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443 lines
17 KiB
Python
443 lines
17 KiB
Python
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import sys
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import numpy as np
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import gym
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import math
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import Box2D
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from Box2D.b2 import (edgeShape, circleShape, fixtureDef, polygonShape, revoluteJointDef, contactListener)
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from gym import spaces
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import numpy as np
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FPS = 50
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SCALE = 30.0 # affects how fast-paced the game is, forces should be adjusted as well
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MOTORS_TORQUE = 40
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SPEED_HIP = 2
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SPEED_KNEE = 3
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LIDAR_RANGE = 140/SCALE
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INITIAL_RANDOM = 5
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HULL_POLY =[
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(-30,+9), (+6,+9), (+34,+1),
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(+34,-8), (-30,-8)
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]
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LEG_DOWN = -8/SCALE
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LEG_W, LEG_H = 8/SCALE, 34/SCALE
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VIEWPORT_W = 600
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VIEWPORT_H = 400
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TERRAIN_STEP = 14/SCALE
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TERRAIN_LENGTH = 200 # in steps
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TERRAIN_HEIGHT = VIEWPORT_H/SCALE/4
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TERRAIN_GRASS = 10 # low long are grass spots, in steps
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TERRAIN_STARTPAD = 20 # in steps
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class ContactDetector(contactListener):
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def __init__(self, env):
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contactListener.__init__(self)
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self.env = env
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def BeginContact(self, contact):
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if self.env.hull==contact.fixtureA.body or self.env.hull==contact.fixtureB.body:
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self.env.game_over = True
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class BipedalWalker(gym.Env):
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metadata = {
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'render.modes': ['human', 'rgb_array'],
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'video.frames_per_second' : FPS
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}
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hardcore = False
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def __init__(self):
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self.viewer = None
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high = np.array([np.inf, np.inf, np.inf, np.inf, np.inf])
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self.action_space = spaces.Box( np.array([-1,-1,-1,-1]), np.array([+1,+1,+1,+1]) )
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self.observation_space = spaces.Box(-high, high)
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self.world = Box2D.b2World(contactListener=ContactDetector(self))
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self.terrain = None
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self.hull = None
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self.prev_shaping = None
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self._reset()
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def _destroy(self):
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if not self.terrain: return
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for t in self.terrain:
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self.world.DestroyBody(t)
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self.terrain = []
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self.world.DestroyBody(self.hull)
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self.hull = None
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for leg in self.legs:
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self.world.DestroyBody(leg)
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self.legs = []
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self.joints = []
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def _generate_terrain(self, hardcore):
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GRASS, STUMP, STAIRS, PIT, _STATES_ = xrange(5)
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state = GRASS
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velocity = 0.0
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y = TERRAIN_HEIGHT
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counter = TERRAIN_STARTPAD
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oneshot = False
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self.terrain = []
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self.terrain_x = []
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self.terrain_y = []
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for i in xrange(TERRAIN_LENGTH):
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x = i*TERRAIN_STEP
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self.terrain_x.append(x)
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if state==GRASS and not oneshot:
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velocity = 0.8*velocity + 0.01*np.sign(TERRAIN_HEIGHT - y)
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if i > TERRAIN_STARTPAD: velocity += np.random.uniform(-1, 1)/SCALE #1
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y += velocity
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elif state==PIT and oneshot:
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counter = np.random.randint(3, 5)
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poly = [
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(x, y),
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(x+TERRAIN_STEP, y),
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(x+TERRAIN_STEP, y-4*TERRAIN_STEP),
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(x, y-4*TERRAIN_STEP),
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]
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t = self.world.CreateStaticBody(
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fixtures = fixtureDef(
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shape=polygonShape(vertices=poly),
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friction = 0.1
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))
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t.color1, t.color2 = (1,1,1), (0.6,0.6,0.6)
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self.terrain.append(t)
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t = self.world.CreateStaticBody(
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fixtures = fixtureDef(
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shape=polygonShape(vertices=[(p[0]+TERRAIN_STEP*counter,p[1]) for p in poly]),
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friction = 0.1
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))
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t.color1, t.color2 = (1,1,1), (0.6,0.6,0.6)
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self.terrain.append(t)
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counter += 2
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original_y = y
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elif state==PIT and not oneshot:
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y = original_y
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if counter > 1:
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y -= 4*TERRAIN_STEP
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elif state==STUMP and oneshot:
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counter = np.random.randint(1, 3)
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poly = [
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(x, y),
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(x+counter*TERRAIN_STEP, y),
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(x+counter*TERRAIN_STEP, y+counter*TERRAIN_STEP),
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(x, y+counter*TERRAIN_STEP),
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]
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t = self.world.CreateStaticBody(
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fixtures = fixtureDef(
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shape=polygonShape(vertices=poly),
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friction = 0.1
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))
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t.color1, t.color2 = (1,1,1), (0.6,0.6,0.6)
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self.terrain.append(t)
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elif state==STAIRS and oneshot:
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stair_height = +1 if np.random.ranf() > 0.5 else -1
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stair_width = np.random.randint(4, 5)
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stair_steps = np.random.randint(3, 5)
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original_y = y
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for s in xrange(stair_steps):
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poly = [
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(x+( s*stair_width)*TERRAIN_STEP, y+( s*stair_height)*TERRAIN_STEP),
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(x+((1+s)*stair_width)*TERRAIN_STEP, y+( s*stair_height)*TERRAIN_STEP),
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(x+((1+s)*stair_width)*TERRAIN_STEP, y+(-1+s*stair_height)*TERRAIN_STEP),
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(x+( s*stair_width)*TERRAIN_STEP, y+(-1+s*stair_height)*TERRAIN_STEP),
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]
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t = self.world.CreateStaticBody(
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fixtures = fixtureDef(
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shape=polygonShape(vertices=poly),
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friction = 0.1
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))
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t.color1, t.color2 = (1,1,1), (0.6,0.6,0.6)
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self.terrain.append(t)
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counter = stair_steps*stair_width
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elif state==STAIRS and not oneshot:
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s = stair_steps*stair_width - counter - stair_height
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n = s/stair_width
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y = original_y + (n*stair_height)*TERRAIN_STEP
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oneshot = False
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self.terrain_y.append(y)
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counter -= 1
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if counter==0:
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counter = np.random.randint(TERRAIN_GRASS/2, TERRAIN_GRASS)
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if state==GRASS and hardcore:
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state = np.random.randint(1, _STATES_)
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oneshot = True
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else:
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state = GRASS
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oneshot = True
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self.terrain_poly = []
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for i in xrange(TERRAIN_LENGTH-1):
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poly = [
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(self.terrain_x[i], self.terrain_y[i]),
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(self.terrain_x[i+1], self.terrain_y[i+1])
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]
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t = self.world.CreateStaticBody(
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fixtures = fixtureDef(
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shape=edgeShape(vertices=poly),
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friction = 0.1,
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categoryBits=0x0001,
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))
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color = (0.3, 1.0 if i%2==0 else 0.8, 0.3)
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t.color1 = color
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t.color2 = color
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self.terrain.append(t)
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color = (0.4, 0.6, 0.3)
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poly += [ (poly[1][0], 0), (poly[0][0], 0) ]
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self.terrain_poly.append( (poly, color) )
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self.terrain.reverse()
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def _generate_clouds(self):
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# Sorry for the clouds, couldn't resist
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self.cloud_poly = []
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for i in xrange(TERRAIN_LENGTH/20):
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x = np.random.uniform(0, TERRAIN_LENGTH)*TERRAIN_STEP
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y = VIEWPORT_H/SCALE*3/4
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poly = [
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(x+15*TERRAIN_STEP*math.sin(3.14*2*a/5)+np.random.uniform(0,5*TERRAIN_STEP),
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y+ 5*TERRAIN_STEP*math.cos(3.14*2*a/5)+np.random.uniform(0,5*TERRAIN_STEP) )
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for a in xrange(5) ]
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x1 = min( [p[0] for p in poly] )
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x2 = max( [p[0] for p in poly] )
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self.cloud_poly.append( (poly,x1,x2) )
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def _reset(self):
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self._destroy()
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self.game_over = False
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self.prev_shaping = None
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self.scroll = 0.0
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W = VIEWPORT_W/SCALE
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H = VIEWPORT_H/SCALE
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self._generate_terrain(self.hardcore)
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self._generate_clouds()
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init_x = TERRAIN_STEP*TERRAIN_STARTPAD/2
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init_y = TERRAIN_HEIGHT+2*LEG_H
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self.hull = self.world.CreateDynamicBody(
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position = (init_x, init_y),
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fixtures = fixtureDef(
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shape=polygonShape(vertices=[ (x/SCALE,y/SCALE) for x,y in HULL_POLY ]),
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density=5.0,
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friction=0.1,
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categoryBits=0x0020,
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maskBits=0x001, # collide only with ground
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restitution=0.0) # 0.99 bouncy
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)
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self.hull.color1 = (0.5,0.4,0.9)
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self.hull.color2 = (0.3,0.3,0.5)
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self.hull.ApplyForceToCenter((np.random.uniform(-INITIAL_RANDOM, INITIAL_RANDOM), 0), True)
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self.legs = []
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self.joints = []
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for i in [-1,+1]:
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leg = self.world.CreateDynamicBody(
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position = (init_x, init_y - LEG_H/2 - LEG_DOWN),
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angle = (i*0.05),
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fixtures = fixtureDef(
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shape=polygonShape(box=(LEG_W/2, LEG_H/2)),
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density=1.0,
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restitution=0.0,
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categoryBits=0x0020,
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maskBits=0x001)
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)
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leg.color1 = (0.6-i/10., 0.3-i/10., 0.5-i/10.)
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leg.color2 = (0.4-i/10., 0.2-i/10., 0.3-i/10.)
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rjd = revoluteJointDef(
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bodyA=self.hull,
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bodyB=leg,
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localAnchorA=(0, LEG_DOWN),
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localAnchorB=(0, LEG_H/2),
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enableMotor=True,
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enableLimit=True,
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maxMotorTorque=MOTORS_TORQUE,
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motorSpeed = i,
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lowerAngle = -0.8,
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upperAngle = 1.1,
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)
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self.legs.append(leg)
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self.joints.append(self.world.CreateJoint(rjd))
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lower = self.world.CreateDynamicBody(
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position = (init_x, init_y - LEG_H*3/2 - LEG_DOWN),
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angle = (i*0.05),
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fixtures = fixtureDef(
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shape=polygonShape(box=(0.8*LEG_W/2, LEG_H/2)),
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density=1.0,
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restitution=0.0,
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categoryBits=0x0020,
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maskBits=0x001)
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)
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lower.color1 = (0.6-i/10., 0.3-i/10., 0.5-i/10.)
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lower.color2 = (0.4-i/10., 0.2-i/10., 0.3-i/10.)
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rjd = revoluteJointDef(
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bodyA=leg,
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bodyB=lower,
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localAnchorA=(0, -LEG_H/2),
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localAnchorB=(0, LEG_H/2),
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enableMotor=True,
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enableLimit=True,
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maxMotorTorque=MOTORS_TORQUE,
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motorSpeed = 1,
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lowerAngle = -1.6,
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upperAngle = -0.1,
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)
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self.legs.append(lower)
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self.joints.append(self.world.CreateJoint(rjd))
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self.drawlist = self.terrain + self.legs + [self.hull]
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return self._step(np.array([0,0,0,0]))[0]
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def _step(self, action):
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#self.hull.ApplyForceToCenter((0, 20), True) -- Uncomment this to receive a bit of stability help
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control_speed = False # Should be easier as well
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if control_speed:
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self.joints[0].motorSpeed = SPEED_HIP * np.clip(-1, 1, action[0])
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self.joints[1].motorSpeed = SPEED_KNEE * np.clip(-1, 1, action[1])
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self.joints[2].motorSpeed = SPEED_HIP * np.clip(-1, 1, action[2])
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self.joints[2].motorSpeed = SPEED_KNEE * np.clip(-1, 1, action[3])
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else:
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self.joints[0].motorSpeed = SPEED_HIP * np.sign(action[0])
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self.joints[0].maxMotorTorque = MOTORS_TORQUE * np.clip(0, 1, np.abs(action[0]))
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self.joints[1].motorSpeed = SPEED_KNEE * np.sign(action[1])
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self.joints[1].maxMotorTorque = MOTORS_TORQUE * np.clip(0, 1, np.abs(action[1]))
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self.joints[2].motorSpeed = SPEED_HIP * np.sign(action[2])
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self.joints[2].maxMotorTorque = MOTORS_TORQUE * np.clip(0, 1, np.abs(action[2]))
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self.joints[3].motorSpeed = SPEED_KNEE * np.sign(action[3])
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self.joints[3].maxMotorTorque = MOTORS_TORQUE * np.clip(0, 1, np.abs(action[3]))
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self.world.Step(1.0/FPS, 6*30, 2*30)
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pos = self.hull.position
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vel = self.hull.linearVelocity
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class LidarCallback(Box2D.b2.rayCastCallback):
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def ReportFixture(self, fixture, point, normal, fraction):
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if (fixture.filterData.categoryBits & 1) == 0:
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return 1
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self.p2 = point
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self.fraction = fraction
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return 0
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self.lidar = [LidarCallback() for _ in xrange(10)]
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for i in xrange(10):
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self.lidar[i].fraction = 1.0
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self.lidar[i].p1 = pos
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self.lidar[i].p2 = (
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pos[0] + math.sin(1.5*i/10.0)*LIDAR_RANGE,
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pos[1] - math.cos(1.5*i/10.0)*LIDAR_RANGE)
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self.world.RayCast(self.lidar[i], self.lidar[i].p1, self.lidar[i].p2)
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state = [
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self.hull.angle, # Normal angles up to 0.5 here, but sure more is possible.
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0.2*self.hull.angularVelocity,
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vel.x*(VIEWPORT_W/SCALE)/FPS,
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vel.y*(VIEWPORT_H/SCALE)/FPS,
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self.joints[0].angle, # This will give 1.1 on high up, but it's still OK (and there should be spikes on hiting the ground, that's normal too)
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self.joints[0].speed / SPEED_HIP,
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self.joints[1].angle + 1.0,
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self.joints[1].speed / SPEED_KNEE,
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self.joints[2].angle,
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self.joints[2].speed / SPEED_HIP,
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self.joints[3].angle + 1.0,
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self.joints[3].speed / SPEED_KNEE
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]
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state += [l.fraction for l in self.lidar]
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#print " ".join( ["%+0.2f" % x for x in state] )
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self.scroll = pos.x - VIEWPORT_W/SCALE/5
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shaping = pos[0]/SCALE # moving forward is a way to receive reward (up to 2.0 on 1000 rollout time)
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shaping -= 0.1*abs(state[0]) # keep head straight, other than that and falling, any behavior is unpunished
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#print "shaping", shaping
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reward = 0
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if self.prev_shaping is not None:
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reward = shaping - self.prev_shaping
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self.prev_shaping = shaping
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done = False
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if self.game_over or pos[0] < 0:
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done = True
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||
|
reward = -1
|
||
|
return np.array(state), reward, done, {}
|
||
|
|
||
|
def _render(self, mode='human', close=False):
|
||
|
if close:
|
||
|
if self.viewer is not None:
|
||
|
self.viewer.close()
|
||
|
return
|
||
|
|
||
|
from gym.envs.classic_control import rendering
|
||
|
if self.viewer is None:
|
||
|
self.viewer = rendering.Viewer(VIEWPORT_W, VIEWPORT_H)
|
||
|
self.viewer.set_bounds(self.scroll, VIEWPORT_W/SCALE + self.scroll, 0, VIEWPORT_H/SCALE)
|
||
|
|
||
|
self.viewer.draw_polygon( [
|
||
|
(self.scroll, 0),
|
||
|
(self.scroll+VIEWPORT_W/SCALE, 0),
|
||
|
(self.scroll+VIEWPORT_W/SCALE, VIEWPORT_H/SCALE),
|
||
|
(self.scroll, VIEWPORT_H/SCALE),
|
||
|
], color=(0.9, 0.9, 1.0) )
|
||
|
for poly,x1,x2 in self.cloud_poly:
|
||
|
if x2 < self.scroll/2: continue
|
||
|
if x1 > self.scroll/2 + VIEWPORT_W/SCALE: continue
|
||
|
self.viewer.draw_polygon( [(p[0]+self.scroll/2, p[1]) for p in poly], color=(1,1,1))
|
||
|
for poly, color in self.terrain_poly:
|
||
|
if poly[1][0] < self.scroll: continue
|
||
|
if poly[0][0] > self.scroll + VIEWPORT_W/SCALE: continue
|
||
|
self.viewer.draw_polygon(poly, color=color)
|
||
|
|
||
|
if np.random.random() > 0.5:
|
||
|
l = np.random.choice(self.lidar)
|
||
|
self.viewer.draw_polyline( [l.p1, l.p2], color=(1,0,0), linewidth=1 )
|
||
|
|
||
|
for obj in self.drawlist:
|
||
|
for f in obj.fixtures:
|
||
|
trans = f.body.transform
|
||
|
if type(f.shape) is circleShape:
|
||
|
t = rendering.Transform(translation=trans*f.shape.pos)
|
||
|
self.viewer.draw_circle(f.shape.radius, 30, color=obj.color1).add_attr(t)
|
||
|
self.viewer.draw_circle(f.shape.radius, 30, color=obj.color2, filled=False, linewidth=2).add_attr(t)
|
||
|
else:
|
||
|
path = [trans*v for v in f.shape.vertices]
|
||
|
self.viewer.draw_polygon(path, color=obj.color1)
|
||
|
path.append(path[0])
|
||
|
self.viewer.draw_polyline(path, color=obj.color2, linewidth=2)
|
||
|
|
||
|
flagy1 = TERRAIN_HEIGHT
|
||
|
flagy2 = flagy1 + 50/SCALE
|
||
|
x = TERRAIN_STEP*3
|
||
|
self.viewer.draw_polyline( [(x, flagy1), (x, flagy2)], color=(0,0,0), linewidth=2 )
|
||
|
f = [(x, flagy2), (x, flagy2-10/SCALE), (x+25/SCALE, flagy2-5/SCALE)]
|
||
|
self.viewer.draw_polygon(f, color=(0.9,0.2,0) )
|
||
|
self.viewer.draw_polyline(f + [f[0]], color=(0,0,0), linewidth=2 )
|
||
|
|
||
|
self.viewer.render()
|
||
|
if mode == 'rgb_array':
|
||
|
return self.viewer.get_array()
|
||
|
elif mode is 'human':
|
||
|
pass
|
||
|
else:
|
||
|
return super(BipedalWalker, self).render(mode=mode)
|
||
|
|
||
|
class BipedalWalkerHardcore(BipedalWalker):
|
||
|
hardcore = True
|