renameing alr module and updating tests

This commit is contained in:
Fabian
2022-07-12 15:17:02 +02:00
parent 79c26681c9
commit 0339361656
127 changed files with 418 additions and 321 deletions
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### Classic Control
## Step-based Environments
|Name| Description|Horizon|Action Dimension|Observation Dimension
|---|---|---|---|---|
|`SimpleReacher-v0`| Simple reaching task (2 links) without any physics simulation. Provides no reward until 150 time steps. This allows the agent to explore the space, but requires precise actions towards the end of the trajectory.| 200 | 2 | 9
|`LongSimpleReacher-v0`| Simple reaching task (5 links) without any physics simulation. Provides no reward until 150 time steps. This allows the agent to explore the space, but requires precise actions towards the end of the trajectory.| 200 | 5 | 18
|`ViaPointReacher-v0`| Simple reaching task leveraging a via point, which supports self collision detection. Provides a reward only at 100 and 199 for reaching the viapoint and goal point, respectively.| 200 | 5 | 18
|`HoleReacher-v0`| 5 link reaching task where the end-effector needs to reach into a narrow hole without collding with itself or walls | 200 | 5 | 18
## MP Environments
|Name| Description|Horizon|Action Dimension|Context Dimension
|---|---|---|---|---|
|`ViaPointReacherDMP-v0`| A DMP provides a trajectory for the `ViaPointReacher-v0` task. | 200 | 25
|`HoleReacherFixedGoalDMP-v0`| A DMP provides a trajectory for the `HoleReacher-v0` task with a fixed goal attractor. | 200 | 25
|`HoleReacherDMP-v0`| A DMP provides a trajectory for the `HoleReacher-v0` task. The goal attractor needs to be learned. | 200 | 30
[//]: |`HoleReacherProMPP-v0`|
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from .hole_reacher.hole_reacher import HoleReacherEnv
from .simple_reacher.simple_reacher import SimpleReacherEnv
from .viapoint_reacher.viapoint_reacher import ViaPointReacherEnv
@@ -0,0 +1,148 @@
from abc import ABC, abstractmethod
from typing import Union, Tuple, Optional
import gym
import numpy as np
from gym import spaces
from gym.core import ObsType
from gym.utils import seeding
from alr_envs.envs.classic_control.utils import intersect
class BaseReacherEnv(gym.Env, ABC):
"""
Base class for all reaching environments.
"""
def __init__(self, n_links: int, random_start: bool = True, allow_self_collision: bool = False):
super().__init__()
self.link_lengths = np.ones(n_links)
self.n_links = n_links
self._dt = 0.01
self.random_start = random_start
self.allow_self_collision = allow_self_collision
# state
self._joints = None
self._joint_angles = None
self._angle_velocity = None
self._acc = None
self._start_pos = np.hstack([[np.pi / 2], np.zeros(self.n_links - 1)])
self._start_vel = np.zeros(self.n_links)
# joint limits
self.j_min = -np.pi * np.ones(n_links)
self.j_max = np.pi * np.ones(n_links)
self.steps_before_reward = 199
state_bound = np.hstack([
[np.pi] * self.n_links, # cos
[np.pi] * self.n_links, # sin
[np.inf] * self.n_links, # velocity
[np.inf] * 2, # x-y coordinates of target distance
[np.inf] # env steps, because reward start after n steps TODO: Maybe
])
self.observation_space = spaces.Box(low=-state_bound, high=state_bound, shape=state_bound.shape)
self.reward_function = None # Needs to be set in sub class
# containers for plotting
self.metadata = {'render.modes': ["human"]}
self.fig = None
self._steps = 0
self.seed()
@property
def dt(self) -> Union[float, int]:
return self._dt
@property
def current_pos(self):
return self._joint_angles.copy()
@property
def current_vel(self):
return self._angle_velocity.copy()
def reset(self, *, seed: Optional[int] = None, return_info: bool = False,
options: Optional[dict] = None, ) -> Union[ObsType, Tuple[ObsType, dict]]:
# Sample only orientation of first link, i.e. the arm is always straight.
if self.random_start:
first_joint = self.np_random.uniform(np.pi / 4, 3 * np.pi / 4)
self._joint_angles = np.hstack([[first_joint], np.zeros(self.n_links - 1)])
self._start_pos = self._joint_angles.copy()
else:
self._joint_angles = self._start_pos
self._angle_velocity = self._start_vel
self._joints = np.zeros((self.n_links + 1, 2))
self._update_joints()
self._steps = 0
return self._get_obs().copy()
@abstractmethod
def step(self, action: np.ndarray):
"""
A single step with action in angular velocity space
"""
raise NotImplementedError
def _update_joints(self):
"""
update joints to get new end-effector position. The other links are only required for rendering.
Returns:
"""
angles = np.cumsum(self._joint_angles)
x = self.link_lengths * np.vstack([np.cos(angles), np.sin(angles)])
self._joints[1:] = self._joints[0] + np.cumsum(x.T, axis=0)
def _check_self_collision(self):
"""Checks whether line segments intersect"""
if self.allow_self_collision:
return False
if np.any(self._joint_angles > self.j_max) or np.any(self._joint_angles < self.j_min):
return True
link_lines = np.stack((self._joints[:-1, :], self._joints[1:, :]), axis=1)
for i, line1 in enumerate(link_lines):
for line2 in link_lines[i + 2:, :]:
if intersect(line1[0], line1[-1], line2[0], line2[-1]):
return True
return False
@abstractmethod
def _get_reward(self, action: np.ndarray) -> (float, dict):
pass
@abstractmethod
def _get_obs(self) -> np.ndarray:
pass
@abstractmethod
def _check_collisions(self) -> bool:
pass
@abstractmethod
def _terminate(self, info) -> bool:
return False
def seed(self, seed=None):
self.np_random, seed = seeding.np_random(seed)
return [seed]
def close(self):
del self.fig
@property
def end_effector(self):
return self._joints[self.n_links].T
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from abc import ABC
from gym import spaces
import numpy as np
from alr_envs.envs.classic_control.base_reacher.base_reacher import BaseReacherEnv
class BaseReacherDirectEnv(BaseReacherEnv, ABC):
"""
Base class for directly controlled reaching environments
"""
def __init__(self, n_links: int, random_start: bool = True,
allow_self_collision: bool = False):
super().__init__(n_links, random_start, allow_self_collision)
self.max_vel = 2 * np.pi
action_bound = np.ones((self.n_links,)) * self.max_vel
self.action_space = spaces.Box(low=-action_bound, high=action_bound, shape=action_bound.shape)
def step(self, action: np.ndarray):
"""
A single step with action in angular velocity space
"""
self._acc = (action - self._angle_velocity) / self.dt
self._angle_velocity = action
self._joint_angles = self._joint_angles + self.dt * self._angle_velocity
self._update_joints()
self._is_collided = self._check_collisions()
reward, info = self._get_reward(action)
self._steps += 1
done = self._terminate(info)
return self._get_obs().copy(), reward, done, info
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from abc import ABC
from gym import spaces
import numpy as np
from alr_envs.envs.classic_control.base_reacher.base_reacher import BaseReacherEnv
class BaseReacherTorqueEnv(BaseReacherEnv, ABC):
"""
Base class for torque controlled reaching environments
"""
def __init__(self, n_links: int, random_start: bool = True,
allow_self_collision: bool = False):
super().__init__(n_links, random_start, allow_self_collision)
self.max_torque = 1000
action_bound = np.ones((self.n_links,)) * self.max_torque
self.action_space = spaces.Box(low=-action_bound, high=action_bound, shape=action_bound.shape)
def step(self, action: np.ndarray):
"""
A single step with action in torque space
"""
self._angle_velocity = self._angle_velocity + self.dt * action
self._joint_angles = self._joint_angles + self.dt * self._angle_velocity
self._update_joints()
self._is_collided = self._check_collisions()
reward, info = self._get_reward(action)
self._steps += 1
done = False
return self._get_obs().copy(), reward, done, info
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from .mp_wrapper import MPWrapper
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from typing import Union, Optional, Tuple
import gym
import matplotlib.pyplot as plt
import numpy as np
from gym.core import ObsType
from matplotlib import patches
from alr_envs.envs.classic_control.base_reacher.base_reacher_direct import BaseReacherDirectEnv
class HoleReacherEnv(BaseReacherDirectEnv):
def __init__(self, n_links: int, hole_x: Union[None, float] = None, hole_depth: Union[None, float] = None,
hole_width: float = 1., random_start: bool = False, allow_self_collision: bool = False,
allow_wall_collision: bool = False, collision_penalty: float = 1000, rew_fct: str = "simple"):
super().__init__(n_links, random_start, allow_self_collision)
# provided initial parameters
self.initial_x = hole_x # x-position of center of hole
self.initial_width = hole_width # width of hole
self.initial_depth = hole_depth # depth of hole
# temp container for current env state
self._tmp_x = None
self._tmp_width = None
self._tmp_depth = None
self._goal = None # x-y coordinates for reaching the center at the bottom of the hole
# action_bound = np.pi * np.ones((self.n_links,))
state_bound = np.hstack([
[np.pi] * self.n_links, # cos
[np.pi] * self.n_links, # sin
[np.inf] * self.n_links, # velocity
[np.inf], # hole width
# [np.inf], # hole depth
[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)
if rew_fct == "simple":
from alr_envs.envs.classic_control.hole_reacher.hr_simple_reward import HolereacherReward
self.reward_function = HolereacherReward(allow_self_collision, allow_wall_collision, collision_penalty)
elif rew_fct == "vel_acc":
from alr_envs.envs.classic_control.hole_reacher.hr_dist_vel_acc_reward import HolereacherReward
self.reward_function = HolereacherReward(allow_self_collision, allow_wall_collision, collision_penalty)
elif rew_fct == "unbounded":
from alr_envs.envs.classic_control.hole_reacher.hr_unbounded_reward import HolereacherReward
self.reward_function = HolereacherReward(allow_self_collision, allow_wall_collision)
else:
raise ValueError("Unknown reward function {}".format(rew_fct))
def reset(self, *, seed: Optional[int] = None, return_info: bool = False,
options: Optional[dict] = None, ) -> Union[ObsType, Tuple[ObsType, dict]]:
self._generate_hole()
self._set_patches()
self.reward_function.reset()
return super().reset()
def _get_reward(self, action: np.ndarray) -> (float, dict):
return self.reward_function.get_reward(self)
def _terminate(self, info):
return info["is_collided"]
def _generate_hole(self):
if self.initial_width is None:
width = self.np_random.uniform(0.15, 0.5)
else:
width = np.copy(self.initial_width)
if self.initial_x is None:
# sample whole on left or right side
direction = self.np_random.choice([-1, 1])
# Hole center needs to be half the width away from the arm to give a valid setting.
x = direction * self.np_random.uniform(width / 2, 3.5)
else:
x = np.copy(self.initial_x)
if self.initial_depth is None:
# TODO we do not want this right now.
depth = self.np_random.uniform(1, 1)
else:
depth = np.copy(self.initial_depth)
self._tmp_width = width
self._tmp_x = x
self._tmp_depth = depth
self._goal = np.hstack([self._tmp_x, -self._tmp_depth])
self._line_ground_left = np.array([-self.n_links, 0, x - width / 2, 0])
self._line_ground_right = np.array([x + width / 2, 0, self.n_links, 0])
self._line_ground_hole = np.array([x - width / 2, -depth, x + width / 2, -depth])
self._line_hole_left = np.array([x - width / 2, -depth, x - width / 2, 0])
self._line_hole_right = np.array([x + width / 2, -depth, x + width / 2, 0])
self.ground_lines = np.stack((self._line_ground_left,
self._line_ground_right,
self._line_ground_hole,
self._line_hole_left,
self._line_hole_right))
def _get_obs(self):
theta = self._joint_angles
return np.hstack([
np.cos(theta),
np.sin(theta),
self._angle_velocity,
self._tmp_width,
# self._tmp_hole_depth,
self.end_effector - self._goal,
self._steps
]).astype(np.float32)
def _get_line_points(self, num_points_per_link=1):
theta = self._joint_angles[:, None]
intermediate_points = np.linspace(0, 1, num_points_per_link) if num_points_per_link > 1 else 1
accumulated_theta = np.cumsum(theta, axis=0)
end_effector = np.zeros(shape=(self.n_links, num_points_per_link, 2))
x = np.cos(accumulated_theta) * self.link_lengths[:, None] * intermediate_points
y = np.sin(accumulated_theta) * self.link_lengths[:, None] * intermediate_points
end_effector[0, :, 0] = x[0, :]
end_effector[0, :, 1] = y[0, :]
for i in range(1, self.n_links):
end_effector[i, :, 0] = x[i, :] + end_effector[i - 1, -1, 0]
end_effector[i, :, 1] = y[i, :] + end_effector[i - 1, -1, 1]
return np.squeeze(end_effector + self._joints[0, :])
def _check_collisions(self) -> bool:
return self._check_self_collision() or self.check_wall_collision()
def check_wall_collision(self):
line_points = self._get_line_points(num_points_per_link=100)
# all points that are before the hole in x
r, c = np.where(line_points[:, :, 0] < (self._tmp_x - self._tmp_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._tmp_x + self._tmp_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._tmp_x - self._tmp_width / 2)) & (
line_points[:, :, 0] < (self._tmp_x + self._tmp_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._tmp_depth)
if nr_line_points_below_surface_in_hole > 0:
return True
return False
def render(self, mode='human'):
if self.fig is None:
# Create base figure once on the beginning. Afterwards only update
plt.ion()
self.fig = plt.figure()
ax = self.fig.add_subplot(1, 1, 1)
# limits
lim = np.sum(self.link_lengths) + 0.5
ax.set_xlim([-lim, lim])
ax.set_ylim([-1.1, lim])
self.line, = ax.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k')
self._set_patches()
self.fig.show()
self.fig.gca().set_title(
f"Iteration: {self._steps}, distance: {np.linalg.norm(self.end_effector - self._goal) ** 2}")
if mode == "human":
# arm
self.line.set_data(self._joints[:, 0], self._joints[:, 1])
self.fig.canvas.draw()
self.fig.canvas.flush_events()
elif mode == "partial":
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)
def _set_patches(self):
if self.fig is not None:
# self.fig.gca().patches = []
left_block = patches.Rectangle((-self.n_links, -self._tmp_depth),
self.n_links + self._tmp_x - self._tmp_width / 2,
self._tmp_depth,
fill=True, edgecolor='k', facecolor='k')
right_block = patches.Rectangle((self._tmp_x + self._tmp_width / 2, -self._tmp_depth),
self.n_links - self._tmp_x + self._tmp_width / 2,
self._tmp_depth,
fill=True, edgecolor='k', facecolor='k')
hole_floor = patches.Rectangle((self._tmp_x - self._tmp_width / 2, -self._tmp_depth),
self._tmp_width,
1 - self._tmp_depth,
fill=True, edgecolor='k', facecolor='k')
# Add the patch to the Axes
self.fig.gca().add_patch(left_block)
self.fig.gca().add_patch(right_block)
self.fig.gca().add_patch(hole_floor)
if __name__ == "__main__":
import time
env = HoleReacherEnv(5)
env.reset()
for i in range(10000):
ac = env.action_space.sample()
obs, rew, done, info = env.step(ac)
env.render()
if done:
env.reset()
@@ -0,0 +1,60 @@
import numpy as np
class HolereacherReward:
def __init__(self, allow_self_collision, allow_wall_collision, collision_penalty):
self.collision_penalty = collision_penalty
# collision
self.allow_self_collision = allow_self_collision
self.allow_wall_collision = allow_wall_collision
self.collision_penalty = collision_penalty
self._is_collided = False
self.reward_factors = np.array((-1, -1e-4, -1e-6, -collision_penalty, 0))
def reset(self):
self._is_collided = False
self.collision_dist = 0
def get_reward(self, env):
dist_cost = 0
collision_cost = 0
time_cost = 0
success = False
self_collision = False
wall_collision = False
if not self._is_collided:
if not self.allow_self_collision:
self_collision = env._check_self_collision()
if not self.allow_wall_collision:
wall_collision = env.check_wall_collision()
self._is_collided = self_collision or wall_collision
self.collision_dist = np.linalg.norm(env.end_effector - env._goal)
if env._steps == 199: # or self._is_collided:
# return reward only in last time step
# Episode also terminates when colliding, hence return reward
dist = np.linalg.norm(env.end_effector - env._goal)
success = dist < 0.005 and not self._is_collided
dist_cost = dist ** 2
collision_cost = self._is_collided * self.collision_dist ** 2
time_cost = 199 - env._steps
info = {"is_success": success,
"is_collided": self._is_collided,
"end_effector": np.copy(env.end_effector)}
vel_cost = np.sum(env._angle_velocity ** 2)
acc_cost = np.sum(env._acc ** 2)
reward_features = np.array((dist_cost, vel_cost, acc_cost, collision_cost, time_cost))
reward = np.dot(reward_features, self.reward_factors)
return reward, info
@@ -0,0 +1,53 @@
import numpy as np
class HolereacherReward:
def __init__(self, allow_self_collision, allow_wall_collision, collision_penalty):
self.collision_penalty = collision_penalty
# collision
self.allow_self_collision = allow_self_collision
self.allow_wall_collision = allow_wall_collision
self.collision_penalty = collision_penalty
self._is_collided = False
self.reward_factors = np.array((-1, -5e-8, -collision_penalty))
def reset(self):
self._is_collided = False
def get_reward(self, env):
dist_cost = 0
collision_cost = 0
success = False
self_collision = False
wall_collision = False
if not self.allow_self_collision:
self_collision = env._check_self_collision()
if not self.allow_wall_collision:
wall_collision = env.check_wall_collision()
self._is_collided = self_collision or wall_collision
if env._steps == 199 or self._is_collided:
# return reward only in last time step
# Episode also terminates when colliding, hence return reward
dist = np.linalg.norm(env.end_effector - env._goal)
dist_cost = dist ** 2
collision_cost = int(self._is_collided)
success = dist < 0.005 and not self._is_collided
info = {"is_success": success,
"is_collided": self._is_collided,
"end_effector": np.copy(env.end_effector)}
acc_cost = np.sum(env._acc ** 2)
reward_features = np.array((dist_cost, acc_cost, collision_cost))
reward = np.dot(reward_features, self.reward_factors)
return reward, info
@@ -0,0 +1,60 @@
import numpy as np
class HolereacherReward:
def __init__(self, allow_self_collision, allow_wall_collision):
# collision
self.allow_self_collision = allow_self_collision
self.allow_wall_collision = allow_wall_collision
self._is_collided = False
self.reward_factors = np.array((1, -5e-6))
def reset(self):
self._is_collided = False
def get_reward(self, env):
dist_reward = 0
success = False
self_collision = False
wall_collision = False
if not self.allow_self_collision:
self_collision = env._check_self_collision()
if not self.allow_wall_collision:
wall_collision = env.check_wall_collision()
self._is_collided = self_collision or wall_collision
if env._steps == 180 or self._is_collided:
self.end_eff_pos = np.copy(env.end_effector)
if env._steps == 199 or self._is_collided:
# return reward only in last time step
# Episode also terminates when colliding, hence return reward
dist = np.linalg.norm(self.end_eff_pos - env._goal)
if self._is_collided:
dist_reward = 0.25 * np.exp(- dist)
else:
if env.end_effector[1] > 0:
dist_reward = np.exp(- dist)
else:
dist_reward = 1 - self.end_eff_pos[1]
success = not self._is_collided
info = {"is_success": success,
"is_collided": self._is_collided,
"end_effector": np.copy(env.end_effector),
"joints": np.copy(env.current_pos)}
acc_cost = np.sum(env._acc ** 2)
reward_features = np.array((dist_reward, acc_cost))
reward = np.dot(reward_features, self.reward_factors)
return reward, info
@@ -0,0 +1,28 @@
from typing import Tuple, Union
import numpy as np
from alr_envs.black_box.raw_interface_wrapper import RawInterfaceWrapper
class MPWrapper(RawInterfaceWrapper):
@property
def context_mask(self):
return np.hstack([
[self.env.random_start] * self.env.n_links, # cos
[self.env.random_start] * self.env.n_links, # sin
[self.env.random_start] * self.env.n_links, # velocity
[self.env.initial_width is None], # hole width
# [self.env.hole_depth is None], # hole depth
[True] * 2, # x-y coordinates of target distance
[False] # env steps
])
@property
def current_pos(self) -> Union[float, int, np.ndarray, Tuple]:
return self.env.current_pos
@property
def current_vel(self) -> Union[float, int, np.ndarray, Tuple]:
return self.env.current_vel
@@ -0,0 +1 @@
from .mp_wrapper import MPWrapper
@@ -0,0 +1,26 @@
from typing import Tuple, Union
import numpy as np
from alr_envs.black_box.raw_interface_wrapper import RawInterfaceWrapper
class MPWrapper(RawInterfaceWrapper):
@property
def context_mask(self):
return np.hstack([
[self.env.random_start] * self.env.n_links, # cos
[self.env.random_start] * self.env.n_links, # sin
[self.env.random_start] * self.env.n_links, # velocity
[True] * 2, # x-y coordinates of target distance
[False] # env steps
])
@property
def current_pos(self) -> Union[float, int, np.ndarray, Tuple]:
return self.env.current_pos
@property
def current_vel(self) -> Union[float, int, np.ndarray, Tuple]:
return self.env.current_vel
@@ -0,0 +1,141 @@
from typing import Iterable, Union, Optional, Tuple
import matplotlib.pyplot as plt
import numpy as np
from gym import spaces
from gym.core import ObsType
from alr_envs.envs.classic_control.base_reacher.base_reacher_torque import BaseReacherTorqueEnv
class SimpleReacherEnv(BaseReacherTorqueEnv):
"""
Simple Reaching Task without any physics simulation.
Returns no reward until 150 time steps. This allows the agent to explore the space, but requires precise actions
towards the end of the trajectory.
"""
def __init__(self, n_links: int, target: Union[None, Iterable] = None, random_start: bool = True,
allow_self_collision: bool = False, ):
super().__init__(n_links, random_start, allow_self_collision)
# provided initial parameters
self.inital_target = target
# temp container for current env state
self._goal = None
self._start_pos = np.zeros(self.n_links)
self.steps_before_reward = 199
state_bound = np.hstack([
[np.pi] * self.n_links, # cos
[np.pi] * self.n_links, # sin
[np.inf] * self.n_links, # velocity
[np.inf] * 2, # x-y coordinates of target distance
[np.inf] # env steps, because reward start after n steps TODO: Maybe
])
self.observation_space = spaces.Box(low=-state_bound, high=state_bound, shape=state_bound.shape)
# @property
# def start_pos(self):
# return self._start_pos
def reset(self, *, seed: Optional[int] = None, return_info: bool = False,
options: Optional[dict] = None, ) -> Union[ObsType, Tuple[ObsType, dict]]:
self._generate_goal()
return super().reset()
def _get_reward(self, action: np.ndarray):
diff = self.end_effector - self._goal
reward_dist = 0
if not self.allow_self_collision:
self._is_collided = self._check_self_collision()
if self._steps >= self.steps_before_reward:
reward_dist -= np.linalg.norm(diff)
# reward_dist = np.exp(-0.1 * diff ** 2).mean()
# reward_dist = - (diff ** 2).mean()
reward_ctrl = (action ** 2).sum()
reward = reward_dist - reward_ctrl
return reward, dict(reward_dist=reward_dist, reward_ctrl=reward_ctrl)
def _terminate(self, info):
return False
def _get_obs(self):
theta = self._joint_angles
return np.hstack([
np.cos(theta),
np.sin(theta),
self._angle_velocity,
self.end_effector - self._goal,
self._steps
]).astype(np.float32)
def _generate_goal(self):
if self.inital_target is None:
total_length = np.sum(self.link_lengths)
goal = np.array([total_length, total_length])
while np.linalg.norm(goal) >= total_length:
goal = self.np_random.uniform(low=-total_length, high=total_length, size=2)
else:
goal = np.copy(self.inital_target)
self._goal = goal
def _check_collisions(self) -> bool:
return self._check_self_collision()
def render(self, mode='human'): # pragma: no cover
if self.fig is None:
# Create base figure once on the beginning. Afterwards only update
plt.ion()
self.fig = plt.figure()
ax = self.fig.add_subplot(1, 1, 1)
# limits
lim = np.sum(self.link_lengths) + 0.5
ax.set_xlim([-lim, lim])
ax.set_ylim([-lim, lim])
self.line, = ax.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k')
goal_pos = self._goal.T
self.goal_point, = ax.plot(goal_pos[0], goal_pos[1], 'gx')
self.goal_dist, = ax.plot([self.end_effector[0], goal_pos[0]], [self.end_effector[1], goal_pos[1]], 'g--')
self.fig.show()
self.fig.gca().set_title(f"Iteration: {self._steps}, distance: {self.end_effector - self._goal}")
# goal
goal_pos = self._goal.T
if self._steps == 1:
self.goal_point.set_data(goal_pos[0], goal_pos[1])
# arm
self.line.set_data(self._joints[:, 0], self._joints[:, 1])
# distance between end effector and goal
self.goal_dist.set_data([self.end_effector[0], goal_pos[0]], [self.end_effector[1], goal_pos[1]])
self.fig.canvas.draw()
self.fig.canvas.flush_events()
if __name__ == "__main__":
env = SimpleReacherEnv(5)
env.reset()
for i in range(200):
ac = env.action_space.sample()
obs, rew, done, info = env.step(ac)
env.render()
if done:
break
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import numpy as np
def ccw(A, B, C):
return (C[1] - A[1]) * (B[0] - A[0]) - (B[1] - A[1]) * (C[0] - A[0]) > 1e-12
def intersect(A, B, C, D):
"""
Checks whether line segments AB and CD intersect
"""
return ccw(A, C, D) != ccw(B, C, D) and ccw(A, B, C) != ccw(A, B, D)
def check_self_collision(line_points):
"""Checks whether line segments intersect"""
for i, line1 in enumerate(line_points):
for line2 in line_points[i + 2:, :, :]:
if intersect(line1[0], line1[-1], line2[0], line2[-1]):
return True
return False
@@ -0,0 +1 @@
from .mp_wrapper import MPWrapper
@@ -0,0 +1,27 @@
from typing import Tuple, Union
import numpy as np
from alr_envs.black_box.raw_interface_wrapper import RawInterfaceWrapper
class MPWrapper(RawInterfaceWrapper):
@property
def context_mask(self):
return np.hstack([
[self.env.random_start] * self.env.n_links, # cos
[self.env.random_start] * self.env.n_links, # sin
[self.env.random_start] * self.env.n_links, # velocity
[self.env.initial_via_target is None] * 2, # x-y coordinates of via point distance
[True] * 2, # x-y coordinates of target distance
[False] # env steps
])
@property
def current_pos(self) -> Union[float, int, np.ndarray, Tuple]:
return self.env.current_pos
@property
def current_vel(self) -> Union[float, int, np.ndarray, Tuple]:
return self.env.current_vel
@@ -0,0 +1,200 @@
from typing import Iterable, Union, Tuple, Optional
import gym
import matplotlib.pyplot as plt
import numpy as np
from gym.core import ObsType
from gym.utils import seeding
from alr_envs.envs.classic_control.base_reacher.base_reacher_direct import BaseReacherDirectEnv
class ViaPointReacherEnv(BaseReacherDirectEnv):
def __init__(self, n_links, random_start: bool = False, via_target: Union[None, Iterable] = None,
target: Union[None, Iterable] = None, allow_self_collision=False, collision_penalty=1000):
super().__init__(n_links, random_start, allow_self_collision)
# provided initial parameters
self.intitial_target = target # provided target value
self.initial_via_target = via_target # provided via point target value
# temp container for current env state
self._via_point = np.ones(2)
self._goal = np.array((n_links, 0))
# collision
self.collision_penalty = collision_penalty
state_bound = np.hstack([
[np.pi] * self.n_links, # cos
[np.pi] * self.n_links, # sin
[np.inf] * self.n_links, # velocity
[np.inf] * 2, # x-y coordinates of via point distance
[np.inf] * 2, # x-y coordinates of target distance
[np.inf] # env steps, because reward start after n steps
])
self.observation_space = gym.spaces.Box(low=-state_bound, high=state_bound, shape=state_bound.shape)
# @property
# def start_pos(self):
# return self._start_pos
def reset(self, *, seed: Optional[int] = None, return_info: bool = False,
options: Optional[dict] = None, ) -> Union[ObsType, Tuple[ObsType, dict]]:
self._generate_goal()
return super().reset()
def _generate_goal(self):
# TODO: Maybe improve this later, this can yield quite a lot of invalid settings
total_length = np.sum(self.link_lengths)
# rejection sampled point in inner circle with 0.5*Radius
if self.initial_via_target is None:
via_target = np.array([total_length, total_length])
while np.linalg.norm(via_target) >= 0.5 * total_length:
via_target = self.np_random.uniform(low=-0.5 * total_length, high=0.5 * total_length, size=2)
else:
via_target = np.copy(self.initial_via_target)
# rejection sampled point in outer circle
if self.intitial_target is None:
goal = np.array([total_length, total_length])
while np.linalg.norm(goal) >= total_length or np.linalg.norm(goal) <= 0.5 * total_length:
goal = self.np_random.uniform(low=-total_length, high=total_length, size=2)
else:
goal = np.copy(self.intitial_target)
self._via_point = via_target
self._goal = goal
def _get_reward(self, acc):
success = False
reward = -np.inf
if not self.allow_self_collision:
self._is_collided = self._check_self_collision()
if not self._is_collided:
dist = np.inf
# return intermediate reward for via point
if self._steps == 100:
dist = np.linalg.norm(self.end_effector - self._via_point)
# return reward in last time step for goal
elif self._steps == 199:
dist = np.linalg.norm(self.end_effector - self._goal)
success = dist < 0.005
else:
# Episode terminates when colliding, hence return reward
dist = np.linalg.norm(self.end_effector - self._goal)
reward = -self.collision_penalty
reward -= dist ** 2
reward -= 5e-8 * np.sum(acc ** 2)
info = {"is_success": success,
"is_collided": self._is_collided,
"end_effector": np.copy(self.end_effector)}
return reward, info
def _terminate(self, info):
return info["is_collided"]
def _get_obs(self):
theta = self._joint_angles
return np.hstack([
np.cos(theta),
np.sin(theta),
self._angle_velocity,
self.end_effector - self._via_point,
self.end_effector - self._goal,
self._steps
]).astype(np.float32)
def _check_collisions(self) -> bool:
return self._check_self_collision()
def render(self, mode='human'):
goal_pos = self._goal.T
via_pos = self._via_point.T
if self.fig is None:
# Create base figure once on the beginning. Afterwards only update
plt.ion()
self.fig = plt.figure()
ax = self.fig.add_subplot(1, 1, 1)
# limits
lim = np.sum(self.link_lengths) + 0.5
ax.set_xlim([-lim, lim])
ax.set_ylim([-lim, lim])
self.line, = ax.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k')
self.goal_point_plot, = ax.plot(goal_pos[0], goal_pos[1], 'go')
self.via_point_plot, = ax.plot(via_pos[0], via_pos[1], 'gx')
self.fig.show()
self.fig.gca().set_title(f"Iteration: {self._steps}, distance: {self.end_effector - self._goal}")
if mode == "human":
# goal
if self._steps == 1:
self.goal_point_plot.set_data(goal_pos[0], goal_pos[1])
self.via_point_plot.set_data(via_pos[0], goal_pos[1])
# arm
self.line.set_data(self._joints[:, 0], self._joints[:, 1])
self.fig.canvas.draw()
self.fig.canvas.flush_events()
elif mode == "partial":
if self._steps == 1:
# fig, ax = plt.subplots()
# Add the patch to the Axes
[plt.gca().add_patch(rect) for rect in self.patches]
# plt.pause(0.01)
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])
plt.pause(0.01)
elif mode == "final":
if self._steps == 199 or self._is_collided:
# fig, ax = plt.subplots()
# Add the patch to the Axes
[plt.gca().add_patch(rect) for rect in self.patches]
plt.xlim(-self.n_links, self.n_links), plt.ylim(-1, self.n_links)
# Arm
plt.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k')
plt.pause(0.01)
if __name__ == "__main__":
import time
env = ViaPointReacherEnv(5)
env.reset()
for i in range(10000):
ac = env.action_space.sample()
obs, rew, done, info = env.step(ac)
env.render()
if done:
env.reset()