Module moog.state_initialization.sprite_generators
Generators for producing lists of sprites based on factor distributions.
Functions
def chain_generators(*sprite_generators)
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def chain_generators(*sprite_generators): """Chain generators by concatenating output sprite sequences. Essentially an 'AND' operation over sprite generators. This is useful when one wants to control the number of samples from the modes of a multimodal sprite distribution. Note that factor_distributions.Mixture provides weighted mixture distributions, so chain_generators() is typically only used when one wants to forces the different modes to each have a non-zero number of sprites. Args: *sprite_generators: Callable sprite generators. Returns: _generate: Callable returning a list of sprites. """ def _generate(*args, **kwargs): return list(itertools.chain(*[generator(*args, **kwargs) for generator in sprite_generators])) return _generate
Chain generators by concatenating output sprite sequences.
Essentially an 'AND' operation over sprite generators. This is useful when one wants to control the number of samples from the modes of a multimodal sprite distribution.
Note that factor_distributions.Mixture provides weighted mixture distributions, so chain_generators() is typically only used when one wants to forces the different modes to each have a non-zero number of sprites.
Args
*sprite_generators
- Callable sprite generators.
Returns
_generate
- Callable returning a list of sprites.
def generate_sprites(factor_dist, num_sprites=1, max_recursion_depth=10000, fail_gracefully=False)
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def generate_sprites(factor_dist, num_sprites=1, max_recursion_depth=int(1e4), fail_gracefully=False): """Create callable that samples sprites from a factor distribution. Example usage: ```python sprite_factors = distribs.Product( [distribs.Continuous('x', 0.2, 0.8), distribs.Continuous('y', 0.2, 0.8), distribs.Continuous('x_vel', -0.03, 0.03), distribs.Continuous('y_vel', -0.03, 0.03)], shape='circle, scale=0.1, c0=255, c1=0, c2=0, ) sprite_gen = sprite_generators.generate_sprites( sprite_factors, num_sprites=lambda: np.random.randint(3, 6)) def _state_initializer(): ... other_sprites = ... ... sprites = sprite_gen( disjount=True, without_overlapping=other_sprites) state = collections.OrderedDict([ ('other_sprites', other_sprites), ('sprites', sprites), ]) ``` Args: factor_dist: The factor distribution from which to sample. Should be an instance of spriteworld.factor_distributions.AbstractDistribution. num_sprites: Int or callable returning int. Number of sprites to generate per call. max_recursion_depth: Int. Maximum recursion depth when rejection sampling to generate sprites without overlap. fail_gracefully: Bool. Whether to return a list of sprites or raise RecursionError if max_recursion_depth is exceeded. Returns: _generate: Callable that returns a list of Sprites. """ def _overlaps(s, other_sprites): """Whether s overlaps any sprite in other_sprites.""" if len(other_sprites) == 0: return False else: overlaps = [s.overlaps_sprite(x) for x in other_sprites] return any(overlaps) def _generate(disjoint=False, without_overlapping=[]): """Return a list of sprites. Args: disjoint: Boolean. If true, all generated sprites will be disjoint. without_overlapping: Optional iterable of ../sprite/Sprite instances. If specified, all generated sprites will not overlap any sprites in without_overlapping. """ n = num_sprites() if callable(num_sprites) else num_sprites sprites = [] for _ in range(n): s = sprite.Sprite(**factor_dist.sample()) count = 0 while _overlaps(s, without_overlapping): if count > max_recursion_depth: if fail_gracefully: return sprites else: raise RecursionError( 'max_recursion_depth exceeded trying to initialize ' 'a non-overlapping sprite.') count += 1 s = sprite.Sprite(**factor_dist.sample()) sprites.append(s) if disjoint: without_overlapping = without_overlapping + [s] return sprites return _generate
Create callable that samples sprites from a factor distribution.
Example usage: ```python sprite_factors = distribs.Product( [distribs.Continuous('x', 0.2, 0.8), distribs.Continuous('y', 0.2, 0.8), distribs.Continuous('x_vel', -0.03, 0.03), distribs.Continuous('y_vel', -0.03, 0.03)], shape='circle, scale=0.1, c0=255, c1=0, c2=0, ) sprite_gen = sprite_generators.generate_sprites( sprite_factors, num_sprites=lambda: np.random.randint(3, 6))
def _state_initializer(): ... other_sprites = ... ... sprites = sprite_gen( disjount=True, without_overlapping=other_sprites) state = collections.OrderedDict([ ('other_sprites', other_sprites), ('sprites', sprites), ]) ```
Args
factor_dist
- The factor distribution from which to sample. Should be an instance of spriteworld.factor_distributions.AbstractDistribution.
num_sprites
- Int or callable returning int. Number of sprites to generate per call.
max_recursion_depth
- Int. Maximum recursion depth when rejection sampling to generate sprites without overlap.
fail_gracefully
- Bool. Whether to return a list of sprites or raise RecursionError if max_recursion_depth is exceeded.
Returns
_generate
- Callable that returns a list of Sprites.
def sample_generator(sprite_generators, p=None)
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def sample_generator(sprite_generators, p=None): """Sample one element from a set of sprite generators. Essential an 'OR' operation over sprite generators. This returns a callable that samples a generator from sprite_generators and calls it. Note that if sprite_generators each return 1 sprite, this functionality can be achieved with spriteworld.factor_distributions.Mixture, so sample_generator is typically used when sprite_generators each return multiple sprites. Effectively it allows dependant sampling from a multimodal factor distribution. Args: sprite_generators: Iterable of callable sprite generators. p: Probabilities associated with each generator. If None, assumes uniform distribution. Returns: _generate: Callable sprite generator. """ def _generate(*args, **kwargs): sampled_generator = np.random.choice(sprite_generators, p=p) return sampled_generator(*args, **kwargs) return _generate
Sample one element from a set of sprite generators.
Essential an 'OR' operation over sprite generators. This returns a callable that samples a generator from sprite_generators and calls it.
Note that if sprite_generators each return 1 sprite, this functionality can be achieved with spriteworld.factor_distributions.Mixture, so sample_generator is typically used when sprite_generators each return multiple sprites. Effectively it allows dependant sampling from a multimodal factor distribution.
Args
sprite_generators
- Iterable of callable sprite generators.
p
- Probabilities associated with each generator. If None, assumes uniform distribution.
Returns
_generate
- Callable sprite generator.
def shuffle(sprite_generator)
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def shuffle(sprite_generator): """Randomize the order of sprites sample from sprite_generator. This is useful because sprites are z-layered with occlusion according to their order, so if sprite_generator is the output of chain_generators(), then sprites from some component distributions will always be behind sprites from others. An alternate design would be to let the environment handle sprite ordering, but this design is preferable because the order can be controlled more finely. For example, this allows the user to specify one sprite (e.g. the agent's body) to always be in the foreground while all the others are randomly ordered. Args: sprite_generator: Callable return a list of sprites. Returns: _generate: Callable sprite generator. """ def _generate(*args, **kwargs): sprites = sprite_generator(*args, **kwargs) order = np.arange(len(sprites)) np.random.shuffle(order) return [sprites[i] for i in order] return _generate
Randomize the order of sprites sample from sprite_generator.
This is useful because sprites are z-layered with occlusion according to their order, so if sprite_generator is the output of chain_generators(), then sprites from some component distributions will always be behind sprites from others.
An alternate design would be to let the environment handle sprite ordering, but this design is preferable because the order can be controlled more finely. For example, this allows the user to specify one sprite (e.g. the agent's body) to always be in the foreground while all the others are randomly ordered.
Args
sprite_generator
- Callable return a list of sprites.
Returns
_generate
- Callable sprite generator.