interior-env / env.py
Interior Env
Fix Phase 2 Fast-Fail by clamping grader score bounds to strictly between 0 and 1
b49fdfa
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from typing import Dict, List, Tuple
from collections import deque
import copy
from models import Observation, Action, EpisodeResult, PlacedFurniture, Furniture
from tasks import TASKS
NEAR_WINDOW_RADIUS = 2
NEAR_DOOR_RADIUS = 3
class InteriorEnv:
def __init__(self):
self.task_id = ""
self.room_size = (0, 0)
self.door_position = (0, 0)
self.windows: List[Tuple[int, int]] = []
self.item_defs: Dict[str, Furniture] = {}
self.unplaced_items: Dict[str, Furniture] = {}
self.placed_items: Dict[str, PlacedFurniture] = {}
self.max_steps = 10
self.step_count = 0
self.success = False
self.logs: List[str] = []
self.solar_grid: List[List[bool]] = []
self.thermal_grid: List[List[float]] = []
def reset(self, task_config: dict, task_id: str) -> Observation:
self.task_id = task_id
self.room_size = task_config["room_size"]
self.door_position = task_config["door_position"]
self.windows = task_config.get("windows", [])
self.item_defs = {item.id: item for item in task_config["items"]}
self.unplaced_items = {item.id: item for item in task_config["items"]}
self.placed_items = {}
self.max_steps = task_config["max_steps"]
self.step_count = 0
self.success = False
self.solar_grid = [[False] * self.room_size[0] for _ in range(self.room_size[1])]
self.thermal_grid = [[0.0] * self.room_size[0] for _ in range(self.room_size[1])]
self.logs = self._build_start_logs(task_config)
return self._get_obs()
def _build_start_logs(self, cfg: dict) -> List[str]:
lines = [
f"START: Task={self.task_id.upper()} | Room={self.room_size} | Door={self.door_position}",
f"Windows at: {self.windows}",
f"Items to place: {len(self.unplaced_items)}",
"─── Design Rules ────────────────────────────────",
]
for item in cfg["items"]:
for rule in item.rules:
lines.append(f" [{item.id.upper()}]: {self._describe_rule(rule)}")
lines.append("─────────────────────────────────────────────────")
return lines
def _describe_rule(self, rule: str) -> str:
if rule == "must_touch_wall":
return "Must be placed flush against any wall."
if rule == "near_window":
return f"Must be within {NEAR_WINDOW_RADIUS} tiles of a window."
if rule == "all_sides_clear":
return "Must have at least 1 free tile on ALL 4 sides (e.g., dining space)."
if rule == "near_door":
return f"Must be within {NEAR_DOOR_RADIUS} tiles of the main entry door."
if rule.startswith("adjacent_to:"):
target = rule.split(":")[1]
return f"Must be placed directly adjacent (touching) the {target.upper()}."
if rule.startswith("must_face:"):
target = rule.split(":")[1]
return f"Must align on the same axis as the {target.upper()} (facing it)."
return rule
# ─── Geometry ─────────────────────────────────────────────────────────────
def _bbox(self, placed: PlacedFurniture, item_def: Furniture) -> Tuple[int, int, int, int]:
w = item_def.width if placed.rotation == 0 else item_def.height
h = item_def.height if placed.rotation == 0 else item_def.width
return (placed.x, placed.x + w - 1, placed.y, placed.y + h - 1)
def _bbox_action(self, action: Action, item_def: Furniture) -> Tuple[int, int, int, int]:
w = item_def.width if action.rotation == 0 else item_def.height
h = item_def.height if action.rotation == 0 else item_def.width
return (action.x, action.x + w - 1, action.y, action.y + h - 1)
def _build_grid(self) -> List[List[bool]]:
rw, rh = self.room_size
grid = [[False] * rw for _ in range(rh)]
for iid, placed in self.placed_items.items():
xb, xe, yb, ye = self._bbox(placed, self.item_defs[iid])
for gy in range(yb, ye + 1):
for gx in range(xb, xe + 1):
if 0 <= gx < rw and 0 <= gy < rh:
grid[gy][gx] = True
return grid
def _bfs_reachable(self, grid: List[List[bool]]) -> List[List[bool]]:
rw, rh = self.room_size
visited = [[False] * rw for _ in range(rh)]
dx, dy = self.door_position
if grid[dy][dx]:
return visited
queue = deque([(dx, dy)])
visited[dy][dx] = True
while queue:
cx, cy = queue.popleft()
for nx, ny in [(cx+1,cy),(cx-1,cy),(cx,cy+1),(cx,cy-1)]:
if 0 <= nx < rw and 0 <= ny < rh and not grid[ny][nx] and not visited[ny][nx]:
visited[ny][nx] = True
queue.append((nx, ny))
return visited
def _all_neighbors(self, pid: str) -> List[Tuple[int, int]]:
placed = self.placed_items[pid]
xb, xe, yb, ye = self._bbox(placed, self.item_defs[pid])
rw, rh = self.room_size
result = []
for gy in range(yb, ye + 1):
for gx in range(xb, xe + 1):
for nx, ny in [(gx+1,gy),(gx-1,gy),(gx,gy+1),(gx,gy-1)]:
if 0 <= nx < rw and 0 <= ny < rh:
result.append((nx, ny))
return result
def _build_solar_grid(self) -> List[List[bool]]:
rw, rh = self.room_size
solar = [[False] * rw for _ in range(rh)]
tall_grid = [[False] * rw for _ in range(rh)]
for iid, placed in self.placed_items.items():
if any(r == "is_tall" for r in self.item_defs[iid].rules):
xb, xe, yb, ye = self._bbox(placed, self.item_defs[iid])
for gy in range(yb, ye + 1):
for gx in range(xb, xe + 1):
if 0 <= gx < rw and 0 <= gy < rh:
tall_grid[gy][gx] = True
for wx, wy in self.windows:
for dx, dy in [(1,0), (-1,0), (0,1), (0,-1)]:
cx, cy = wx, wy
while 0 <= cx < rw and 0 <= cy < rh:
if tall_grid[cy][cx]: break
solar[cy][cx] = True
cx += dx
cy += dy
return solar
def _build_thermal_grid(self) -> List[List[float]]:
rw, rh = self.room_size
thermal = [[0.0] * rw for _ in range(rh)]
cool_sources = self.windows + [self.door_position]
for cx, cy in cool_sources:
for gy in range(rh):
for gx in range(rw):
dist = abs(gx - cx) + abs(gy - cy)
if dist <= 3:
thermal[gy][gx] -= 2.0 / (dist + 1)
for iid, placed in self.placed_items.items():
for rule in self.item_defs[iid].rules:
if rule.startswith("emits_heat:") or rule.startswith("emits_cold:"):
val = float(rule.split(":")[1])
if rule.startswith("emits_cold:"): val = -val
xb, xe, yb, ye = self._bbox(placed, self.item_defs[iid])
for gy in range(rh):
for gx in range(rw):
dx = max(0, xb - gx, gx - xe)
dy = max(0, yb - gy, gy - ye)
dist = dx + dy
if dist <= 3:
thermal[gy][gx] += val / (dist + 1)
return thermal
# ─── Rule Checkers ────────────────────────────────────────────────────────
def _check_must_touch_wall(self, pid: str) -> bool:
rw, rh = self.room_size
placed = self.placed_items[pid]
xb, xe, yb, ye = self._bbox(placed, self.item_defs[pid])
return xb == 0 or xe == rw - 1 or yb == 0 or ye == rh - 1
def _check_near_window(self, pid: str) -> bool:
if not self.windows:
return True
placed = self.placed_items[pid]
xb, xe, yb, ye = self._bbox(placed, self.item_defs[pid])
for wx, wy in self.windows:
for gy in range(yb, ye + 1):
for gx in range(xb, xe + 1):
if abs(gx - wx) + abs(gy - wy) <= NEAR_WINDOW_RADIUS:
return True
return False
def _check_near_door(self, pid: str) -> bool:
dx, dy = self.door_position
placed = self.placed_items[pid]
xb, xe, yb, ye = self._bbox(placed, self.item_defs[pid])
for gy in range(yb, ye + 1):
for gx in range(xb, xe + 1):
if abs(gx - dx) + abs(gy - dy) <= NEAR_DOOR_RADIUS:
return True
return False
def _check_must_face(self, pid: str, target_id: str) -> bool:
if target_id not in self.placed_items:
return False
p = self.placed_items[pid]
t = self.placed_items[target_id]
pxb, pxe, pyb, pye = self._bbox(p, self.item_defs[pid])
txb, txe, tyb, tye = self._bbox(t, self.item_defs[target_id])
pcx = (pxb + pxe) / 2
pcy = (pyb + pye) / 2
tcx = (txb + txe) / 2
tcy = (tyb + tye) / 2
aligned_x = abs(pcx - tcx) <= 2
aligned_y = abs(pcy - tcy) <= 2
# True if they share one axis (same column or same row) but not both
return (aligned_x and not aligned_y) or (aligned_y and not aligned_x)
def _check_adjacent_to(self, pid: str, target_id: str) -> bool:
if target_id not in self.placed_items:
return False
t = self.placed_items[target_id]
tdef = self.item_defs[target_id]
txb, txe, tyb, tye = self._bbox(t, tdef)
for nx, ny in self._all_neighbors(pid):
if txb <= nx <= txe and tyb <= ny <= tye:
return True
return False
def _check_all_sides_clear(self, pid: str, grid: List[List[bool]]) -> bool:
rw, rh = self.room_size
placed = self.placed_items[pid]
xb, xe, yb, ye = self._bbox(placed, self.item_defs[pid])
top = yb > 0 and any(not grid[yb-1][gx] for gx in range(xb, xe+1))
bottom = ye+1 < rh and any(not grid[ye+1][gx] for gx in range(xb, xe+1))
left = xb > 0 and any(not grid[gy][xb-1] for gy in range(yb, ye+1))
right = xe+1 < rw and any(not grid[gy][xe+1] for gy in range(yb, ye+1))
return top and bottom and left and right
def _check_needs_sunlight(self, pid: str, solar_grid: List[List[bool]]) -> bool:
placed = self.placed_items[pid]
xb, xe, yb, ye = self._bbox(placed, self.item_defs[pid])
for gy in range(yb, ye + 1):
for gx in range(xb, xe + 1):
if solar_grid[gy][gx]: return True
return False
def _check_thermal_comfort(self, pid: str, min_v: float, max_v: float, thermal_grid: List[List[float]]) -> bool:
placed = self.placed_items[pid]
xb, xe, yb, ye = self._bbox(placed, self.item_defs[pid])
total = 0.0
count = 0
for gy in range(yb, ye + 1):
for gx in range(xb, xe + 1):
total += thermal_grid[gy][gx]
count += 1
avg = total / count if count > 0 else 0
return min_v <= avg <= max_v
# ─── Master Evaluator ─────────────────────────────────────────────────────
def _evaluate(self):
self.logs.clear()
violations = []
is_incomplete = len(self.unplaced_items) > 0
if is_incomplete:
self.success = False
self.logs.append(f"Incomplete: {len(self.unplaced_items)} item(s) unplaced: {list(self.unplaced_items.keys())}")
grid = self._build_grid()
self.solar_grid = self._build_solar_grid()
self.thermal_grid = self._build_thermal_grid()
visited = self._bfs_reachable(grid)
rw, rh = self.room_size
# 1. Human Flow
for iid in self.placed_items:
neighbour_reachable = any(
0 <= nx < rw and 0 <= ny < rh and visited[ny][nx] and not grid[ny][nx]
for (nx, ny) in self._all_neighbors(iid)
)
if not neighbour_reachable:
violations.append(f"FLOW ERROR: Human path to '{iid}' is completely blocked.")
# 2. Per-item architectural rules
for iid, placed in self.placed_items.items():
item_def = self.item_defs[iid]
for rule in item_def.rules:
err = None
if rule == "must_touch_wall":
if not self._check_must_touch_wall(iid):
err = f"DESIGN ERROR [{iid.upper()}]: Must be flush against a wall."
elif rule == "near_window":
if not self._check_near_window(iid):
err = f"DESIGN ERROR [{iid.upper()}]: Must be within {NEAR_WINDOW_RADIUS} tiles of a window."
elif rule == "near_door":
if not self._check_near_door(iid):
err = f"DESIGN ERROR [{iid.upper()}]: Must be within {NEAR_DOOR_RADIUS} tiles of the door."
elif rule == "all_sides_clear":
if not self._check_all_sides_clear(iid, grid):
err = f"DESIGN ERROR [{iid.upper()}]: Must have free space on all 4 sides."
elif rule == "needs_sunlight":
if not self._check_needs_sunlight(iid, self.solar_grid):
err = f"DESIGN ERROR [{iid.upper()}]: Blocked from natural sunlight by a tall object."
elif rule.startswith("thermal_comfort:"):
parts = rule.split(":")
if not self._check_thermal_comfort(iid, float(parts[1]), float(parts[2]), self.thermal_grid):
err = f"DESIGN ERROR [{iid.upper()}]: Outside thermal comfort limits ({parts[1]} to {parts[2]})."
elif rule.startswith("must_face:"):
target_id = rule.split(":")[1]
if not self._check_must_face(iid, target_id):
err = f"DESIGN ERROR [{iid.upper()}]: Must align axis with {target_id.upper()}."
elif rule.startswith("adjacent_to:"):
target_id = rule.split(":")[1]
if not self._check_adjacent_to(iid, target_id):
err = f"DESIGN ERROR [{iid.upper()}]: Must be placed adjacent to {target_id.upper()}."
if err:
violations.append(err)
if violations:
self.logs.extend(violations)
self.success = False
elif not is_incomplete:
self.logs = ["SUCCESS: All items placed. Human flow verified. All architectural constraints satisfied!"]
self.success = True
return len(violations)
# ─── Step ─────────────────────────────────────────────────────────────────
def step(self, action: Action) -> Tuple[Observation, float, bool, dict]:
self.step_count += 1
# Dense reward variables
reward = 0.0
# Calculate pre-action violations (to reward fixing errors)
pre_violations = self._evaluate() if self.placed_items else 0
if action.action_type == "place_item" and action.item:
if action.item in self.unplaced_items:
item_def = self.unplaced_items[action.item]
elif action.item in self.placed_items:
item_def = self.item_defs[action.item]
del self.placed_items[action.item]
else:
self.logs = [f"ERROR: '{action.item}' not found in inventory."]
return self._get_obs(), -0.5, False, {}
xb, xe, yb, ye = self._bbox_action(action, item_def)
rw, rh = self.room_size
if xb < 0 or xe >= rw or yb < 0 or ye >= rh:
self.logs = [f"BOUNDS: '{action.item}' at ({action.x},{action.y}) is outside the room ({rw}x{rh})."]
self.unplaced_items[action.item] = item_def
reward = -1.0
else:
overlap_id = None
for oid, op in self.placed_items.items():
oxb, oxe, oyb, oye = self._bbox(op, self.item_defs[oid])
if not (xe < oxb or xb > oxe or ye < oyb or yb > oye):
overlap_id = oid
break
if overlap_id:
self.logs = [f"COLLISION: '{action.item}' overlaps with '{overlap_id}'."]
self.unplaced_items[action.item] = item_def
reward = -1.0
else:
if action.item in self.unplaced_items:
del self.unplaced_items[action.item]
self.placed_items[action.item] = PlacedFurniture(
id=action.item, x=action.x, y=action.y, rotation=action.rotation
)
# Dense partial progress reward logic
post_violations = self._evaluate()
if post_violations < pre_violations:
reward = 1.0 # Fixed a violation!
elif post_violations == 0 and len(self.unplaced_items) < len(self.item_defs):
reward = 0.5 # Placed an item cleanly, no violations!
else:
reward = -0.2 * post_violations # Penalize the current active violations
elif action.action_type == "remove_item" and action.item in self.placed_items:
self.unplaced_items[action.item] = self.item_defs[action.item]
del self.placed_items[action.item]
self._evaluate()
reward = -0.1 # Slight penalty for backtracking
done = self.success or self.step_count >= self.max_steps
if self.success:
reward = 10.0 # Big sparse bonus for completing the level
return self._get_obs(), reward, done, {}
def _get_obs(self) -> Observation:
return Observation(
room_size=self.room_size,
door_position=self.door_position,
windows=self.windows,
unplaced_items=list(self.unplaced_items.values()),
placed_items=copy.deepcopy(self.placed_items),
solar_grid=copy.deepcopy(self.solar_grid),
thermal_grid=copy.deepcopy(self.thermal_grid),
feedback_logs=copy.deepcopy(self.logs),
step_count=self.step_count,
max_steps=self.max_steps,
)
def get_episode_result(self) -> EpisodeResult:
# Meaningful score mapping (0.0 to 1.0)
# 0.0 - 0.5: Partial progress based on placed valid items.
# 0.5 - 1.0: Success efficiency.
total_items = len(self.item_defs)
placed_ratio = len(self.placed_items) / total_items if total_items > 0 else 0
# Penalize for active violations
active_violations = len([l for l in self.logs if "ERROR" in l])
valid_placement_score = max(0.0, placed_ratio * 0.5 - (active_violations * 0.05))
if self.success:
# The baseline agent places everything perfectly in exactly `total_items` steps.
wasted_steps = max(0, self.step_count - total_items)
efficiency_bonus = max(0.0, 0.5 - (wasted_steps * 0.05))
score = 0.5 + efficiency_bonus
else:
score = valid_placement_score
# OpenEnv Validator Requirement: Strictly between (0.0, 1.0)
final_score = min(0.99, max(0.01, score))
return EpisodeResult(
task_id=self.task_id,
success=self.success,
score=final_score,
steps_taken=self.step_count,
)