rework of forklift agent loop

This commit is contained in:
Aleksander Szamałek 2022-06-10 01:16:43 +02:00
parent b37847b304
commit 5004058725
5 changed files with 148 additions and 115 deletions

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@ -1,8 +1,10 @@
from copy import deepcopy
from typing import Tuple, List from typing import Tuple, List
from AgentBase import AgentBase from AgentBase import AgentBase
from PatchAgent import PatchAgent from PatchAgent import PatchAgent
from PatchType import PatchType from PatchType import PatchType
from data.GameConstants import GameConstants
from data.Item import Item from data.Item import Item
from data.Order import Order from data.Order import Order
from data.enum.Direction import Direction from data.enum.Direction import Direction
@ -16,7 +18,7 @@ from util.PathDefinitions import GridLocation, GridWithWeights
class ForkliftAgent(AgentBase): class ForkliftAgent(AgentBase):
def __init__(self, model, game_constants, client_delivery: PatchAgent, drop_off: PatchAgent, def __init__(self, model, game_constants: GameConstants, client_delivery: PatchAgent, drop_off: PatchAgent,
graph: GridWithWeights): graph: GridWithWeights):
super().__init__(model) super().__init__(model)
self.action_queue: List[Action] = [] self.action_queue: List[Action] = []
@ -28,11 +30,20 @@ class ForkliftAgent(AgentBase):
self.drop_off: PatchAgent = drop_off self.drop_off: PatchAgent = drop_off
self.graph = graph self.graph = graph
self.game_constants = game_constants self.game_constants = game_constants
self.current_order: Order = None
self.current_item = None
self.item_station_completed = False self.item_station_completed = False
self.current_order_delivered_items: List[Item] = [] self.current_order_delivered_items: List[Item] = []
self.ready_for_execution = False self.ready_for_execution = False
self.last_delviered_item = None
self.current_item: Item = None
self.current_order = None
self.base: GridLocation = None
self.goal: GridLocation = None
def set_base(self, drop_off: PatchAgent):
self.drop_off = drop_off
self.base = self.drop_off.location
self.goal = self.base
def queue_movement_actions(self, movement_actions: List[Action]): def queue_movement_actions(self, movement_actions: List[Action]):
self.action_queue.extend(movement_actions) self.action_queue.extend(movement_actions)
@ -43,120 +54,94 @@ class ForkliftAgent(AgentBase):
action_type = action.action_type action_type = action.action_type
if action_type == ActionType.ROTATE_UP: if action_type == ActionType.ROTATE_UP:
print("rotate {} --> {}".format(self.current_rotation, action_type)) # print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.top self.current_rotation = Direction.top
elif action_type == ActionType.ROTATE_RIGHT: elif action_type == ActionType.ROTATE_RIGHT:
print("rotate {} --> {}".format(self.current_rotation, action_type)) # print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.right self.current_rotation = Direction.right
elif action_type == ActionType.ROTATE_DOWN: elif action_type == ActionType.ROTATE_DOWN:
print("rotate {} --> {}".format(self.current_rotation, action_type)) # print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.down self.current_rotation = Direction.down
elif action_type == ActionType.ROTATE_LEFT: elif action_type == ActionType.ROTATE_LEFT:
print("rotate {} --> {}".format(self.current_rotation, action_type)) # print("rotate {} --> {}".format(self.current_rotation, action_type))
self.current_rotation = Direction.left self.current_rotation = Direction.left
elif action_type == ActionType.MOVE: elif action_type == ActionType.MOVE:
if self.current_rotation == Direction.top: if self.current_rotation == Direction.top:
print("move {} --> {}".format(self.current_position, action_type)) # print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0], self.current_position[1] + 1) self.current_position = (self.current_position[0], self.current_position[1] + 1)
elif self.current_rotation == Direction.down: elif self.current_rotation == Direction.down:
print("move {} --> {}".format(self.current_position, action_type)) # print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0], self.current_position[1] - 1) self.current_position = (self.current_position[0], self.current_position[1] - 1)
elif self.current_rotation == Direction.right: elif self.current_rotation == Direction.right:
print("move {} --> {}".format(self.current_position, action_type)) # print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0] + 1, self.current_position[1]) self.current_position = (self.current_position[0] + 1, self.current_position[1])
elif self.current_rotation == Direction.left: elif self.current_rotation == Direction.left:
print("move {} --> {}".format(self.current_position, action_type)) # print("move {} --> {}".format(self.current_position, action_type))
self.current_position = (self.current_position[0] - 1, self.current_position[1]) self.current_position = (self.current_position[0] - 1, self.current_position[1])
def plan_actions(self): def step(self) -> None:
if len(self.current_order.items) > 0: if len(self.action_queue) > 0:
i = self.current_order.items.pop(0) self.move()
if self.current_item is None: elif self.ready_for_execution:
self.current_order_delivered_items.clear() if self.current_position != self.goal:
self.current_item = i
print("PLAN MOVEMENT")
# get item
pathFinder = PathFinderOnStates( pathFinder = PathFinderOnStates(
self.game_constants, self.game_constants,
self.drop_off.location, self.goal,
PathFinderState(self.current_position,
self.current_rotation,
0,
Action(ActionType.NONE),
[])
)
actions = pathFinder.get_action_list()
self.queue_movement_actions(actions)
elif not self.item_station_completed:
# go through station
packing_station: GridLocation = None
stations = dict(self.graph.packingStations)
if i.real_type == ItemType.SHELF:
packing_station = stations[PatchType.packingShelf]
elif i.real_type == ItemType.REFRIGERATOR:
packing_station = stations[PatchType.packingRefrigerator]
elif i.real_type == ItemType.DOOR:
packing_station = stations[PatchType.packingC]
pathFinder = PathFinderOnStates(
self.game_constants,
packing_station,
PathFinderState(self.current_position, PathFinderState(self.current_position,
self.current_rotation, self.current_rotation,
0, 0,
Action( Action(
desired_item=i, desired_item=None,
action_type=ActionType.PICK_ITEM action_type=ActionType.PICK_ITEM
), ),
[]) [])
) )
actions = pathFinder.get_action_list() actions = pathFinder.get_action_list()
self.queue_movement_actions(actions) self.queue_movement_actions(actions)
self.item_station_completed = True
else: else:
# go to client delivery area if self.current_order is not None and self.goal == self.base:
pathFinder = PathFinderOnStates( self.current_item = self.current_order.items.pop(0)
self.game_constants, packing_station: GridLocation = None
self.client_delivery.location, stations = dict(self.graph.packingStations)
PathFinderState(self.current_position,
self.current_rotation, if self.current_item.real_type == ItemType.SHELF:
0, packing_station = stations[PatchType.packingShelf]
Action(ActionType.NONE), elif self.current_item.real_type == ItemType.REFRIGERATOR:
[]) packing_station = stations[PatchType.packingRefrigerator]
) elif self.current_item.real_type == ItemType.DOOR:
actions = pathFinder.get_action_list() packing_station = stations[PatchType.packingDoor]
self.queue_movement_actions(actions)
self.queue_movement_actions( self.goal = packing_station
[Action(ActionType.DROP_ITEM)]
) elif self.goal in [i[1] for i in self.graph.packingStations]:
self.goal = self.client_delivery.location
elif self.goal == self.client_delivery.location:
if self.current_order is not None and len(self.current_order.items) == 0:
self.current_order_delivered_items.append(self.current_item) self.current_order_delivered_items.append(self.current_item)
self.current_item = None self.current_order.items = deepcopy(self.current_order_delivered_items)
self.item_station_completed = False
def step(self) -> None:
if len(self.action_queue) > 0:
self.move()
elif self.ready_for_execution and len(self.orderList) > 0:
if (self.current_order is not None and len(self.current_order.items)) == 0:
self.fulfilled_orders.append(self.current_order) self.fulfilled_orders.append(self.current_order)
self.current_item = None
self.current_order = None self.current_order = None
if self.current_order is None: self.goal = self.base
self.current_order = self.orderList.pop(0) else:
self.current_order_delivered_items.append(self.current_item)
self.goal = self.base
self.current_item = None
self.plan_actions() elif self.goal == self.base and self.current_order is None:
self.current_order_delivered_items.clear()
self.current_order = self.orderList.pop(0)
def creation_log(self): def creation_log(self):
print("Created Forklift Agent [id: {}]".format(self.unique_id)) print("Created Forklift Agent [id: {}]".format(self.unique_id))

View File

@ -47,6 +47,7 @@ class GameModel(Model):
self.grid = MultiGrid(height, width, True) self.grid = MultiGrid(height, width, True)
self.schedule = RandomActivation(self) self.schedule = RandomActivation(self)
self.current_item_recognition = None self.current_item_recognition = None
self.current_item = None
self.client_delivery: PatchAgent = None self.client_delivery: PatchAgent = None
self.drop_off: PatchAgent = None self.drop_off: PatchAgent = None
@ -79,8 +80,8 @@ class GameModel(Model):
self.initialize_grid(graph, item_display_pos) self.initialize_grid(graph, item_display_pos)
self.orderList: List[Order] = InitialStateFactory.generate_order_list(orders) self.orderList: List[Order] = InitialStateFactory.generate_order_list(orders)
self.fulfilled_orders: List[Order] = [] self.fulfilled_orders: List[Order] = []
self.forklift_agent.orderList = self.orderList
self.forklift_agent.fulfilled_orders = self.fulfilled_orders self.forklift_agent.fulfilled_orders = self.fulfilled_orders
self.forklift_agent.set_base(self.drop_off)
self.classificator = classificator self.classificator = classificator
print("############## RECOGNISE ITEMS ##############") print("############## RECOGNISE ITEMS ##############")
@ -104,6 +105,7 @@ class GameModel(Model):
print("PATHFINDING") print("PATHFINDING")
print(actions) print(actions)
self.forklift_agent.queue_movement_actions(actions) self.forklift_agent.queue_movement_actions(actions)
self.current_order = self.forklift_agent.current_order
def initialize_grid(self, graph: GridWithWeights, item_display_pos): def initialize_grid(self, graph: GridWithWeights, item_display_pos):
print("INITIALIZING GRID") print("INITIALIZING GRID")
@ -174,9 +176,11 @@ class GameModel(Model):
self.grid.place_agent(agent, p) self.grid.place_agent(agent, p)
def update_item_display(self): def update_item_display(self):
for index, item in enumerate(self.forklift_agent.current_order_delivered_items): self.current_item = self.forklift_agent.current_item
if item is not None: for i in range(4):
self.item_display_agents[index].image = item.image self.item_display_agents[i].image = None
if len(self.forklift_agent.current_order_delivered_items) > i:
self.item_display_agents[i].image = self.forklift_agent.current_order_delivered_items[i].image
def step(self): def step(self):
self.schedule.step() self.schedule.step()
@ -219,12 +223,15 @@ class GameModel(Model):
# print("ORDER {}, PRIO: {}".format(new_orders[i].id, new_orders[i].priority)) # print("ORDER {}, PRIO: {}".format(new_orders[i].id, new_orders[i].priority))
self.orderList = new_orders self.orderList = new_orders
self.forklift_agent.orderList = self.orderList
print("FINISHED CLIENT ORDER SORTING") print("FINISHED CLIENT ORDER SORTING")
self.phase = Phase.EXECUTION self.phase = Phase.EXECUTION
if self.phase == Phase.EXECUTION: if self.phase == Phase.EXECUTION:
print("Execution") self.current_order = self.forklift_agent.current_order
pass
# print("Execution")
def recognise_item(self, item: Item): def recognise_item(self, item: Item):
val = image_classification(self.picture_visualization.img, self.classificator) val = image_classification(self.picture_visualization.img, self.classificator)

19
main.py
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@ -1,4 +1,3 @@
import math
import random import random
from mesa.visualization.ModularVisualization import ModularServer from mesa.visualization.ModularVisualization import ModularServer
@ -7,20 +6,15 @@ from tensorflow import keras
from ForkliftAgent import ForkliftAgent from ForkliftAgent import ForkliftAgent
from GameModel import GameModel from GameModel import GameModel
from InitialStateFactory import InitialStateFactory
from ItemDisplayAgent import ItemDisplayAgent from ItemDisplayAgent import ItemDisplayAgent
from PatchAgent import PatchAgent from PatchAgent import PatchAgent
from PatchType import PatchType from PatchType import PatchType
from PictureVisualizationAgent import PictureVisualizationAgent from PictureVisualizationAgent import PictureVisualizationAgent
from data.Order import Order
from data.enum.Direction import Direction from data.enum.Direction import Direction
from tensorflow import keras
from data.enum.Priority import Priority
from genetic_order.GeneticOrder import GeneticOrder
from util.PathDefinitions import GridWithWeights from util.PathDefinitions import GridWithWeights
from visualization.DisplayAttributeElement import DisplayAttributeElement from visualization.DisplayAttributeElement import DisplayAttributeElement
from visualization.DisplayItemListAttribute import DisplayItemListAttributeElement from visualization.DisplayItemListAttribute import DisplayItemListAttributeElement
from visualization.DisplayOrder import DisplayOrder
from visualization.DisplayOrderList import DisplayOrderList from visualization.DisplayOrderList import DisplayOrderList
colors = [ colors = [
@ -104,26 +98,27 @@ if __name__ == '__main__':
diagram = GridWithWeights(gridWidth, gridHeight) diagram = GridWithWeights(gridWidth, gridHeight)
diagram.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4), (3, 4), (4, 4), (6, 4)] diagram.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4), (3, 4), (4, 4), (6, 4)]
diagram.puddles = [(2, 2), (2, 5), (2, 6), (5, 4)] diagram.puddles = [(2, 2), (2, 5), (2, 6), (5, 4)]
diagram.packingStations = [(PatchType.packingShelf, (4, 8)), (PatchType.packingRefrigerator, (4, 6)), (PatchType.packingDoor, (4, 2))] diagram.packingStations = [(PatchType.packingShelf, (4, 8)), (PatchType.packingRefrigerator, (4, 6)),
(PatchType.packingDoor, (4, 2))]
grid = CanvasGrid(agent_portrayal, gridWidth, gridHeight, scale * gridWidth, scale * gridHeight) grid = CanvasGrid(agent_portrayal, gridWidth, gridHeight, scale * gridWidth, scale * gridHeight)
display_items = [(6, 11), (7, 11), (8, 11), (9, 11)] display_items = [(6, 11), (7, 11), (8, 11), (9, 11)]
readyText = DisplayAttributeElement("phase") readyText = DisplayAttributeElement("phase")
# current_item = DisplayPictureElement("current_item_recognition")
provided_itesm = DisplayItemListAttributeElement("provided_items") provided_itesm = DisplayItemListAttributeElement("provided_items")
recognised_items = DisplayItemListAttributeElement("recognised_items") recognised_items = DisplayItemListAttributeElement("recognised_items")
current_order = DisplayOrder("current_order")
current_item = DisplayAttributeElement("current_item")
ordersText = DisplayOrderList("orderList") ordersText = DisplayOrderList("orderList")
fulfilled_orders = DisplayOrderList("fulfilled_orders") fulfilled_orders = DisplayOrderList("fulfilled_orders")
model = keras.models.load_model("imageClasification/my_model") model = keras.models.load_model("imageClasification/my_model")
server = ModularServer(GameModel, server = ModularServer(GameModel,
[grid, readyText, provided_itesm, recognised_items, ordersText, [grid, readyText, current_item, current_order, fulfilled_orders, ordersText],
fulfilled_orders],
"Automatyczny Wózek Widłowy", "Automatyczny Wózek Widłowy",
dict(width=gridHeight, height=gridWidth, graph=diagram, items=50, orders=3, dict(width=gridHeight, height=gridWidth, graph=diagram, items=60, orders=20,
classificator=model, item_display_pos=display_items)) classificator=model, item_display_pos=display_items))
server.port = 8888 server.port = 8888

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@ -0,0 +1,46 @@
from collections import Counter
from typing import List
from mesa.visualization.modules import TextElement
from data.Order import Order
class DisplayOrder(TextElement):
def __init__(self, attr_name):
'''
Create a new text attribute element.
Args:
attr_name: The name of the attribute to extract from the model.
Example return: "happy: 10"
'''
self.attr_name = attr_name
def render(self, model):
val = getattr(model, self.attr_name)
res = self.attr_name
if val is not None:
o = val
itemList = map(lambda x: x.real_type, o.items)
itemCounter = Counter(itemList)
item_str = "<ul>"
for e in itemCounter:
key = e
val = itemCounter[key]
# key_str = ""
# if key == ItemType.DOOR:
# key_str = "Door"
# elif key == ItemType.SHELF:
# key_str = "Shelf"
item_str += f"<li>{str(key)}:{str(val)}</li>"
item_str += "</ul>"
res += f"<li> items: {item_str} priority: {o.priority} <br> Client: {vars(o.client_params)} </li>"
return res

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@ -4,7 +4,6 @@ from typing import List
from mesa.visualization.modules import TextElement from mesa.visualization.modules import TextElement
from data.Order import Order from data.Order import Order
from data.enum.ItemType import ItemType
class DisplayOrderList(TextElement): class DisplayOrderList(TextElement):
@ -21,7 +20,8 @@ class DisplayOrderList(TextElement):
def render(self, model): def render(self, model):
val = getattr(model, self.attr_name) val = getattr(model, self.attr_name)
res = ""
if val is not None:
orderList: List[Order] = val orderList: List[Order] = val
res = self.attr_name + ": <ol>" res = self.attr_name + ": <ol>"