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Cat Rescue OpenEnv Environment
================================
A grid-based reinforcement learning environment where an AI agent
navigates a grid to rescue trapped cats.
Implements the OpenEnv standard interface:
- reset() β initialise a fresh episode
- step() β apply an action, get (observation, reward, done, info)
- state() β return the current grid state
Compatible with:
- grader.py (reads observation dict + done/reward values)
- rewards.py (can override REWARD_* constants or plug in its own function)
- server.py (calls reset / step / state over HTTP)
Grid cell values (also exported as constants so teammates can import them):
EMPTY = 0
WALL = 1
CAT = 2
AGENT = 3
OBSTACLE = 4 (moving obstacle, Level 3 only)
"""
import copy
import random
from typing import Any, Dict, List, Optional, Tuple
# ---------------------------------------------------------------------------
# Try to import the openenv-core base class.
# If the library is not installed yet we fall back to a plain object so the
# file is still importable during development / local testing.
# ---------------------------------------------------------------------------
try:
from openenv.core import BaseEnvironment # type: ignore
except ImportError:
class BaseEnvironment: # type: ignore
"""Minimal stand-in when openenv-core is not installed."""
pass
# ---------------------------------------------------------------------------
# Cell-type constants (import these in grader.py / rewards.py)
# ---------------------------------------------------------------------------
EMPTY = 0
WALL = 1
CAT = 2
AGENT = 3
OBSTACLE = 4
# ---------------------------------------------------------------------------
# Action constants
# ---------------------------------------------------------------------------
UP = 0
DOWN = 1
LEFT = 2
RIGHT = 3
ACTION_NAMES = {UP: "UP", DOWN: "DOWN", LEFT: "LEFT", RIGHT: "RIGHT"}
# ---------------------------------------------------------------------------
# Reward constants (rewards.py can override these by monkey-patching or by
# passing a custom rewards dict to CatRescueEnv.__init__)
# ---------------------------------------------------------------------------
REWARD_RESCUE_CAT = 1.0 # agent steps onto a cat cell
REWARD_HIT_WALL = -0.3 # agent tries to walk into a wall / boundary
REWARD_STEP = -0.1 # every step costs a little (encourages speed)
REWARD_ALL_RESCUED = 2.0 # bonus when every cat on the level is saved
# ---------------------------------------------------------------------------
# Level definitions
# Each level is a dict with:
# grid_size : (rows, cols)
# num_cats : how many cats are placed
# walls : list of (row, col) wall positions (empty = no static walls)
# num_moving : number of moving obstacles (Level 3 only)
# ---------------------------------------------------------------------------
LEVELS: Dict[int, Dict[str, Any]] = {
1: {
"grid_size": (3, 3),
"num_cats": 1,
"walls": [],
"num_moving": 0,
},
2: {
"grid_size": (5, 5),
"num_cats": 2,
# Hand-crafted walls that create simple corridors
"walls": [(1, 1), (1, 3), (3, 1), (3, 3)],
"num_moving": 0,
},
3: {
"grid_size": (7, 7),
"num_cats": 3,
# A more complex maze-like wall layout
"walls": [
(1, 1), (1, 2), (1, 5),
(2, 4),
(3, 1), (3, 3), (3, 5),
(4, 2),
(5, 1), (5, 4), (5, 5),
],
"num_moving": 2,
},
}
# ---------------------------------------------------------------------------
# Main environment class
# ---------------------------------------------------------------------------
class CatRescueEnv(BaseEnvironment):
"""
Cat Rescue OpenEnv Environment.
Parameters
----------
level : int
Difficulty level (1, 2, or 3).
max_steps : int
Maximum number of steps per episode before the episode is forced
to end (prevents infinite loops).
seed : int | None
Random seed for reproducibility.
custom_rewards : dict | None
Optional dict to override default reward values.
Keys: 'rescue_cat', 'hit_wall', 'step', 'all_rescued'
"""
# ------------------------------------------------------------------ #
# Constructor #
# ------------------------------------------------------------------ #
def __init__(
self,
level: int = 1,
max_steps: int = 200,
seed: Optional[int] = None,
custom_rewards: Optional[Dict[str, float]] = None,
):
if level not in LEVELS:
raise ValueError(f"Level must be 1, 2, or 3. Got {level}.")
self.level = level
self.max_steps = max_steps
self._rng = random.Random(seed)
# Load level config
cfg = LEVELS[level]
self.rows, self.cols = cfg["grid_size"]
self._static_walls = set(map(tuple, cfg["walls"]))
self._num_cats = cfg["num_cats"]
self._num_moving = cfg["num_moving"]
# Allow rewards.py to supply its own reward schedule
self._rewards = {
"rescue_cat": REWARD_RESCUE_CAT,
"hit_wall": REWARD_HIT_WALL,
"step": REWARD_STEP,
"all_rescued": REWARD_ALL_RESCUED,
}
if custom_rewards:
self._rewards.update(custom_rewards)
# Internal state (populated by reset())
self.grid: List[List[int]] = []
self.agent_pos: Tuple[int, int] = (0, 0)
self.cat_positions: List[Tuple[int, int]] = []
self.obstacle_positions: List[Tuple[int, int]] = []
self._obstacle_dirs: List[Tuple[int, int]] = [] # velocity per obstacle
self.cats_rescued: int = 0
self.step_count: int = 0
self.done: bool = False
# Run an initial reset so the env is ready to use immediately
self.reset()
# ------------------------------------------------------------------ #
# OpenEnv Interface β reset() #
# ------------------------------------------------------------------ #
def reset(self) -> Dict[str, Any]:
"""
Reset the environment to a fresh starting state.
Places the agent at (0, 0), randomly distributes cats on empty
cells, places static walls (Level 2+), and spawns moving
obstacles (Level 3).
Returns
-------
observation : dict
The initial observation (same format as step() returns).
"""
# 1. Build a blank grid filled with EMPTY cells
self.grid = [[EMPTY] * self.cols for _ in range(self.rows)]
# 2. Place static walls (Level 2 and 3)
for (r, c) in self._static_walls:
self.grid[r][c] = WALL
# 3. Collect all free cells (not walls) for random placement
free_cells = self._get_free_cells()
# 4. Place the agent at (0, 0) β always the top-left corner
self.agent_pos = (0, 0)
self.grid[0][0] = AGENT
free_cells.discard((0, 0))
# 5. Place cats randomly on remaining free cells
self.cat_positions = []
for _ in range(self._num_cats):
if not free_cells:
break # safety guard β shouldn't happen with valid configs
pos = self._rng.choice(list(free_cells))
free_cells.discard(pos)
self.cat_positions.append(pos)
self.grid[pos[0]][pos[1]] = CAT
# 6. Place moving obstacles (Level 3 only)
self.obstacle_positions = []
self._obstacle_dirs = []
directions = [(0, 1), (0, -1), (1, 0), (-1, 0)]
for _ in range(self._num_moving):
if not free_cells:
break
pos = self._rng.choice(list(free_cells))
free_cells.discard(pos)
self.obstacle_positions.append(list(pos)) # mutable list
self._obstacle_dirs.append(self._rng.choice(directions))
self.grid[pos[0]][pos[1]] = OBSTACLE
# 7. Reset counters
self.cats_rescued = 0
self.step_count = 0
self.done = False
return self.state()
# ------------------------------------------------------------------ #
# OpenEnv Interface β step() #
# ------------------------------------------------------------------ #
def step(self, action: int) -> Tuple[Dict[str, Any], float, bool, Dict[str, Any]]:
"""
Execute one action in the environment.
Parameters
----------
action : int
One of UP (0), DOWN (1), LEFT (2), RIGHT (3).
Returns
-------
observation : dict
Current state of the environment (from state()).
reward : float
Reward received for this step.
done : bool
True when the episode has ended (all cats rescued or max_steps hit).
info : dict
Extra diagnostic data useful for grader.py and debugging.
Keys: 'cats_rescued', 'step_count', 'agent_pos',
'action_name', 'event'
"""
if self.done:
# Episode already finished β return current state with no reward
return self.state(), 0.0, self.done, self._make_info("episode_done")
reward = self._rewards["step"] # base cost for every step
event = "step" # human-readable event label
# --- Compute the target cell -----------------------------------
row, col = self.agent_pos
d_row, d_col = self._action_delta(action)
new_row = row + d_row
new_col = col + d_col
# --- Check if the move is valid --------------------------------
if self._is_out_of_bounds(new_row, new_col) or self._is_wall(new_row, new_col):
# Agent bumps into boundary or wall β penalise and stay put
reward += self._rewards["hit_wall"]
event = "hit_wall"
else:
# Valid move β update agent position on the grid
cell_content = self.grid[new_row][new_col]
# Clear the agent's old position
self.grid[row][col] = EMPTY
# Check what is in the destination cell
if cell_content == CAT:
# Cat rescued!
self.cats_rescued += 1
self.cat_positions.remove((new_row, new_col))
reward += self._rewards["rescue_cat"]
event = "cat_rescued"
# Check if ALL cats have been rescued
if self.cats_rescued == self._num_cats:
reward += self._rewards["all_rescued"]
self.done = True
event = "all_rescued"
elif cell_content == OBSTACLE:
# Ran into a moving obstacle β same penalty as a wall
reward += self._rewards["hit_wall"]
event = "hit_obstacle"
# Agent stays at current position (don't move into obstacle)
self.grid[row][col] = AGENT
self.step_count += 1
return (
self.state(),
reward,
self.done,
self._make_info(event, action),
)
# Move agent to new position
self.agent_pos = (new_row, new_col)
self.grid[new_row][new_col] = AGENT
# --- Move obstacles (Level 3) ----------------------------------
if self._num_moving > 0:
self._move_obstacles()
# --- Check step limit ------------------------------------------
self.step_count += 1
if self.step_count >= self.max_steps and not self.done:
self.done = True
event = "max_steps_reached"
info = self._make_info(event, action)
return self.state(), reward, self.done, info
# ------------------------------------------------------------------ #
# OpenEnv Interface β state() #
# ------------------------------------------------------------------ #
def state(self) -> Dict[str, Any]:
"""
Return the current environment state as an observation dict.
This is what grader.py reads to evaluate the agent.
Returns
-------
dict with keys:
'grid' : 2-D list of int (deep copy β safe to mutate)
'agent_pos' : (row, col) tuple
'cat_positions' : list of (row, col) tuples
'cats_rescued' : int β how many cats saved so far
'cats_remaining' : int β how many cats still on the grid
'step_count' : int
'done' : bool
'level' : int
'grid_size' : (rows, cols)
"""
return {
"grid": copy.deepcopy(self.grid),
"agent_pos": self.agent_pos,
"cat_positions": list(self.cat_positions),
"cats_rescued": self.cats_rescued,
"cats_remaining": self._num_cats - self.cats_rescued,
"step_count": self.step_count,
"done": self.done,
"level": self.level,
"grid_size": (self.rows, self.cols),
}
# ------------------------------------------------------------------ #
# Private helpers #
# ------------------------------------------------------------------ #
def _action_delta(self, action: int) -> Tuple[int, int]:
"""Map an action integer to a (row_delta, col_delta) pair."""
return {
UP: (-1, 0),
DOWN: ( 1, 0),
LEFT: ( 0, -1),
RIGHT: ( 0, 1),
}.get(action, (0, 0)) # (0, 0) β no-op for unknown actions
def _is_out_of_bounds(self, row: int, col: int) -> bool:
"""Return True if (row, col) is outside the grid."""
return not (0 <= row < self.rows and 0 <= col < self.cols)
def _is_wall(self, row: int, col: int) -> bool:
"""Return True if the cell at (row, col) contains a static wall."""
return self.grid[row][col] == WALL
def _get_free_cells(self) -> set:
"""Return a set of (row, col) positions that are currently EMPTY."""
free = set()
for r in range(self.rows):
for c in range(self.cols):
if self.grid[r][c] == EMPTY:
free.add((r, c))
return free
def _move_obstacles(self) -> None:
"""
Move each obstacle one step in its current direction.
If the next cell is a wall, boundary, or another obstacle the
obstacle bounces β its direction is reversed.
The agent is never overwritten: obstacles bounce off the agent
cell too, keeping collision detection clean.
"""
for i, (obs_pos, obs_dir) in enumerate(
zip(self.obstacle_positions, self._obstacle_dirs)
):
r, c = obs_pos
dr, dc = obs_dir
nr, nc = r + dr, c + dc
# Clear current obstacle cell (only if it hasn't been overwritten
# by the agent moving there in the same step)
if self.grid[r][c] == OBSTACLE:
self.grid[r][c] = EMPTY
# Decide whether to bounce or advance
blocked = (
self._is_out_of_bounds(nr, nc)
or self.grid[nr][nc] in (WALL, OBSTACLE, AGENT)
)
if blocked:
# Reverse direction (bounce)
self._obstacle_dirs[i] = (-dr, -dc)
nr, nc = r, c # stay in place this tick
self.obstacle_positions[i] = [nr, nc]
self.grid[nr][nc] = OBSTACLE
def _make_info(self, event: str, action: Optional[int] = None) -> Dict[str, Any]:
"""Build the info dict returned alongside every step."""
return {
"cats_rescued": self.cats_rescued,
"step_count": self.step_count,
"agent_pos": self.agent_pos,
"action_name": ACTION_NAMES.get(action, "N/A") if action is not None else "N/A",
"event": event,
}
# ------------------------------------------------------------------ #
# Convenience / debug helpers (not part of the OpenEnv interface) #
# ------------------------------------------------------------------ #
def render(self) -> str:
"""
Return a human-readable ASCII string of the current grid.
Useful for debugging and demos.
Symbols:
. EMPTY
# WALL
C CAT
A AGENT
X MOVING OBSTACLE
"""
symbols = {EMPTY: ".", WALL: "#", CAT: "C", AGENT: "A", OBSTACLE: "X"}
lines = []
for row in self.grid:
lines.append(" ".join(symbols.get(cell, "?") for cell in row))
header = f"Level {self.level} | Step {self.step_count} | Cats rescued {self.cats_rescued}/{self._num_cats}"
return header + "\n" + "\n".join(lines)
def action_space(self) -> List[int]:
"""Return the list of valid action integers."""
return [UP, DOWN, LEFT, RIGHT]
def observation_space(self) -> Dict[str, Any]:
"""
Describe the observation space for grader.py / server.py.
Returns a metadata dict (not a sampled observation).
"""
return {
"grid_shape": (self.rows, self.cols),
"cell_types": {"EMPTY": EMPTY, "WALL": WALL, "CAT": CAT,
"AGENT": AGENT, "OBSTACLE": OBSTACLE},
"agent_pos": "Tuple[int, int]",
"cat_positions": "List[Tuple[int, int]]",
"cats_rescued": "int",
"step_count": "int",
"done": "bool",
}
# ---------------------------------------------------------------------------
# Quick smoke-test β run `python environment.py` to verify everything works
# ---------------------------------------------------------------------------
if __name__ == "__main__":
for lvl in (1, 2, 3):
print(f"\n{'='*40}")
print(f" Smoke-test β Level {lvl}")
print(f"{'='*40}")
env = CatRescueEnv(level=lvl, seed=42)
print(env.render())
print()
# Take 10 random steps
for _ in range(10):
action = random.choice(env.action_space())
obs, reward, done, info = env.step(action)
print(f"Action: {ACTION_NAMES[action]:<5} | "
f"Reward: {reward:+.1f} | "
f"Event: {info['event']:<16} | "
f"Agent: {info['agent_pos']} | "
f"Rescued: {info['cats_rescued']}")
if done:
print(" >> Episode finished early!")
break
print()
print(env.render())
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