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environment.py
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405 lines (335 loc) · 15.3 KB
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import time
import numpy as np
import sys
import math
from itertools import combinations
from xml.etree.ElementTree import parse
from scipy.spatial.distance import pdist, cdist
# import ext_state
env_list = ['basic', 'circle1', 'circle2', 'crossing1', 'crossing2', 'obstacles']
def make_env(name, dt):
env_fname = './envs/' + name + '.xml'
if name in env_list:
return Environment(name, env_fname, dt)
return None
def make_env_pool(dt):
env_pool = []
for env in env_list:
if env is not 'basic':
env_pool.append(make_env(env, dt))
return env_pool
class Environment():
def __init__(self, name, env_fname, dt):
self.tree = parse(env_fname)
self.name = name
self.eps = 2 # goal distance between agent and target
self.dt = dt # timestep
self.v_min = 0.2 # desired minimum velocity
self.v_max = 1.2 # desired maximum velocity
self.t_max = 30 # maximum sight of agent
self.w_min = 0.0 # desired minimum angular delta
self.w_max = np.pi / 4 # desired maximum angular delta
self.w1 = 4.0 # distance reward weight
self.w2 = 3.0 # collision reward weight
self.w3 = 2.0 # velocity flood reward weight
self.w4 = 1.0 # theta flood reward weight
self.n_ray = 20 # number of rays
self.d_past = 3 # past depth map size
self.d_future = 3 # future depth map size
self.d_total = self.d_past + self.d_future + 1 # total depth map size
self.min_collision_reward = -10
self.avg_times = np.zeros(10, dtype=np.float64)
# self.reset()
self.num_observation = 3 + self.n_ray * (self.d_total + 2) # number of states
self.num_action = 2 # number of actions
def reset(self):
root = self.tree.getroot()
self.agents = []
for agent in root.findall('agent'):
x = float(agent.findtext('x'))
y = float(agent.findtext('y'))
x1 = float(agent.findtext('x1'))
y1 = float(agent.findtext('y1'))
r = float(agent.findtext('radius'))
color_r = float(agent.findtext('color_R')) / 255
color_g = float(agent.findtext('color_G')) / 255
color_b = float(agent.findtext('color_B')) / 255
color = [color_r, color_g, color_b]
self.agents.append(Agent(x, y, x1, y1, r, color))
self.obstacles = []
for obstacle in root.findall('obstacle'):
x = float(obstacle.findtext('x'))
y = float(obstacle.findtext('y'))
r = float(obstacle.findtext('radius'))
self.obstacles.append(Obstacle(x, y, r))
self.n_agent = len(self.agents)
# for vectorization
self.p_t = np.array([agent.pos for agent in self.agents]) # positions
self.v_t = np.array([agent.vel for agent in self.agents]) # velocities
self.w_t = np.array([agent.theta for agent in self.agents]) # angles
self.o_t = np.array([agent.ori for agent in self.agents]) # orientations
self.targets = np.array([agent.target for agent in self.agents])
self.obs_pos = np.array([obstacle.pos for obstacle in self.obstacles])
self.dones = np.array([False for agent in self.agents])
self.force = np.zeros((len(self.agents), 2, 1), dtype=np.float64)
self.p_t1 = self.v_t1 = self.w_t1 = self.o_t1 = None
self.frame = 1
self.n_agent = len(self.agents)
# use current state as memory
ext_state = self.externalStates(self.p_t, self.v_t, self.w_t, self.o_t)
depth_maps = []
for i in range(len(self.agents)):
depth_maps.append([ext_state[i]] * self.d_total)
self.depth_maps = np.array(depth_maps)
return self.computeStates()
# action : [len(agents), 2] force
def step(self, action):
# 1. apply forces
# start = time.perf_counter()
self.force = action.reshape(len(self.agents), 2, 1)
self.p_t1, self.v_t1, self.w_t1, self.o_t1 = self.nextStates(self.p_t, self.v_t, self.w_t, self.o_t, self.force)
self.updateStates()
# elapsed = time.perf_counter() - start
# self.avg_times[0] += (elapsed - self.avg_times[0]) / self.frame
# 2. compute rewards
# start = time.perf_counter()
rewards = self.computeRewards()
# elapsed = time.perf_counter() - start
# self.avg_times[1] += (elapsed - self.avg_times[1]) / self.frame
self.p_t, self.v_t, self.w_t, self.o_t = self.p_t1, self.v_t1, self.w_t1, self.o_t1
# 3. compute states
# start = time.perf_counter()
states = self.computeStates()
# elapsed = time.perf_counter() - start
# self.avg_times[2] += (elapsed - self.avg_times[2]) / self.frame
dist = np.linalg.norm(self.targets - self.p_t1, axis=1)
self.dones = np.logical_or(self.dones, dist < self.eps)
self.frame += 1
# print('update:', self.avg_times[0])
# print('compute reward:', self.avg_times[1])
# print('compute state:', self.avg_times[2])
# print('internal state:', self.avg_times[4])
# print('external state:', self.avg_times[5])
return states, rewards, self.dones
def nextStates(self, pos, vel, theta, ori, force):
# update positions, velocities
new_pos = pos + self.dt * vel
new_vel = vel + self.dt * (ori @ force).reshape(self.n_agent, 2)
# update orientations
def rotationMatrix(c, s):
return np.array([[c, -s], [s, c]])
new_theta = np.arctan2(new_vel[:, 1], new_vel[:, 0])
cos = np.cos(new_theta)
sin = np.sin(new_theta)
new_ori = np.array([rotationMatrix(cos[i], sin[i]) for i in range(self.n_agent)])
return new_pos, new_vel, new_theta, new_ori
def updateStates(self):
for i in range(len(self.agents)):
self.agents[i].pos = self.p_t1[i]
self.agents[i].vel = self.v_t1[i]
self.agents[i].theta = self.w_t1[i]
self.agents[i].ori = self.o_t1[i]
def computeRewards(self):
distance_reward = self.distanceRewards()
collision_reward, has_collision = self.collisionRewards()
velocity_reward = self.velocityRewards()
orientation_reward= self.orientationRewards()
distance_reward *= np.logical_not(has_collision)
# done_reward = np.full(n, -1, dtype=np.float64)
# done_reward[self.dones] = 0
if self.frame % 500 == 0:
print('frame:', self.frame)
print('distance_reward:', distance_reward)
print('collision_reward:', collision_reward)
print('velocity_reward:', velocity_reward)
print('orientation reward:', orientation_reward)
# print('done reward:', done_reward)
print()
return self.w1 * distance_reward + self.w2 * collision_reward + self.w3 * velocity_reward + self.w4 * orientation_reward
def distanceRewards(self):
# 1. distance reward(continuous)
dist1 = np.linalg.norm(self.targets - self.p_t, axis=1)
dist2 = np.linalg.norm(self.targets - self.p_t1, axis=1)
distance_reward = dist1 - dist2
# discrete distance reward
# distance_reward = np.zeros(len(self.agents), dtype=np.float64)
# distance_reward[dist < self.eps] = 1
return distance_reward
def collisionRewards(self):
collision_reward = np.zeros(self.n_agent, dtype=np.float64)
has_collision = np.zeros(self.n_agent)
objs = np.concatenate((self.agents, self.obstacles))
if len(self.obstacles) > 0:
obj_pos = np.concatenate((self.p_t, self.obs_pos), axis=0)
else:
obj_pos = self.p_t
for i in range(self.n_agent):
for j in range(len(obj_pos)):
if i == j:
continue
d = np.linalg.norm(self.p_t[i] - obj_pos[j])
if d - (self.agents[i].r + objs[j].r) < 0:
collision_reward[i] += self.min_collision_reward
has_collision[i] = True
break
return collision_reward, has_collision
def velocityRewards(self):
velocity_reward = np.zeros(self.n_agent, dtype=np.float64)
# velocity = np.linalg.norm(new_vel, axis=1)
for i in range(self.n_agent):
v = np.sqrt(np.dot(self.agents[i].vel, self.agents[i].vel))
velocity_reward[i] = -self.flood(v, self.v_min, self.v_max)
return velocity_reward
def orientationRewards(self):
orientation_reward = np.zeros(self.n_agent, dtype=np.float64)
ori_diff = np.abs(self.w_t1 - self.w_t)
for i in range(self.n_agent):
orientation_reward[i] = -self.flood(ori_diff[i], self.w_min, self.w_max)
return orientation_reward
def computeStates(self):
# start = time.perf_counter()
int_state = self.internalStates()
# elapsed = time.perf_counter() - start
# self.avg_times[4] += (elapsed - self.avg_times[4]) / self.frame
# start = time.perf_counter()
ext_state = self.externalStates(self.p_t, self.v_t, self.w_t, self.o_t)
v_x_maps, v_y_maps = self.velocityMaps(self.p_t, self.v_t, self.w_t, self.o_t)
# elapsed = time.perf_counter() - start
# self.avg_times[5] += (elapsed - self.avg_times[5]) / self.frame
# expected external states
pos, vel, theta, ori = self.p_t, self.v_t, self.w_t, self.o_t
for i in reversed(range(0, self.d_future)):
new_pos, new_vel, new_theta, new_ori = self.nextStates(pos, vel, theta, ori, self.force)
new_ext_state = self.externalStates(new_pos, new_vel, new_theta, new_ori)
self.depth_maps[:,i,:] = new_ext_state
pos, vel, theta, ori = new_pos, new_vel, new_theta, new_ori
for i in reversed(range(self.d_future, self.d_total)):
self.depth_maps[:,i,:] = self.depth_maps[:,i-1,:]
self.depth_maps[:,self.d_future - 1,:] = ext_state
return np.concatenate((int_state, self.depth_maps.reshape(-1, self.n_ray * self.d_total), v_x_maps, v_y_maps), axis=1)
# states : list of [pos, |vel|] -> [len(agents), 3]
def internalStates(self):
n = len(self.agents)
m_inv = np.linalg.inv(self.o_t)
pos_diff = (self.targets - self.p_t).reshape(n, 2, 1)
relative_pos = (m_inv @ pos_diff).reshape(n, 2)
v = np.linalg.norm(self.v_t, axis=1).reshape(n, 1)
state_int = np.concatenate((relative_pos, v), axis=1)
return state_int
def externalStates(self, pos, vel, theta, ori):
dw = np.array([(i*np.pi) / (self.n_ray-1) - np.pi/2 for i in range(self.n_ray)])
thetas = np.array([w + dw for w in theta])
d = np.empty((self.n_agent, self.n_ray, 2))
d[:,:,0] = np.cos(thetas)
d[:,:,1] = np.sin(thetas)
objs = np.concatenate((self.agents, self.obstacles))
if len(self.obstacles) > 0:
obj_pos = np.concatenate((pos, self.obs_pos), axis=0)
else:
obj_pos = self.p_t
p = np.array([[obj - agent for obj in obj_pos] for agent in pos])
state_ext=[]
for i in range(self.n_agent):
depth_map = []
for j in range(self.n_ray):
dij = d[i][j]
t_min = self.t_max
for k in range(len(obj_pos)):
if i == k:
continue
pik = p[i][k]
tm = np.dot(pik, dij)
lm_2 = np.dot(pik, pik) - tm ** 2
dt = objs[k].r ** 2 - lm_2
if dt > 0:
dt = np.sqrt(dt)
t0 = tm - dt
t1 = tm + dt
if t0 > 0:
t_min = min(t_min, t0)
elif t1 > 0:
t_min = min(t_min, t1)
depth_map.append(t_min)
state_ext.append(depth_map)
return np.array(state_ext)
def velocityMaps(self, pos, vel, theta, ori):
dw = np.array([(i*np.pi) / (self.n_ray-1) - np.pi/2 for i in range(self.n_ray)])
thetas = np.array([w + dw for w in theta])
d = np.empty((self.n_agent, self.n_ray, 2))
d[:,:,0] = np.cos(thetas)
d[:,:,1] = np.sin(thetas)
objs = np.concatenate((self.agents, self.obstacles))
if len(self.obstacles) > 0:
obj_pos = np.concatenate((pos, self.obs_pos), axis=0)
else:
obj_pos = self.p_t
p = np.array([[obj - agent for obj in obj_pos] for agent in pos])
v_x_maps = []
v_y_maps = []
for i in range(self.n_agent):
v_x_map = []
v_y_map = []
for j in range(self.n_ray):
dij = d[i][j]
t_min = self.t_max
idx_min = -1
for k in range(len(obj_pos)):
if i == k:
continue
pik = p[i][k]
tm = np.dot(pik, dij)
lm_2 = np.dot(pik, pik) - tm ** 2
dt = objs[k].r ** 2 - lm_2
if dt > 0:
dt = np.sqrt(dt)
t0 = tm - dt
t1 = tm + dt
if t0 > 0 and t0 < t_min:
t_min = t0
idx_min = k
elif t1 > 0 and t1 < t_min:
t_min = t1
idx_min = k
if idx_min == -1 : # not found
v_x_map.append(0.)
v_y_map.append(0.)
else:
ori_inv = np.linalg.inv(ori[i])
v1 = vel[i]
if idx_min < self.n_agent:
v2 = vel[idx_min]
else:
v2 = np.array([0, 0], dtype=np.float64)
vel_diff = (v2 - v1).reshape(2, 1)
relative_vel = (ori_inv @ vel_diff).reshape(2)
v_x_map.append(relative_vel[0])
v_y_map.append(relative_vel[1])
v_x_maps.append(v_x_map)
v_y_maps.append(v_y_map)
return np.array(v_x_maps), np.array(v_y_maps)
def distance(self, p1, p2):
return math.sqrt((p1[0] - p2[0]) ** 2 + (p1[1] - p2[1]) ** 2)
def flood(self, value, v_min, v_max):
return abs(np.min([value - v_min, 0])) + abs(max([value - v_max, 0]))
class Agent():
def __init__(self, x, y, x1, y1, r, color):
self.pos = np.array([x, y], dtype=np.float64)
self.vel = np.zeros(2, dtype=np.float64)
self.target = np.array([x1, y1], dtype=np.float64)
self.r = r
self.color = color
direction = self.target - self.pos
self.theta = math.atan2(direction[1], direction[0])
cos = math.cos(self.theta)
sin = math.sin(self.theta)
self.ori = np.array([[cos, -sin], [sin, cos]])
class Obstacle():
def __init__(self, x, y, r):
self.pos = np.array([x, y], dtype=np.float64)
self.r = r
if __name__ == "__main__":
env = make_env('basic')
state = env.reset()
state_int = env.internalStates()
state_ext = env.externalStates()
state = np.concatenate((state_int, state_ext), axis=1)