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1 change: 0 additions & 1 deletion config/maze.ini
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,6 @@ num_buffers = 5.96311
num_threads = 2

[env]
max_size = 47
num_maps = 8192
map_size = -1

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31 changes: 10 additions & 21 deletions ocean/maze/binding.c
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ Env* my_vec_init(int* num_envs_out, int* buffer_env_starts, int* buffer_env_coun
int agents_per_buffer = total_agents / num_buffers;
int num_envs = total_agents;

int max_size = (int)dict_get(env_kwargs, "max_size")->value;
int max_size = MAX_SIZE;
int num_maps = (int)dict_get(env_kwargs, "num_maps")->value;
int map_size = (int)dict_get(env_kwargs, "map_size")->value;

Expand All @@ -28,11 +28,6 @@ Env* my_vec_init(int* num_envs_out, int* buffer_env_starts, int* buffer_env_coun
// Generate maze levels (shared across all envs)
State* levels = calloc(num_maps, sizeof(State));

// Temporary env used to generate maps
Grid temp_env;
temp_env.max_size = max_size;
init_maze(&temp_env);

unsigned int map_rng = 42;
for (int i = 0; i < num_maps; i++) {
int sz = map_size;
Expand All @@ -44,17 +39,14 @@ Env* my_vec_init(int* num_envs_out, int* buffer_env_starts, int* buffer_env_coun
sz -= 1;
}

State* level = &levels[i];
level->width = sz;
level->height = sz;

float difficulty = (float)rand_r(&map_rng) / (float)(RAND_MAX);
create_maze_level(&temp_env, sz, sz, difficulty, i);
init_state(&levels[i], max_size, 1);
get_state(&temp_env, &levels[i]);
create_maze_level(level, difficulty, i);
}

// Free temp env internal allocations
free(temp_env.maze);
free(temp_env.counts);
free(temp_env.agents);

// Allocate all environments
Env* envs = (Env*)calloc(num_envs, sizeof(Env));

Expand All @@ -63,14 +55,13 @@ Env* my_vec_init(int* num_envs_out, int* buffer_env_starts, int* buffer_env_coun
buffer_env_starts[0] = 0;
buffer_env_counts[0] = 0;

unsigned int env_rng = 42;
for (int i = 0; i < num_envs; i++) {
Env* env = &envs[i];
env->rng = i;
env->max_size = max_size;
env->num_maps = num_maps;
env->num_levels = num_maps;
env->num_agents = 1;
env->levels = levels;
init_maze(env);
env->rng = rand_r(&env_rng);

buf_agents += env->num_agents;
buffer_env_counts[buf]++;
Expand All @@ -91,10 +82,8 @@ void my_vec_close(Env* envs) {
}

void my_init(Env* env, Dict* kwargs) {
env->max_size = (int)dict_get(kwargs, "max_size")->value;
env->num_maps = (int)dict_get(kwargs, "num_maps")->value;
env->num_levels = (int)dict_get(kwargs, "num_maps")->value;
env->num_agents = 1;
init_maze(env);
}

void my_log(Log* log, Dict* out) {
Expand Down
50 changes: 26 additions & 24 deletions ocean/maze/maze.c
Original file line number Diff line number Diff line change
Expand Up @@ -6,55 +6,54 @@ void demo() {
int logit_sizes[1] = {5};
PufferNet* net = make_puffernet(weights, 1, 121, 512, 5, logit_sizes, 1);

int max_size = 47;
int num_maps = 64;
int num_agents = 1;
int horizon = 256;
float speed = 1;
int vision = 5;
bool discretize = true;

Grid* env = allocate_maze(max_size, num_agents, horizon,
vision, speed, discretize);
Grid* env = (Grid*)calloc(1, sizeof(Grid));
env->num_agents = 1;
env->rng = 73;
env->observations = calloc(WINDOW*WINDOW, sizeof(unsigned char));
env->actions = calloc(1, sizeof(float));
env->rewards = calloc(1, sizeof(float));
env->terminals = calloc(1, sizeof(float));

// Generate maps matching binding.c: random odd sizes, random difficulty
State* levels = calloc(num_maps, sizeof(State));
Grid temp_env;
temp_env.max_size = max_size;
init_maze(&temp_env);
unsigned int map_rng = 42;
for (int i = 0; i < num_maps; i++) {
int sz = 5 + (rand_r(&map_rng) % (max_size - 5));
int sz = 5 + (rand_r(&map_rng) % (MAX_SIZE - 5));
if (sz % 2 == 0) sz -= 1;
float difficulty = (float)rand_r(&map_rng) / (float)(RAND_MAX);
create_maze_level(&temp_env, sz, sz, difficulty, i);
init_state(&levels[i], max_size, num_agents);
get_state(&temp_env, &levels[i]);
State* level = &levels[i];
level->width = sz;
level->height = sz;
create_maze_level(level, difficulty, i);
}
free(temp_env.maze);

env->num_maps = num_maps;
env->num_levels = num_maps;
env->levels = levels;

c_reset(env);
c_render(env);
while (!WindowShouldClose()) {
env->actions[0] = ATN_PASS;
Agent* agent = &env->agents[0];
env->actions[0] = ATN_SOUTH;
State* s = &env->state;

if (IsKeyDown(KEY_LEFT_SHIFT)) {
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){
agent->direction = 3.0*PI/2.0;
env->actions[0] = ATN_FORWARD;
env->actions[0] = ATN_NORTH;
} else if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) {
agent->direction = PI/2.0;
env->actions[0] = ATN_FORWARD;
env->actions[0] = ATN_SOUTH;
} else if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) {
agent->direction = PI;
env->actions[0] = ATN_FORWARD;
s->direction = PI;
env->actions[0] = ATN_WEST;
} else if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) {
agent->direction = 0;
env->actions[0] = ATN_FORWARD;
s->direction = 0;
env->actions[0] = ATN_EAST;
} else {
env->actions[0] = ATN_PASS;
}
Expand All @@ -70,8 +69,11 @@ void demo() {

free_puffernet(net);
free(weights);
free_allocated_maze(env);
for (int i = 0; i < num_maps; i++) free_state(&levels[i]);
free(env->observations);
free(env->actions);
free(env->rewards);
free(env->terminals);
c_close(env);
free(levels);
}

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