Datasets:
Modalities:
Image
Formats:
imagefolder
Languages:
English
Size:
< 1K
Tags:
Large Language Models
LLM Evaluation
Sequential Reasoning
Scaling Laws
Synthetic Benchmarks
Commonsense Reasoning
License:
| import matplotlib | |
| matplotlib.use("Agg") | |
| import matplotlib.pyplot as plt | |
| import matplotlib.patches as patches | |
| from matplotlib.patches import FancyArrowPatch, Rectangle | |
| import numpy as np | |
| from scipy.interpolate import splprep, splev | |
| import math | |
| def pretty_plot_maze( | |
| maze_loader, | |
| W=4, | |
| H=4, | |
| save_path=None, | |
| model_solution=None, | |
| ground_truth_solution=None, | |
| mode="comparison", | |
| ): | |
| """ | |
| Display the maze using Matplotlib and optionally save to a file. | |
| Args: | |
| mode: Visualization mode | |
| - "comparison": Side-by-side optimal vs model (default) | |
| - "empty": Just maze structure | |
| - "optimal": Maze + optimal path only | |
| - "model": Maze + model path only | |
| """ | |
| plt.rcParams["font.size"] = 10 | |
| plt.rcParams["font.family"] = "sans-serif" | |
| plt.rcParams["figure.dpi"] = 100 | |
| # Configure subplot layout based on mode | |
| if mode == "comparison": | |
| fig, (ax2, ax3) = plt.subplots(1, 2, figsize=(15, 8.5)) | |
| axes = [ax2, ax3] | |
| elif mode == "empty": | |
| # Special layout for empty maze with legend space | |
| fig, ax = plt.subplots(1, 1, figsize=(14, 8.5)) | |
| axes = [ax] | |
| else: | |
| fig, ax = plt.subplots(1, 1, figsize=(10, 8.5)) | |
| axes = [ax] | |
| # Draw the base maze on all plots | |
| for ax in axes: | |
| covered_cells = set() | |
| for cell in maze_loader.connected_cells.keys(): | |
| for neighbor in maze_loader.connected_cells[cell]: | |
| if (cell, neighbor) in covered_cells or ( | |
| neighbor, | |
| cell, | |
| ) in covered_cells: | |
| continue | |
| covered_cells.add((cell, neighbor)) | |
| add_path_segment( | |
| (cell[0] * W, cell[1] * H), | |
| (neighbor[0] * W, neighbor[1] * H), | |
| ax, | |
| door=(cell, neighbor) in maze_loader.doors.keys(), | |
| status=None | |
| if (cell, neighbor) not in maze_loader.doors.keys() | |
| else maze_loader.doors[(cell, neighbor)][0].split(" ")[0], | |
| lock_status=( | |
| None | |
| if (cell, neighbor) not in maze_loader.doors.keys() | |
| or maze_loader.doors[(cell, neighbor)][0] == "open" | |
| else maze_loader.doors[(cell, neighbor)][0].split(" ")[-1] | |
| ), | |
| ) | |
| # Add keys | |
| for key_id, key_location in maze_loader.keys_locations.items(): | |
| door_locations = { | |
| maze_loader.doors[(rA, rB)][1]: ( | |
| (rA[0] + rB[0]) * W / 2, | |
| (rA[1] + rB[1]) * H / 2, | |
| ) | |
| for (rA, rB) in maze_loader.doors.keys() | |
| } | |
| add_key( | |
| key_location[0] * W, | |
| key_location[1] * H, | |
| ax, | |
| door_location=door_locations.get(key_id, (0, 0)), | |
| ) | |
| # Add start and end rooms | |
| start = ( | |
| maze_loader.data["start_room"][0] * W, | |
| maze_loader.data["start_room"][1] * H, | |
| ) | |
| end = (maze_loader.data["end_room"][0] * W, maze_loader.data["end_room"][1] * H) | |
| enhanced_mode = True # Use enhanced mode for all visualizations | |
| add_start_and_end_room(start, end, ax, enhanced_mode=enhanced_mode) | |
| # Create a mapping from room names to coordinates | |
| room_name_to_coord = {} | |
| for cell in maze_loader.connected_cells.keys(): | |
| room_name_to_coord[maze_loader.room_name[cell]] = cell | |
| # Define colors for different action types | |
| move_color_gt = "gold" # Yellow for regular movement (ground truth) | |
| move_color_model = "mediumpurple" # Purple for regular movement (model) | |
| start_color = "#FF7F0E" # Orange for start action | |
| pickup_key_color = "#1E88E5" # Blue for key pickup | |
| use_key_color = "#43A047" # Green for using a key | |
| unlock_color = "#9C27B0" # Purple for unlocking door | |
| rescue_color = "#D81B60" # Pink for rescue | |
| # Draw a path with numbered steps | |
| def process_solution(solution, ax, base_color="gold"): | |
| if not solution: | |
| return | |
| all_actions = [] | |
| current_room = None | |
| last_position = None | |
| # Parse solution into actions | |
| for i, action in enumerate(solution): | |
| if len(action) < 2: | |
| continue | |
| action_type, param = action[0], action[1] | |
| step_number = i + 1 # Start numbering from 1 | |
| # Track the current room for each action | |
| if action_type == "start": | |
| current_room = param | |
| # Mark start position specially | |
| all_actions.append((current_room, step_number, action_type, None)) | |
| elif action_type == "move_to" and param in room_name_to_coord: | |
| prev_room = current_room | |
| current_room = param | |
| # Store movement with both source and destination | |
| all_actions.append((current_room, step_number, action_type, prev_room)) | |
| elif action_type in [ | |
| "pick_up_key", | |
| "use_key", | |
| "unlock_and_open_door_to", | |
| "rescue", | |
| ]: | |
| if current_room: | |
| # Store special action with current room | |
| all_actions.append((current_room, step_number, action_type, None)) | |
| used_positions = set() | |
| # First draw all movement paths | |
| for room, step_number, action_type, prev_room in all_actions: | |
| if ( | |
| action_type == "move_to" | |
| and prev_room | |
| and room in room_name_to_coord | |
| and prev_room in room_name_to_coord | |
| ): | |
| start_cell = room_name_to_coord[prev_room] | |
| end_cell = room_name_to_coord[room] | |
| # Get coordinates | |
| x1, y1 = start_cell[0] * W, start_cell[1] * H | |
| x2, y2 = end_cell[0] * W, end_cell[1] * H | |
| # Draw the path for movement | |
| ax.plot( | |
| [x1, x2], [y1, y2], "-", color=base_color, linewidth=2, zorder=10, alpha=0.5 | |
| ) | |
| # Add arrow near destination | |
| arrow_pos = 0.9 | |
| arrow_x = x1 + (x2 - x1) * arrow_pos | |
| arrow_y = y1 + (y2 - y1) * arrow_pos | |
| dx = x2 - x1 | |
| dy = y2 - y1 | |
| length = math.sqrt(dx * dx + dy * dy) | |
| if length > 0: | |
| dx /= length | |
| dy /= length | |
| arrow = FancyArrowPatch( | |
| (arrow_x - dx * 0.3, arrow_y - dy * 0.3), | |
| (arrow_x + dx * 0.3, arrow_y + dy * 0.3), | |
| arrowstyle="-|>", | |
| mutation_scale=12, | |
| color=base_color, | |
| linewidth=2, | |
| zorder=10, | |
| alpha=0.4, | |
| ) | |
| ax.add_patch(arrow) | |
| # Then add step markers for each action | |
| for action_idx, (room, step_number, action_type, prev_room) in enumerate( | |
| all_actions | |
| ): | |
| if room in room_name_to_coord: | |
| room_cell = room_name_to_coord[room] | |
| # Determine position and color based on action type | |
| if ( | |
| action_type == "move_to" | |
| and prev_room | |
| and prev_room in room_name_to_coord | |
| ): | |
| # For movement, place marker along the path | |
| start_cell = room_name_to_coord[prev_room] | |
| end_cell = room_name_to_coord[room] | |
| x1, y1 = start_cell[0] * W, start_cell[1] * H | |
| x2, y2 = end_cell[0] * W, end_cell[1] * H | |
| pos_x = x1 + (x2 - x1) * 0.6 | |
| pos_y = y1 + (y2 - y1) * 0.6 | |
| # Add perpendicular offset to avoid placing directly on line | |
| dx = x2 - x1 | |
| dy = y2 - y1 | |
| length = math.sqrt(dx * dx + dy * dy) | |
| if length > 0: | |
| perp_x = -dy / length * 0.7 | |
| perp_y = dx / length * 0.7 | |
| # Alternate sides for consecutive steps | |
| if step_number % 2 == 0: | |
| perp_x = -perp_x | |
| perp_y = -perp_y | |
| pos_x += perp_x | |
| pos_y += perp_y | |
| color = base_color | |
| else: | |
| # For non-movement actions, place at the room with offset | |
| pos_x = room_cell[0] * W | |
| pos_y = room_cell[1] * H | |
| # Special case for door-related actions - place them near but not at the door | |
| if action_type in ["use_key", "unlock_and_open_door_to"]: | |
| door_cell1 = room_cell | |
| door_cell2 = None | |
| if action_type == "unlock_and_open_door_to": | |
| # Find the destination room for the door | |
| dest_room = param | |
| if dest_room in room_name_to_coord: | |
| door_cell2 = room_name_to_coord[dest_room] | |
| elif prev_room in room_name_to_coord: | |
| # For use_key, consider the previous room as second door cell | |
| door_cell2 = room_name_to_coord[prev_room] | |
| if door_cell2: | |
| # Calculate door position (midpoint between rooms) | |
| door_x = (door_cell1[0] + door_cell2[0]) * W / 2 | |
| door_y = (door_cell1[1] + door_cell2[1]) * H / 2 | |
| # Calculate vector from door to room (normalized) | |
| dx = pos_x - door_x | |
| dy = pos_y - door_y | |
| dist = math.sqrt(dx * dx + dy * dy) | |
| if dist > 0: | |
| # Normalize vector | |
| dx /= dist | |
| dy /= dist | |
| # Position marker at 2/3 distance from door to room | |
| pos_x = ( | |
| door_x + dx * 1.5 | |
| ) # Place partway from door toward room | |
| pos_y = door_y + dy * 1.5 | |
| # Add small perpendicular offset to avoid direct overlap with path | |
| perp_x = -dy * 0.5 | |
| perp_y = dx * 0.5 | |
| # Alternate sides for consecutive markers | |
| if step_number % 2 == 0: | |
| perp_x = -perp_x | |
| perp_y = -perp_y | |
| pos_x += perp_x | |
| pos_y += perp_y | |
| else: | |
| # Fallback if rooms are at same location | |
| offset_x = 0.7 * (1 if step_number % 2 == 0 else -1) | |
| offset_y = 0.7 * (1 if step_number % 4 >= 2 else -1) | |
| pos_x += offset_x | |
| pos_y += offset_y | |
| else: | |
| # If second door cell not found, use standard offset from room | |
| offset_x = 0.7 * (1 if step_number % 2 == 0 else -1) | |
| offset_y = 0.7 * (1 if step_number % 4 >= 2 else -1) | |
| pos_x += offset_x | |
| pos_y += offset_y | |
| else: | |
| # Regular offset for other action types | |
| if action_type == "start": | |
| # Start marker at top-left of room | |
| offset_x, offset_y = -0.7, -0.7 | |
| else: | |
| # Other actions - different offsets for different action types | |
| offset_multiplers = { | |
| "pick_up_key": (0.7, 0.7), | |
| "rescue": (-0.7, -0.7), | |
| } | |
| multiplier = offset_multiplers.get(action_type, (0, 0)) | |
| offset_x, offset_y = multiplier | |
| # Further vary offsets for multiple actions in same room | |
| same_room_actions = sum( | |
| 1 | |
| for r, _, a_type, _ in all_actions[:action_idx] | |
| if r == room and a_type != "move_to" | |
| ) | |
| if same_room_actions > 0: | |
| offset_x *= 1 + 0.3 * same_room_actions | |
| offset_y *= 1 + 0.3 * same_room_actions | |
| pos_x += offset_x | |
| pos_y += offset_y | |
| # Determine color for special actions - now with distinct colors for all types | |
| if action_type == "start": | |
| color = start_color | |
| elif action_type == "pick_up_key": | |
| color = pickup_key_color | |
| elif action_type == "use_key": | |
| color = use_key_color | |
| elif action_type == "unlock_and_open_door_to": | |
| color = unlock_color | |
| elif action_type == "rescue": | |
| color = rescue_color | |
| else: | |
| color = base_color | |
| # Avoid overlap with existing markers | |
| while any( | |
| (abs(pos_x - px) < 0.8 and abs(pos_y - py) < 0.8) | |
| for px, py in used_positions | |
| ): | |
| # Slightly adjust position | |
| pos_x += 0.3 * (1 if step_number % 2 == 0 else -1) | |
| pos_y += 0.3 * (1 if step_number % 4 >= 2 else -1) | |
| # Add marker | |
| # ax.text( | |
| # pos_x, | |
| # pos_y, | |
| # f"{step_number}", | |
| # color="white", | |
| # fontsize=3, | |
| # ha="center", | |
| # va="center", | |
| # bbox=dict( | |
| # boxstyle="circle,pad=0.3", | |
| # fc=color, | |
| # ec="black", | |
| # alpha=0.9, | |
| # linewidth=1, | |
| # ), | |
| # zorder=20, | |
| # ) | |
| # Remember this position | |
| used_positions.add((pos_x, pos_y)) | |
| title_props = dict(fontsize=12, fontweight="bold") | |
| # Set titles and process solutions based on mode | |
| if mode == "comparison": | |
| axes[0].set_title("Optimal Path", **title_props) | |
| axes[1].set_title("Model Path", **title_props) | |
| if ground_truth_solution: | |
| process_solution(ground_truth_solution, axes[0], base_color=move_color_gt) | |
| if model_solution: | |
| process_solution(model_solution, axes[1], base_color=move_color_model) | |
| elif mode == "empty": | |
| axes[0].set_title("Maze Layout", **title_props) | |
| # No paths to process for empty maze | |
| elif mode == "optimal": | |
| axes[0].set_title("Optimal Path", **title_props) | |
| if ground_truth_solution: | |
| process_solution(ground_truth_solution, axes[0], base_color=move_color_gt) | |
| elif mode == "model": | |
| axes[0].set_title("Model Path", **title_props) | |
| if model_solution: | |
| process_solution(model_solution, axes[0], base_color=move_color_model) | |
| for ax in axes: | |
| ax.set_xticks([]) | |
| ax.set_yticks([]) | |
| ax.axis("off") | |
| current_xlim = ax.get_xlim() | |
| current_ylim = ax.get_ylim() | |
| ax.set_xlim(current_xlim[0] - 1, current_xlim[1] + 1) | |
| ax.set_ylim(current_ylim[0] - 3, current_ylim[1] + 1) | |
| # Add legend for empty maze mode (enhanced for LLM interpretability) | |
| if mode == "empty": | |
| # Clean, simple title | |
| axes[0].set_title("Maze Navigation: Find path from START (green) to GOAL (red)", | |
| fontsize=12, fontweight='bold', pad=20) | |
| legend_elements = [ | |
| plt.Line2D([0], [0], marker='o', color='w', markerfacecolor='limegreen', | |
| markersize=12, markeredgecolor='darkgreen', markeredgewidth=2, label='START'), | |
| plt.Line2D([0], [0], marker='o', color='w', markerfacecolor='red', | |
| markersize=12, markeredgecolor='darkred', markeredgewidth=2, label='GOAL'), | |
| plt.Rectangle((0, 0), 1, 1, facecolor='red', alpha=0.8, label='locked door'), | |
| plt.Line2D([0], [0], marker='o', color='w', markerfacecolor='yellow', | |
| markersize=10, markeredgecolor='orange', markeredgewidth=2, label='key'), | |
| ] | |
| axes[0].legend(handles=legend_elements, loc='center left', bbox_to_anchor=(0.95, 0.5), | |
| frameon=True, fancybox=True, shadow=False, fontsize=9) | |
| # Only add path legend for non-empty modes | |
| if mode != "empty": | |
| legend_items = [ | |
| ("Start", start_color), | |
| ("Move", move_color_gt if ground_truth_solution else move_color_model), | |
| ("Key pickup", pickup_key_color), | |
| ("Use key", use_key_color), | |
| ("Unlock door", unlock_color), | |
| ("Rescue", rescue_color), | |
| ] | |
| legend_patches = [ | |
| plt.Rectangle((0, 0), 1, 1, fc=color, ec="black", alpha=0.9) | |
| for _, color in legend_items | |
| ] | |
| # fig.legend( | |
| # legend_patches, | |
| # [text for text, _ in legend_items], | |
| # loc="lower center", | |
| # bbox_to_anchor=(0.5, 0.02), | |
| # ncol=len(legend_items), | |
| # frameon=True, | |
| # fancybox=True, | |
| # shadow=True, | |
| # fontsize=10, | |
| # ) | |
| # Handle layout based on mode | |
| if mode == "empty": | |
| plt.tight_layout() | |
| # Adjust layout to accommodate legend with less gap | |
| plt.subplots_adjust(right=0.90) | |
| else: | |
| plt.tight_layout() | |
| if save_path is not None: | |
| try: | |
| plt.savefig(save_path, dpi=400, bbox_inches="tight", format="png") | |
| except Exception as e: | |
| print(f"Error saving plot: {e}") | |
| plt.close(fig) | |
| def draw_path_with_arrow( | |
| point1, | |
| point2, | |
| ax, | |
| color="red", | |
| linewidth=1.5, | |
| alpha=0.8, | |
| arrow_size=5, | |
| arrow_color=None, | |
| ): | |
| """Draw a path between two points with a smaller, more subtle directional arrow.""" | |
| if arrow_color is None: | |
| arrow_color = color | |
| # Calculate the midpoint for the arrow position - shift slightly toward destination | |
| # to avoid overlap with nodes | |
| midpoint_x = point1[0] + (point2[0] - point1[0]) * 0.6 | |
| midpoint_y = point1[1] + (point2[1] - point1[1]) * 0.6 | |
| # Draw the line | |
| line = ax.plot( | |
| [point1[0], point2[0]], | |
| [point1[1], point2[1]], | |
| color=color, | |
| linewidth=linewidth, | |
| alpha=alpha, | |
| )[0] | |
| # Calculate the direction vector | |
| dx = point2[0] - point1[0] | |
| dy = point2[1] - point1[1] | |
| # Normalize the direction vector | |
| length = np.sqrt(dx**2 + dy**2) | |
| if length > 0: | |
| dx /= length | |
| dy /= length | |
| # Add a small arrow | |
| ax.arrow( | |
| midpoint_x, | |
| midpoint_y, | |
| dx * arrow_size / 3, | |
| dy * arrow_size / 3, | |
| head_width=arrow_size * 0.8, | |
| head_length=arrow_size * 0.8, | |
| fc=arrow_color, | |
| ec=arrow_color, | |
| alpha=alpha, | |
| length_includes_head=True, | |
| ) | |
| return line | |
| def add_arc_between_points(point1, point2, ax, alpha=0.2): | |
| # Use spline of degree 2 (since m = 3) | |
| tck, _ = splprep( | |
| [ | |
| [point1[0], (point1[0] + point2[0]) / 2.0 - alpha, point2[0]], | |
| [point1[1], (point1[1] + point2[1]) / 2.0 + alpha, point2[1]], | |
| ], | |
| s=0, | |
| k=2, | |
| ) | |
| t = np.linspace(0, 1, 100) | |
| x_spline, y_spline = splev(t, tck) | |
| # Plot | |
| ax.plot(x_spline, y_spline, label="Spline curve", linestyle="--") | |
| def add_door( | |
| x_center, y_center, ax, status="closed", door_color="black", door_location=(0, 0) | |
| ): | |
| # make a hallow rectangle | |
| x1 = x_center - 0.2 | |
| x2 = x_center + 0.2 | |
| y1 = y_center - 0.4 | |
| y2 = y_center + 0.4 | |
| if status == "open": | |
| # make the fill color transparent | |
| rect = patches.Polygon( | |
| [[x1, y1], [x2, y1], [x2, y2], [x1, y2]], | |
| closed=True, | |
| edgecolor="black", | |
| facecolor="none", | |
| ) | |
| else: | |
| rect = patches.Polygon( | |
| [[x1, y1], [x2, y1], [x2, y2], [x1, y2]], closed=True, facecolor=door_color | |
| ) | |
| ax.add_patch(rect) | |
| def h_link( | |
| x1, | |
| x2, | |
| y, | |
| ax, | |
| door=False, | |
| status="closed", | |
| lock_status="unlocked", | |
| line_color="#76b5c5", | |
| ): | |
| # make sure it is brought to the front of all other patches z_order = 100 | |
| ax.add_patch(patches.Circle((x1, y), 0.3, facecolor="black", zorder=100000)) | |
| ax.add_patch(patches.Circle((x2, y), 0.3, facecolor="black", zorder=100000)) | |
| x1 = x1 - 0.05 | |
| x2 = x2 + 0.05 | |
| y = y - 0.05 | |
| rect = patches.Polygon( | |
| [[x1, y], [x2, y], [x2, y + 0.1], [x1, y + 0.1]], | |
| closed=True, | |
| facecolor=line_color, | |
| ) | |
| ax.add_patch(rect) | |
| x_center = (x1 + x2) / 2.0 + 0.05 | |
| if door: | |
| if status == "open": | |
| add_door(x_center, y + 0.05, ax, status="open") | |
| else: | |
| if lock_status == "locked": | |
| door_color = "red" | |
| else: | |
| door_color = "green" | |
| add_door(x_center, y + 0.05, ax, status="closed", door_color=door_color) | |
| # add circles at both ends of the line | |
| def v_link( | |
| x, | |
| y1, | |
| y2, | |
| ax, | |
| door=False, | |
| status="closed", | |
| lock_status="locked", | |
| line_color="#76b5c5", | |
| ): | |
| # make sure it is brought to the front of all other patches z_order = 100 | |
| ax.add_patch(patches.Circle((x, y1), 0.3, facecolor="black", zorder=100000)) | |
| ax.add_patch(patches.Circle((x, y2), 0.3, facecolor="black", zorder=100000)) | |
| y1 = y1 - 0.05 | |
| y2 = y2 + 0.05 | |
| x = x - 0.05 | |
| triangle = patches.Polygon( | |
| [[x, y1], [x, y2], [x + 0.1, y2], [x + 0.1, y1]], | |
| closed=True, | |
| facecolor=line_color, | |
| ) | |
| ax.add_patch(triangle) | |
| y_center = (y1 + y2) / 2.0 | |
| if door: | |
| if status == "open": | |
| add_door(x + 0.05, y_center, ax, status="open") | |
| else: | |
| if lock_status == "locked": | |
| door_color = "red" | |
| else: | |
| door_color = "green" | |
| add_door(x + 0.05, y_center, ax, status="closed", door_color=door_color) | |
| # add circles at both ends of the line | |
| def add_start_and_end_room(start_room, end_room, ax, size=0.6, enhanced_mode=False): | |
| if enhanced_mode: | |
| # Enhanced mode for LLM interpretability - clean colored circles only | |
| x, y = start_room | |
| # Start room: Large green circle (no text) | |
| ax.add_patch(patches.Circle((x, y), size*1.5, facecolor="limegreen", edgecolor="darkgreen", linewidth=3, zorder=100000)) | |
| x, y = end_room | |
| # End room: Large red circle (no text) | |
| ax.add_patch(patches.Circle((x, y), size*1.5, facecolor="red", edgecolor="darkred", linewidth=3, zorder=100000)) | |
| else: | |
| # Original mode: black triangles | |
| x, y = start_room | |
| ax.add_patch( | |
| patches.Polygon( | |
| [[x - size, y - size], [x + size, y - size], [x, y + size]], | |
| closed=True, | |
| facecolor="black", | |
| edgecolor="black", | |
| zorder=100000, | |
| ) | |
| ) | |
| x, y = end_room | |
| ax.add_patch( | |
| patches.Polygon( | |
| [[x - size, y + size], [x + size, y + size], [x, y - size]], | |
| closed=True, | |
| facecolor="black", | |
| edgecolor="black", | |
| zorder=100000, | |
| ) | |
| ) | |
| def add_path_segment( | |
| point1, point2, ax, door=False, status="closed", lock_status="locked" | |
| ): | |
| if point1[0] == point2[0]: | |
| v_link(point1[0], point1[1], point2[1], ax, door, status, lock_status) | |
| else: | |
| h_link(point1[0], point2[0], point1[1], ax, door, status, lock_status) | |
| def add_key(x, y, ax, door_location=(0, 0)): | |
| # Enhanced key visualization - yellow circle | |
| ax.add_patch( | |
| patches.Circle((x, y), 0.4, facecolor="yellow", edgecolor="orange", linewidth=2, zorder=100000) | |
| ) | |
| add_arc_between_points((x, y), door_location, ax) | |
| if __name__ == "__main__": | |
| # Create a plot | |
| fig, ax = plt.subplots() | |
| add_path_segment((1, 1), (1, 4), ax, door=True, status="open") | |
| add_key(1, 4, ax, door_location=(2.5, 4)) | |
| add_path_segment( | |
| (1, 4), (4, 4), ax, door=True, status="closed", lock_status="locked" | |
| ) | |
| add_path_segment((4, 4), (4, 7), ax, door=False) | |
| add_path_segment( | |
| (4, 7), (1, 7), ax, door=True, status="closed", lock_status="unlocked" | |
| ) | |
| ax.set_aspect("equal") | |
| ax.axis("off") | |
| ax.set_xlim(0, 10) | |
| ax.set_ylim(0, 10) | |
| plt.show() | |
| def pretty_plot_maze_vs_noise( | |
| maze_loader, | |
| W=4, | |
| H=4, | |
| save_path=None, | |
| ground_truth_solution=None, | |
| problem_description=None | |
| ): | |
| """ | |
| Display the maze using Matplotlib and optionally save to a file. | |
| Shows three plots: Maze Layout, Ground Truth Path, and Model Path. | |
| """ | |
| plt.rcParams["font.size"] = 10 | |
| plt.rcParams["font.family"] = "sans-serif" | |
| plt.rcParams["figure.dpi"] = 100 | |
| fig, (ax1, ax2, ax3) = plt.subplots(1, 3, figsize=(20, 8.5)) | |
| # Draw the base maze on all three plots | |
| for ax in [ax1, ax2, ax3]: | |
| covered_cells = set() | |
| for cell in maze_loader.connected_cells.keys(): | |
| for neighbor in maze_loader.connected_cells[cell]: | |
| if (cell, neighbor) in covered_cells or ( | |
| neighbor, | |
| cell, | |
| ) in covered_cells: | |
| continue | |
| covered_cells.add((cell, neighbor)) | |
| add_path_segment( | |
| (cell[0] * W, cell[1] * H), | |
| (neighbor[0] * W, neighbor[1] * H), | |
| ax, | |
| door=(cell, neighbor) in maze_loader.doors.keys(), | |
| status=None | |
| if (cell, neighbor) not in maze_loader.doors.keys() | |
| else maze_loader.doors[(cell, neighbor)][0].split(" ")[0], | |
| lock_status=( | |
| None | |
| if (cell, neighbor) not in maze_loader.doors.keys() | |
| or maze_loader.doors[(cell, neighbor)][0] == "open" | |
| else maze_loader.doors[(cell, neighbor)][0].split(" ")[-1] | |
| ), | |
| ) | |
| # Add keys | |
| for key_id, key_location in maze_loader.keys_locations.items(): | |
| door_locations = { | |
| maze_loader.doors[(rA, rB)][1]: ( | |
| (rA[0] + rB[0]) * W / 2, | |
| (rA[1] + rB[1]) * H / 2, | |
| ) | |
| for (rA, rB) in maze_loader.doors.keys() | |
| } | |
| add_key( | |
| key_location[0] * W, | |
| key_location[1] * H, | |
| ax, | |
| door_location=door_locations.get(key_id, (0, 0)), | |
| ) | |
| # Add start and end rooms | |
| start = ( | |
| maze_loader.data["start_room"][0] * W, | |
| maze_loader.data["start_room"][1] * H, | |
| ) | |
| end = (maze_loader.data["end_room"][0] * W, maze_loader.data["end_room"][1] * H) | |
| add_start_and_end_room(start, end, ax) | |