_case import BaseCraftassistTestCase from all_test_commands import * from fake_mobs import LoopMob, make_mob_opts from base_agent.base_util import TICKS_PER_SEC def add_sequence_mob(test, mobname, sequence): m = LoopMob(make_mob_opts(mobname), sequence) m.add_to_world(test.world) class MoveDirectionUntilTest(BaseCraftassistTestCase): def setUp(self): super().setUp() def test_move_till_condition(self): cow_look = (0.0, 0.0) x = -5 z = -5 cow_move_sequence = [((x, 63, z), cow_look)] # speaker_pos = [5, 63, 5] for i in range(20): while x < 10: x += 1 cow_move_sequence.append(((x, 63, z), cow_look)) z += 1 cow_move_sequence.append(((x, 63, z), cow_look)) while x > 1: x -= 1 cow_move_sequence.append(((x, 63, z), cow_look)) z -= 1 cow_move_sequence.append(((x, 63, z), cow_look)) add_sequence_mob(self, "cow", cow_move_sequence) cow = self.agent.world.mobs[0] self.set_looking_at((1, 63, -2)) d = STOP_CONDITION_COMMANDS["go left until that cow is closer than 2 steps to me"] self.handle_logical_form(d, max_steps=1000) self.assertLessEqual(((5 - cow.pos[0]) ** 2 + (5 - cow.pos[2]) ** 2) ** 0.5, 2) self.assertLessEqual(self.agent.pos[2], -10) self.assertLessEqual(abs(self.agent.pos[0]), 1) # self.assertLessEqual(abs(self.agent.pos[0] - 5), 1.01) class FollowUntilTest(BaseCraftassistTestCase): def setUp(self): super().setUp() def test_move_till_condition(self): cow_look = (0.0, 0.0) cow_move_sequence = [((0, 63, 0), cow_look)] x = 0 for i in range(20): while x < 10: x += 1 for j in [-2, -3, -2, -3]: cow_move_sequence.append(((x, 63, j), cow_look)) while x > 1: x -= 1 for j in [-2, -3, -2, -3]: cow_move_sequence.append(((x, 63, j), cow_look)) add_sequence_mob(self, "cow", cow_move_sequence) cow = self.agent.world.mobs[0] self.set_looking_at((1, 63, -2)) print(self.agent.memory._db_read("SELECT * FROM ReferenceObjects WHERE ref_type=?", "mob")) print("initial mob pos " + str(self.agent.world.mobs[0].pos)) d = STOP_CONDITION_COMMANDS["follow the cow until it has x greater than 5"] self.handle_logical_form(d, max_steps=1000) self.assertLessEqual(abs(self.agent.pos[0] - 5), 1.01) d = STOP_CONDITION_COMMANDS["follow the cow for 18 seconds"] start_time = self.agent.get_time() self.handle_logical_form(d, max_steps=5000) end_time = self.agent.get_time() time_elapsed = (end_time - start_time) / TICKS_PER_SEC self.assertLessEqual( abs(self.agent.pos[0] - cow.pos[0]) + abs(self.agent.pos[2] - cow.pos[2]), 1.01 ) self.assertLessEqual(time_elapsed, 20) self.assertGreaterEqual(time_elapsed, 16) d = STOP_CONDITION_COMMANDS["follow the cow for 2 minutes"] start_time = self.agent.get_time() self.handle_logical_form(d, max_steps=5000) end_time = self.agent.get_time() time_elapsed = (end_time - start_time) / TICKS_PER_SEC self.assertLessEqual( abs(self.agent.pos[0] - cow.pos[0]) + abs(self.agent.pos[2] - cow.pos[2]), 1.01 ) self.assertLessEqual(time_elapsed, 130) self.assertGreaterEqual(time_elapsed, 110) # TODO make sure cow is moving in x positive direction from below 5 when the test starts # it is now if everything else works, but should force it d = STOP_CONDITION_COMMANDS["follow the cow for 18 seconds after it has x greater than 5"] start_time = self.agent.get_time() self.handle_logical_form(d, max_steps=5000) end_time = self.agent.get_time() time_elapsed = (end_time - start_time) / TICKS_PER_SEC self.assertEqual(cow_move_sequence[self.agent.world.count - 1 - 18][0][0], 6) self.assertLessEqual( abs(self.agent.pos[0] - cow.pos[0]) + abs(self.agent.pos[2] - cow.pos[2]), 1.01 ) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_conditions.py
import os import sys dir_test = os.path.dirname(__file__) dir_craftassist = os.path.join(dir_test, "..") dir_root = os.path.join(dir_craftassist, "..") sys.path.append(dir_craftassist) sys.path.append(dir_root) sys.path.insert(0, dir_test) # insert 0 so that Agent is pulled from here print("sys path {}".format(sys.path))
craftassist-master
python/craftassist/test/__init__.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest import shapes from base_craftassist_test_case import BaseCraftassistTestCase from all_test_commands import * class CorefResolveTestCase(BaseCraftassistTestCase): def setUp(self): super().setUp() self.cube_right = self.add_object(shapes.cube(bid=(42, 0)), (9, 63, 4)) self.cube_left = self.add_object(shapes.cube(), (9, 63, 10)) self.set_looking_at(list(self.cube_right.blocks.keys())[0]) def test_destroy_it(self): # build a gold cube d = BUILD_COMMANDS["build a gold cube at 0 66 0"] changes = self.handle_logical_form(d) # assert cube was built self.assertGreater(len(changes), 0) self.assertEqual(set(changes.values()), set([(41, 0)])) cube_xyzs = set(changes.keys()) # destroy it d = DESTROY_COMMANDS["destroy it"] changes = self.handle_logical_form(d, chatstr="destroy it") # assert cube was destroyed self.assertEqual(cube_xyzs, set(changes.keys())) self.assertEqual(set(changes.values()), {(0, 0)}) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_coref_resolve.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest import time import shapes from base_agent.dialogue_objects import AwaitResponse from base_craftassist_test_case import BaseCraftassistTestCase from all_test_commands import * class UndoTest(BaseCraftassistTestCase): def test_undo_destroy(self): tag = "fluffy" # Build something obj = self.add_object(shapes.cube(bid=(41, 0)), (0, 63, 0)) self.set_looking_at(list(obj.blocks.keys())[0]) # Tag it d = PUT_MEMORY_COMMANDS["that is fluffy"] self.handle_logical_form(d) self.assertIn(tag, obj.get_tags()) # Destroy it d = DESTROY_COMMANDS["destroy where I am looking"] self.handle_logical_form(d) self.assertIsNone(self.agent.memory.get_block_object_by_xyz(list(obj.blocks.keys())[0])) # Undo destroy (will ask confirmation) d = OTHER_COMMANDS["undo"] self.handle_logical_form(d) self.assertIsInstance(self.agent.dialogue_manager.dialogue_stack.peek(), AwaitResponse) # confirm undo # TODO change tests to record different speakers to avoid the sleep? time.sleep(0.02) self.add_incoming_chat("yes", self.speaker) self.flush() # Check that block object has tag newobj = self.agent.memory.get_block_object_by_xyz(list(obj.blocks.keys())[0]) self.assertIsNotNone(newobj) self.assertIn(tag, newobj.get_tags()) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_undo.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ from collections import namedtuple from unittest.mock import Mock Player = namedtuple("Player", "entityId, name, pos, look, mainHand") Mob = namedtuple("Mob", "entityId, mobType, pos, look") Pos = namedtuple("Pos", "x, y, z") Look = namedtuple("Look", "yaw, pitch") Item = namedtuple("Item", "id, meta") class PickleMock(Mock): """Mocks cannot be pickled. This Mock class can.""" def __reduce__(self): return (Mock, ())
craftassist-master
python/craftassist/test/utils.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ """Minimal agent stub only used to test CraftAssistAgent's __init__ function. It must be called "Agent" to mimic the agent.so import. For a full-featured test agent to import in other unit tests, use FakeAgent. """ class Agent(object): def __init__(self, host, port, name): pass def send_chat(self, chat): pass
craftassist-master
python/craftassist/test/agent.py
# Adapted from Michael Fogleman (https://github.com/fogleman/Minecraft) # Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: # The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. import math import time import pickle from collections import deque from pyglet import image from pyglet.gl import * from pyglet.graphics import TextureGroup from pyglet.window import key, mouse import os import sys sys.path.append(os.path.dirname(__file__)) TICKS_PER_SEC = 60 PLAYER_HEIGHT = 2 FLYING_SPEED = 20 def cube_vertices(x, y, z, n): """ Return the vertices of the cube at position x, y, z with size 2*n. """ return [ x - n, y + n, z - n, x - n, y + n, z + n, x + n, y + n, z + n, x + n, y + n, z - n, # top x - n, y - n, z - n, x + n, y - n, z - n, x + n, y - n, z + n, x - n, y - n, z + n, # bottom x - n, y - n, z - n, x - n, y - n, z + n, x - n, y + n, z + n, x - n, y + n, z - n, # left x + n, y - n, z + n, x + n, y - n, z - n, x + n, y + n, z - n, x + n, y + n, z + n, # right x - n, y - n, z + n, x + n, y - n, z + n, x + n, y + n, z + n, x - n, y + n, z + n, # front x + n, y - n, z - n, x - n, y - n, z - n, x - n, y + n, z - n, x + n, y + n, z - n, # back ] def tex_coord(x, y, n=4): """ Return the bounding vertices of the texture square. """ m = 1.0 / n dx = x * m dy = y * m return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m def tex_coords(top, bottom, side): """ Return a list of the texture squares for the top, bottom and side. """ top = tex_coord(*top, n=32) bottom = tex_coord(*bottom, n=32) side = tex_coord(*side, n=32) result = [] result.extend(top) result.extend(bottom) result.extend(side * 4) return result def idm_to_tex_coords(idm): return tex_coords(tidx[idm]["top"], tidx[idm]["bottom"], tidx[idm]["side"]) with open("texture_index.pkl", "rb") as f: tidx = pickle.load(f) TEXTURE_PATH = "block_textures.png" FACES = [(0, 1, 0), (0, -1, 0), (-1, 0, 0), (1, 0, 0), (0, 0, 1), (0, 0, -1)] def normalize(position): """ Accepts `position` of arbitrary precision and returns the block containing that position. Parameters ---------- position : tuple of len 3 Returns ------- block_position : tuple of ints of len 3 """ x, y, z = position x, y, z = (int(round(x)), int(round(y)), int(round(z))) return (x, y, z) class Model(object): def __init__(self, recorder, agent=None): self.started = False if agent: self.agent = agent self.recorder = agent.recorder else: self.agent = None self.recorder = recorder self.batch = pyglet.graphics.Batch() self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture()) # A mapping from position to the texture of the block at that position. # This defines all the blocks that are currently in the world. self.world = {} # Same mapping as `world` but only contains blocks that are shown. self.shown = {} # Mapping from position to a pyglet `VertextList` for all shown blocks. self._shown = {} # Simple function queue implementation. The queue is populated with # _show_block() and _hide_block() calls self.queue = deque() def hit_test(self, position, vector, max_distance=8): """ Line of sight search from current position. If a block is intersected it is returned, along with the block previously in the line of sight. If no block is found, return None, None. Parameters ---------- position : tuple of len 3 The (x, y, z) position to check visibility from. vector : tuple of len 3 The line of sight vector. max_distance : int How many blocks away to search for a hit. """ m = 8 x, y, z = position dx, dy, dz = vector previous = None for _ in range(max_distance * m): key = normalize((x, y, z)) if key != previous and key in self.world: return key, previous previous = key x, y, z = x + dx / m, y + dy / m, z + dz / m return None, None def exposed(self, position): """ Returns False is given `position` is surrounded on all 6 sides by blocks, True otherwise. """ x, y, z = position for dx, dy, dz in FACES: if (x + dx, y + dy, z + dz) not in self.world: return True return False def add_block(self, position, texture, immediate=True): """ Add a block with the given `texture` and `position` to the world. Parameters ---------- position : tuple of len 3 The (x, y, z) position of the block to add. texture : list of len 3 The coordinates of the texture squares. Use `tex_coords()` to generate. immediate : bool Whether or not to draw the block immediately. """ if position in self.world: self.remove_block(position, immediate) self.world[position] = texture if immediate: if self.exposed(position): self.show_block(position) self.check_neighbors(position) def remove_block(self, position, immediate=True): """ Remove the block at the given `position`. Parameters ---------- position : tuple of len 3 The (x, y, z) position of the block to remove. immediate : bool Whether or not to immediately remove block from canvas. """ del self.world[position] if immediate: if position in self.shown: self.hide_block(position) self.check_neighbors(position) def check_neighbors(self, position): """ Check all blocks surrounding `position` and ensure their visual state is current. This means hiding blocks that are not exposed and ensuring that all exposed blocks are shown. Usually used after a block is added or removed. """ x, y, z = position for dx, dy, dz in FACES: key = (x + dx, y + dy, z + dz) if key not in self.world: continue if self.exposed(key): if key not in self.shown: self.show_block(key) else: if key in self.shown: self.hide_block(key) def show_block(self, position, immediate=True): """ Show the block at the given `position`. This method assumes the block has already been added with add_block() Parameters ---------- position : tuple of len 3 The (x, y, z) position of the block to show. immediate : bool Whether or not to show the block immediately. """ texture = self.world[position] self.shown[position] = texture if immediate: self._show_block(position, texture) else: self._enqueue(self._show_block, position, texture) def _show_block(self, position, texture): """ Private implementation of the `show_block()` method. Parameters ---------- position : tuple of len 3 The (x, y, z) position of the block to show. texture : list of len 3 The coordinates of the texture squares. Use `tex_coords()` to generate. """ x, y, z = position vertex_data = cube_vertices(x, y, z, 0.5) texture_data = list(texture) # create vertex list # FIXME Maybe `add_indexed()` should be used instead self._shown[position] = self.batch.add( 24, GL_QUADS, self.group, ("v3f/static", vertex_data), ("t2f/static", texture_data) ) def hide_block(self, position, immediate=True): """ Hide the block at the given `position`. Hiding does not remove the block from the world. Parameters ---------- position : tuple of len 3 The (x, y, z) position of the block to hide. immediate : bool Whether or not to immediately remove the block from the canvas. """ self.shown.pop(position) if immediate: self._hide_block(position) else: self._enqueue(self._hide_block, position) def _hide_block(self, position): """ Private implementation of the 'hide_block()` method. """ self._shown.pop(position).delete() def _enqueue(self, func, *args): """ Add `func` to the internal queue. """ self.queue.append((func, args)) def _dequeue(self): """ Pop the top function from the internal queue and call it. """ func, args = self.queue.popleft() func(*args) def process_queue(self): """ Process the entire queue while taking periodic breaks. This allows the game loop to run smoothly. The queue contains calls to _show_block() and _hide_block() so this method should be called if add_block() or remove_block() was called with immediate=False """ start = time.clock() while self.queue and time.clock() - start < 1.0 / TICKS_PER_SEC: self._dequeue() def process_entire_queue(self): """ Process the entire queue with no breaks. """ while self.queue: self._dequeue() def clear_world(self): locs = list(self.world.keys()) for loc in locs: self.remove_block(loc) def clone_agent_world(self): npy_blocks = self.recorder.initial_blocks W, H, D, ch = npy_blocks.shape for i in range(npy_blocks.shape[0]): for j in range(npy_blocks.shape[1]): for k in range(npy_blocks.shape[2]): idm = tuple(npy_blocks[i, j, k]) if idm[0] != 0: loc = self.recorder.from_world_coords((i, j, k)) self.add_block(loc, idm_to_tex_coords(idm), immediate=False) def show_world(self): for position in self.world: if position not in self.shown and self.exposed(position): self.show_block(position, False) class Window(pyglet.window.Window): def __init__( self, width=800, height=600, caption="Pyglet", resizable=True, recorder=None, agent=None ): super(Window, self).__init__(width=800, height=600, caption="Pyglet", resizable=True) # Whether or not the window exclusively captures the mouse. self.exclusive = False self.immaterial = True # Strafing is moving lateral to the direction you are facing, # e.g. moving to the left or right while continuing to face forward. # # First element is -1 when moving forward, 1 when moving back, and 0 # otherwise. The second element is -1 when moving left, 1 when moving # right, and 0 otherwise. self.strafe = [0, 0, 0] # First element is rotation of the player in the x-z plane (ground # plane) measured from the z-axis down. The second is the rotation # angle from the ground plane up. Rotation is in degrees. # # The vertical plane rotation ranges from -90 (looking straight down) to # 90 (looking straight up). The horizontal rotation range is unbounded. self.rotation = (0, 0) # The crosshairs at the center of the screen. self.reticle = None # Velocity in the y (upward) direction. self.dy = 0 # A list of blocks the player can place. Hit num keys to cycle. # self.inventory = [BRICK, GRASS, SAND] self.inventory = [0] # The current block the user can place. Hit num keys to cycle. self.block = self.inventory[0] # Convenience list of num keys. self.num_keys = [ key._1, key._2, key._3, key._4, key._5, key._6, key._7, key._8, key._9, key._0, ] # Instance of the model that handles the world. self.model = Model(recorder, agent=agent) # Current (x, y, z) position in the world, specified with floats. Note # that, perhaps unlike in math class, the y-axis is the vertical axis. self.position = (-4, 63, -4) # The label that is displayed in the top left of the canvas. self.label = pyglet.text.Label( "", font_name="Arial", font_size=10, x=10, y=self.height - 10, anchor_x="left", anchor_y="top", color=(0, 0, 0, 255), ) self.steplabel = pyglet.text.Label( "", font_name="Arial", font_size=10, x=10, y=self.height - 30, anchor_x="left", anchor_y="top", color=(0, 0, 0, 255), ) self.lflabel = pyglet.text.Label( "", font_name="Arial", font_size=10, x=10, y=self.height - 50, anchor_x="left", anchor_y="top", color=(0, 0, 0, 255), ) # This call schedules the `update()` method to be called # TICKS_PER_SEC. This is the main game event loop. pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC) self.autostep = False self.loop = False self.count = 0 self.current_record = {} def set_exclusive_mouse(self, exclusive): """ If `exclusive` is True, the game will capture the mouse, if False the game will ignore the mouse. """ super(Window, self).set_exclusive_mouse(exclusive) self.exclusive = exclusive def get_sight_vector(self): """ Returns the current line of sight vector indicating the direction the player is looking. """ x, y = self.rotation # y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and # is 1 when looking ahead parallel to the ground and 0 when looking # straight up or down. m = math.cos(math.radians(y)) # dy ranges from -1 to 1 and is -1 when looking straight down and 1 when # looking straight up. dy = math.sin(math.radians(y)) dx = math.cos(math.radians(x - 90)) * m dz = math.sin(math.radians(x - 90)) * m return (dx, dy, dz) def get_motion_vector(self): """ Returns the current motion vector indicating the velocity of the player. Returns ------- vector : tuple of len 3 Tuple containing the velocity in x, y, and z respectively. """ dx = 0.0 dy = self.strafe[2] dz = 0.0 if self.strafe[0] or self.strafe[1]: x, y = self.rotation strafe_deg = math.degrees(math.atan2(self.strafe[0], self.strafe[1])) x_angle = math.radians(x + strafe_deg) dx = math.cos(x_angle) dz = math.sin(x_angle) return (dx, dy, dz) def update(self, dt): """ This method is scheduled to be called repeatedly by the pyglet clock. Parameters ---------- dt : float The change in time since the last call. """ if self.model.started: self.model.process_queue() else: self.model.clone_agent_world() self.model.show_world() self.model.process_entire_queue() self.model.started = True if self.autostep and self.model.agent is not None: self.model.agent.step() self.current_record = self.model.recorder.get_last_record() else: # self.current_record = {} if self.loop: if self.count % 10 == 0: try: self.current_record = next(self.tape) except: self.model.recorder.rewind() self.tape = iter(self.model.recorder) self.current_record = next(self.tape) self.model.clear_world() self.model.clone_agent_world() self.model.show_world() self.model.process_entire_queue() block_changes = self.current_record.get("block_changes") if block_changes: for loc, idm in block_changes: loc = self.model.recorder.from_world_coords(loc) if idm[0] == 0: try: self.model.remove_block(loc, immediate=True) except: pass else: self.model.add_block(loc, idm_to_tex_coords(idm), immediate=True) m = 8 dt = min(dt, 0.2) for _ in range(m): self._update(dt / m) self.count += 1 def _update(self, dt): """ Private implementation of the `update()` method. This is where most of the motion logic lives, along with gravity and collision detection. Parameters ---------- dt : float The change in time since the last call. """ speed = FLYING_SPEED d = dt * speed # distance covered this tick. dx, dy, dz = self.get_motion_vector() # New position in space, before accounting for gravity. dx, dy, dz = dx * d, dy * d, dz * d # collisions x, y, z = self.position x = x + dx y = y + dy z = z + dz if not self.immaterial: x, y, z = self.collide((x, y, z), PLAYER_HEIGHT) self.position = (x, y, z) def collide(self, position, height): """ Checks to see if the player at the given `position` and `height` is colliding with any blocks in the world. Parameters ---------- position : tuple of len 3 The (x, y, z) position to check for collisions at. height : int or float The height of the player. Returns ------- position : tuple of len 3 The new position of the player taking into account collisions. """ # How much overlap with a dimension of a surrounding block you need to # have to count as a collision. If 0, touching terrain at all counts as # a collision. If .49, you sink into the ground, as if walking through # tall grass. If >= .5, you'll fall through the ground. pad = 0.25 p = list(position) np = normalize(position) for face in FACES: # check all surrounding blocks for i in range(3): # check each dimension independently if not face[i]: continue # How much overlap you have with this dimension. d = (p[i] - np[i]) * face[i] if d < pad: continue for dy in range(height): # check each height op = list(np) op[1] -= dy op[i] += face[i] if tuple(op) not in self.model.world: continue p[i] -= (d - pad) * face[i] if face == (0, -1, 0) or face == (0, 1, 0): # You are colliding with the ground or ceiling, so stop # falling / rising. self.dy = 0 break return tuple(p) def on_mouse_press(self, x, y, button, modifiers): """ Called when a mouse button is pressed. See pyglet docs for button amd modifier mappings. Parameters ---------- x, y : int The coordinates of the mouse click. Always center of the screen if the mouse is captured. button : int Number representing mouse button that was clicked. 1 = left button, 4 = right button. modifiers : int Number representing any modifying keys that were pressed when the mouse button was clicked. """ if self.exclusive: vector = self.get_sight_vector() block, previous = self.model.hit_test(self.position, vector) if (button == mouse.RIGHT) or ((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)): # ON OSX, control + left click = right click. if previous: self.model.add_block(previous, self.block) elif button == pyglet.window.mouse.LEFT and block: texture = self.model.world[block] if texture != STONE: self.model.remove_block(block) else: self.set_exclusive_mouse(True) def on_mouse_motion(self, x, y, dx, dy): """ Called when the player moves the mouse. Parameters ---------- x, y : int The coordinates of the mouse click. Always center of the screen if the mouse is captured. dx, dy : float The movement of the mouse. """ if self.exclusive: m = 0.15 x, y = self.rotation x, y = x + dx * m, y + dy * m y = max(-90, min(90, y)) self.rotation = (x, y) def on_key_press(self, symbol, modifiers): """ Called when the player presses a key. See pyglet docs for key mappings. Parameters ---------- symbol : int Number representing the key that was pressed. modifiers : int Number representing any modifying keys that were pressed. """ if symbol == key.W: self.strafe[0] -= 1 elif symbol == key.S: self.strafe[0] += 1 elif symbol == key.A: self.strafe[1] -= 1 elif symbol == key.D: self.strafe[1] += 1 elif symbol == key.SPACE: self.strafe[2] += 1 elif symbol == key.RSHIFT: self.strafe[2] -= 1 elif symbol == key.ESCAPE: self.set_exclusive_mouse(False) elif symbol == key.P: self.autostep = True elif symbol == key.M: self.autostep = False elif symbol == key.L: self.loop = True elif symbol == key.K: self.loop = False elif symbol == key.N: if self.model.agent: self.model.agent.step() elif symbol in self.num_keys: index = (symbol - self.num_keys[0]) % len(self.inventory) self.block = self.inventory[index] def on_key_release(self, symbol, modifiers): """ Called when the player releases a key. See pyglet docs for key mappings. Parameters ---------- symbol : int Number representing the key that was pressed. modifiers : int Number representing any modifying keys that were pressed. """ if symbol == key.W: self.strafe[0] += 1 elif symbol == key.S: self.strafe[0] -= 1 elif symbol == key.A: self.strafe[1] += 1 elif symbol == key.D: self.strafe[1] -= 1 elif symbol == key.SPACE: self.strafe[2] -= 1 elif symbol == key.RSHIFT: self.strafe[2] += 1 def on_resize(self, width, height): """ Called when the window is resized to a new `width` and `height`. """ # label self.label.y = height - 10 # reticle if self.reticle: self.reticle.delete() x, y = self.width // 2, self.height // 2 n = 10 self.reticle = pyglet.graphics.vertex_list( 4, ("v2i", (x - n, y, x + n, y, x, y - n, x, y + n)) ) def set_2d(self): """ Configure OpenGL to draw in 2d. """ width, height = self.get_size() glDisable(GL_DEPTH_TEST) viewport = self.get_viewport_size() glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1])) glMatrixMode(GL_PROJECTION) glLoadIdentity() glOrtho(0, max(1, width), 0, max(1, height), -1, 1) glMatrixMode(GL_MODELVIEW) glLoadIdentity() def set_3d(self): """ Configure OpenGL to draw in 3d. """ width, height = self.get_size() glEnable(GL_DEPTH_TEST) viewport = self.get_viewport_size() glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1])) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(65.0, width / float(height), 0.1, 60.0) glMatrixMode(GL_MODELVIEW) glLoadIdentity() x, y = self.rotation glRotatef(x, 0, 1, 0) glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x))) x, y, z = self.position glTranslatef(-x, -y, -z) def on_draw(self): """ Called by pyglet to draw the canvas. """ self.clear() self.set_3d() glColor3d(1, 1, 1) self.model.batch.draw() self.draw_focused_block() self.draw_speaker_look() self.draw_characters() self.set_2d() self.draw_label() self.draw_reticle() # self.show_block(tuple(self.agent.pos), True) def draw_characters(self): def draw_cube(loc, color): vertex_data = cube_vertices(loc[0], loc[1], loc[2], 0.51) glColor3d(color[0], color[1], color[2]) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) pyglet.graphics.draw(24, GL_QUADS, ("v3f/static", vertex_data)) r = self.current_record mobs = r.get("mobs", []) for m in mobs: draw_cube((m.pos.x, m.pos.y, m.pos.z), (m.color[0], m.color[1], m.color[2])) players = r.get("players", []) for player in players: p = player[0] draw_cube((p.pos.x, p.pos.y, p.pos.z), (0.0, 1.0, 1.0)) draw_cube((p.pos.x, p.pos.y + 1, p.pos.z), (0.0, 1.0, 1.0)) a = r.get("agent") if a: draw_cube((a.pos.x, a.pos.y, a.pos.z), (1.0, 0.0, 0.0)) draw_cube((a.pos.x, a.pos.y + 1, a.pos.z), (1.0, 0.0, 0.0)) def draw_speaker_look(self): r = self.current_record players = r.get("players", []) if len(players) > 0: player = players[0] vertex_data = cube_vertices(player[1].x, player[1].y, player[1].z, 0.51) glColor3d(1, 0, 0) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) pyglet.graphics.draw(24, GL_QUADS, ("v3f/static", vertex_data)) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) def draw_focused_block(self): """ Draw black edges around the block that is currently under the crosshairs. """ vector = self.get_sight_vector() block = self.model.hit_test(self.position, vector)[0] if block: x, y, z = block vertex_data = cube_vertices(x, y, z, 0.51) glColor3d(0, 0, 0) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) pyglet.graphics.draw(24, GL_QUADS, ("v3f/static", vertex_data)) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) def draw_label(self): """ Draw the label in the top left of the screen. """ x, y, z = self.position self.label.text = "%02d (%.2f, %.2f, %.2f) %d / %d" % ( pyglet.clock.get_fps(), x, y, z, len(self.model._shown), len(self.model.world), ) self.label.draw() if self.current_record: self.steplabel.text = "step " + str(self.current_record["step"]) self.steplabel.draw() # self.lflabel.draw() if self.current_record.get("logical_form"): self.lflabel.text = str(self.current_record.get("logical_form")) def draw_reticle(self): """ Draw the crosshairs in the center of the screen. """ glColor3d(0, 0, 0) self.reticle.draw(GL_LINES) def setup_fog(): """ Configure the OpenGL fog properties. """ # Enable fog. Fog "blends a fog color with each rasterized pixel fragment's # post-texturing color." glEnable(GL_FOG) # Set the fog color. glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5, 0.69, 1.0, 1)) # Say we have no preference between rendering speed and quality. glHint(GL_FOG_HINT, GL_DONT_CARE) # Specify the equation used to compute the blending factor. glFogi(GL_FOG_MODE, GL_LINEAR) # How close and far away fog starts and ends. The closer the start and end, # the denser the fog in the fog range. glFogf(GL_FOG_START, 20.0) glFogf(GL_FOG_END, 60.0) def setup(): """ Basic OpenGL configuration. """ # Set the color of "clear", i.e. the sky, in rgba. glClearColor(0.5, 0.69, 1.0, 1) # Enable culling (not rendering) of back-facing facets -- facets that aren't # visible to you. glEnable(GL_CULL_FACE) # Set the texture minification/magnification function to GL_NEAREST (nearest # in Manhattan distance) to the specified texture coordinates. GL_NEAREST # "is generally faster than GL_LINEAR, but it can produce textured images # with sharper edges because the transition between texture elements is not # as smooth." glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) setup_fog() def main(): window = Window(width=800, height=600, caption="Pyglet", resizable=True) # Hide the mouse cursor and prevent the mouse from leaving the window. window.set_exclusive_mouse(True) setup() pyglet.app.run()
craftassist-master
python/craftassist/test/world_visualizer.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest import shapes from mc_memory import MCAgentMemory from utils import Mob, Pos, Look from entities import MOBS_BY_ID from base_craftassist_test_case import BaseCraftassistTestCase from all_test_commands import * class ObjectsTest(BaseCraftassistTestCase): def setUp(self): super().setUp() # add two objects self.obj_a = self.add_object([((0, 0, z), (41, 0)) for z in [0, -1, -2]]) self.obj_b = self.add_object([((0, 0, z), (41, 0)) for z in [-4, -5]]) # give them unique tags self.agent.memory.tag(self.obj_a.memid, "tag_A") self.agent.memory.tag(self.obj_b.memid, "tag_B") def test_merge_tags(self): obj = self.add_object([((0, 0, -3), (41, 0))]) self.assertIn("tag_A", obj.get_tags()) self.assertIn("tag_B", obj.get_tags()) class TriggersTests(BaseCraftassistTestCase): def setUp(self): super().setUp() self.cube_right = self.add_object(shapes.cube(bid=(42, 0)), (9, 63, 4)) self.cube_left = self.add_object(shapes.cube(), (9, 63, 10)) self.set_looking_at(list(self.cube_right.blocks.keys())[0]) def test_workspace_cleared_on_object_delete(self): # Tag object tag = "fluff" d = PUT_MEMORY_COMMANDS["that is fluff"] self.handle_logical_form(d) self.assertIn(tag, self.cube_right.get_tags()) # Destroy it d = DESTROY_COMMANDS["destroy the fluff thing"] changes = self.handle_logical_form(d) self.assertEqual(set(changes.keys()), set(self.cube_right.blocks.keys())) # Ensure it is not in recent entities recent_memids = [m.memid for m in self.agent.memory.get_recent_entities("BlockObjects")] self.assertNotIn(self.cube_right.memid, recent_memids) class MethodsTests(unittest.TestCase): def setUp(self): self.memory = MCAgentMemory() def test_peek_empty(self): self.assertEqual(self.memory.task_stack_peek(), None) def test_add_mob(self): # add mob chicken = {v: k for k, v in MOBS_BY_ID.items()}["chicken"] mob_id, mob_type, pos, look = 42, chicken, Pos(3, 4, 5), Look(0.0, 0.0) self.memory.set_mob_position(Mob(mob_id, mob_type, pos, look)) # get mob self.assertIsNotNone(self.memory.get_entity_by_eid(mob_id)) # update mob pos = Pos(6, 7, 8) look = Look(120.0, 50.0) self.memory.set_mob_position(Mob(mob_id, mob_type, pos, look)) # get mob mob_node = self.memory.get_entity_by_eid(mob_id) self.assertIsNotNone(mob_node) self.assertEqual(mob_node.pos, (6, 7, 8), (120.0, 50.0)) def test_add_guardian_mob(self): guardian = {v: k for k, v in MOBS_BY_ID.items()}["guardian"] mob_id, mob_type, pos, look = 42, guardian, Pos(3, 4, 5), Look(0.0, 0.0) self.memory.set_mob_position(Mob(mob_id, mob_type, pos, look)) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_memory.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import logging import numpy as np from typing import List from mc_util import XYZ, IDM, Block from utils import Look, Pos, Item, Player from base_agent.loco_mc_agent import LocoMCAgent from base_agent.base_util import TICKS_PER_SEC from mc_memory import MCAgentMemory from mc_memory_nodes import VoxelObjectNode from craftassist_agent import CraftAssistAgent from base_agent.base_util import Time from base_agent.nsp_dialogue_manager import NSPDialogueManager from dialogue_objects import GetMemoryHandler, PutMemoryHandler, Interpreter from low_level_perception import LowLevelMCPerception import heuristic_perception from rotation import look_vec # how many internal, non-world-interacting steps agent takes before world steps: WORLD_STEP = 10 WORLD_STEPS_PER_DAY = 480 class Opt: pass class FakeMCTime(Time): def __init__(self, world): self.world = world def get_world_hour(self): return (self.world.count % WORLD_STEPS_PER_DAY) / WORLD_STEPS_PER_DAY # converts from "seconds" to internal tick def round_time(self, t): return int(TICKS_PER_SEC * t) def get_time(self): return self.world.count * TICKS_PER_SEC def add_tick(self, ticks=1): for i in range(ticks): self.world.step() class FakeCPPAction: NAME = "NULL" def __init__(self, agent): self.agent = agent def action(self, *args): self.agent.world_interaction_occurred = True def __call__(self, *args): if hasattr(self.agent, "recorder"): self.agent.recorder.record_action({"name": self.NAME, "args": list(args)}) return self.action(*args) class Dig(FakeCPPAction): NAME = "dig" def action(self, x, y, z): self.agent.world_interaction_occurred = True dug = self.agent.world.dig((x, y, z)) if dug: self.agent._changed_blocks.append(((x, y, z), (0, 0))) return True else: return False class SendChat(FakeCPPAction): NAME = "send_chat" def action(self, chat): self.agent.world_interaction_occurred = True logging.info("FakeAgent.send_chat: {}".format(chat)) self.agent._outgoing_chats.append(chat) class SetHeldItem(FakeCPPAction): NAME = "set_held_item" def action(self, arg): self.agent.world_interaction_occurred = True try: d, m = arg self.agent._held_item = (d, m) except TypeError: self.agent._held_item = (arg, 0) class StepPosX(FakeCPPAction): NAME = "step_pos_x" def action(self): self.agent.world_interaction_occurred = True self.agent.pos += (1, 0, 0) class StepNegX(FakeCPPAction): NAME = "step_neg_x" def action(self): self.agent.world_interaction_occurred = True self.agent.pos += (-1, 0, 0) class StepPosZ(FakeCPPAction): NAME = "step_pos_z" def action(self): self.agent.world_interaction_occurred = True self.agent.pos += (0, 0, 1) class StepNegZ(FakeCPPAction): NAME = "step_neg_z" def action(self): self.agent.world_interaction_occurred = True self.agent.pos += (0, 0, -1) class StepPosY(FakeCPPAction): NAME = "step_pos_y" def action(self): self.agent.world_interaction_occurred = True self.agent.pos += (0, 1, 0) class StepNegY(FakeCPPAction): NAME = "step_neg_y" def action(self): self.agent.world_interaction_occurred = True self.agent.pos += (0, -1, 0) class StepForward(FakeCPPAction): NAME = "step_forward" def action(self): self.agent.world_interaction_occurred = True dx, dy, dz = self.agent._look_vec self.agent.pos += (dx, 0, dz) class TurnAngle(FakeCPPAction): NAME = "turn_angle" def action(self, angle): self.agent.world_interaction_occurred = True if angle == 90: self.agent.turn_left() elif angle == -90: self.agent.turn_right() else: raise ValueError("bad angle={}".format(angle)) class TurnLeft(FakeCPPAction): NAME = "turn_left" def action(self): self.agent.world_interaction_occurred = True old_l = (self.agent._look_vec[0], self.agent._look_vec[1]) idx = self.agent.CCW_LOOK_VECS.index(old_l) new_l = self.agent.CCW_LOOK_VECS[(idx + 1) % len(self.agent.CCW_LOOK_VECS)] self.agent._look_vec[0] = new_l[0] self.agent._look_vec[2] = new_l[2] class TurnRight(FakeCPPAction): NAME = "turn_right" def action(self): self.agent.world_interaction_occurred = True old_l = (self.agent._look_vec[0], self.agent._look_vec[1]) idx = self.agent.CCW_LOOK_VECS.index(old_l) new_l = self.agent.CCW_LOOK_VECS[(idx - 1) % len(self.agent.CCW_LOOK_VECS)] self.agent._look_vec[0] = new_l[0] self.agent._look_vec[2] = new_l[2] class PlaceBlock(FakeCPPAction): NAME = "place_block" def action(self, x, y, z): self.agent.world_interaction_occurred = True block = ((x, y, z), self.agent._held_item) self.agent.world.place_block(block) self.agent._changed_blocks.append(block) return True class LookAt(FakeCPPAction): NAME = "look_at" def action(self, x, y, z): raise NotImplementedError() class SetLook(FakeCPPAction): NAME = "set_look" def action(self, yaw, pitch): self.agent.world_interaction_occurred = True a = look_vec(yaw, pitch) self._look_vec = [a[0], a[1], a[2]] class Craft(FakeCPPAction): NAME = "craft" def action(self): raise NotImplementedError() class FakeAgent(LocoMCAgent): CCW_LOOK_VECS = [(1, 0), (0, 1), (-1, 0), (0, -1)] default_frame = CraftAssistAgent.default_frame coordinate_transforms = CraftAssistAgent.default_frame def __init__(self, world, opts=None, do_heuristic_perception=False): self.world = world self.chat_count = 0 if not opts: opts = Opt() opts.nsp_model_dir = None opts.nsp_data_dir = None opts.nsp_embedding_path = None opts.model_base_path = None opts.QA_nsp_model_path = None opts.ground_truth_data_dir = "" opts.web_app = False opts.no_ground_truth = True super(FakeAgent, self).__init__(opts) self.do_heuristic_perception = do_heuristic_perception self.no_default_behavior = True self.last_task_memid = None pos = (0, 63, 0) if hasattr(self.world, "agent_data"): pos = self.world.agent_data["pos"] self.pos = np.array(pos, dtype="int") self.logical_form = None self.world_interaction_occurred = False self._held_item: IDM = (0, 0) self._look_vec = (1, 0, 0) self._changed_blocks: List[Block] = [] self._outgoing_chats: List[str] = [] CraftAssistAgent.add_self_memory_node(self) def init_perception(self): self.geoscorer = None self.perception_modules = {} self.perception_modules["low_level"] = LowLevelMCPerception(self, perceive_freq=1) self.perception_modules["heuristic"] = heuristic_perception.PerceptionWrapper(self) def init_physical_interfaces(self): self.dig = Dig(self) self.send_chat = SendChat(self) self.set_held_item = SetHeldItem(self) self.step_pos_x = StepPosX(self) self.step_neg_x = StepNegX(self) self.step_pos_z = StepPosZ(self) self.step_neg_z = StepNegZ(self) self.step_pos_y = StepPosY(self) self.step_neg_y = StepNegY(self) self.step_forward = StepForward(self) self.turn_angle = TurnAngle(self) self.turn_left = TurnLeft(self) self.turn_right = TurnRight(self) self.set_look = SetLook(self) self.place_block = PlaceBlock(self) def init_memory(self): T = FakeMCTime(self.world) self.memory = MCAgentMemory(load_minecraft_specs=False, agent_time=T) def init_controller(self): dialogue_object_classes = {} dialogue_object_classes["interpreter"] = Interpreter dialogue_object_classes["get_memory"] = GetMemoryHandler dialogue_object_classes["put_memory"] = PutMemoryHandler self.dialogue_manager = NSPDialogueManager(self, dialogue_object_classes, self.opts) def set_logical_form(self, lf, chatstr, speaker): self.logical_form = {"logical_form": lf, "chatstr": chatstr, "speaker": speaker} def step(self): if hasattr(self.world, "step"): if self.world_interaction_occurred or self.count % WORLD_STEP == 0: self.world.step() self.world_interaction_occurred = False if hasattr(self, "recorder"): self.recorder.record_world() super().step() #### use the CraftassistAgent.controller_step() def controller_step(self): if self.logical_form is None: pass CraftAssistAgent.controller_step(self) else: # logical form given directly: # clear the chat buffer self.get_incoming_chats() # use the logical form as given... d = self.logical_form["logical_form"] chatstr = self.logical_form["chatstr"] speaker_name = self.logical_form["speaker"] self.memory.add_chat(self.memory.get_player_by_name(speaker_name).memid, chatstr) # force to get objects, speaker info self.perceive(force=True) obj = self.dialogue_manager.handle_logical_form(speaker_name, d, chatstr) if obj is not None: self.dialogue_manager.dialogue_stack.append(obj) self.logical_form = None def setup_test(self): self.task_steps_count = 0 def clear_outgoing_chats(self): self._outgoing_chats.clear() def get_last_outgoing_chat(self): try: return self._outgoing_chats[-1] except IndexError: return None ######################## ## FAKE .PY METHODS ## ######################## def task_step(self): CraftAssistAgent.task_step(self, sleep_time=0) def point_at(*args): pass def perceive(self, force=False): self.perception_modules["low_level"].perceive(force=force) if self.do_heuristic_perception: self.perception_modules["heuristic"].perceive() ################################### ## FAKE C++ PERCEPTION METHODS ## ################################### def get_blocks(self, xa, xb, ya, yb, za, zb): return self.world.get_blocks(xa, xb, ya, yb, za, zb) def get_local_blocks(self, r): x, y, z = self.pos return self.get_blocks(x - r, x + r, y - r, y + r, z - r, z + r) def get_incoming_chats(self): c = self.chat_count self.chat_count = len(self.world.chat_log) return self.world.chat_log[c:].copy() def get_player(self): return Player(1, "fake_agent", Pos(*self.pos), self.get_look(), Item(*self._held_item)) def get_mobs(self): return self.world.get_mobs() def get_item_stacks(self): return self.world.get_item_stacks() def get_other_players(self): return self.world.players.copy() def get_other_player_by_name(self): raise NotImplementedError() def get_vision(self): raise NotImplementedError() def get_line_of_sight(self): raise NotImplementedError() def get_look(self): pitch = -np.rad2deg(np.arcsin(self._look_vec[1])) yaw = -np.rad2deg(np.arctan2(self._look_vec[0], self._look_vec[2])) return Look(pitch, yaw) def get_player_line_of_sight(self, player_struct): if hasattr(self.world, "get_line_of_sight"): pos = (player_struct.pos.x, player_struct.pos.y, player_struct.pos.z) pitch = player_struct.look.pitch yaw = player_struct.look.yaw xsect = self.world.get_line_of_sight(pos, yaw, pitch) if xsect is not None: return Pos(*xsect) else: raise NotImplementedError() def get_changed_blocks(self) -> List[Block]: # need a better solution here r = self._changed_blocks.copy() self._changed_blocks.clear() return r def safe_get_changed_blocks(self) -> List[Block]: return self.get_changed_blocks() ###################################### ## World setup ###################################### def set_blocks(self, xyzbms: List[Block], origin: XYZ = (0, 0, 0)): """Change the state of the world, block by block, store in memory""" for xyz, idm in xyzbms: abs_xyz = tuple(np.array(xyz) + origin) self.perception_modules["low_level"].pending_agent_placed_blocks.add(abs_xyz) # TODO add force option so we don't need to make it as if agent placed self.perception_modules["low_level"].on_block_changed(abs_xyz, idm) self.world.place_block((abs_xyz, idm)) def add_object( self, xyzbms: List[Block], origin: XYZ = (0, 0, 0), relations={} ) -> VoxelObjectNode: """Add an object to memory as if it was placed block by block Args: - xyzbms: a list of relative (xyz, idm) - origin: (x, y, z) of the corner Returns an VoxelObjectNode """ self.set_blocks(xyzbms, origin) abs_xyz = tuple(np.array(xyzbms[0][0]) + origin) memid = self.memory.get_block_object_ids_by_xyz(abs_xyz)[0] for pred, obj in relations.items(): self.memory.add_triple(subj=memid, pred_text=pred, obj_text=obj) # sooooorrry FIXME? when we handle triples better in interpreter_helper if "has_" in pred: self.memory.tag(memid, obj) return self.memory.get_object_by_id(memid) ###################################### ## visualization ###################################### def draw_slice(self, h=None, r=5, c=None): if not h: h = self.pos[1] if c: c = [c[0], h, c[1]] else: c = [self.pos[0], h, self.pos[2]] C = self.world.to_world_coords(c) A = self.world.to_world_coords(self.pos) shifted_agent_pos = [A[0] - C[0] + r, A[2] - C[2] + r] npy = self.world.get_blocks( c[0] - r, c[0] + r, c[1], c[1], c[2] - r, c[2] + r, transpose=False ) npy = npy[:, 0, :, 0] try: npy[shifted_agent_pos[0], shifted_agent_pos[1]] = 1024 except: pass mobnums = {"rabbit": -1, "cow": -2, "pig": -3, "chicken": -4, "sheep": -5} nummobs = {-1: "rabbit", -2: "cow", -3: "pig", -4: "chicken", -5: "sheep"} for mob in self.world.mobs: # todo only in the plane? p = np.round(np.array(self.world.to_world_coords(mob.pos))) p = p - C try: npy[p[0] + r, p[1] + r] = mobnums[mob.mobname] except: pass mapslice = "" height = npy.shape[0] width = npy.shape[1] def xs(x): return x + int(self.pos[0]) - r def zs(z): return z + int(self.pos[2]) - r mapslice = mapslice + " " * (width + 2) * 3 + "\n" for i in reversed(range(height)): mapslice = mapslice + str(xs(i)).center(3) for j in range(width): if npy[i, j] > 0: if npy[i, j] == 1024: mapslice = mapslice + " A " else: mapslice = mapslice + str(npy[i, j]).center(3) elif npy[i, j] == 0: mapslice = mapslice + " * " else: npy[i, j] = mapslice + " " + nummobs[npy[i, j]][0] + " " mapslice = mapslice + "\n" mapslice = mapslice + " " for j in range(width): mapslice = mapslice + " * " mapslice = mapslice + "\n" mapslice = mapslice + " " for j in range(width): mapslice = mapslice + str(zs(j)).center(3) return mapslice
craftassist-master
python/craftassist/test/fake_agent.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest from unittest.mock import Mock import heuristic_perception import shapes from base_agent.dialogue_objects import SPEAKERLOOK from base_craftassist_test_case import BaseCraftassistTestCase from dialogue_objects.interpreter_helper import NextDialogueStep from typing import List from mc_util import Block, strip_idmeta, euclid_dist from all_test_commands import * def add_two_cubes(test): triples = {"has_name": "cube", "has_shape": "cube"} test.cube_right: List[Block] = list( test.add_object( xyzbms=shapes.cube(bid=(42, 0)), origin=(9, 63, 4), relations=triples ).blocks.items() ) test.cube_left: List[Block] = list( test.add_object(xyzbms=shapes.cube(), origin=(9, 63, 10), relations=triples).blocks.items() ) test.set_looking_at(test.cube_right[0][0]) class TwoCubesInterpreterTest(BaseCraftassistTestCase): """A basic general-purpose test suite in a world which begins with two cubes. N.B. by default, the agent is looking at cube_right """ def setUp(self): super().setUp() add_two_cubes(self) def test_noop(self): d = OTHER_COMMANDS["the weather is good"] changes = self.handle_logical_form(d) self.assertEqual(len(changes), 0) def test_destroy_that(self): d = DESTROY_COMMANDS["destroy where I am looking"] self.handle_logical_form(d) # Check that cube_right is destroyed self.assertEqual( set(self.get_idm_at_locs(strip_idmeta(self.cube_right)).values()), set([(0, 0)]) ) def test_copy_that(self): d = BUILD_COMMANDS["copy where I am looking to here"] changes = self.handle_logical_form(d) # check that another gold cube was built self.assert_schematics_equal(list(changes.items()), self.cube_right) def test_build_small_sphere(self): d = BUILD_COMMANDS["build a small sphere"] changes = self.handle_logical_form(d) # check that a small object was built self.assertGreater(len(changes), 0) self.assertLess(len(changes), 30) def test_build_1x1x1_cube(self): d = BUILD_COMMANDS["build a 1x1x1 cube"] changes = self.handle_logical_form(d) # check that a single block will be built self.assertEqual(len(changes), 1) def test_move_coordinates(self): d = MOVE_COMMANDS["move to -7 63 -8"] self.handle_logical_form(d) # check that agent moved self.assertLessEqual(euclid_dist(self.agent.pos, (-7, 63, -8)), 1) def test_move_here(self): d = MOVE_COMMANDS["move here"] self.handle_logical_form(d) # check that agent moved self.assertLessEqual(euclid_dist(self.agent.pos, self.get_speaker_pos()), 1) def test_build_diamond(self): d = BUILD_COMMANDS["build a diamond"] changes = self.handle_logical_form(d) # check that a Build was added with a single diamond block self.assertEqual(len(changes), 1) self.assertEqual(list(changes.values())[0], (57, 0)) def test_build_gold_cube(self): d = BUILD_COMMANDS["build a gold cube"] changes = self.handle_logical_form(d) # check that a Build was added with a gold blocks self.assertGreater(len(changes), 0) self.assertEqual(set(changes.values()), set([(41, 0)])) def test_fill_all_holes_no_holes(self): d = FILL_COMMANDS["fill all holes where I am looking"] heuristic_perception.get_all_nearby_holes = Mock(return_value=[]) # no holes self.handle_logical_form(d) def test_go_to_the_tree(self): d = MOVE_COMMANDS["go to the tree"] try: self.handle_logical_form(d) except NextDialogueStep: pass def test_build_has_base(self): d = BUILD_COMMANDS["build a 9 x 9 stone rectangle"] self.handle_logical_form(d) def test_build_square_has_height(self): d = BUILD_COMMANDS["build a square with height 1"] changes = self.handle_logical_form(d) ys = set([y for (x, y, z) in changes.keys()]) self.assertEqual(len(ys), 1) # height 1 def test_action_sequence_order(self): d = COMBINED_COMMANDS["move to 3 63 2 then 7 63 7"] self.handle_logical_form(d) self.assertLessEqual(euclid_dist(self.agent.pos, (7, 63, 7)), 1) def test_stop(self): # start moving target = (20, 63, 20) d = MOVE_COMMANDS["move to 20 63 20"] self.handle_logical_form(d, max_steps=5) # stop d = OTHER_COMMANDS["stop"] self.handle_logical_form(d) # assert that move did not complete self.assertGreater(euclid_dist(self.agent.pos, target), 1) def test_build_sphere_move_here(self): d = COMBINED_COMMANDS["build a small sphere then move here"] changes = self.handle_logical_form(d) # check that a small object was built self.assertGreater(len(changes), 0) self.assertLess(len(changes), 30) # check that agent moved self.assertLessEqual(euclid_dist(self.agent.pos, self.get_speaker_pos()), 1) def test_copy_that_and_build_cube(self): d = COMBINED_COMMANDS["copy where I am looking to here then build a 1x1x1 cube"] changes = self.handle_logical_form(d) # check that the cube_right is rebuilt and an additional block is built self.assertEqual(len(changes), len(self.cube_right) + 1) # doesn't actually check if the bot dances, just if it crashes FIXME! # use recorder class from e2e_env class DanceTest(BaseCraftassistTestCase): def setUp(self): super().setUp() self.set_looking_at((0, 63, 0)) def test_dance(self): d = DANCE_COMMANDS["dance"] self.handle_logical_form(d) @unittest.skip("these just check if the modifies run, not if they are accurate") class ModifyTest(BaseCraftassistTestCase): def setUp(self): super().setUp() self.cube_right: List[Block] = list( self.add_object(shapes.cube(bid=(42, 0)), (9, 63, 4)).blocks.items() ) self.set_looking_at(self.cube_right[0][0]) def gen_modify(self, modify_dict): d = { "dialogue_type": "HUMAN_GIVE_COMMAND", "action_sequence": [ { "action_type": "MODIFY", "reference_object": {"filters": {"location": SPEAKERLOOK}}, "modify_dict": modify_dict, } ], } return d def test_modify(self): bigger = {"modify_type": "SCALE", "categorical_scale_factor": "BIGGER"} d = self.gen_modify(bigger) self.handle_logical_form(d) replace_bygeom = { "modify_type": "REPLACE", "new_block": {"has_colour": "green"}, "replace_geometry": {"relative_direction": "LEFT", "amount": "QUARTER"}, } d = self.gen_modify(replace_bygeom) self.handle_logical_form(d) shorter = {"modify_type": "SCALE", "categorical_scale_factor": "SHORTER"} d = self.gen_modify(shorter) self.handle_logical_form(d) # need to replace has_block_type by FILTERS.... replace_byblock = { "modify_type": "REPLACE", "old_block": {"has_block_type": "iron"}, "new_block": {"has_block_type": "diamond"}, } d = self.gen_modify(replace_byblock) self.handle_logical_form(d) replace_bygeom = { "modify_type": "REPLACE", "new_block": {"has_block_type": "orange wool"}, "replace_geometry": {"relative_direction": "LEFT", "amount": "QUARTER"}, } d = self.gen_modify(replace_bygeom) self.handle_logical_form(d) class SpawnSheep(BaseCraftassistTestCase): def setUp(self): super().setUp() self.set_looking_at((0, 63, 0)) def test_spawn_5_sheep(self): d = SPAWN_COMMANDS["spawn 5 sheep"] self.handle_logical_form(d) self.assertEqual(len(self.agent.get_mobs()), 5) # TODO ignore build outside of boundary in all tests # TODO check its a circle class CirclesLeftOfCircleTest(BaseCraftassistTestCase): def setUp(self): super().setUp() triples = {"has_name": "circle", "has_shape": "circle"} self.circle_right: List[Block] = list( self.add_object( xyzbms=shapes.circle(bid=(42, 0)), origin=(2, 63, 4), relations=triples ).blocks.items() ) self.set_looking_at(self.circle_right[0][0]) def test_build_other_circle(self): d = BUILD_COMMANDS["build a circle to the left of the circle"] changes = self.handle_logical_form(d) self.assertGreater(len(changes), 0) class MoveBetweenTest(BaseCraftassistTestCase): def setUp(self): super().setUp() add_two_cubes(self) def test_between_cubes(self): d = MOVE_COMMANDS["go between the cubes"] self.handle_logical_form(d) assert heuristic_perception.check_between( [ self.agent, [loc for loc, idm in self.cube_right], [loc for loc, idm in self.cube_left], ] ) # TODO class BuildInsideTest(BaseCraftassistTestCase): class DestroyRedCubeTest(BaseCraftassistTestCase): def setUp(self): super().setUp() self.set_looking_at((0, 63, 0)) def test_destroy_red_cube(self): d = BUILD_COMMANDS["build a red cube"] changes = self.handle_logical_form(d) self.assertGreater(len(changes), 0) # TODO check its red # TODO also build a blue one # TODO test where fake player also builds one (loc, idm) = list(changes.items())[0] self.set_looking_at(loc) d = DESTROY_COMMANDS["destroy the red cube"] self.handle_logical_form(d) self.assertEqual((self.agent.world.blocks[:, :, :, 0] == idm[0]).sum(), 0) class DestroyEverythingTest(BaseCraftassistTestCase): def setUp(self): super().setUp() add_two_cubes(self) def test_destroy_everything(self): d = DESTROY_COMMANDS["destroy everything"] self.handle_logical_form(d) self.assertEqual((self.agent.world.blocks[:, :, :, 0] == 42).sum(), 0) self.assertEqual((self.agent.world.blocks[:, :, :, 0] == 41).sum(), 0) class FillTest(BaseCraftassistTestCase): def setUp(self): super().setUp() self.hole_poss = [(x, 62, z) for x in (8, 9) for z in (10, 11)] self.set_blocks([(pos, (0, 0)) for pos in self.hole_poss]) self.set_looking_at(self.hole_poss[0]) self.assertEqual(set(self.get_idm_at_locs(self.hole_poss).values()), set([(0, 0)])) def test_fill_that(self): d = FILL_COMMANDS["fill where I am looking"] self.handle_logical_form(d) # Make sure hole is filled self.assertEqual(set(self.get_idm_at_locs(self.hole_poss).values()), set([(3, 0)])) def test_fill_with_block_type(self): d = FILL_COMMANDS["fill where I am looking with gold"] self.handle_logical_form(d) # Make sure hole is filled with gold self.assertEqual(set(self.get_idm_at_locs(self.hole_poss).values()), set([(41, 0)])) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_interpreter.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import unittest import size_words class TestSizeWords(unittest.TestCase): def assert_in_range(self, x, rng): a, b = rng self.assertTrue(a <= x < b) def test_str_to_int(self): x = size_words.size_str_to_int("big") self.assert_in_range(x, size_words.RANGES["large"]) def test_str_to_int_mod(self): x = size_words.size_str_to_int("really big") self.assert_in_range(x, size_words.RANGES["huge"]) if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_size_words.py
from world import World, SimpleMob, make_mob_opts, Opt from utils import Player, Pos, Look, Item from fake_agent import FakeAgent from world_visualizer import Window, setup from recorder import Recorder import pyglet import logging if __name__ == "__main__": log_formatter = logging.Formatter( "%(asctime)s [%(filename)s:%(lineno)s - %(funcName)s() %(levelname)s]: %(message)s" ) logging.getLogger().setLevel(logging.DEBUG) logging.getLogger().handlers.clear() # set up stdout logging sh = logging.StreamHandler() sh.setLevel(logging.DEBUG) sh.setFormatter(log_formatter) logging.getLogger().addHandler(sh) opts = Opt() opts.sl = 32 spec = { "players": [Player(42, "SPEAKER", Pos(0, 68, 0), Look(270, 80), Item(0, 0))], "mobs": [SimpleMob(make_mob_opts("cow")), SimpleMob(make_mob_opts("chicken"))], "agent": {"pos": (1, 68, 1)}, "coord_shift": (-opts.sl // 2, 63 - opts.sl // 2, -opts.sl // 2), } world = World(opts, spec) agent = FakeAgent(world, opts=None) speaker_name = agent.get_other_players()[0].name move_speaker_pos = {"action_type": "MOVE", "location": {"location_type": "SPEAKER_POS"}} build_small_sphere = { "action_type": "BUILD", "schematic": {"has_name": "sphere", "has_size": "small"}, } build_medium_sphere = { "action_type": "BUILD", "schematic": {"has_name": "sphere", "has_size": "medium"}, } build_small_sphere_here = { "action_type": "BUILD", "schematic": {"has_name": "sphere", "has_size": "small"}, "location": {"location_type": "SPEAKER_POS"}, } lf = {"dialogue_type": "HUMAN_GIVE_COMMAND", "action": build_medium_sphere} # lf = { # "dialogue_type": "HUMAN_GIVE_COMMAND", # "action": move_speaker_pos, # } dummy_chat = "TEST {}".format(lf) agent.set_logical_form(lf, dummy_chat, speaker_name) agent.recorder = Recorder(agent=agent) for i in range(100): agent.step() FNAME = "test_record.pkl" agent.recorder.save_to_file(FNAME) new_recorder = Recorder(filepath=FNAME) W = Window(recorder=new_recorder) # # W = Window(agent.recorder, agent=agent) ## # Hide the mouse cursor and prevent the mouse from leaving the window. ## W.set_exclusive_mouse(True) setup() pyglet.app.run()
craftassist-master
python/craftassist/test/visualize_scenario.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import shapes from base_craftassist_test_case import BaseCraftassistTestCase from typing import List from mc_util import Block from all_test_commands import * # noqa def add_two_cubes(test): triples = {"has_name": "cube", "has_shape": "cube"} test.cube_right: List[Block] = list( test.add_object( xyzbms=shapes.cube(bid=(42, 0)), origin=(9, 63, 4), relations=triples ).blocks.items() ) test.cube_left: List[Block] = list( test.add_object(xyzbms=shapes.cube(), origin=(9, 63, 10), relations=triples).blocks.items() ) test.set_looking_at(test.cube_right[0][0]) class MemoryExplorer(BaseCraftassistTestCase): def setUp(self): super().setUp() add_two_cubes(self) if __name__ == "__main__": import memory_filters as mf # noqa M = MemoryExplorer() M.setUp() a = M.agent m = M.agent.memory
craftassist-master
python/craftassist/test/interactive_memory_explorer.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import os import unittest import shapes from mc_util import euclid_dist from base_craftassist_test_case import BaseCraftassistTestCase class Opt: pass TTAD_MODEL_DIR = os.path.join( os.path.dirname(__file__), "../models/semantic_parser/ttad_bert_updated/" ) TTAD_BERT_DATA_DIR = os.path.join(os.path.dirname(__file__), "../datasets/annotated_data/") class PutMemoryTestCase(BaseCraftassistTestCase): def setUp(self): opts = Opt() opts.nsp_model_dir = TTAD_MODEL_DIR opts.nsp_data_dir = TTAD_BERT_DATA_DIR opts.nsp_embedding_path = None opts.model_base_path = None opts.QA_nsp_model_path = None opts.ground_truth_data_dir = "" opts.no_ground_truth = True opts.web_app = False super().setUp(agent_opts=opts) self.cube_right = self.add_object(shapes.cube(bid=(42, 0)), (9, 63, 4)) self.cube_left = self.add_object(shapes.cube(), (9, 63, 10)) self.set_looking_at(list(self.cube_right.blocks.keys())[0]) def test_come_here(self): chat = "come here" self.add_incoming_chat(chat, self.speaker) self.flush() self.assertLessEqual(euclid_dist(self.agent.pos, self.get_speaker_pos()), 1) def test_stop(self): chat = "stop" self.add_incoming_chat(chat, self.speaker) self.flush() if __name__ == "__main__": unittest.main()
craftassist-master
python/craftassist/test/test_with_model.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ # import sys # import os # BASE_DIR = os.path.join(os.path.dirname(__file__), "../../") # sys.path.append(BASE_DIR) import unittest from unittest.mock import Mock from build_utils import to_relative_pos from base_agent.dialogue_objects import AwaitResponse from fake_agent import FakeAgent from mc_memory_nodes import VoxelObjectNode from typing import List, Sequence, Dict from mc_util import XYZ, Block, IDM from utils import Player, Pos, Look, Item from world import World, Opt, flat_ground_generator class BaseCraftassistTestCase(unittest.TestCase): def setUp(self, agent_opts=None): spec = { "players": [Player(42, "SPEAKER", Pos(5, 63, 5), Look(270, 0), Item(0, 0))], "mobs": [], "item_stacks": [], "ground_generator": flat_ground_generator, "agent": {"pos": (0, 63, 0)}, "coord_shift": (-16, 54, -16), } world_opts = Opt() world_opts.sl = 32 self.world = World(world_opts, spec) self.agent = FakeAgent(self.world, opts=agent_opts) self.set_looking_at((0, 63, 0)) self.speaker = self.agent.get_other_players()[0].name self.agent.perceive() def handle_logical_form( self, d, chatstr: str = "", answer: str = None, stop_on_chat=False, max_steps=10000 ) -> Dict[XYZ, IDM]: """Handle a logical form and call self.flush() If "answer" is specified and a question is asked by the agent, respond with this string. If "stop_on_chat" is specified, stop iterating if the agent says anything """ chatstr = chatstr or "TEST {}".format(d) self.add_incoming_chat(chatstr, self.speaker) self.agent.set_logical_form(d, chatstr, self.speaker) changes = self.flush(max_steps, stop_on_chat=stop_on_chat) if len(self.agent.dialogue_manager.dialogue_stack) != 0 and answer is not None: self.add_incoming_chat(answer, self.speaker) changes.update(self.flush(max_steps, stop_on_chat=stop_on_chat)) return changes def flush(self, max_steps=10000, stop_on_chat=False) -> Dict[XYZ, IDM]: """Run the agant's step until task and dialogue stacks are empty If "stop_on_chat" is specified, stop iterating if the agent says anything Return the set of blocks that were changed. """ if stop_on_chat: self.agent.clear_outgoing_chats() world_before = self.agent.world.blocks_to_dict() for _ in range(max_steps): self.agent.step() if self.agent_should_stop(stop_on_chat): break # get changes world_after = self.world.blocks_to_dict() changes = dict(set(world_after.items()) - set(world_before.items())) changes.update({k: (0, 0) for k in set(world_before.keys()) - set(world_after.keys())}) return changes def agent_should_stop(self, stop_on_chat=False): stop = False if ( len(self.agent.dialogue_manager.dialogue_stack) == 0 and not self.agent.memory.task_stack_peek() ): stop = True # stuck waiting for answer? if ( isinstance(self.agent.dialogue_manager.dialogue_stack.peek(), AwaitResponse) and not self.agent.dialogue_manager.dialogue_stack.peek().finished ): stop = True if stop_on_chat and self.agent.get_last_outgoing_chat(): stop = True return stop def set_looking_at(self, xyz: XYZ): """Set the return value for C++ call to get_player_line_of_sight""" self.agent.get_player_line_of_sight = Mock(return_value=Pos(*xyz)) def set_blocks(self, xyzbms: List[Block], origin: XYZ = (0, 0, 0)): self.agent.set_blocks(xyzbms, origin) def add_object( self, xyzbms: List[Block], origin: XYZ = (0, 0, 0), relations={} ) -> VoxelObjectNode: return self.agent.add_object(xyzbms=xyzbms, origin=origin, relations=relations) def add_incoming_chat(self, chat: str, speaker_name: str): """Add a chat to memory as if it was just spoken by SPEAKER""" self.world.chat_log.append("<" + speaker_name + ">" + " " + chat) # self.agent.memory.add_chat(self.agent.memory.get_player_by_name(self.speaker).memid, chat) def assert_schematics_equal(self, a, b): """Check equality between two list[(xyz, idm)] schematics N.B. this compares the shapes and idms, but ignores absolute position offsets. """ a, _ = to_relative_pos(a) b, _ = to_relative_pos(b) self.assertEqual(set(a), set(b)) def get_idm_at_locs(self, xyzs: Sequence[XYZ]) -> Dict[XYZ, IDM]: return self.world.get_idm_at_locs(xyzs) def last_outgoing_chat(self) -> str: return self.agent.get_last_outgoing_chat() def get_speaker_pos(self) -> XYZ: return self.agent.memory.get_player_by_name(self.speaker).pos
craftassist-master
python/craftassist/test/base_craftassist_test_case.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import fileinput from ttad_annotate import MAX_WORDS print("command", *["word{}".format(i) for i in range(MAX_WORDS)], sep=",") for line in fileinput.input(): command = line.replace(",", "").strip() words = command.split() print(command, *words, *([""] * (MAX_WORDS - len(words))), sep=",")
craftassist-master
python/craftassist/ttad-annotate/make_input_csv.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ MAX_WORDS = 30 CSS_SCRIPT = """ <script> var node = document.createElement('style'); """ for i in range(MAX_WORDS): CSS_SCRIPT += """ if (! "${{word{i}}}") {{ node.innerHTML += '.word{i} {{ display: none }} ' }} """.format( i=i ) CSS_SCRIPT += """ document.body.appendChild(node); </script> """ JS_SCRIPT = """ $(function () { $('[data-toggle="tooltip"]').tooltip() }) """ BEFORE = """ <!-- Bootstrap v3.0.3 --> <link href="https://s3.amazonaws.com/mturk-public/bs30/css/bootstrap.min.css" rel="stylesheet" /> <section class="container" id="Other" style="margin-bottom:15px; padding: 10px 10px; font-family: Verdana, Geneva, sans-serif; color:#333333; font-size:0.9em;"> <div class="row col-xs-12 col-md-12"> <!-- Instructions --> <div class="panel panel-primary"> <div class="panel-heading"><strong>Instructions</strong></div> <div class="panel-body"> <p>Each of these sentences is spoken to an assistant who is tasked with helping the speaker. We are looking to determine the meaning of the commands given to the assistant.</p> <p>For each command, answer a series of questions. Each question is either multiple-choice, or requires you to select which words in the sentence correspond to which part of the command.</p> <p>For example, given the command <b>"Build a house next to the river"</b> <ul> <li>For "What action is being instructed?", the answer is "Build"</li> <li>For "What should be built?", select the button for "house"</li> <li>For "Where should it be built?", the answer is "Relative to other object(s)" <li>For "What other object(s)?", select the buttons for "the river"</li> <li>etc.</li> </ul> <p>There may not be a suitable answer that captures the meaning of a sentence. Don't be afraid to select "Other" if there is no good answer.</p> </div> </div> <div class="well" style="position:sticky;position:-webkit-sticky;top:0;z-index:9999"> <b>Command: </b>${command}</div> <!-- Content Body --> <section> """ AFTER = """ </section> <!-- End Content Body --> </div> </section> <style type="text/css"> fieldset {{ padding: 10px; background: #fbfbfb; border-radius: 5px; margin-bottom: 5px; }} </style> {CSS_SCRIPT} <script src="https://code.jquery.com/jquery.js"></script> <script src="https://netdna.bootstrapcdn.com/bootstrap/3.0.3/js/bootstrap.min.js"></script> <script>{JS_SCRIPT}</script> """.format( CSS_SCRIPT=CSS_SCRIPT, JS_SCRIPT=JS_SCRIPT ) if __name__ == "__main__": import render_flows from flows import * print( BEFORE, render_flows.render_q(Q_ACTION, "root", show=True), render_flows.render_q(Q_ACTION_LOOP, "root", show=True), AFTER, )
craftassist-master
python/craftassist/ttad-annotate/ttad_annotate.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import csv import argparse import json from collections import defaultdict, Counter import re from ttad_annotate import MAX_WORDS def process_result(full_d): worker_id = full_d["WorkerId"] d = with_prefix(full_d, "Answer.root.") try: action = d["action"] except KeyError: return None, None, None action_dict = {action: process_dict(with_prefix(d, "action.{}.".format(action)))} ############## # repeat dict ############## if d.get("loop") not in [None, "Other"]: repeat_dict = process_repeat_dict(d) # Some turkers annotate a repeat dict for a repeat_count of 1. # Don't include the repeat dict if that's the case if repeat_dict.get("repeat_count"): a, b = repeat_dict["repeat_count"] repeat_count_str = " ".join( [full_d["Input.word{}".format(x)] for x in range(a, b + 1)] ) if repeat_count_str not in ("a", "an", "one", "1"): action_val = list(action_dict.values())[0] if action_val.get("schematic"): action_val["schematic"]["repeat"] = repeat_dict elif action_val.get("action_reference_object"): action_val["action_reference_object"]["repeat"] = repeat_dict else: action_dict["repeat"] = repeat_dict ################## # post-processing ################## # Fix Build/Freebuild mismatch if action_dict.get("Build", {}).get("Freebuild") == "Freebuild": action_dict["FreeBuild"] = action_dict["Build"] del action_dict["Build"] action_dict.get("Build", {}).pop("Freebuild", None) action_dict.get("FreeBuild", {}).pop("Freebuild", None) # Fix empty words messing up spans words = [full_d["Input.word{}".format(x)] for x in range(MAX_WORDS)] action_dict, words = fix_spans_due_to_empty_words(action_dict, words) return worker_id, action_dict, words def process_dict(d): r = {} # remove key prefixes d = remove_key_prefixes(d, ["copy.yes.", "copy.no."]) if "location" in d: r["location"] = {"location_type": d["location"]} if r["location"]["location_type"] == "location_reference_object": r["location"]["location_type"] = "BlockObject" r["location"]["relative_direction"] = d.get( "location.location_reference_object.relative_direction" ) if r["location"]["relative_direction"] in ("EXACT", "NEAR", "Other"): del r["location"]["relative_direction"] d["location.location_reference_object.relative_direction"] = None r["location"].update(process_dict(with_prefix(d, "location."))) for k, v in d.items(): if ( k == "location" or k.startswith("location.") or k == "copy" or (k == "relative_direction" and v in ("EXACT", "NEAR", "Other")) ): continue # handle span if re.match("[^.]+.span#[0-9]+", k): prefix, rest = k.split(".", 1) idx = int(rest.split("#")[-1]) if prefix in r: a, b = r[prefix] r[prefix] = [min(a, idx), max(b, idx)] # expand span to include idx else: r[prefix] = [idx, idx] # handle nested dict elif "." in k: prefix, rest = k.split(".", 1) prefix_snake = snake_case(prefix) r[prefix_snake] = r.get(prefix_snake, {}) r[prefix_snake].update(process_dict(with_prefix(d, prefix + "."))) # handle const value else: r[k] = v return r def process_repeat_dict(d): if d["loop"] == "ntimes": return { "repeat_key": "FOR", "repeat_count": process_dict(with_prefix(d, "loop.ntimes."))["repeat_for"], } if d["loop"] == "repeat_all": return {"repeat_key": "ALL"} if d["loop"] == "forever": return {"stop_condition": {"condition_type": "NEVER"}} raise NotImplementedError("Bad repeat dict option: {}".format(d["loop"])) def with_prefix(d, prefix): return { k.split(prefix)[1]: v for k, v in d.items() if k.startswith(prefix) and v not in ("", None, "None") } def snake_case(s): return re.sub("([a-z])([A-Z])", "\\1_\\2", s).lower() def remove_key_prefixes(d, ps): d = d.copy() rm_keys = [] add_items = [] for p in ps: for k, v in d.items(): if k.startswith(p): rm_keys.append(k) add_items.append((k[len(p) :], v)) for k in rm_keys: del d[k] for k, v in add_items: d[k] = v return d def fix_spans_due_to_empty_words(action_dict, words): """Return modified (action_dict, words)""" def reduce_span_vals_gte(d, i): for k, v in d.items(): if type(v) == dict: reduce_span_vals_gte(v, i) continue try: a, b = v if a >= i: a -= 1 if b >= i: b -= 1 d[k] = [a, b] except ValueError: pass except TypeError: pass # remove trailing empty strings while words[-1] == "": del words[-1] # fix span i = 0 while i < len(words): if words[i] == "": reduce_span_vals_gte(action_dict, i) del words[i] else: i += 1 return action_dict, words if __name__ == "__main__": parser = argparse.ArgumentParser() parser.add_argument("results_csv") parser.add_argument( "--min-votes", type=int, default=1, help="Required # of same answers, defaults to 2/3" ) parser.add_argument( "--only-show-disagreements", action="store_true", help="Only show commands that did not meet the --min-votes requirement", ) parser.add_argument("--debug", action="store_true", help="Show debug information") parser.add_argument( "--tsv", action="store_true", help="Show each result with worker id in tsv format" ) args = parser.parse_args() result_counts = defaultdict(Counter) # map[command] -> Counter(dict) with open(args.results_csv, "r") as f: r = csv.DictReader(f) for d in r: command = d["Input.command"] try: worker_id, action_dict, words = process_result(d) except: continue if action_dict is None: continue command = " ".join(words) result = json.dumps(action_dict) result_counts[command][result] += 1 if args.debug: for k, v in with_prefix(d, "Answer.").items(): print((k, v)) # show each result with worker info if args.tsv: print(command, worker_id, result, "", sep="\t") # results by command if not args.tsv: for command, counts in sorted(result_counts.items()): if not any(v >= args.min_votes for v in counts.values()): if args.only_show_disagreements: print(command) continue elif args.only_show_disagreements: continue print(command) for result, count in counts.items(): if count >= args.min_votes: print(result) print()
craftassist-master
python/craftassist/ttad-annotate/process_results.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ from collections import Counter, defaultdict import fileinput import json import os right_answer_count = Counter() wrong_answer_count = Counter() # compile sets of allowed answers allowed_answers = defaultdict(set) command = None with open(os.path.join(os.path.dirname(__file__), "data/qualtest.answers.txt"), "r") as f: for line in f: line = line.strip() if line == "": continue if line.startswith("{"): try: json.loads(line) allowed_answers[command].add(line) except: print("Bad allowed answer:", line) raise else: command = line # validate answers for line in fileinput.input(): command, worker_id, answer = line.strip().split("\t") action_dict = json.loads(answer) if not any(action_dict == json.loads(d) for d in allowed_answers[command]): wrong_answer_count[worker_id] += 1 else: right_answer_count[worker_id] += 1 for worker_id in right_answer_count: print( right_answer_count[worker_id], "/", right_answer_count[worker_id] + wrong_answer_count[worker_id], worker_id, )
craftassist-master
python/craftassist/ttad-annotate/qualtest.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import re def render_q(q, parent_id, show=True): """Return a fieldset for the given question""" assert "key" in q, "Missing key for q: {}".format(q) q_id = "{}.{}".format(parent_id, q["key"]) r = "" r += '<fieldset id="{}" style="display:{}">'.format(q_id, "block" if show else "none") r += label_tag(tooltip=q.get("tooltip")) + q["text"] + "</label>" if "radio" in q: r += render_radios(q["radio"], q_id, add_other_opt=q.get("add_radio_other", True)) if "span" in q: r += render_span(q_id, q.get("optional")) r += "</fieldset>" return r def render_span(parent_id, optional=False): r = "" group_id = "{}.span".format(parent_id) if optional: onclick = """var x = document.getElementById('{}'); x.style.display = x.style.display == 'block' ? 'none' : 'block';""".format( group_id ) r += """<label class="btn btn-primary btn-sm" onclick="{}" style="margin-left:10px">Click if specified</label>""".format( onclick ) r += '<div id="{}" class="btn-group" data-toggle="buttons" style="display:{}">'.format( group_id, "none" if optional else "block" ) for i in range(25): input_id = "{}#{}".format(group_id, i) r += """<label class="btn btn-default word{i}" name="{input_id}">""".format( input_id=input_id, i=i ) r += '<input type="checkbox" autocomplete="off" id="{input_id}" \ name="{input_id}">${{word{i}}}'.format( input_id=input_id, i=i ) r += "</label>" r += "</div>" return r def render_radios(opts, parent_id, add_other_opt=True): if add_other_opt: opts = opts + [{"text": "Other", "key": "Other"}] r = "" suffix = "" for opt in opts: opt_id = "{}.{}".format(parent_id, opt["key"]) nexts = opt.get("next", []) # render child questions suffix += ( '<div id="{}.next" style="display:none">'.format(opt_id) + "\n".join([render_q(n, opt_id) for n in nexts]) + "</div>" ) # get onchange function sibling_ids = ["{}.{}".format(parent_id, o["key"]) for o in opts] # child_ids = ["{}.{}".format(opt_id, n["key"]) for n in nexts] onchange = "\n".join( [ """ console.log('Toggling {sid}'); if (document.getElementById('{sid}.next')) {{ document.getElementById('{sid}.next').style.display = \ document.getElementById('{sid}').checked ? 'block' : 'none'; }} """.format( sid=sid ) for sid in sibling_ids ] ) # produce div for single option r += '<div class="radio">' + label_tag(opt.get("tooltip")) r += """<input name="{}" id="{}" type="radio" value="{}" onchange="{}" />""".format( parent_id, opt_id, opt["key"], onchange ) r += opt["text"] r += "</label></div>" return r + suffix def label_tag(tooltip=None): if tooltip: return '<label data-toggle="tooltip" data-placement="right" title="{}">'.format(tooltip) else: return "<label>" def child_id(parent_id, text): return parent_id + "." + re.sub(r"[^a-z]+", "-", text.lower().strip()).strip("-")
craftassist-master
python/craftassist/ttad-annotate/render_flows.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ LOCATION_RADIO = [ {"text": "Not specified", "key": None}, { "text": "Where the speaker is looking (e.g. 'that thing', 'over there')", "key": "SPEAKER_LOOK", }, {"text": "Where the speaker is standing (e.g. 'here', 'by me')", "key": "SpeakerPos"}, { "text": "Where the assistant is standing (e.g. 'by you', 'where you are')", "key": "AGENT_POS", }, { "text": "To a specific object or area, or somewhere relative to other object(s)", "key": "REFERENCE_OBJECT", "next": [ {"text": "What other object(s) or area?", "key": "has_name", "span": True}, { "text": "Where in relation to the other object(s)?", "key": "relative_direction", "radio": [ {"text": "Left", "key": "LEFT"}, {"text": "Right", "key": "RIGHT"}, {"text": "Above", "key": "UP"}, {"text": "Below", "key": "DOWN"}, {"text": "In front", "key": "FRONT"}, {"text": "Behind", "key": "BACK"}, {"text": "Away from", "key": "AWAY"}, {"text": "Nearby", "key": "NEAR"}, {"text": "Exactly at", "key": "EXACT"}, ], }, ], }, ] REF_OBJECT_OPTIONALS = [ { "text": "What is the building material?", "key": "reference_object.has_block_type", "span": True, "optional": True, }, { "text": "What is the color?", "key": "reference_object.has_colour", "span": True, "optional": True, }, { "text": "What is the size?", "key": "reference_object.has_size", "span": True, "optional": True, }, { "text": "What is the width?", "key": "reference_object.has_width", "span": True, "optional": True, }, { "text": "What is the height?", "key": "reference_object.has_height", "span": True, "optional": True, }, { "text": "What is the depth?", "key": "reference_object.has_depth", "span": True, "optional": True, }, ] Q_ACTION = { "text": 'What action is being instructed? If multiple separate actions are being instructed (e.g. "do X and then do Y"), select "Multiple separate actions"', "key": "action_type", "add_radio_other": False, "radio": [ # BUILD { "text": "Build or create something", "key": "BUILD", "next": [ { "text": "Is this a copy or duplicate of an existing object?", "key": "COPY", "radio": [ # COPY { "text": "Yes", "key": "yes", "next": [ { "text": "What object should be copied?", "key": "reference_object.has_name", "span": True, }, *REF_OBJECT_OPTIONALS, { "text": "What is the location of the object to be copied?", "key": "location", "radio": LOCATION_RADIO, }, ], }, # BUILD { "text": "No", "key": "no", "next": [ { "text": "What should be built?", "key": "schematic.has_name", "span": True, }, { "text": "What is the building material?", "key": "schematic.has_block_type", "span": True, "optional": True, }, { "text": "What is the size?", "key": "schematic.has_size", "span": True, "optional": True, }, { "text": "What is the width?", "key": "schematic.has_width", "span": True, "optional": True, }, { "text": "What is the height?", "key": "schematic.has_height", "span": True, "optional": True, }, { "text": "What is the depth?", "key": "schematic.has_depth", "span": True, "optional": True, }, { "text": "Is the assistant being asked to...", "key": "FREEBUILD", "add_radio_other": False, "radio": [ { "text": "Build a complete, specific object", "key": "BUILD", }, { "text": "Help complete or finish an existing object", "key": "FREEBUILD", }, ], }, ], }, ], }, {"text": "Where should it be built?", "key": "location", "radio": LOCATION_RADIO}, ], }, # MOVE { "text": "Move somewhere", "key": "MOVE", "next": [ { "text": "Where should the assistant move to?", "key": "location", "radio": LOCATION_RADIO, } ], }, # DESTROY { "text": "Destroy, remove, or kill something", "key": "DESTROY", "next": [ { "text": "What object should the assistant destroy?", "key": "reference_object.has_name", "span": True, }, *REF_OBJECT_OPTIONALS, { "text": "What is the location of the object to be removed?", "key": "location", "radio": LOCATION_RADIO, }, ], }, # DIG { "text": "Dig a hole", "key": "DIG", "next": [ { "text": "Where should the hole be dug?", "key": "location", "radio": LOCATION_RADIO, }, {"text": "What is the size?", "key": "has_size", "span": True, "optional": True}, {"text": "What is the width?", "key": "has_width", "span": True, "optional": True}, { "text": "What is the height?", "key": "has_height", "span": True, "optional": True, }, {"text": "What is the depth?", "key": "has_depth", "span": True, "optional": True}, ], }, # FILL { "text": "Fill a hole", "key": "FILL", "next": [ { "text": "Where should the hole be dug?", "key": "location", "radio": LOCATION_RADIO, }, *REF_OBJECT_OPTIONALS, ], }, # TAG { "text": "Assign a description, name, or tag to an object", "key": "TAG", "tooltip": "e.g. 'That thing is fluffy' or 'The blue building is my house'", "next": [ { "text": "What is the description, name, or tag being assigned?", "key": "tag", "span": True, }, { "text": "What object is being assigned a description, name, or tag?", "key": "reference_object", }, *REF_OBJECT_OPTIONALS, { "text": "What is the location of the object to be described, named, or tagged?", "key": "location", "radio": LOCATION_RADIO, }, ], }, # STOP { "text": "Stop current action", "key": "STOP", "next": [ { "text": "Is this a command to stop a particular action?", "key": "target_action_type", "radio": [ {"text": "Building", "key": "BUILD"}, {"text": "Moving", "key": "MOVE"}, {"text": "Destroying", "key": "DESTROY"}, {"text": "Digging", "key": "DIG"}, {"text": "Filling", "key": "FILL"}, ], } ], }, # RESUME {"text": "Resume previous action", "key": "RESUME"}, # UNDO {"text": "Undo previous action", "key": "UNDO"}, # ANSWER QUESTION { "text": "Answer a question", "key": "ANSWER", "tooltip": "e.g. 'How many trees are there?' or 'Tell me how deep that tunnel goes'", }, # OTHER ACTION NOT LISTED { "text": "Another action not listed here", "key": "OtherAction", "tooltip": "The sentence is a command, but not one of the actions listed here", "next": [ { "text": "What object (if any) is the target of this action? e.g. for the sentence 'Sharpen this axe', select the word 'axe'", "key": "reference_object.has_name", "span": True, }, *REF_OBJECT_OPTIONALS, { "text": "Where should the action take place?", "key": "location", "radio": LOCATION_RADIO, }, ], }, # NOT ACTION { "text": "This sentence is not a command or request to do something", "key": "NOOP", "tooltip": "e.g. 'Yes', 'Hello', or 'What a nice day it is today'", }, # MULTIPLE ACTIONS { "text": "Multiple separate actions", "key": "COMPOSITE_ACTION", "tooltip": "e.g. 'Build a cube and then run around'. Do not select this for a single repeated action, e.g. 'Build 5 cubes'", }, ], } REPEAT_DIR = { "text": "In which direction should the action be repeated?", "key": "repeat_dir", "radio": [ {"text": "Not specified", "key": None}, {"text": "Forward", "key": "FRONT"}, {"text": "Backward", "key": "BACK"}, {"text": "Left", "key": "LEFT"}, {"text": "Right", "key": "RIGHT"}, {"text": "Up", "key": "UP"}, {"text": "Down", "key": "DOWN"}, ], } Q_ACTION_LOOP = { "text": "How many times should this action be performed?", "key": "loop", "radio": [ {"text": "Just once, or not specified", "key": None}, { "text": "Repeatedly, a specific number of times", "key": "ntimes", "next": [{"text": "How many times?", "span": True, "key": "repeat_for"}], }, { "text": "Repeatedly, once for each object", "key": "repeat_all", "tooltip": "e.g. 'Destroy the red blocks', or 'Build a shed in front of each house'", }, { "text": "Repeated forever", "key": "forever", "tooltip": "e.g. 'Keep building railroad tracks in that direction' or 'Collect diamonds until I tell you to stop'", }, ], }
craftassist-master
python/craftassist/ttad-annotate/flows.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import csv def any_two(a, b, c): return a == b or a == c or b == c with open("Batch_3449808_batch_results.csv", "r") as f: r = csv.DictReader(f) r = [d for d in r] whittled = [ {k: v for k, v in d.items() if (k.startswith("Answer.") or k == "Input.command") and v != ""} for d in r ] with open("results.tmp", "r") as f: processed = f.readlines() assert len(processed) == len(whittled) faulty_processed_idxs = [] for i in range(181): if not any_two(processed[3 * i], processed[3 * i + 1], processed[3 * i + 2]): print(i) print(whittled[3 * i]) # print(processed[3*i], processed[3*i+1], processed[3*i+2], '', sep='\n') faulty_processed_idxs.append(i) # for i in faulty_processed_idxs: # print(whittled[3*i], whittled[3*i], whittled[3*i], '', sep='\n')
craftassist-master
python/craftassist/ttad-annotate/analyze_outputs.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import logging from typing import Dict, Tuple, Any, Optional from base_agent.dialogue_objects import DialogueObject from mc_memory_nodes import VoxelObjectNode, RewardNode from .interpreter_helper import interpret_reference_object, ErrorWithResponse ######FIXME TEMPORARY: from base_agent import post_process_logical_form class PutMemoryHandler(DialogueObject): def __init__(self, speaker_name: str, action_dict: Dict, **kwargs): super().__init__(**kwargs) self.provisional: Dict = {} self.speaker_name = speaker_name self.action_dict = action_dict def step(self) -> Tuple[Optional[str], Any]: r = self._step() self.finished = True return r def _step(self) -> Tuple[Optional[str], Any]: assert self.action_dict["dialogue_type"] == "PUT_MEMORY" memory_type = self.action_dict["upsert"]["memory_data"]["memory_type"] if memory_type == "REWARD": return self.handle_reward() elif memory_type == "TRIPLE": return self.handle_triple() else: raise NotImplementedError def handle_reward(self) -> Tuple[Optional[str], Any]: reward_value = self.action_dict["upsert"]["memory_data"]["reward_value"] assert reward_value in ("POSITIVE", "NEGATIVE"), self.action_dict RewardNode.create(self.memory, reward_value) if reward_value == "POSITIVE": return "Thank you!", None else: return "I'll try to do better in the future.", None def handle_triple(self) -> Tuple[Optional[str], Any]: # ref_obj_d = self.action_dict["filters"]["reference_object"] ##### FIXME short term ref_obj_d = post_process_logical_form.fix_reference_object_with_filters( self.action_dict["filters"] ) if not ref_obj_d.get("reference_object"): import ipdb ipdb.set_trace() r = interpret_reference_object( self, self.speaker_name, ref_obj_d["reference_object"], only_physical=True ) if len(r) == 0: raise ErrorWithResponse("I don't know what you're referring to") mem = r[0] name = "it" triples = self.memory.get_triples(subj=mem.memid, pred_text="has_tag") if len(triples) > 0: name = triples[0][2].strip("_") memory_data = self.action_dict["upsert"]["memory_data"] schematic_memid = ( self.memory.convert_block_object_to_schematic(mem.memid).memid if isinstance(mem, VoxelObjectNode) else None ) for k, v in memory_data.items(): if k.startswith("has_"): logging.info("Tagging {} {} {}".format(mem.memid, k, v)) self.memory.add_triple(subj=mem.memid, pred_text=k, obj_text=v) if schematic_memid: self.memory.add_triple(subj=schematic_memid, pred_text=k, obj_text=v) point_at_target = mem.get_point_at_target() self.agent.send_chat("OK I'm tagging this %r as %r " % (name, v)) self.agent.point_at(list(point_at_target)) return "Done!", None
craftassist-master
python/craftassist/dialogue_objects/put_memory_handler.py
import random import Levenshtein import block_data import minecraft_specs from mc_util import IDM # TODO FILTERS! def get_block_type(s) -> IDM: """string -> (id, meta) or {"has_x": span} -> (id, meta) """ name_to_bid = minecraft_specs.get_block_data()["name_to_bid"] if type(s) is str: s_aug = s + " block" _, closest_match = min( [(name, id_meta) for (name, id_meta) in name_to_bid.items() if id_meta[0] < 256], key=lambda x: min(Levenshtein.distance(x[0], s), Levenshtein.distance(x[0], s_aug)), ) else: if "has_colour" in s: c = block_data.COLOR_BID_MAP.get(s["has_colour"]) if c is not None: closest_match = random.choice(c) if "has_block_type" in s: _, closest_match = min( [(name, id_meta) for (name, id_meta) in name_to_bid.items() if id_meta[0] < 256], key=lambda x: min( Levenshtein.distance(x[0], s), Levenshtein.distance(x[0], s_aug) ), ) return closest_match
craftassist-master
python/craftassist/dialogue_objects/block_helpers.py
""" Copyright (c) Facebook, Inc. and its affiliates. """ import numpy as np import rotation import shapes import heuristic_perception from mc_util import pos_to_np, to_block_center, to_block_pos, ErrorWithResponse def post_process_loc(loc, interpreter): return to_block_pos(loc) def compute_locations( interpreter, speaker, mems, steps, reldir, repeat_num=1, repeat_dir=None, objects=[], padding=(1, 1, 1), enable_geoscorer=False, ): agent = interpreter.agent repeat_num = max(repeat_num, len(objects)) player_look = agent.perception_modules["low_level"].get_player_struct_by_name(speaker).look player_pos = pos_to_np(agent.get_player().pos) origin = compute_location_heuristic(player_look, player_pos, mems, steps, reldir) if ( enable_geoscorer and agent.geoscorer is not None and agent.geoscorer.use(steps, repeat_num, reldir) ): r = agent.geoscorer.radius brc = (origin[0] - r, origin[1] - r, origin[2] - r) tlc = (brc[0] + 2 * r - 1, brc[1] + 2 * r - 1, brc[2] + 2 * r - 1) context = agent.get_blocks(brc[0], tlc[0], brc[1], tlc[1], brc[2], tlc[2]) segment = objects[0][0] origin = agent.geoscorer.produce_segment_pos_in_context(segment, context, brc) offsets = [(0, 0, 0)] else: if repeat_num > 1: schematic = None if len(objects) == 0 else objects[0][0] offsets = get_repeat_arrangement( player_look, repeat_num, repeat_dir, mems, schematic, padding ) else: offsets = [(0, 0, 0)] origin = post_process_loc(origin, interpreter) offsets = [post_process_loc(o, interpreter) for o in offsets] return origin, offsets # There will be at least one mem in mems def compute_location_heuristic(player_look, player_pos, mems, steps, reldir): loc = mems[0].get_pos() if reldir is not None: steps = steps or 5 if reldir == "BETWEEN": loc = (np.add(mems[0].get_pos(), mems[1].get_pos())) / 2 loc = (loc[0], loc[1], loc[2]) elif reldir == "INSIDE": for i in range(len(mems)): mem = mems[i] locs = heuristic_perception.find_inside(mem) if len(locs) > 0: break if len(locs) == 0: raise ErrorWithResponse("I don't know how to go inside there") else: loc = locs[0] elif reldir == "AWAY": dir_vec = (player_pos - loc) / np.linalg.norm(player_pos - loc) loc = steps * np.array(dir_vec) + to_block_center(loc) elif reldir == "NEAR": pass elif reldir == "AROUND": pass else: # LEFT, RIGHT, etc... reldir_vec = rotation.DIRECTIONS[reldir] # this should be an inverse transform so we set inverted=True dir_vec = rotation.transform(reldir_vec, player_look.yaw, 0, inverted=True) loc = steps * np.array(dir_vec) + to_block_center(loc) elif steps is not None: loc = to_block_center(loc) + [0, 0, steps] return to_block_pos(loc) def get_repeat_arrangement( player_look, repeat_num, repeat_dir, ref_mems, schematic=None, padding=(1, 1, 1) ): shapeparams = {} # default repeat dir is LEFT if not repeat_dir: repeat_dir = "LEFT" # eventually fix this to allow number based on shape shapeparams["N"] = repeat_num if repeat_dir == "AROUND": # TODO vertical "around" shapeparams["orient"] = "xy" shapeparams["extra_space"] = max(padding) central_object = ref_mems[0] bounds = central_object.get_bounds() b = max(bounds[1] - bounds[0], bounds[3] - bounds[2], bounds[5] - bounds[4]) shapeparams["encircled_object_radius"] = b offsets = shapes.arrange("circle", schematic, shapeparams) else: reldir_vec = rotation.DIRECTIONS[repeat_dir] # this should be an inverse transform so we set inverted=True dir_vec = rotation.transform(reldir_vec, player_look.yaw, 0, inverted=True) max_ind = np.argmax(dir_vec) shapeparams["extra_space"] = padding[max_ind] shapeparams["orient"] = dir_vec offsets = shapes.arrange("line", schematic, shapeparams) offsets = [tuple(to_block_pos(o)) for o in offsets] return offsets
craftassist-master
python/craftassist/dialogue_objects/reference_object_helpers.py