-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathpusht_env.py
367 lines (317 loc) · 13.2 KB
/
pusht_env.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
import gym
from gym import spaces
import collections
import numpy as np
import pygame
import pymunk
import pymunk.pygame_util
from pymunk.vec2d import Vec2d
import shapely.geometry as sg
import cv2
import skimage.transform as st
from diffusion_policy.env.pusht.pymunk_override import DrawOptions
def pymunk_to_shapely(body, shapes):
geoms = list()
for shape in shapes:
if isinstance(shape, pymunk.shapes.Poly):
verts = [body.local_to_world(v) for v in shape.get_vertices()]
verts += [verts[0]]
geoms.append(sg.Polygon(verts))
else:
raise RuntimeError(f'Unsupported shape type {type(shape)}')
geom = sg.MultiPolygon(geoms)
return geom
class PushTEnv(gym.Env):
metadata = {"render.modes": ["human", "rgb_array"], "video.frames_per_second": 10}
reward_range = (0., 1.)
def __init__(self,
legacy=False,
block_cog=None, damping=None,
render_action=True,
render_size=96,
reset_to_state=None
):
self._seed = None
self.seed()
self.window_size = ws = 512 # The size of the PyGame window
self.render_size = render_size
self.sim_hz = 100
# Local controller params.
self.k_p, self.k_v = 100, 20 # PD control.z
self.control_hz = self.metadata['video.frames_per_second']
# legcay set_state for data compatibility
self.legacy = legacy
# agent_pos, block_pos, block_angle
self.observation_space = spaces.Box(
low=np.array([0,0,0,0,0], dtype=np.float64),
high=np.array([ws,ws,ws,ws,np.pi*2], dtype=np.float64),
shape=(5,),
dtype=np.float64
)
# positional goal for agent
self.action_space = spaces.Box(
low=np.array([0,0], dtype=np.float64),
high=np.array([ws,ws], dtype=np.float64),
shape=(2,),
dtype=np.float64
)
self.block_cog = block_cog
self.damping = damping
self.render_action = render_action
"""
If human-rendering is used, `self.window` will be a reference
to the window that we draw to. `self.clock` will be a clock that is used
to ensure that the environment is rendered at the correct framerate in
human-mode. They will remain `None` until human-mode is used for the
first time.
"""
self.window = None
self.clock = None
self.screen = None
self.space = None
self.teleop = None
self.render_buffer = None
self.latest_action = None
self.reset_to_state = reset_to_state
def reset(self):
seed = self._seed
self._setup()
if self.block_cog is not None:
self.block.center_of_gravity = self.block_cog
if self.damping is not None:
self.space.damping = self.damping
# use legacy RandomState for compatibility
state = self.reset_to_state
if state is None:
rs = np.random.RandomState(seed=seed)
state = np.array([
rs.randint(50, 450), rs.randint(50, 450),
rs.randint(100, 400), rs.randint(100, 400),
rs.randn() * 2 * np.pi - np.pi
])
self._set_state(state)
observation = self._get_obs()
return observation
def step(self, action):
dt = 1.0 / self.sim_hz
self.n_contact_points = 0
n_steps = self.sim_hz // self.control_hz
if action is not None:
self.latest_action = action
for i in range(n_steps):
# Step PD control.
# self.agent.velocity = self.k_p * (act - self.agent.position) # P control works too.
acceleration = self.k_p * (action - self.agent.position) + self.k_v * (Vec2d(0, 0) - self.agent.velocity)
self.agent.velocity += acceleration * dt
# Step physics.
self.space.step(dt)
# compute reward
goal_body = self._get_goal_pose_body(self.goal_pose)
goal_geom = pymunk_to_shapely(goal_body, self.block.shapes)
block_geom = pymunk_to_shapely(self.block, self.block.shapes)
intersection_area = goal_geom.intersection(block_geom).area
goal_area = goal_geom.area
coverage = intersection_area / goal_area
reward = np.clip(coverage / self.success_threshold, 0, 1)
done = coverage > self.success_threshold
observation = self._get_obs()
info = self._get_info()
return observation, reward, done, info
def render(self, mode):
return self._render_frame(mode)
def teleop_agent(self):
TeleopAgent = collections.namedtuple('TeleopAgent', ['act'])
def act(obs):
act = None
mouse_position = pymunk.pygame_util.from_pygame(Vec2d(*pygame.mouse.get_pos()), self.screen)
if self.teleop or (mouse_position - self.agent.position).length < 30:
self.teleop = True
act = mouse_position
return act
return TeleopAgent(act)
def _get_obs(self):
obs = np.array(
tuple(self.agent.position) \
+ tuple(self.block.position) \
+ (self.block.angle % (2 * np.pi),))
return obs
def _get_goal_pose_body(self, pose):
mass = 1
inertia = pymunk.moment_for_box(mass, (50, 100))
body = pymunk.Body(mass, inertia)
# preserving the legacy assignment order for compatibility
# the order here doesn't matter somehow, maybe because CoM is aligned with body origin
body.position = pose[:2].tolist()
body.angle = pose[2]
return body
def _get_info(self):
n_steps = self.sim_hz // self.control_hz
n_contact_points_per_step = int(np.ceil(self.n_contact_points / n_steps))
info = {
'pos_agent': np.array(self.agent.position),
'vel_agent': np.array(self.agent.velocity),
'block_pose': np.array(list(self.block.position) + [self.block.angle]),
'goal_pose': self.goal_pose,
'n_contacts': n_contact_points_per_step}
return info
def _render_frame(self, mode):
if self.window is None and mode == "human":
pygame.init()
pygame.display.init()
self.window = pygame.display.set_mode((self.window_size, self.window_size))
if self.clock is None and mode == "human":
self.clock = pygame.time.Clock()
canvas = pygame.Surface((self.window_size, self.window_size))
canvas.fill((255, 255, 255))
self.screen = canvas
draw_options = DrawOptions(canvas)
# Draw goal pose.
goal_body = self._get_goal_pose_body(self.goal_pose)
for shape in self.block.shapes:
goal_points = [pymunk.pygame_util.to_pygame(goal_body.local_to_world(v), draw_options.surface) for v in shape.get_vertices()]
goal_points += [goal_points[0]]
pygame.draw.polygon(canvas, self.goal_color, goal_points)
# Draw agent and block.
self.space.debug_draw(draw_options)
if mode == "human":
# The following line copies our drawings from `canvas` to the visible window
self.window.blit(canvas, canvas.get_rect())
pygame.event.pump()
pygame.display.update()
# the clock is already ticked during in step for "human"
img = np.transpose(
np.array(pygame.surfarray.pixels3d(canvas)), axes=(1, 0, 2)
)
img = cv2.resize(img, (self.render_size, self.render_size))
if self.render_action:
if self.render_action and (self.latest_action is not None):
action = np.array(self.latest_action)
coord = (action / 512 * 96).astype(np.int32)
marker_size = int(8/96*self.render_size)
thickness = int(1/96*self.render_size)
cv2.drawMarker(img, coord,
color=(255,0,0), markerType=cv2.MARKER_CROSS,
markerSize=marker_size, thickness=thickness)
return img
def close(self):
if self.window is not None:
pygame.display.quit()
pygame.quit()
def seed(self, seed=None):
if seed is None:
seed = np.random.randint(0,25536)
self._seed = seed
self.np_random = np.random.default_rng(seed)
def _handle_collision(self, arbiter, space, data):
self.n_contact_points += len(arbiter.contact_point_set.points)
def _set_state(self, state):
if isinstance(state, np.ndarray):
state = state.tolist()
pos_agent = state[:2]
pos_block = state[2:4]
rot_block = state[4]
self.agent.position = pos_agent
# setting angle rotates with respect to center of mass
# therefore will modify the geometric position
# if not the same as CoM
# therefore should be modified first.
if self.legacy:
# for compatibility with legacy data
self.block.position = pos_block
self.block.angle = rot_block
else:
self.block.angle = rot_block
self.block.position = pos_block
# Run physics to take effect
self.space.step(1.0 / self.sim_hz)
def _set_state_local(self, state_local):
agent_pos_local = state_local[:2]
block_pose_local = state_local[2:]
tf_img_obj = st.AffineTransform(
translation=self.goal_pose[:2],
rotation=self.goal_pose[2])
tf_obj_new = st.AffineTransform(
translation=block_pose_local[:2],
rotation=block_pose_local[2]
)
tf_img_new = st.AffineTransform(
matrix=tf_img_obj.params @ tf_obj_new.params
)
agent_pos_new = tf_img_new(agent_pos_local)
new_state = np.array(
list(agent_pos_new[0]) + list(tf_img_new.translation) \
+ [tf_img_new.rotation])
self._set_state(new_state)
return new_state
def _setup(self):
self.space = pymunk.Space()
self.space.gravity = 0, 0
self.space.damping = 0
self.teleop = False
self.render_buffer = list()
# Add walls.
walls = [
self._add_segment((5, 506), (5, 5), 2),
self._add_segment((5, 5), (506, 5), 2),
self._add_segment((506, 5), (506, 506), 2),
self._add_segment((5, 506), (506, 506), 2)
]
self.space.add(*walls)
# Add agent, block, and goal zone.
self.agent = self.add_circle((256, 400), 15)
self.block = self.add_tee((256, 300), 0)
self.goal_color = pygame.Color('LightGreen')
self.goal_pose = np.array([256,256,np.pi/4]) # x, y, theta (in radians)
# Add collision handling
self.collision_handeler = self.space.add_collision_handler(0, 0)
self.collision_handeler.post_solve = self._handle_collision
self.n_contact_points = 0
self.max_score = 50 * 100
self.success_threshold = 0.95 # 95% coverage.
def _add_segment(self, a, b, radius):
shape = pymunk.Segment(self.space.static_body, a, b, radius)
shape.color = pygame.Color('LightGray') # https://htmlcolorcodes.com/color-names
return shape
def add_circle(self, position, radius):
body = pymunk.Body(body_type=pymunk.Body.KINEMATIC)
body.position = position
body.friction = 1
shape = pymunk.Circle(body, radius)
shape.color = pygame.Color('RoyalBlue')
self.space.add(body, shape)
return body
def add_box(self, position, height, width):
mass = 1
inertia = pymunk.moment_for_box(mass, (height, width))
body = pymunk.Body(mass, inertia)
body.position = position
shape = pymunk.Poly.create_box(body, (height, width))
shape.color = pygame.Color('LightSlateGray')
self.space.add(body, shape)
return body
def add_tee(self, position, angle, scale=30, color='LightSlateGray', mask=pymunk.ShapeFilter.ALL_MASKS()):
mass = 1
length = 4
vertices1 = [(-length*scale/2, scale),
( length*scale/2, scale),
( length*scale/2, 0),
(-length*scale/2, 0)]
inertia1 = pymunk.moment_for_poly(mass, vertices=vertices1)
vertices2 = [(-scale/2, scale),
(-scale/2, length*scale),
( scale/2, length*scale),
( scale/2, scale)]
inertia2 = pymunk.moment_for_poly(mass, vertices=vertices1)
body = pymunk.Body(mass, inertia1 + inertia2)
shape1 = pymunk.Poly(body, vertices1)
shape2 = pymunk.Poly(body, vertices2)
shape1.color = pygame.Color(color)
shape2.color = pygame.Color(color)
shape1.filter = pymunk.ShapeFilter(mask=mask)
shape2.filter = pymunk.ShapeFilter(mask=mask)
body.center_of_gravity = (shape1.center_of_gravity + shape2.center_of_gravity) / 2
body.position = position
body.angle = angle
body.friction = 1
self.space.add(body, shape1, shape2)
return body