renameing alr module and updating tests
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from .mp_wrapper import MPWrapper
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from typing import Union, Optional, Tuple
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import gym
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import matplotlib.pyplot as plt
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import numpy as np
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from gym.core import ObsType
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from matplotlib import patches
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from alr_envs.envs.classic_control.base_reacher.base_reacher_direct import BaseReacherDirectEnv
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class HoleReacherEnv(BaseReacherDirectEnv):
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def __init__(self, n_links: int, hole_x: Union[None, float] = None, hole_depth: Union[None, float] = None,
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hole_width: float = 1., random_start: bool = False, allow_self_collision: bool = False,
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allow_wall_collision: bool = False, collision_penalty: float = 1000, rew_fct: str = "simple"):
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super().__init__(n_links, random_start, allow_self_collision)
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# provided initial parameters
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self.initial_x = hole_x # x-position of center of hole
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self.initial_width = hole_width # width of hole
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self.initial_depth = hole_depth # depth of hole
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# temp container for current env state
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self._tmp_x = None
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self._tmp_width = None
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self._tmp_depth = None
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self._goal = None # x-y coordinates for reaching the center at the bottom of the hole
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# action_bound = np.pi * np.ones((self.n_links,))
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state_bound = np.hstack([
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[np.pi] * self.n_links, # cos
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[np.pi] * self.n_links, # sin
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[np.inf] * self.n_links, # velocity
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[np.inf], # hole width
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# [np.inf], # hole depth
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[np.inf] * 2, # x-y coordinates of target distance
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[np.inf] # env steps, because reward start after n steps TODO: Maybe
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])
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# self.action_space = gym.spaces.Box(low=-action_bound, high=action_bound, shape=action_bound.shape)
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self.observation_space = gym.spaces.Box(low=-state_bound, high=state_bound, shape=state_bound.shape)
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if rew_fct == "simple":
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from alr_envs.envs.classic_control.hole_reacher.hr_simple_reward import HolereacherReward
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self.reward_function = HolereacherReward(allow_self_collision, allow_wall_collision, collision_penalty)
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elif rew_fct == "vel_acc":
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from alr_envs.envs.classic_control.hole_reacher.hr_dist_vel_acc_reward import HolereacherReward
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self.reward_function = HolereacherReward(allow_self_collision, allow_wall_collision, collision_penalty)
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elif rew_fct == "unbounded":
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from alr_envs.envs.classic_control.hole_reacher.hr_unbounded_reward import HolereacherReward
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self.reward_function = HolereacherReward(allow_self_collision, allow_wall_collision)
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else:
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raise ValueError("Unknown reward function {}".format(rew_fct))
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def reset(self, *, seed: Optional[int] = None, return_info: bool = False,
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options: Optional[dict] = None, ) -> Union[ObsType, Tuple[ObsType, dict]]:
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self._generate_hole()
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self._set_patches()
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self.reward_function.reset()
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return super().reset()
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def _get_reward(self, action: np.ndarray) -> (float, dict):
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return self.reward_function.get_reward(self)
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def _terminate(self, info):
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return info["is_collided"]
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def _generate_hole(self):
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if self.initial_width is None:
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width = self.np_random.uniform(0.15, 0.5)
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else:
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width = np.copy(self.initial_width)
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if self.initial_x is None:
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# sample whole on left or right side
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direction = self.np_random.choice([-1, 1])
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# Hole center needs to be half the width away from the arm to give a valid setting.
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x = direction * self.np_random.uniform(width / 2, 3.5)
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else:
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x = np.copy(self.initial_x)
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if self.initial_depth is None:
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# TODO we do not want this right now.
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depth = self.np_random.uniform(1, 1)
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else:
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depth = np.copy(self.initial_depth)
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self._tmp_width = width
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self._tmp_x = x
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self._tmp_depth = depth
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self._goal = np.hstack([self._tmp_x, -self._tmp_depth])
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self._line_ground_left = np.array([-self.n_links, 0, x - width / 2, 0])
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self._line_ground_right = np.array([x + width / 2, 0, self.n_links, 0])
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self._line_ground_hole = np.array([x - width / 2, -depth, x + width / 2, -depth])
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self._line_hole_left = np.array([x - width / 2, -depth, x - width / 2, 0])
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self._line_hole_right = np.array([x + width / 2, -depth, x + width / 2, 0])
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self.ground_lines = np.stack((self._line_ground_left,
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self._line_ground_right,
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self._line_ground_hole,
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self._line_hole_left,
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self._line_hole_right))
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def _get_obs(self):
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theta = self._joint_angles
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return np.hstack([
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np.cos(theta),
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np.sin(theta),
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self._angle_velocity,
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self._tmp_width,
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# self._tmp_hole_depth,
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self.end_effector - self._goal,
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self._steps
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]).astype(np.float32)
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def _get_line_points(self, num_points_per_link=1):
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theta = self._joint_angles[:, None]
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intermediate_points = np.linspace(0, 1, num_points_per_link) if num_points_per_link > 1 else 1
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accumulated_theta = np.cumsum(theta, axis=0)
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end_effector = np.zeros(shape=(self.n_links, num_points_per_link, 2))
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x = np.cos(accumulated_theta) * self.link_lengths[:, None] * intermediate_points
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y = np.sin(accumulated_theta) * self.link_lengths[:, None] * intermediate_points
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end_effector[0, :, 0] = x[0, :]
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end_effector[0, :, 1] = y[0, :]
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for i in range(1, self.n_links):
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end_effector[i, :, 0] = x[i, :] + end_effector[i - 1, -1, 0]
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end_effector[i, :, 1] = y[i, :] + end_effector[i - 1, -1, 1]
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return np.squeeze(end_effector + self._joints[0, :])
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def _check_collisions(self) -> bool:
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return self._check_self_collision() or self.check_wall_collision()
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def check_wall_collision(self):
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line_points = self._get_line_points(num_points_per_link=100)
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# all points that are before the hole in x
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r, c = np.where(line_points[:, :, 0] < (self._tmp_x - self._tmp_width / 2))
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# check if any of those points are below surface
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nr_line_points_below_surface_before_hole = np.sum(line_points[r, c, 1] < 0)
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if nr_line_points_below_surface_before_hole > 0:
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return True
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# all points that are after the hole in x
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r, c = np.where(line_points[:, :, 0] > (self._tmp_x + self._tmp_width / 2))
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# check if any of those points are below surface
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nr_line_points_below_surface_after_hole = np.sum(line_points[r, c, 1] < 0)
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if nr_line_points_below_surface_after_hole > 0:
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return True
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# all points that are above the hole
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r, c = np.where((line_points[:, :, 0] > (self._tmp_x - self._tmp_width / 2)) & (
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line_points[:, :, 0] < (self._tmp_x + self._tmp_width / 2)))
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# check if any of those points are below surface
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nr_line_points_below_surface_in_hole = np.sum(line_points[r, c, 1] < -self._tmp_depth)
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if nr_line_points_below_surface_in_hole > 0:
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return True
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return False
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def render(self, mode='human'):
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if self.fig is None:
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# Create base figure once on the beginning. Afterwards only update
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plt.ion()
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self.fig = plt.figure()
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ax = self.fig.add_subplot(1, 1, 1)
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# limits
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lim = np.sum(self.link_lengths) + 0.5
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ax.set_xlim([-lim, lim])
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ax.set_ylim([-1.1, lim])
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self.line, = ax.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k')
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self._set_patches()
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self.fig.show()
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self.fig.gca().set_title(
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f"Iteration: {self._steps}, distance: {np.linalg.norm(self.end_effector - self._goal) ** 2}")
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if mode == "human":
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# arm
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self.line.set_data(self._joints[:, 0], self._joints[:, 1])
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self.fig.canvas.draw()
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self.fig.canvas.flush_events()
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elif mode == "partial":
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if self._steps % 20 == 0 or self._steps in [1, 199] or self._is_collided:
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# Arm
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plt.plot(self._joints[:, 0], self._joints[:, 1], 'ro-', markerfacecolor='k',
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alpha=self._steps / 200)
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def _set_patches(self):
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if self.fig is not None:
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# self.fig.gca().patches = []
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left_block = patches.Rectangle((-self.n_links, -self._tmp_depth),
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self.n_links + self._tmp_x - self._tmp_width / 2,
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self._tmp_depth,
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fill=True, edgecolor='k', facecolor='k')
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right_block = patches.Rectangle((self._tmp_x + self._tmp_width / 2, -self._tmp_depth),
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self.n_links - self._tmp_x + self._tmp_width / 2,
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self._tmp_depth,
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fill=True, edgecolor='k', facecolor='k')
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hole_floor = patches.Rectangle((self._tmp_x - self._tmp_width / 2, -self._tmp_depth),
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self._tmp_width,
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1 - self._tmp_depth,
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fill=True, edgecolor='k', facecolor='k')
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# Add the patch to the Axes
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self.fig.gca().add_patch(left_block)
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self.fig.gca().add_patch(right_block)
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self.fig.gca().add_patch(hole_floor)
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if __name__ == "__main__":
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import time
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env = HoleReacherEnv(5)
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env.reset()
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for i in range(10000):
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ac = env.action_space.sample()
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obs, rew, done, info = env.step(ac)
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env.render()
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if done:
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env.reset()
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@@ -0,0 +1,60 @@
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import numpy as np
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class HolereacherReward:
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def __init__(self, allow_self_collision, allow_wall_collision, collision_penalty):
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self.collision_penalty = collision_penalty
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# collision
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self.allow_self_collision = allow_self_collision
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self.allow_wall_collision = allow_wall_collision
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self.collision_penalty = collision_penalty
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self._is_collided = False
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self.reward_factors = np.array((-1, -1e-4, -1e-6, -collision_penalty, 0))
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def reset(self):
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self._is_collided = False
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self.collision_dist = 0
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def get_reward(self, env):
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dist_cost = 0
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collision_cost = 0
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time_cost = 0
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success = False
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self_collision = False
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wall_collision = False
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if not self._is_collided:
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if not self.allow_self_collision:
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self_collision = env._check_self_collision()
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if not self.allow_wall_collision:
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wall_collision = env.check_wall_collision()
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self._is_collided = self_collision or wall_collision
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self.collision_dist = np.linalg.norm(env.end_effector - env._goal)
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if env._steps == 199: # or self._is_collided:
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# return reward only in last time step
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# Episode also terminates when colliding, hence return reward
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dist = np.linalg.norm(env.end_effector - env._goal)
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success = dist < 0.005 and not self._is_collided
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dist_cost = dist ** 2
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collision_cost = self._is_collided * self.collision_dist ** 2
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time_cost = 199 - env._steps
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info = {"is_success": success,
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"is_collided": self._is_collided,
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"end_effector": np.copy(env.end_effector)}
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vel_cost = np.sum(env._angle_velocity ** 2)
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acc_cost = np.sum(env._acc ** 2)
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reward_features = np.array((dist_cost, vel_cost, acc_cost, collision_cost, time_cost))
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reward = np.dot(reward_features, self.reward_factors)
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return reward, info
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@@ -0,0 +1,53 @@
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import numpy as np
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class HolereacherReward:
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def __init__(self, allow_self_collision, allow_wall_collision, collision_penalty):
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self.collision_penalty = collision_penalty
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# collision
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self.allow_self_collision = allow_self_collision
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self.allow_wall_collision = allow_wall_collision
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self.collision_penalty = collision_penalty
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self._is_collided = False
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self.reward_factors = np.array((-1, -5e-8, -collision_penalty))
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def reset(self):
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self._is_collided = False
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def get_reward(self, env):
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dist_cost = 0
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collision_cost = 0
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success = False
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self_collision = False
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wall_collision = False
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if not self.allow_self_collision:
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self_collision = env._check_self_collision()
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if not self.allow_wall_collision:
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wall_collision = env.check_wall_collision()
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self._is_collided = self_collision or wall_collision
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if env._steps == 199 or self._is_collided:
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# return reward only in last time step
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# Episode also terminates when colliding, hence return reward
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dist = np.linalg.norm(env.end_effector - env._goal)
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dist_cost = dist ** 2
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collision_cost = int(self._is_collided)
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success = dist < 0.005 and not self._is_collided
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info = {"is_success": success,
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"is_collided": self._is_collided,
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"end_effector": np.copy(env.end_effector)}
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acc_cost = np.sum(env._acc ** 2)
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reward_features = np.array((dist_cost, acc_cost, collision_cost))
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reward = np.dot(reward_features, self.reward_factors)
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return reward, info
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@@ -0,0 +1,60 @@
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import numpy as np
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class HolereacherReward:
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def __init__(self, allow_self_collision, allow_wall_collision):
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# collision
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self.allow_self_collision = allow_self_collision
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self.allow_wall_collision = allow_wall_collision
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self._is_collided = False
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self.reward_factors = np.array((1, -5e-6))
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def reset(self):
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self._is_collided = False
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def get_reward(self, env):
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dist_reward = 0
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success = False
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self_collision = False
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wall_collision = False
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if not self.allow_self_collision:
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self_collision = env._check_self_collision()
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if not self.allow_wall_collision:
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wall_collision = env.check_wall_collision()
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self._is_collided = self_collision or wall_collision
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if env._steps == 180 or self._is_collided:
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self.end_eff_pos = np.copy(env.end_effector)
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if env._steps == 199 or self._is_collided:
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# return reward only in last time step
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# Episode also terminates when colliding, hence return reward
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dist = np.linalg.norm(self.end_eff_pos - env._goal)
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if self._is_collided:
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dist_reward = 0.25 * np.exp(- dist)
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else:
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if env.end_effector[1] > 0:
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dist_reward = np.exp(- dist)
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else:
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dist_reward = 1 - self.end_eff_pos[1]
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success = not self._is_collided
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info = {"is_success": success,
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"is_collided": self._is_collided,
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"end_effector": np.copy(env.end_effector),
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"joints": np.copy(env.current_pos)}
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acc_cost = np.sum(env._acc ** 2)
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reward_features = np.array((dist_reward, acc_cost))
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reward = np.dot(reward_features, self.reward_factors)
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return reward, info
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@@ -0,0 +1,28 @@
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from typing import Tuple, Union
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import numpy as np
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from alr_envs.black_box.raw_interface_wrapper import RawInterfaceWrapper
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class MPWrapper(RawInterfaceWrapper):
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@property
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def context_mask(self):
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return np.hstack([
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[self.env.random_start] * self.env.n_links, # cos
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[self.env.random_start] * self.env.n_links, # sin
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[self.env.random_start] * self.env.n_links, # velocity
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[self.env.initial_width is None], # hole width
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# [self.env.hole_depth is None], # hole depth
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[True] * 2, # x-y coordinates of target distance
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[False] # env steps
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])
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@property
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def current_pos(self) -> Union[float, int, np.ndarray, Tuple]:
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return self.env.current_pos
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|
||||
@property
|
||||
def current_vel(self) -> Union[float, int, np.ndarray, Tuple]:
|
||||
return self.env.current_vel
|
||||
Reference in New Issue
Block a user