rework of forklift agent loop
This commit is contained in:
parent
b37847b304
commit
5004058725
133
ForkliftAgent.py
133
ForkliftAgent.py
@ -1,8 +1,10 @@
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from copy import deepcopy
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from typing import Tuple, List
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from AgentBase import AgentBase
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from PatchAgent import PatchAgent
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from PatchType import PatchType
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from data.GameConstants import GameConstants
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from data.Item import Item
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from data.Order import Order
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from data.enum.Direction import Direction
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@ -16,7 +18,7 @@ from util.PathDefinitions import GridLocation, GridWithWeights
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class ForkliftAgent(AgentBase):
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def __init__(self, model, game_constants, client_delivery: PatchAgent, drop_off: PatchAgent,
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def __init__(self, model, game_constants: GameConstants, client_delivery: PatchAgent, drop_off: PatchAgent,
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graph: GridWithWeights):
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super().__init__(model)
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self.action_queue: List[Action] = []
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@ -28,11 +30,20 @@ class ForkliftAgent(AgentBase):
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self.drop_off: PatchAgent = drop_off
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self.graph = graph
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self.game_constants = game_constants
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self.current_order: Order = None
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self.current_item = None
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self.item_station_completed = False
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self.current_order_delivered_items: List[Item] = []
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self.ready_for_execution = False
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self.last_delviered_item = None
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self.current_item: Item = None
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self.current_order = None
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self.base: GridLocation = None
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self.goal: GridLocation = None
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def set_base(self, drop_off: PatchAgent):
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self.drop_off = drop_off
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self.base = self.drop_off.location
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self.goal = self.base
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def queue_movement_actions(self, movement_actions: List[Action]):
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self.action_queue.extend(movement_actions)
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@ -43,120 +54,94 @@ class ForkliftAgent(AgentBase):
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action_type = action.action_type
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if action_type == ActionType.ROTATE_UP:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.top
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elif action_type == ActionType.ROTATE_RIGHT:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.right
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elif action_type == ActionType.ROTATE_DOWN:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.down
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elif action_type == ActionType.ROTATE_LEFT:
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print("rotate {} --> {}".format(self.current_rotation, action_type))
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# print("rotate {} --> {}".format(self.current_rotation, action_type))
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self.current_rotation = Direction.left
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elif action_type == ActionType.MOVE:
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if self.current_rotation == Direction.top:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0], self.current_position[1] + 1)
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elif self.current_rotation == Direction.down:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0], self.current_position[1] - 1)
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elif self.current_rotation == Direction.right:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0] + 1, self.current_position[1])
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elif self.current_rotation == Direction.left:
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print("move {} --> {}".format(self.current_position, action_type))
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# print("move {} --> {}".format(self.current_position, action_type))
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self.current_position = (self.current_position[0] - 1, self.current_position[1])
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def plan_actions(self):
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if len(self.current_order.items) > 0:
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i = self.current_order.items.pop(0)
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if self.current_item is None:
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self.current_order_delivered_items.clear()
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self.current_item = i
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print("PLAN MOVEMENT")
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# get item
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def step(self) -> None:
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if len(self.action_queue) > 0:
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self.move()
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elif self.ready_for_execution:
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if self.current_position != self.goal:
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pathFinder = PathFinderOnStates(
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self.game_constants,
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self.drop_off.location,
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PathFinderState(self.current_position,
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self.current_rotation,
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0,
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Action(ActionType.NONE),
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[])
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)
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actions = pathFinder.get_action_list()
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self.queue_movement_actions(actions)
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elif not self.item_station_completed:
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# go through station
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packing_station: GridLocation = None
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stations = dict(self.graph.packingStations)
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if i.real_type == ItemType.SHELF:
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packing_station = stations[PatchType.packingShelf]
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elif i.real_type == ItemType.REFRIGERATOR:
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packing_station = stations[PatchType.packingRefrigerator]
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elif i.real_type == ItemType.DOOR:
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packing_station = stations[PatchType.packingC]
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pathFinder = PathFinderOnStates(
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self.game_constants,
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packing_station,
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self.goal,
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PathFinderState(self.current_position,
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self.current_rotation,
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0,
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Action(
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desired_item=i,
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desired_item=None,
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action_type=ActionType.PICK_ITEM
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),
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[])
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)
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actions = pathFinder.get_action_list()
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self.queue_movement_actions(actions)
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self.item_station_completed = True
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else:
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# go to client delivery area
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pathFinder = PathFinderOnStates(
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self.game_constants,
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self.client_delivery.location,
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PathFinderState(self.current_position,
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self.current_rotation,
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0,
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Action(ActionType.NONE),
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[])
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)
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actions = pathFinder.get_action_list()
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self.queue_movement_actions(actions)
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self.queue_movement_actions(
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[Action(ActionType.DROP_ITEM)]
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)
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if self.current_order is not None and self.goal == self.base:
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self.current_item = self.current_order.items.pop(0)
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packing_station: GridLocation = None
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stations = dict(self.graph.packingStations)
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if self.current_item.real_type == ItemType.SHELF:
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packing_station = stations[PatchType.packingShelf]
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elif self.current_item.real_type == ItemType.REFRIGERATOR:
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packing_station = stations[PatchType.packingRefrigerator]
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elif self.current_item.real_type == ItemType.DOOR:
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packing_station = stations[PatchType.packingDoor]
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self.goal = packing_station
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elif self.goal in [i[1] for i in self.graph.packingStations]:
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self.goal = self.client_delivery.location
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elif self.goal == self.client_delivery.location:
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if self.current_order is not None and len(self.current_order.items) == 0:
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self.current_order_delivered_items.append(self.current_item)
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self.current_item = None
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self.item_station_completed = False
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def step(self) -> None:
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if len(self.action_queue) > 0:
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self.move()
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elif self.ready_for_execution and len(self.orderList) > 0:
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if (self.current_order is not None and len(self.current_order.items)) == 0:
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self.current_order.items = deepcopy(self.current_order_delivered_items)
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self.fulfilled_orders.append(self.current_order)
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self.current_item = None
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self.current_order = None
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if self.current_order is None:
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self.current_order = self.orderList.pop(0)
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self.goal = self.base
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else:
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self.current_order_delivered_items.append(self.current_item)
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self.goal = self.base
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self.current_item = None
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self.plan_actions()
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elif self.goal == self.base and self.current_order is None:
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self.current_order_delivered_items.clear()
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self.current_order = self.orderList.pop(0)
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def creation_log(self):
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print("Created Forklift Agent [id: {}]".format(self.unique_id))
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17
GameModel.py
17
GameModel.py
@ -47,6 +47,7 @@ class GameModel(Model):
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self.grid = MultiGrid(height, width, True)
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self.schedule = RandomActivation(self)
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self.current_item_recognition = None
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self.current_item = None
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self.client_delivery: PatchAgent = None
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self.drop_off: PatchAgent = None
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@ -79,8 +80,8 @@ class GameModel(Model):
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self.initialize_grid(graph, item_display_pos)
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self.orderList: List[Order] = InitialStateFactory.generate_order_list(orders)
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self.fulfilled_orders: List[Order] = []
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self.forklift_agent.orderList = self.orderList
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self.forklift_agent.fulfilled_orders = self.fulfilled_orders
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self.forklift_agent.set_base(self.drop_off)
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self.classificator = classificator
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print("############## RECOGNISE ITEMS ##############")
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@ -104,6 +105,7 @@ class GameModel(Model):
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print("PATHFINDING")
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print(actions)
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self.forklift_agent.queue_movement_actions(actions)
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self.current_order = self.forklift_agent.current_order
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def initialize_grid(self, graph: GridWithWeights, item_display_pos):
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print("INITIALIZING GRID")
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@ -174,9 +176,11 @@ class GameModel(Model):
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self.grid.place_agent(agent, p)
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def update_item_display(self):
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for index, item in enumerate(self.forklift_agent.current_order_delivered_items):
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if item is not None:
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self.item_display_agents[index].image = item.image
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self.current_item = self.forklift_agent.current_item
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for i in range(4):
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self.item_display_agents[i].image = None
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if len(self.forklift_agent.current_order_delivered_items) > i:
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self.item_display_agents[i].image = self.forklift_agent.current_order_delivered_items[i].image
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def step(self):
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self.schedule.step()
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@ -219,12 +223,15 @@ class GameModel(Model):
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# print("ORDER {}, PRIO: {}".format(new_orders[i].id, new_orders[i].priority))
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self.orderList = new_orders
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self.forklift_agent.orderList = self.orderList
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print("FINISHED CLIENT ORDER SORTING")
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self.phase = Phase.EXECUTION
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if self.phase == Phase.EXECUTION:
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print("Execution")
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self.current_order = self.forklift_agent.current_order
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pass
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# print("Execution")
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def recognise_item(self, item: Item):
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val = image_classification(self.picture_visualization.img, self.classificator)
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19
main.py
19
main.py
@ -1,4 +1,3 @@
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import math
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import random
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from mesa.visualization.ModularVisualization import ModularServer
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@ -7,20 +6,15 @@ from tensorflow import keras
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from ForkliftAgent import ForkliftAgent
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from GameModel import GameModel
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from InitialStateFactory import InitialStateFactory
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from ItemDisplayAgent import ItemDisplayAgent
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from PatchAgent import PatchAgent
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from PatchType import PatchType
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from PictureVisualizationAgent import PictureVisualizationAgent
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from data.Order import Order
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from data.enum.Direction import Direction
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from tensorflow import keras
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from data.enum.Priority import Priority
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from genetic_order.GeneticOrder import GeneticOrder
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from util.PathDefinitions import GridWithWeights
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from visualization.DisplayAttributeElement import DisplayAttributeElement
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from visualization.DisplayItemListAttribute import DisplayItemListAttributeElement
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from visualization.DisplayOrder import DisplayOrder
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from visualization.DisplayOrderList import DisplayOrderList
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colors = [
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@ -104,26 +98,27 @@ if __name__ == '__main__':
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diagram = GridWithWeights(gridWidth, gridHeight)
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diagram.walls = [(6, 5), (6, 6), (6, 7), (6, 8), (2, 3), (2, 4), (3, 4), (4, 4), (6, 4)]
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diagram.puddles = [(2, 2), (2, 5), (2, 6), (5, 4)]
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diagram.packingStations = [(PatchType.packingShelf, (4, 8)), (PatchType.packingRefrigerator, (4, 6)), (PatchType.packingDoor, (4, 2))]
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diagram.packingStations = [(PatchType.packingShelf, (4, 8)), (PatchType.packingRefrigerator, (4, 6)),
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(PatchType.packingDoor, (4, 2))]
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grid = CanvasGrid(agent_portrayal, gridWidth, gridHeight, scale * gridWidth, scale * gridHeight)
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display_items = [(6, 11), (7, 11), (8, 11), (9, 11)]
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readyText = DisplayAttributeElement("phase")
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# current_item = DisplayPictureElement("current_item_recognition")
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provided_itesm = DisplayItemListAttributeElement("provided_items")
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recognised_items = DisplayItemListAttributeElement("recognised_items")
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current_order = DisplayOrder("current_order")
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current_item = DisplayAttributeElement("current_item")
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ordersText = DisplayOrderList("orderList")
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fulfilled_orders = DisplayOrderList("fulfilled_orders")
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model = keras.models.load_model("imageClasification/my_model")
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server = ModularServer(GameModel,
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[grid, readyText, provided_itesm, recognised_items, ordersText,
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fulfilled_orders],
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[grid, readyText, current_item, current_order, fulfilled_orders, ordersText],
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"Automatyczny Wózek Widłowy",
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dict(width=gridHeight, height=gridWidth, graph=diagram, items=50, orders=3,
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dict(width=gridHeight, height=gridWidth, graph=diagram, items=60, orders=20,
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classificator=model, item_display_pos=display_items))
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server.port = 8888
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46
visualization/DisplayOrder.py
Normal file
46
visualization/DisplayOrder.py
Normal file
@ -0,0 +1,46 @@
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from collections import Counter
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from typing import List
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from mesa.visualization.modules import TextElement
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from data.Order import Order
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class DisplayOrder(TextElement):
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def __init__(self, attr_name):
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'''
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Create a new text attribute element.
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Args:
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attr_name: The name of the attribute to extract from the model.
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Example return: "happy: 10"
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'''
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self.attr_name = attr_name
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def render(self, model):
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val = getattr(model, self.attr_name)
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res = self.attr_name
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if val is not None:
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o = val
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itemList = map(lambda x: x.real_type, o.items)
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itemCounter = Counter(itemList)
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item_str = "<ul>"
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for e in itemCounter:
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key = e
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val = itemCounter[key]
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# key_str = ""
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# if key == ItemType.DOOR:
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# key_str = "Door"
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# elif key == ItemType.SHELF:
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# key_str = "Shelf"
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item_str += f"<li>{str(key)}:{str(val)}</li>"
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item_str += "</ul>"
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res += f"<li> items: {item_str} priority: {o.priority} <br> Client: {vars(o.client_params)} </li>"
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return res
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@ -4,7 +4,6 @@ from typing import List
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from mesa.visualization.modules import TextElement
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from data.Order import Order
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from data.enum.ItemType import ItemType
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class DisplayOrderList(TextElement):
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@ -21,7 +20,8 @@ class DisplayOrderList(TextElement):
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def render(self, model):
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val = getattr(model, self.attr_name)
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res = ""
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if val is not None:
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orderList: List[Order] = val
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res = self.attr_name + ": <ol>"
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