-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathtest_model.py
More file actions
287 lines (237 loc) · 9.22 KB
/
test_model.py
File metadata and controls
287 lines (237 loc) · 9.22 KB
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
import sys
import time
import argparse
import numpy as np
import torch
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import glfw
from model import ActorCritic
from environment import make_env, Obstacle
from util import *
class CrowdSimulator():
def __init__(self, env, model):
if not glfw.init():
print('GLFW initialization failed')
sys.exit()
self.env = env
self.model = model
self.paths = [[] for agent in self.env.agents]
self.radius = 150
self.panX = 0
self.panY = 0
self.originPanX = 0
self.originPanY = 0
self.cp1 = np.zeros(2).astype(np.float32)
self.cp2 = np.zeros(2).astype(np.float32)
self.leftMousePressed = False
self.ctrlPressed = False
self.panning = False
self.drawing = False
self.width = 1080
self.height = 720
self.window = glfw.create_window(self.width, self.height, 'Crowd Control', None, None)
if not self.window:
glfw.terminate()
sys.exit()
def initialize(self):
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
width, height = glfw.get_window_size(self.window)
self.reshape(width, height)
def reshape(self, width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
aspect = width / height
gluPerspective(60, aspect, 1, 1024)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def display(self):
glClearColor(1.0, 1.0, 1.0, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(-self.panX, self.panY, self.radius,
-self.panX, self.panY, 0,
0, 1, 0)
self.paintGround()
if self.drawing:
glColor3f(0.1, 0.1, 0.1)
glRectf(self.cp1[0], self.cp1[1], self.cp2[0], self.cp2[1])
for obstacle in self.env.obstacles:
self.paintCircle(obstacle.pos, obstacle.r, [0.2, 0.5, 0.2])
for i in range(len(self.paths)):
for p in self.paths[i]:
self.paintCircle(p, 1, self.env.agents[i].color)
for agent in self.env.agents:
self.paintCircle(agent.pos, agent.r, agent.color)
self.paintCircle(agent.target, 2, [0.0, 0.0, 1.0])
self.paintArrow(agent.vel, agent.pos, agent.r)
def paintArrow(self, vel, pos, r):
glColor3f(0.0, 0.0, 0.0)
glBegin(GL_TRIANGLES)
v1 = normalize(vel)
glVertex2fv(pos + v1 * r)
v2 = (rotationMatrix2D(90) @ v1.reshape(2, 1)).T
glVertex2fv(pos + v2 * r)
v3 = (rotationMatrix2D(-90) @ v1.reshape(2, 1)).T
glVertex2fv(pos + v3 * r)
glEnd()
def paintCircle(self, pos, r, color):
num = 20
glColor3fv(color)
glBegin(GL_TRIANGLE_FAN)
glVertex2fv(pos)
for i in range(num + 1):
x = pos[0] + r * np.cos(i*2*np.pi / num)
y = pos[1] + r * np.sin(i*2*np.pi / num)
glVertex2f(x, y)
glEnd()
glColor3f(0.0, 0.0, 0.0)
glLineWidth(2.0)
glBegin(GL_LINE_LOOP)
for i in range(num):
x = pos[0] + r * np.cos(i*2*np.pi / num)
y = pos[1] + r * np.sin(i*2*np.pi / num)
glVertex2f(x, y)
glEnd()
def paintGround(self):
width = 40
horizontal = 15
vertical = 10
h_size = horizontal * width
v_size = vertical * width
glBegin(GL_QUADS)
for i in range(horizontal):
for j in range(vertical):
if (i + j) % 2 == 0:
glColor3f(0.5, 0.5, 0.5)
else:
glColor3f(0.25, 0.25, 0.25)
glVertex2f(i*width-h_size/2, j*width-v_size/2)
glVertex2f(i*width-h_size/2, (j+1)*width-v_size/2)
glVertex2f((i+1)*width-(h_size/2), (j+1)*width-v_size/2)
glVertex2f((i+1)*width-h_size/2, j*width-v_size/2)
glEnd()
def mouseCallback(window, button, action, mods):
global sim
if action == glfw.PRESS:
if button == glfw.MOUSE_BUTTON_LEFT and sim.ctrlPressed:
sim.drawing = True
cursor = glfw.get_cursor_pos(window)
world = getWorldCoordinate(cursor[0], cursor[1])
sim.cp1 = np.array([world[0], world[1]])
sim.cp2 = np.array([world[0], world[1]])
elif button == glfw.MOUSE_BUTTON_LEFT:
sim.panning = True
elif action == glfw.RELEASE:
if button == glfw.MOUSE_BUTTON_LEFT and sim.drawing:
sim.drawing = False
r = min([abs(sim.cp1[0] - sim.cp2[0]), abs(sim.cp1[1] - sim.cp2[1])]) / 2
if sim.cp1[0] < sim.cp2[0]:
x = sim.cp1[0] + r
else:
x = sim.cp1[0] - r
if sim.cp1[1] < sim.cp2[1]:
y = sim.cp1[1] + r
else:
y = sim.cp1[1] - r
sim.env.obstacles.append(Obstacle(x, y, r))
elif button == glfw.MOUSE_BUTTON_LEFT:
sim.panning = False
def cursorCallback(window, xpos, ypos):
global sim
if sim.panning:
sim.panX += (xpos - sim.originPanX) / 5
sim.panY += (ypos - sim.originPanY) / 5
elif sim.drawing:
world = getWorldCoordinate(xpos, ypos)
sim.cp2 = np.array([world[0], world[1]])
sim.originPanX = xpos
sim.originPanY = ypos
def scrollCallback(window, xoffset, yoffset):
global sim
sim.radius -= yoffset
sim.radius = clip(sim.radius, 50, 400)
def keyCallback(window, key, scancode, action, mods):
global sim
if key == glfw.KEY_LEFT_CONTROL:
if action == glfw.PRESS:
sim.ctrlPressed = True
elif action == glfw.RELEASE:
sim.ctrlPressed = False
def getWorldCoordinate(x, y):
projection = glGetDoublev(GL_PROJECTION_MATRIX)
modelView = glGetDoublev(GL_MODELVIEW_MATRIX)
viewport = glGetIntegerv(GL_VIEWPORT)
winX = x
winY = viewport[3] - y
z = glReadPixels(winX, winY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT)
return gluUnProject(winX, winY, z, modelView, projection, viewport)
def step(env, model, state):
global avg_step_time, total_steps
state = torch.FloatTensor(state)
dist, _ = model(state)
action = dist.sample().numpy()
start = time.perf_counter()
next_state, reward, _ = env.step(action)
elapsed = time.perf_counter() - start
avg_step_time = avg_step_time + (elapsed - avg_step_time) / total_steps
print(f'avg step elapsed: {avg_step_time:.5f}', end='\r')
return next_state, reward
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("-m", "--model", default=".\checkpoints\itr-249,dt-0.25,reward-804.216.dat", help="Model file to load")
parser.add_argument("--dt", required=True, help="Simulation time step")
parser.add_argument("-e", "--env", default="basic", help="Environment name to use")
parser.add_argument("--render", dest="render", action="store_true", help="Render environment")
parser.add_argument("--no-render", dest="render", action="store_false", help="Do not render environment")
parser.add_argument("--real", dest="real", action="store_true", help="Render in real time")
parser.add_argument("--no-real", dest="real", action="store_false", help="Do not render in real time")
parser.set_defaults(render=True, real=False)
args = parser.parse_args()
dt = float(args.dt)
env = make_env(args.env, dt)
hidden_size = 256
num_inputs = env.num_observation
num_outputs = env.num_action
model = ActorCritic(num_inputs, num_outputs)
model.load_state_dict(torch.load(args.model, map_location=torch.device('cpu')))
state = env.reset()
total_reward = 0
total_steps = 1
avg_step_time = 0.0
if args.render:
sim = CrowdSimulator(env, model)
glfw.set_cursor_pos_callback(sim.window, cursorCallback)
glfw.set_key_callback(sim.window, keyCallback)
glfw.set_mouse_button_callback(sim.window, mouseCallback)
glfw.set_input_mode(sim.window, glfw.STICKY_MOUSE_BUTTONS, 1)
glfw.set_scroll_callback(sim.window, scrollCallback)
glfw.make_context_current(sim.window)
glfw.swap_interval(0)
sim.initialize()
while not glfw.window_should_close(sim.window):
next_state, reward = step(env, model, state)
state = next_state
total_reward += reward
total_steps += 1
glfw.poll_events()
sim.display()
glfw.swap_buffers(sim.window)
# record positions for every 5 seconds.
if (env.frame * env.dt) % 5 == 0:
for i in range(len(env.agents)):
sim.paths[i].append(env.agents[i].pos)
if args.real:
time.sleep(env.dt)
else:
iter = 1000
for i in range(1000):
next_state, reward = step(env, model, state)
state = next_state
total_reward += reward
total_steps += 1
print(f'total steps: {total_steps}, total reward: {total_reward}')