fancy_gym/fancy_gym/envs/mujoco/beerpong/deprecated/beerpong_reward_staged.py
2022-07-13 15:10:43 +02:00

184 lines
9.8 KiB
Python

import numpy as np
class BeerPongReward:
def __init__(self):
self.robot_collision_objects = ["wrist_palm_link_convex_geom",
"wrist_pitch_link_convex_decomposition_p1_geom",
"wrist_pitch_link_convex_decomposition_p2_geom",
"wrist_pitch_link_convex_decomposition_p3_geom",
"wrist_yaw_link_convex_decomposition_p1_geom",
"wrist_yaw_link_convex_decomposition_p2_geom",
"forearm_link_convex_decomposition_p1_geom",
"forearm_link_convex_decomposition_p2_geom",
"upper_arm_link_convex_decomposition_p1_geom",
"upper_arm_link_convex_decomposition_p2_geom",
"shoulder_link_convex_decomposition_p1_geom",
"shoulder_link_convex_decomposition_p2_geom",
"shoulder_link_convex_decomposition_p3_geom",
"base_link_convex_geom", "table_contact_geom"]
self.cup_collision_objects = ["cup_geom_table3", "cup_geom_table4", "cup_geom_table5", "cup_geom_table6",
"cup_geom_table7", "cup_geom_table8", "cup_geom_table9", "cup_geom_table10",
"cup_geom_table15",
"cup_geom_table16",
"cup_geom_table17", "cup_geom1_table8",
]
self.dists = None
self.dists_final = None
self.action_costs = None
self.ball_ground_contact_first = False
self.ball_table_contact = False
self.ball_wall_contact = False
self.ball_cup_contact = False
self.ball_in_cup = False
self.dist_ground_cup = -1 # distance floor to cup if first floor contact
# IDs
self.ball_collision_id = None
self.table_collision_id = None
self.wall_collision_id = None
self.cup_table_collision_id = None
self.ground_collision_id = None
self.cup_collision_ids = None
self.robot_collision_ids = None
self.reset()
self.is_initialized = False
def reset(self):
self.dists = []
self.dists_final = []
self.action_costs = []
self.ball_ground_contact_first = False
self.ball_table_contact = False
self.ball_wall_contact = False
self.ball_cup_contact = False
self.ball_in_cup = False
self.dist_ground_cup = -1 # distance floor to cup if first floor contact
def initialize(self, env):
if not self.is_initialized:
self.is_initialized = True
# TODO: Find a more elegant way to acces to the geom ids in each step -> less code
self.ball_collision_id = {env.model.geom_name2id("ball_geom")}
# self.ball_collision_id = env.model.geom_name2id("ball_geom")
self.table_collision_id = {env.model.geom_name2id("table_contact_geom")}
# self.table_collision_id = env.model.geom_name2id("table_contact_geom")
self.wall_collision_id = {env.model.geom_name2id("wall")}
# self.wall_collision_id = env.model.geom_name2id("wall")
self.cup_table_collision_id = {env.model.geom_name2id("cup_base_table_contact")}
# self.cup_table_collision_id = env.model.geom_name2id("cup_base_table_contact")
self.ground_collision_id = {env.model.geom_name2id("ground")}
# self.ground_collision_id = env.model.geom_name2id("ground")
self.cup_collision_ids = {env.model.geom_name2id(name) for name in self.cup_collision_objects}
# self.cup_collision_ids = [env.model.geom_name2id(name) for name in self.cup_collision_objects]
self.robot_collision_ids = [env.model.geom_name2id(name) for name in self.robot_collision_objects]
def compute_reward(self, env, action):
goal_pos = env.data.get_site_xpos("cup_goal_table")
ball_pos = env.data.get_body_xpos("ball")
ball_vel = env.data.get_body_xvelp("ball")
goal_final_pos = env.data.get_site_xpos("cup_goal_final_table")
self.check_contacts(env.sim)
self.dists.append(np.linalg.norm(goal_pos - ball_pos))
self.dists_final.append(np.linalg.norm(goal_final_pos - ball_pos))
self.dist_ground_cup = np.linalg.norm(ball_pos - goal_pos) \
if self.ball_ground_contact_first and self.dist_ground_cup == -1 else self.dist_ground_cup
action_cost = np.sum(np.square(action))
self.action_costs.append(np.copy(action_cost))
# # ##################### Reward function which does not force to bounce once on the table (quad dist) #########
# Is this needed?
# self._is_collided = self._check_collision_with_itself(env.sim, self.robot_collision_ids)
if env._steps == env.ep_length - 1: # or self._is_collided:
min_dist = np.min(self.dists)
final_dist = self.dists_final[-1]
if self.ball_ground_contact_first:
min_dist_coeff, final_dist_coeff, ground_contact_dist_coeff, rew_offset = 1, 0.5, 2, -4
else:
if not self.ball_in_cup:
if not self.ball_table_contact and not self.ball_cup_contact and not self.ball_wall_contact:
min_dist_coeff, final_dist_coeff, ground_contact_dist_coeff, rew_offset = 1, 0.5, 0, -4
else:
min_dist_coeff, final_dist_coeff, ground_contact_dist_coeff, rew_offset = 1, 0.5, 0, -2
else:
min_dist_coeff, final_dist_coeff, ground_contact_dist_coeff, rew_offset = 0, 1, 0, 0
action_cost = 1e-4 * np.mean(action_cost)
reward = rew_offset - min_dist_coeff * min_dist ** 2 - final_dist_coeff * final_dist ** 2 - \
action_cost - ground_contact_dist_coeff * self.dist_ground_cup ** 2
# release step punishment
min_time_bound = 0.1
max_time_bound = 1.0
release_time = env.release_step * env.dt
release_time_rew = int(release_time < min_time_bound) * (-30 - 10 * (release_time - min_time_bound) ** 2) + \
int(release_time > max_time_bound) * (-30 - 10 * (release_time - max_time_bound) ** 2)
reward += release_time_rew
success = self.ball_in_cup
else:
action_cost = 1e-2 * action_cost
reward = - action_cost
success = False
# ##############################################################################################################
infos = {"success": success, "ball_pos": ball_pos.copy(),
"ball_vel": ball_vel.copy(), "action_cost": action_cost, "task_reward": reward,
"table_contact_first": int(not self.ball_ground_contact_first),
"is_collided": False} # TODO: Check if is collided is needed
return reward, infos
def check_contacts(self, sim):
if not self.ball_table_contact:
self.ball_table_contact = self._check_collision(sim, self.ball_collision_id, self.table_collision_id)
if not self.ball_cup_contact:
self.ball_cup_contact = self._check_collision(sim, self.ball_collision_id, self.cup_collision_ids)
if not self.ball_wall_contact:
self.ball_wall_contact = self._check_collision(sim, self.ball_collision_id, self.wall_collision_id)
if not self.ball_in_cup:
self.ball_in_cup = self._check_collision(sim, self.ball_collision_id, self.cup_table_collision_id)
if not self.ball_ground_contact_first:
if not self.ball_table_contact and not self.ball_cup_contact and not self.ball_wall_contact \
and not self.ball_in_cup:
self.ball_ground_contact_first = self._check_collision(sim, self.ball_collision_id,
self.ground_collision_id)
# Checks if id_set1 has a collision with id_set2
def _check_collision(self, sim, id_set_1, id_set_2):
"""
If id_set_2 is set to None, it will check for a collision with itself (id_set_1).
"""
collision_id_set = id_set_2 - id_set_1 if id_set_2 is not None else id_set_1
for coni in range(sim.data.ncon):
con = sim.data.contact[coni]
if ((con.geom1 in id_set_1 and con.geom2 in collision_id_set) or
(con.geom2 in id_set_1 and con.geom1 in collision_id_set)):
return True
return False
# def _check_collision_with_itself(self, sim, collision_ids):
# col_1, col_2 = False, False
# for j, id in enumerate(collision_ids):
# col_1 = self._check_collision_with_set_of_objects(sim, id, collision_ids[:j])
# if j != len(collision_ids) - 1:
# col_2 = self._check_collision_with_set_of_objects(sim, id, collision_ids[j + 1:])
# else:
# col_2 = False
# collision = True if col_1 or col_2 else False
# return collision
### This function will not be needed if we really do not need to check for collision with itself
# def _check_collision_with_set_of_objects(self, sim, id_1, id_list):
# for coni in range(0, sim.data.ncon):
# con = sim.data.contact[coni]
#
# collision = con.geom1 in id_list and con.geom2 == id_1
# collision_trans = con.geom1 == id_1 and con.geom2 in id_list
#
# if collision or collision_trans:
# return True
# return False