fancy_gym/alr_envs/alr/classic_control/hole_reacher/hole_reacher.py
2022-05-05 16:54:39 +02:00

235 lines
9.6 KiB
Python

from typing import Union
import gym
import matplotlib.pyplot as plt
import numpy as np
from matplotlib import patches
from alr_envs.alr.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.alr.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.alr.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.alr.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):
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()