fancy_gym/alr_envs/classic_control/hole_reacher.py

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import gym
import numpy as np
import matplotlib.pyplot as plt
from matplotlib import patches
def ccw(A, B, C):
return (C[1]-A[1]) * (B[0]-A[0]) - (B[1]-A[1]) * (C[0]-A[0]) > 1e-12
# Return true if line segments AB and CD intersect
def intersect(A, B, C, D):
return ccw(A, C, D) != ccw(B, C, D) and ccw(A, B, C) != ccw(A, B, D)
class HoleReacher(gym.Env):
def __init__(self, num_links, hole_x, hole_width, hole_depth, allow_self_collision=False,
allow_wall_collision=False, collision_penalty=1000):
self.hole_x = hole_x # x-position of center of hole
self.hole_width = hole_width # width of hole
self.hole_depth = hole_depth # depth of hole
self.num_links = num_links
self.link_lengths = np.ones((num_links, 1))
self.bottom_center_of_hole = np.hstack([hole_x, -hole_depth])
self.top_center_of_hole = np.hstack([hole_x, 0])
self.left_wall_edge = np.hstack([hole_x - self.hole_width/2, 0])
self.right_wall_edge = np.hstack([hole_x + self.hole_width / 2, 0])
self.allow_self_collision = allow_self_collision
self.allow_wall_collision = allow_wall_collision
self.collision_penalty = collision_penalty
self._joints = None
self._joint_angles = None
self._angle_velocity = None
self.start_pos = np.hstack([[np.pi/2], np.zeros(self.num_links - 1)])
self.start_vel = np.zeros(self.num_links)
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self.dt = 0.01
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self.time_limit = 2
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action_bound = np.pi * np.ones((self.num_links,))
state_bound = np.hstack([
[np.pi] * self.num_links, # cos
[np.pi] * self.num_links, # sin
[np.inf] * self.num_links, # velocity
[np.inf] * 2, # x-y coordinates of target distance
[np.inf] # env steps, because reward start after n steps TODO: Maybe
])
self.action_space = gym.spaces.Box(low=-action_bound, high=action_bound, shape=action_bound.shape)
self.observation_space = gym.spaces.Box(low=-state_bound, high=state_bound, shape=state_bound.shape)
self.fig = None
rect_1 = patches.Rectangle((-self.num_links, -1),
self.num_links + self.hole_x - self.hole_width / 2, 1,
fill=True, edgecolor='k', facecolor='k')
rect_2 = patches.Rectangle((self.hole_x + self.hole_width / 2, -1),
self.num_links - self.hole_x + self.hole_width / 2, 1,
fill=True, edgecolor='k', facecolor='k')
rect_3 = patches.Rectangle((self.hole_x - self.hole_width / 2, -1), self.hole_width,
1 - self.hole_depth,
fill=True, edgecolor='k', facecolor='k')
self.patches = [rect_1, rect_2, rect_3]
@property
def end_effector(self):
return self._joints[self.num_links].T
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def configure(self, context):
pass
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def reset(self):
self._joint_angles = self.start_pos
self._angle_velocity = self.start_vel
self._joints = np.zeros((self.num_links + 1, 2))
self._update_joints()
self._steps = 0
return self._get_obs().copy()
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def step(self, action):
"""
a single step with an action in joint velocity space
"""
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vel = action # + 0.01 * np.random.randn(self.num_links)
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acc = (vel - self._angle_velocity) / self.dt
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self._angle_velocity = vel
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self._joint_angles = self._joint_angles + self.dt * self._angle_velocity
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self._update_joints()
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# rew = self._reward()
# compute reward directly in step function
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reward = 0
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if not self._is_collided:
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if self._steps == 199:
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reward = - np.linalg.norm(self.end_effector - self.bottom_center_of_hole) ** 2
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else:
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# if self.collision_penalty != 0:
# reward = -self.collision_penalty
# else:
reward = - np.linalg.norm(self.end_effector - self.bottom_center_of_hole) ** 2 - self.collision_penalty
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reward -= 5e-8 * np.sum(acc ** 2)
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info = {"is_collided": self._is_collided}
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self._steps += 1
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done = self._steps * self.dt > self.time_limit or self._is_collided
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return self._get_obs().copy(), reward, done, info
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def _update_joints(self):
"""
update _joints to get new end effector position. The other links are only required for rendering.
Returns:
"""
line_points_in_taskspace = self.get_forward_kinematics(num_points_per_link=20)
self._joints[1:, 0] = self._joints[0, 0] + line_points_in_taskspace[:, -1, 0]
self._joints[1:, 1] = self._joints[0, 1] + line_points_in_taskspace[:, -1, 1]
self_collision = False
wall_collision = False
if not self.allow_self_collision:
self_collision = self.check_self_collision(line_points_in_taskspace)
if np.any(np.abs(self._joint_angles) > np.pi) and not self.allow_self_collision:
self_collision = True
if not self.allow_wall_collision:
wall_collision = self.check_wall_collision(line_points_in_taskspace)
self._is_collided = self_collision or wall_collision
def _get_obs(self):
theta = self._joint_angles
return np.hstack([
np.cos(theta),
np.sin(theta),
self._angle_velocity,
self.end_effector - self.bottom_center_of_hole,
self._steps
])
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# def _reward(self):
# dist_reward = 0
# if not self._is_collided:
# if self._steps == 180:
# dist_reward = np.linalg.norm(self.end_effector - self.bottom_center_of_hole)
# else:
# dist_reward = np.linalg.norm(self.end_effector - self.bottom_center_of_hole)
#
# out = - dist_reward ** 2
#
# return out
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def get_forward_kinematics(self, num_points_per_link=1):
theta = self._joint_angles[:, None]
if num_points_per_link > 1:
intermediate_points = np.linspace(0, 1, num_points_per_link)
else:
intermediate_points = 1
accumulated_theta = np.cumsum(theta, axis=0)
endeffector = np.zeros(shape=(self.num_links, num_points_per_link, 2))
x = np.cos(accumulated_theta) * self.link_lengths * intermediate_points
y = np.sin(accumulated_theta) * self.link_lengths * intermediate_points
endeffector[0, :, 0] = x[0, :]
endeffector[0, :, 1] = y[0, :]
for i in range(1, self.num_links):
endeffector[i, :, 0] = x[i, :] + endeffector[i - 1, -1, 0]
endeffector[i, :, 1] = y[i, :] + endeffector[i - 1, -1, 1]
return np.squeeze(endeffector + self._joints[0, :])
def check_self_collision(self, line_points):
for i, line1 in enumerate(line_points):
for line2 in line_points[i+2:, :, :]:
# if line1 != line2:
if intersect(line1[0], line1[-1], line2[0], line2[-1]):
return True
return False
def check_wall_collision(self, line_points):
# all points that are before the hole in x
r, c = np.where(line_points[:, :, 0] < (self.hole_x - self.hole_width / 2))
# check if any of those points are below surface
nr_line_points_below_surface_before_hole = np.sum(line_points[r, c, 1] < 0)
if nr_line_points_below_surface_before_hole > 0:
return True
# all points that are after the hole in x
r, c = np.where(line_points[:, :, 0] > (self.hole_x + self.hole_width / 2))
# check if any of those points are below surface
nr_line_points_below_surface_after_hole = np.sum(line_points[r, c, 1] < 0)
if nr_line_points_below_surface_after_hole > 0:
return True
# all points that are above the hole
r, c = np.where((line_points[:, :, 0] > (self.hole_x - self.hole_width / 2)) & (
line_points[:, :, 0] < (self.hole_x + self.hole_width / 2)))
# check if any of those points are below surface
nr_line_points_below_surface_in_hole = np.sum(line_points[r, c, 1] < -self.hole_depth)
if nr_line_points_below_surface_in_hole > 0:
return True
return False
def render(self, mode='human'):
if self.fig is None:
self.fig = plt.figure()
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# plt.ion()
# plt.pause(0.01)
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else:
plt.figure(self.fig.number)
if mode == "human":
plt.cla()
plt.title(f"Iteration: {self._steps}, distance: {self.end_effector - self.bottom_center_of_hole}")
# Arm
plt.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k')
# Add the patch to the Axes
[plt.gca().add_patch(rect) for rect in self.patches]
lim = np.sum(self.link_lengths) + 0.5
plt.xlim([-lim, lim])
plt.ylim([-1.1, lim])
# plt.draw()
plt.pause(1e-4) # pushes window to foreground, which is annoying.
# self.fig.canvas.flush_events()
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elif mode == "partial":
if self._steps == 1:
# fig, ax = plt.subplots()
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# Add the patch to the Axes
[plt.gca().add_patch(rect) for rect in self.patches]
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# plt.pause(0.01)
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if self._steps % 20 == 0 or self._steps in [1, 199] or self._is_collided:
# Arm
plt.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k', alpha=self._steps / 200)
# ax.plot(line_points_in_taskspace[:, 0, 0],
# line_points_in_taskspace[:, 0, 1],
# line_points_in_taskspace[:, -1, 0],
# line_points_in_taskspace[:, -1, 1], marker='o', color='k', alpha=t / 200)
lim = np.sum(self.link_lengths) + 0.5
plt.xlim([-lim, lim])
plt.ylim([-1.1, lim])
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plt.pause(0.01)
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elif mode == "final":
if self._steps == 199 or self._is_collided:
# fig, ax = plt.subplots()
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# Add the patch to the Axes
[plt.gca().add_patch(rect) for rect in self.patches]
plt.xlim(-self.num_links, self.num_links), plt.ylim(-1, self.num_links)
# Arm
plt.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k')
plt.pause(0.01)
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def close(self):
if self.fig is not None:
plt.close(self.fig)
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if __name__ == '__main__':
nl = 5
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render_mode = "human" # "human" or "partial" or "final"
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env = HoleReacher(num_links=nl, allow_self_collision=False, allow_wall_collision=False, hole_width=0.15, hole_depth=1, hole_x=1)
env.reset()
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# env.render(mode=render_mode)
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for i in range(200):
# objective.load_result("/tmp/cma")
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# test with random actions
ac = 2 * env.action_space.sample()
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# ac[0] += np.pi/2
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obs, rew, d, info = env.step(ac)
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env.render(mode=render_mode)
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print(rew)
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if d:
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break
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env.close()