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import gymnasium as gym
import numpy as np
import gradio as gr
from PIL import Image, ImageDraw
import collections
import time

class GridWorldEnv(gym.Env):
    def __init__(self, size=8, density=0.2):
        super().__init__()
        self.size = size
        self.density = density
        self.q_table = np.zeros([size * size, 4])
        self.reset_maze()

    def _pos_to_state(self, pos): return int(pos[0] * self.size + pos[1])

    def reset_maze(self):
        while True:
            coords = [(r, c) for r in range(self.size) for c in range(self.size)]
            np.random.shuffle(coords)
            self.start_pos, self.goal_pos = np.array(coords[0]), np.array(coords[1])
            self.obstacles = {coords[i] for i in range(2, len(coords)) if np.random.random() < self.density}
            if self._is_solvable(): break
        self.reset_agent()

    def _is_solvable(self):
        q = collections.deque([tuple(self.start_pos)])
        v = {tuple(self.start_pos)}
        while q:
            curr = q.popleft()
            if curr == tuple(self.goal_pos): return True
            for d in [(-1,0), (1,0), (0,-1), (0,1)]:
                nxt = (curr[0]+d[0], curr[1]+d[1])
                if 0 <= nxt[0] < self.size and 0 <= nxt[1] < self.size and nxt not in self.obstacles and nxt not in v:
                    v.add(nxt); q.append(nxt)
        return False

    def reset_agent(self):
        self.agent_pos = self.start_pos.copy()
        self.steps, self.total_reward = 0, 0
        return self._pos_to_state(self.agent_pos)

    def step(self, action):
        old_dist = np.sum(np.abs(self.agent_pos - self.goal_pos))
        move = [(-1, 0), (0, 1), (1, 0), (0, -1)][action]
        new_pos = self.agent_pos + move
        reward, term, trunc = -0.1, False, False
        if (0 <= new_pos[0] < self.size and 0 <= new_pos[1] < self.size and tuple(new_pos) not in self.obstacles):
            self.agent_pos = new_pos
            reward += (old_dist - np.sum(np.abs(self.agent_pos - self.goal_pos))) * 2
        else: reward -= 1.0
        self.steps += 1
        if np.array_equal(self.agent_pos, self.goal_pos): reward += 50.0; term = True
        elif self.steps >= self.size * self.size: trunc = True
        self.total_reward += reward
        return self._pos_to_state(self.agent_pos), reward, term, trunc

    def render(self):
        cell = 60
        img = Image.new("RGB", (self.size*cell, self.size*cell), "white")
        d = ImageDraw.Draw(img)
        for r in range(self.size):
            for c in range(self.size):
                x, y = c*cell, r*cell
                color = "#F0F0F0"
                if (r,c) == tuple(self.start_pos): color = "#D0E0FF"
                if (r,c) == tuple(self.goal_pos): color = "#D0FFD0"
                if (r,c) in self.obstacles: color = "#444444"
                d.rectangle([x, y, x+cell, y+cell], fill=color, outline="#CCC")
                if (r,c) not in self.obstacles and (r,c) != tuple(self.goal_pos):
                    st = r*self.size + c
                    if np.max(self.q_table[st]) != 0:
                        cx, cy = x+cell//2, y+cell//2
                        ar = [[(0,-10),(-5,-5),(5,-5)],[(10,0),(5,-5),(5,5)],[(0,10),(-5,5),(5,5)],[(-10,0),(-5,-5),(-5,5)]]
                        d.polygon([(cx+px, cy+py) for px, py in ar[np.argmax(self.q_table[st])]], fill="#06F")
        ar, ac = self.agent_pos
        d.ellipse([ac*cell+15, ar*cell+15, (ac+1)*cell-15, (ar+1)*cell-15], fill="#F44")
        return img

env = GridWorldEnv()

def get_stats():
    return [["Score", f"{env.total_reward:.1f}"], ["Steps", f"{env.steps}"], ["Goal", str(tuple(env.goal_pos))]]

def solve_logic(mode, lr, df, eps, episodes, progress=gr.Progress()):
    if mode == "New Brain": env.q_table.fill(0)
    for ep in progress.tqdm(range(int(episodes)), desc="Training"):
        state = env.reset_agent()
        done = False
        while not done:
            action = np.random.randint(4) if np.random.rand() < eps else np.argmax(env.q_table[state])
            next_s, reward, term, trunc = env.step(action)
            env.q_table[state, action] += lr * (reward + df * np.max(env.q_table[next_s]) - env.q_table[state, action])
            state, done = next_s, term or trunc
        if ep % 10 == 0: yield env.render(), get_stats()
    yield env.render(), get_stats()

def run_best_path():
    state = env.reset_agent()
    done = False
    while not done:
        action = np.argmax(env.q_table[state])
        state, _, term, trunc = env.step(action)
        done = term or trunc
        yield env.render(), get_stats()
        time.sleep(0.1)

with gr.Blocks(css=".gradio-container {background-color: #f8f9fa}") as demo:
    gr.Markdown("# 🤖 AI Warehouse Navigator")
    with gr.Row():
        with gr.Column(scale=2):
            board = gr.Image(label="Warehouse Grid", interactive=False)
            with gr.Row():
                up = gr.Button("⬆️"); left = gr.Button("⬅️"); down = gr.Button("⬇️"); right = gr.Button("➡️")
        with gr.Column(scale=1):
            stats_view = gr.Dataframe(headers=["Metric", "Value"], col_count=2, interactive=False)
            with gr.Accordion("⚙️ Hyperparameters", open=False):
                lr_sl = gr.Slider(0.01, 1.0, 0.1, label="Alpha (Learning Rate)")
                df_sl = gr.Slider(0.1, 1.0, 0.9, label="Gamma (Discount Factor)")
                eps_sl = gr.Slider(0.0, 1.0, 0.1, label="Epsilon (Exploration)")
                ep_num = gr.Number(100, label="Episodes")
            mode_st = gr.State("New Brain")
            solve_btn = gr.Button("🧠 Train New Brain", variant="primary")
            cont_btn = gr.Button("📈 Continue Training")
            best_btn = gr.Button("🎯 Run Best Path", variant="secondary")
            reset_btn = gr.Button("🔄 New Maze")

    # Manual Actions
    up.click(lambda: (env.step(0), env.render(), get_stats())[1:], None, [board, stats_view])
    right.click(lambda: (env.step(1), env.render(), get_stats())[1:], None, [board, stats_view])
    down.click(lambda: (env.step(2), env.render(), get_stats())[1:], None, [board, stats_view])
    left.click(lambda: (env.step(3), env.render(), get_stats())[1:], None, [board, stats_view])

    # RL Actions
    solve_btn.click(fn=solve_logic, inputs=[gr.State("New Brain"), lr_sl, df_sl, eps_sl, ep_num], outputs=[board, stats_view])
    cont_btn.click(fn=solve_logic, inputs=[gr.State("Keep Brain"), lr_sl, df_sl, eps_sl, ep_num], outputs=[board, stats_view])
    best_btn.click(fn=run_best_path, outputs=[board, stats_view])
    reset_btn.click(lambda: (env.reset_maze(), env.render(), get_stats()), None, [board, board, stats_view])
    
    demo.load(lambda: (env.render(), get_stats()), None, [board, stats_view])

if __name__ == "__main__":
    demo.queue().launch() # demo.queue() is mandatory for generators