MOGemMining¶
Agents names 

Action Space 
[‘0: Discrete(4)’, ‘1: Discrete(3, start=1)’, ‘2: Discrete(4, start=2)’, ‘3: Discrete(2, start=3)’, ‘4: Discrete(3, start=4)’, ‘5: Discrete(3, start=5)’, ‘6: Discrete(4, start=6)’, ‘7: Discrete(3, start=7)’, ‘8: Discrete(4, start=8)’, ‘9: Discrete(3, start=9)’, ‘10: Discrete(4, start=10)’, ‘11: Discrete(2, start=11)’, ‘12: Discrete(4, start=12)’, ‘13: Discrete(4, start=13)’, ‘14: Discrete(2, start=14)’, ‘15: Discrete(4, start=15)’, ‘16: Discrete(4, start=16)’, ‘17: Discrete(3, start=17)’, ‘18: Discrete(4, start=18)’, ‘19: Discrete(3, start=19)’] 
Observation Space 
Box(0.0, 20.0, (1,), float32) 
Reward Space 
Box(0.0, 23.0, (2,), float32) 
Import 

Environment for MOGemMining domain.
Observation Space¶
The observation space is a cBox of the number of agents in length. As this is a stateless environment, all agents receive a “0” observation each timestep.
Action Space¶
The action space is discrete set of integers for each agent, and is agentspecific. Each integer represents the ID of a mine (i.e., local reward function) which is reachable from the village (i.e., agent). Selecting an action represents sending the workers that live in a given village to the corresponding mine.
Reward Space¶
The reward space is a vector containing rewards in each objective (customizable). Each objective corresponds to a type of gem that can be found at the mines. The rewards correspond to the total number of gems of each type found at all the mines together at a given timestep. Please note that as this is a fully cooperative environment all agents receive the same reward vectors.
Starting State¶
As this is a stateless environment the “state” is just a default value. (See Observation Space.)
Episode Termination¶
As this is a stateless environment there isn’t really an episode. Hence the episode terminates after each timestep.
Episode Truncation¶
Each “episode” last 1 timestep (due to the bandit setting).
Arguments¶
`num_agents: number of agents (i.e., villages) in the Gem Mining instance
num_objectives: number of objectives (i.e., gem types), each mine has a probability of generating gems of any type at any timesteps
min_connectivity: the minimum number of mines each agent is connected to. Should be greater or equal to 2
max_connectivity: the maximum number of mines each agent is connected to. Should be greater or equal to min_connectivity
min_workers: the minimum number of workers per village (agent). Should be greater or equal to 1.
max_workers: the maximum number of workers per village (agent). Should be greater or equal to min_workers.
min_prob: the minimum (Bernoulli) probability of finding a gem (per type) at a mine, excluding worker bonus
max_prob: the maximum (Bernoulli) probability of finding a gem (per type) at a mine, excluding worker bonus
trunc_probability: upper limit to the probability of finding a gem after adding the worker bonus
w_bonus: worker bonus; the probability of finding a gem is multiplied by w_bonus^(w1), where w is the number of workers at a mine
correlated_objectives: if true, the probability of mining a given type of gem at a mine is negatively correlated to finding a gem of another type, and the (nonbonus) expectation of finding any gem is at most max_prob per mine per timestep.
num_timesteps: number of timesteps (stateless, therefore defaultly set to 1 timestep)
render_mode: render mode
seed: This environment is generated randomly using the provided seed. Defaults to 42.
Credits¶
The code was based on previous code by Diederik Roijers and Eugenio Bargiacchi (in different programming languages), and reimplemented.