mirror of
https://github.com/Farama-Foundation/Gymnasium.git
synced 2025-08-29 01:27:29 +00:00
@@ -40,6 +40,9 @@ if __name__ == '__main__':
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ob, reward, done, _ = env.step(action)
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ob, reward, done, _ = env.step(action)
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if done:
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if done:
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break
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break
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# Note there's no env.render() here. But the environment still can open window and
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# render if asked by env.monitor: it calls env.render('rgb_array') to record video.
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# Video is not recorded every episode, see capped_cubic_video_schedule for details.
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# Dump result info to disk
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# Dump result info to disk
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env.monitor.close()
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env.monitor.close()
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@@ -101,6 +101,13 @@ register(
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reward_threshold=300,
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reward_threshold=300,
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)
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)
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register(
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id='CarRacing-v0',
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entry_point='gym.envs.box2d:CarRacing',
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timestep_limit=1000,
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reward_threshold=900,
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)
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# Toy Text
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# Toy Text
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# ----------------------------------------
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# ----------------------------------------
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@@ -1,2 +1,3 @@
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from gym.envs.box2d.lunar_lander import LunarLander
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from gym.envs.box2d.lunar_lander import LunarLander
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from gym.envs.box2d.bipedal_walker import BipedalWalker, BipedalWalkerHardcore
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from gym.envs.box2d.bipedal_walker import BipedalWalker, BipedalWalkerHardcore
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from gym.envs.box2d.car_racing import CarRacing
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244
gym/envs/box2d/car_dynamics.py
Normal file
244
gym/envs/box2d/car_dynamics.py
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@@ -0,0 +1,244 @@
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import numpy as np
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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, shape)
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# Top-down car dynamics simulation.
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#
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# Some ideas are taken from this great tutorial http://www.iforce2d.net/b2dtut/top-down-car by Chris Campbell.
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# This simulation is a bit more detailed, with wheels rotation.
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#
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# Created by Oleg Klimov. Licensed on the same terms as the rest of OpenAI Gym.
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SIZE = 0.02
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ENGINE_POWER = 100000000*SIZE*SIZE
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WHEEL_MOMENT_OF_INERTIA = 4000*SIZE*SIZE
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FRICTION_LIMIT = 1000000*SIZE*SIZE # friction ~= mass ~= size^2 (calculated implicitly using density)
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WHEEL_R = 27
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WHEEL_W = 14
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WHEELPOS = [
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(-55,+80), (+55,+80),
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(-55,-82), (+55,-82)
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]
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HULL_POLY1 =[
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(-60,+130), (+60,+130),
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(+60,+110), (-60,+110)
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]
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HULL_POLY2 =[
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(-15,+120), (+15,+120),
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(+20, +20), (-20, 20)
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]
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HULL_POLY3 =[
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(+25, +20),
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(+50, -10),
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(+50, -40),
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(+20, -90),
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(-20, -90),
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(-50, -40),
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(-50, -10),
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(-25, +20)
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]
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HULL_POLY4 =[
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(-50,-120), (+50,-120),
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(+50,-90), (-50,-90)
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]
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WHEEL_COLOR = (0.0,0.0,0.0)
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WHEEL_WHITE = (0.3,0.3,0.3)
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MUD_COLOR = (0.4,0.4,0.0)
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class Car:
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def __init__(self, world, init_angle, init_x, init_y):
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self.world = world
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self.hull = self.world.CreateDynamicBody(
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position = (init_x, init_y),
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angle = init_angle,
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fixtures = [
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fixtureDef(shape = polygonShape(vertices=[ (x*SIZE,y*SIZE) for x,y in HULL_POLY1 ]), density=1.0),
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fixtureDef(shape = polygonShape(vertices=[ (x*SIZE,y*SIZE) for x,y in HULL_POLY2 ]), density=1.0),
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fixtureDef(shape = polygonShape(vertices=[ (x*SIZE,y*SIZE) for x,y in HULL_POLY3 ]), density=1.0),
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fixtureDef(shape = polygonShape(vertices=[ (x*SIZE,y*SIZE) for x,y in HULL_POLY4 ]), density=1.0)
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]
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)
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self.hull.color = (0.8,0.0,0.0)
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self.wheels = []
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self.fuel_spent = 0.0
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WHEEL_POLY = [
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(-WHEEL_W,+WHEEL_R), (+WHEEL_W,+WHEEL_R),
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(+WHEEL_W,-WHEEL_R), (-WHEEL_W,-WHEEL_R)
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]
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for wx,wy in WHEELPOS:
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front_k = 1.0 if wy > 0 else 1.0
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w = self.world.CreateDynamicBody(
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position = (init_x+wx*SIZE, init_y+wy*SIZE),
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angle = init_angle,
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fixtures = fixtureDef(
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shape=polygonShape(vertices=[ (x*front_k*SIZE,y*front_k*SIZE) for x,y in WHEEL_POLY ]),
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density=0.1,
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categoryBits=0x0020,
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maskBits=0x001,
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restitution=0.0)
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)
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w.wheel_rad = front_k*WHEEL_R*SIZE
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w.color = WHEEL_COLOR
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w.gas = 0.0
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w.brake = 0.0
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w.steer = 0.0
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w.phase = 0.0 # wheel angle
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w.omega = 0.0 # angular velocity
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w.skid_start = None
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w.skid_particle = None
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rjd = revoluteJointDef(
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bodyA=self.hull,
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bodyB=w,
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localAnchorA=(wx*SIZE,wy*SIZE),
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localAnchorB=(0,0),
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enableMotor=True,
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enableLimit=True,
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maxMotorTorque=180*900*SIZE*SIZE,
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motorSpeed = 0,
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lowerAngle = -0.4,
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upperAngle = +0.4,
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)
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w.joint = self.world.CreateJoint(rjd)
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w.tiles = set()
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w.userData = w
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self.wheels.append(w)
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self.drawlist = self.wheels + [self.hull]
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self.particles = []
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def gas(self, gas):
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'control: rear wheel drive'
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gas = np.clip(gas, 0, 1)
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for w in self.wheels[2:4]:
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diff = gas - w.gas
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if diff > 0.1: diff = 0.1 # gradually increase, but stop immediately
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w.gas += diff
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def brake(self, b):
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'control: brake b=0..1, more than 0.9 blocks wheels to zero rotation'
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for w in self.wheels:
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w.brake = b
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def steer(self, s):
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'control: steer s=-1..1, it takes time to rotate steering wheel from side to side, s is target position'
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self.wheels[0].steer = s
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self.wheels[1].steer = s
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def step(self, dt):
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for w in self.wheels:
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# Steer each wheel
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dir = np.sign(w.steer - w.joint.angle)
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val = abs(w.steer - w.joint.angle)
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w.joint.motorSpeed = dir*min(50.0*val, 3.0)
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# Position => friction_limit
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grass = True
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friction_limit = FRICTION_LIMIT*0.6 # Grass friction if no tile
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for tile in w.tiles:
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friction_limit = max(friction_limit, FRICTION_LIMIT*tile.road_friction)
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grass = False
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# Force
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forw = w.GetWorldVector( (0,1) )
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side = w.GetWorldVector( (1,0) )
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v = w.linearVelocity
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vf = forw[0]*v[0] + forw[1]*v[1] # forward speed
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vs = side[0]*v[0] + side[1]*v[1] # side speed
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# WHEEL_MOMENT_OF_INERTIA*np.square(w.omega)/2 = E -- energy
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# WHEEL_MOMENT_OF_INERTIA*w.omega * domega/dt = dE/dt = W -- power
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# domega = dt*W/WHEEL_MOMENT_OF_INERTIA/w.omega
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w.omega += dt*ENGINE_POWER*w.gas/WHEEL_MOMENT_OF_INERTIA/(abs(w.omega)+5.0) # small coef not to divide by zero
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self.fuel_spent += dt*ENGINE_POWER*w.gas
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if w.brake >= 0.9:
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w.omega = 0
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elif w.brake > 0:
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BRAKE_FORCE = 15 # radians per second
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dir = -np.sign(w.omega)
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val = BRAKE_FORCE*w.brake
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if abs(val) > abs(w.omega): val = abs(w.omega) # low speed => same as = 0
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w.omega += dir*val
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w.phase += w.omega*dt
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vr = w.omega*w.wheel_rad # rotating wheel speed
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f_force = -vf + vr # force direction is direction of speed difference
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p_force = -vs
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# Physically correct is to always apply friction_limit until speed is equal.
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# But dt is finite, that will lead to oscillations if difference is already near zero.
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f_force *= 205000*SIZE*SIZE # Random coefficient to cut oscillations in few steps (have no effect on friction_limit)
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p_force *= 205000*SIZE*SIZE
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force = np.sqrt(np.square(f_force) + np.square(p_force))
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# Skid trace
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if abs(force) > 2.0*friction_limit:
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if w.skid_particle and w.skid_particle.grass==grass and len(w.skid_particle.poly) < 30:
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w.skid_particle.poly.append( (w.position[0], w.position[1]) )
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elif w.skid_start is None:
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w.skid_start = w.position
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else:
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w.skid_particle = self._create_particle( w.skid_start, w.position, grass )
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w.skid_start = None
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else:
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w.skid_start = None
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w.skid_particle = None
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if abs(force) > friction_limit:
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f_force /= force
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p_force /= force
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force = friction_limit # Correct physics here
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f_force *= force
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p_force *= force
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w.omega -= dt*f_force*w.wheel_rad/WHEEL_MOMENT_OF_INERTIA
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w.ApplyForceToCenter( (
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p_force*side[0] + f_force*forw[0],
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p_force*side[1] + f_force*forw[1]), True )
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|
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def draw(self, viewer, draw_particles=True):
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if draw_particles:
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for p in self.particles:
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viewer.draw_polyline(p.poly, color=p.color, linewidth=5)
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for obj in self.drawlist:
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for f in obj.fixtures:
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trans = f.body.transform
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path = [trans*v for v in f.shape.vertices]
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viewer.draw_polygon(path, color=obj.color)
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if "phase" not in obj.__dict__: continue
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|
a1 = obj.phase
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a2 = obj.phase + 1.2 # radians
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s1 = math.sin(a1)
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s2 = math.sin(a2)
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c1 = math.cos(a1)
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c2 = math.cos(a2)
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if s1>0 and s2>0: continue
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if s1>0: c1 = np.sign(c1)
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if s2>0: c2 = np.sign(c2)
|
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|
white_poly = [
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(-WHEEL_W*SIZE, +WHEEL_R*c1*SIZE), (+WHEEL_W*SIZE, +WHEEL_R*c1*SIZE),
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|
(+WHEEL_W*SIZE, +WHEEL_R*c2*SIZE), (-WHEEL_W*SIZE, +WHEEL_R*c2*SIZE)
|
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|
]
|
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|
viewer.draw_polygon([trans*v for v in white_poly], color=WHEEL_WHITE)
|
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|
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def _create_particle(self, point1, point2, grass):
|
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|
class Particle:
|
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|
pass
|
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|
p = Particle()
|
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|
p.color = WHEEL_COLOR if not grass else MUD_COLOR
|
||||||
|
p.ttl = 1
|
||||||
|
p.poly = [(point1[0],point1[1]), (point2[0],point2[1])]
|
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|
p.grass = grass
|
||||||
|
self.particles.append(p)
|
||||||
|
while len(self.particles) > 30:
|
||||||
|
self.particles.pop(0)
|
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|
return p
|
||||||
|
|
||||||
|
def destroy(self):
|
||||||
|
self.world.DestroyBody(self.hull)
|
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|
self.hull = None
|
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|
for w in self.wheels:
|
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|
self.world.DestroyBody(w)
|
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|
self.wheels = []
|
||||||
|
|
490
gym/envs/box2d/car_racing.py
Normal file
490
gym/envs/box2d/car_racing.py
Normal file
@@ -0,0 +1,490 @@
|
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|
import sys, math
|
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|
import numpy as np
|
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|
|
||||||
|
import Box2D
|
||||||
|
from Box2D.b2 import (edgeShape, circleShape, fixtureDef, polygonShape, revoluteJointDef, contactListener)
|
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|
|
||||||
|
import gym
|
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|
from gym import spaces
|
||||||
|
from gym.envs.classic_control import rendering
|
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|
|
||||||
|
import pyglet
|
||||||
|
from pyglet.gl import *
|
||||||
|
|
||||||
|
from car_dynamics import Car
|
||||||
|
|
||||||
|
# Easiest continuous control task to learn from pixels, a top-down racing environment.
|
||||||
|
# Discreet control is reasonable in this environment as well, on/off discretisation is
|
||||||
|
# fine.
|
||||||
|
#
|
||||||
|
# State consists of STATE_W x STATE_H pixels.
|
||||||
|
#
|
||||||
|
# Reward is -0.1 every frame and +1000/N for every track tile visited, where N is
|
||||||
|
# the total number of tiles in track. For example, if you have finished in 732 frames,
|
||||||
|
# your reward is 1000 - 0.1*732 = 926.8 points.
|
||||||
|
#
|
||||||
|
# Game is solved when agent consistently gets 900+ points. Track is random every episode.
|
||||||
|
#
|
||||||
|
# Episode finishes when all tiles are visited. Car also can go outside of PLAYFIELD, that
|
||||||
|
# is far off the track, then it will get -100 and die.
|
||||||
|
#
|
||||||
|
# Some indicators shown at the bottom of the window and the state RGB buffer. From
|
||||||
|
# left to right: true speed, four ABS sensors, steering wheel position, gyroscope.
|
||||||
|
#
|
||||||
|
# To play yourself (it's rather fast for humans), type:
|
||||||
|
#
|
||||||
|
# python gym/envs/box2d/car_racing.py
|
||||||
|
#
|
||||||
|
# Remember it's powerful rear-wheel drive car, don't press accelerator and turn at the
|
||||||
|
# same time.
|
||||||
|
#
|
||||||
|
# Created by Oleg Klimov. Licensed on the same terms as the rest of OpenAI Gym.
|
||||||
|
|
||||||
|
STATE_W = 96 # less than Atari 160x192
|
||||||
|
STATE_H = 96
|
||||||
|
VIDEO_W = 600
|
||||||
|
VIDEO_H = 400
|
||||||
|
WINDOW_W = 1200
|
||||||
|
WINDOW_H = 1000
|
||||||
|
|
||||||
|
SCALE = 6.0 # Track scale
|
||||||
|
TRACK_RAD = 900/SCALE # Track is heavily morphed circle with this radius
|
||||||
|
PLAYFIELD = 2000/SCALE # Game over boundary
|
||||||
|
FPS = 50
|
||||||
|
ZOOM = 2.7 # Camera zoom
|
||||||
|
ZOOM_FOLLOW = True # Set to False for fixed view (don't use zoom)
|
||||||
|
|
||||||
|
|
||||||
|
TRACK_DETAIL_STEP = 21/SCALE
|
||||||
|
TRACK_TURN_RATE = 0.31
|
||||||
|
TRACK_WIDTH = 40/SCALE
|
||||||
|
BORDER = 8/SCALE
|
||||||
|
BORDER_MIN_COUNT = 4
|
||||||
|
|
||||||
|
ROAD_COLOR = [0.4, 0.4, 0.4]
|
||||||
|
|
||||||
|
class FrictionDetector(contactListener):
|
||||||
|
def __init__(self, env):
|
||||||
|
contactListener.__init__(self)
|
||||||
|
self.env = env
|
||||||
|
def BeginContact(self, contact):
|
||||||
|
self._contact(contact, True)
|
||||||
|
def EndContact(self, contact):
|
||||||
|
self._contact(contact, False)
|
||||||
|
def _contact(self, contact, begin):
|
||||||
|
tile = None
|
||||||
|
obj = None
|
||||||
|
u1 = contact.fixtureA.body.userData
|
||||||
|
u2 = contact.fixtureB.body.userData
|
||||||
|
if u1 and "road_friction" in u1.__dict__:
|
||||||
|
tile = u1
|
||||||
|
obj = u2
|
||||||
|
if u2 and "road_friction" in u2.__dict__:
|
||||||
|
tile = u2
|
||||||
|
obj = u1
|
||||||
|
if not tile: return
|
||||||
|
|
||||||
|
tile.color[0] = ROAD_COLOR[0]
|
||||||
|
tile.color[1] = ROAD_COLOR[1]
|
||||||
|
tile.color[2] = ROAD_COLOR[2]
|
||||||
|
if not obj or "tiles" not in obj.__dict__: return
|
||||||
|
if begin:
|
||||||
|
obj.tiles.add(tile)
|
||||||
|
#print tile.road_friction, "ADD", len(obj.tiles)
|
||||||
|
if not tile.road_visited:
|
||||||
|
tile.road_visited = True
|
||||||
|
self.env.reward += 1000.0/len(self.env.track)
|
||||||
|
self.env.tile_visited_count += 1
|
||||||
|
else:
|
||||||
|
obj.tiles.remove(tile)
|
||||||
|
#print tile.road_friction, "DEL", len(obj.tiles) -- should delete to zero when on grass (this works)
|
||||||
|
|
||||||
|
class CarRacing(gym.Env):
|
||||||
|
metadata = {
|
||||||
|
'render.modes': ['human', 'rgb_array', 'state_pixels'],
|
||||||
|
'video.frames_per_second' : FPS
|
||||||
|
}
|
||||||
|
|
||||||
|
def __init__(self):
|
||||||
|
self.action_space = spaces.Box( np.array([-1,0,0]), np.array([+1,+1,+1]) ) # steer, gas, brake
|
||||||
|
self.observation_space = spaces.Box(low=0, high=255, shape=(STATE_H, STATE_W, 3))
|
||||||
|
self.world = Box2D.b2World((0,0), contactListener=FrictionDetector(self))
|
||||||
|
self.viewer = None
|
||||||
|
self.invisible_state_window = None
|
||||||
|
self.invisible_video_window = None
|
||||||
|
self.road = None
|
||||||
|
self.car = None
|
||||||
|
self.reward = 0.0
|
||||||
|
self.prev_reward = 0.0
|
||||||
|
|
||||||
|
def _destroy(self):
|
||||||
|
if not self.road: return
|
||||||
|
for t in self.road:
|
||||||
|
self.world.DestroyBody(t)
|
||||||
|
self.road = []
|
||||||
|
self.car.destroy()
|
||||||
|
|
||||||
|
def _create_track(self):
|
||||||
|
CHECKPOINTS = 12
|
||||||
|
|
||||||
|
# Create checkpoints
|
||||||
|
checkpoints = []
|
||||||
|
for c in range(CHECKPOINTS):
|
||||||
|
alpha = 2*math.pi*c/CHECKPOINTS + np.random.uniform(0, 2*math.pi*1/CHECKPOINTS)
|
||||||
|
rad = np.random.uniform(TRACK_RAD/3, TRACK_RAD)
|
||||||
|
if c==0:
|
||||||
|
alpha = 0
|
||||||
|
rad = 1.5*TRACK_RAD
|
||||||
|
if c==CHECKPOINTS-1:
|
||||||
|
alpha = 2*math.pi*c/CHECKPOINTS
|
||||||
|
self.start_alpha = 2*math.pi*(-0.5)/CHECKPOINTS
|
||||||
|
rad = 1.5*TRACK_RAD
|
||||||
|
checkpoints.append( (alpha, rad*math.cos(alpha), rad*math.sin(alpha)) )
|
||||||
|
|
||||||
|
#print "\n".join(str(h) for h in checkpoints)
|
||||||
|
#self.road_poly = [ ( # uncomment this to see checkpoints
|
||||||
|
# [ (tx,ty) for a,tx,ty in checkpoints ],
|
||||||
|
# (0.7,0.7,0.9) ) ]
|
||||||
|
self.road = []
|
||||||
|
|
||||||
|
# Go from one checkpoint to another to create track
|
||||||
|
x, y, beta = 1.5*TRACK_RAD, 0, 0
|
||||||
|
dest_i = 0
|
||||||
|
laps = 0
|
||||||
|
track = []
|
||||||
|
no_freeze = 2500
|
||||||
|
visited_other_side = False
|
||||||
|
while 1:
|
||||||
|
alpha = math.atan2(y, x)
|
||||||
|
if visited_other_side and alpha > 0:
|
||||||
|
laps += 1
|
||||||
|
visited_other_side = False
|
||||||
|
if alpha < 0:
|
||||||
|
visited_other_side = True
|
||||||
|
alpha += 2*math.pi
|
||||||
|
while True: # Find destination from checkpoints
|
||||||
|
failed = True
|
||||||
|
while True:
|
||||||
|
dest_alpha, dest_x, dest_y = checkpoints[dest_i % len(checkpoints)]
|
||||||
|
if alpha <= dest_alpha:
|
||||||
|
failed = False
|
||||||
|
break
|
||||||
|
dest_i += 1
|
||||||
|
if dest_i % len(checkpoints) == 0: break
|
||||||
|
if not failed: break
|
||||||
|
alpha -= 2*math.pi
|
||||||
|
continue
|
||||||
|
r1x = math.cos(beta)
|
||||||
|
r1y = math.sin(beta)
|
||||||
|
p1x = -r1y
|
||||||
|
p1y = r1x
|
||||||
|
dest_dx = dest_x - x # vector towards destination
|
||||||
|
dest_dy = dest_y - y
|
||||||
|
proj = r1x*dest_dx + r1y*dest_dy # destination vector projected on rad
|
||||||
|
while beta - alpha > 1.5*math.pi: beta -= 2*math.pi
|
||||||
|
while beta - alpha < -1.5*math.pi: beta += 2*math.pi
|
||||||
|
prev_beta = beta
|
||||||
|
proj *= SCALE
|
||||||
|
if proj > 0.3: beta -= min(TRACK_TURN_RATE, abs(0.001*proj))
|
||||||
|
if proj < -0.3: beta += min(TRACK_TURN_RATE, abs(0.001*proj))
|
||||||
|
x += p1x*TRACK_DETAIL_STEP
|
||||||
|
y += p1y*TRACK_DETAIL_STEP
|
||||||
|
track.append( (alpha,prev_beta*0.5 + beta*0.5,x,y) )
|
||||||
|
if laps > 4: break
|
||||||
|
no_freeze -= 1
|
||||||
|
if no_freeze==0: break
|
||||||
|
#print "\n".join([str(t) for t in enumerate(track)])
|
||||||
|
|
||||||
|
# Find closed loop range i1..i2, first loop should be ignored, second is OK
|
||||||
|
i1, i2 = -1, -1
|
||||||
|
i = len(track)
|
||||||
|
while True:
|
||||||
|
i -= 1
|
||||||
|
if i==0: return False # Failed
|
||||||
|
pass_through_start = track[i][0] > self.start_alpha and track[i-1][0] <= self.start_alpha
|
||||||
|
if pass_through_start and i2==-1:
|
||||||
|
i2 = i
|
||||||
|
elif pass_through_start and i1==-1:
|
||||||
|
i1 = i
|
||||||
|
break
|
||||||
|
print("Track generation: %i..%i -> %i-tiles track" % (i1, i2, i2-i1))
|
||||||
|
assert i1!=-1
|
||||||
|
assert i2!=-1
|
||||||
|
|
||||||
|
track = track[i1:i2-1]
|
||||||
|
|
||||||
|
first_beta = track[0][1]
|
||||||
|
first_perp_x = math.cos(first_beta)
|
||||||
|
first_perp_y = math.sin(first_beta)
|
||||||
|
# Length of perpendicular jump to put together head and tail
|
||||||
|
well_glued_together = np.sqrt(
|
||||||
|
np.square( first_perp_x*(track[0][2] - track[-1][2]) ) +
|
||||||
|
np.square( first_perp_y*(track[0][3] - track[-1][3]) ))
|
||||||
|
if well_glued_together > TRACK_DETAIL_STEP:
|
||||||
|
return False
|
||||||
|
|
||||||
|
# Red-white border on hard turns
|
||||||
|
border = [False]*len(track)
|
||||||
|
for i in range(len(track)):
|
||||||
|
good = True
|
||||||
|
oneside = 0
|
||||||
|
for neg in range(BORDER_MIN_COUNT):
|
||||||
|
beta1 = track[i-neg-0][1]
|
||||||
|
beta2 = track[i-neg-1][1]
|
||||||
|
good &= abs(beta1 - beta2) > TRACK_TURN_RATE*0.2
|
||||||
|
oneside += np.sign(beta1 - beta2)
|
||||||
|
good &= abs(oneside) == BORDER_MIN_COUNT
|
||||||
|
border[i] = good
|
||||||
|
for i in range(len(track)):
|
||||||
|
for neg in range(BORDER_MIN_COUNT):
|
||||||
|
border[i-neg] |= border[i]
|
||||||
|
|
||||||
|
# Create tiles
|
||||||
|
for i in range(len(track)):
|
||||||
|
alpha1, beta1, x1, y1 = track[i]
|
||||||
|
alpha2, beta2, x2, y2 = track[i-1]
|
||||||
|
road1_l = (x1 - TRACK_WIDTH*math.cos(beta1), y1 - TRACK_WIDTH*math.sin(beta1))
|
||||||
|
road1_r = (x1 + TRACK_WIDTH*math.cos(beta1), y1 + TRACK_WIDTH*math.sin(beta1))
|
||||||
|
road2_l = (x2 - TRACK_WIDTH*math.cos(beta2), y2 - TRACK_WIDTH*math.sin(beta2))
|
||||||
|
road2_r = (x2 + TRACK_WIDTH*math.cos(beta2), y2 + TRACK_WIDTH*math.sin(beta2))
|
||||||
|
t = self.world.CreateStaticBody( fixtures = fixtureDef(
|
||||||
|
shape=polygonShape(vertices=[road1_l, road1_r, road2_r, road2_l])
|
||||||
|
))
|
||||||
|
t.userData = t
|
||||||
|
c = 0.01*(i%3)
|
||||||
|
t.color = [ROAD_COLOR[0] + c, ROAD_COLOR[1] + c, ROAD_COLOR[2] + c]
|
||||||
|
t.road_visited = False
|
||||||
|
t.road_friction = 1.0
|
||||||
|
t.fixtures[0].sensor = True
|
||||||
|
self.road_poly.append(( [road1_l, road1_r, road2_r, road2_l], t.color ))
|
||||||
|
self.road.append(t)
|
||||||
|
if border[i]:
|
||||||
|
side = np.sign(beta2 - beta1)
|
||||||
|
b1_l = (x1 + side* TRACK_WIDTH *math.cos(beta1), y1 + side* TRACK_WIDTH *math.sin(beta1))
|
||||||
|
b1_r = (x1 + side*(TRACK_WIDTH+BORDER)*math.cos(beta1), y1 + side*(TRACK_WIDTH+BORDER)*math.sin(beta1))
|
||||||
|
b2_l = (x2 + side* TRACK_WIDTH *math.cos(beta2), y2 + side* TRACK_WIDTH *math.sin(beta2))
|
||||||
|
b2_r = (x2 + side*(TRACK_WIDTH+BORDER)*math.cos(beta2), y2 + side*(TRACK_WIDTH+BORDER)*math.sin(beta2))
|
||||||
|
self.road_poly.append(( [b1_l, b1_r, b2_r, b2_l], (1,1,1) if i%2==0 else (1,0,0) ))
|
||||||
|
self.track = track
|
||||||
|
return True
|
||||||
|
|
||||||
|
def _reset(self):
|
||||||
|
self._destroy()
|
||||||
|
self.reward = 0.0
|
||||||
|
self.prev_reward = 0.0
|
||||||
|
self.tile_visited_count = 0
|
||||||
|
self.t = 0.0
|
||||||
|
self.road_poly = []
|
||||||
|
self.human_render = False
|
||||||
|
|
||||||
|
while True:
|
||||||
|
success = self._create_track()
|
||||||
|
if success: break
|
||||||
|
print("retry to generate track (normal if there are not many of this messages)")
|
||||||
|
self.car = Car(self.world, *self.track[0][1:4])
|
||||||
|
|
||||||
|
return self._step(None)[0]
|
||||||
|
|
||||||
|
def _step(self, action):
|
||||||
|
if action is not None:
|
||||||
|
self.car.steer(-action[0])
|
||||||
|
self.car.gas(action[1])
|
||||||
|
self.car.brake(action[2])
|
||||||
|
|
||||||
|
self.car.step(1.0/FPS)
|
||||||
|
self.world.Step(1.0/FPS, 6*30, 2*30)
|
||||||
|
self.t += 1.0/FPS
|
||||||
|
|
||||||
|
self.state = self._render("state_pixels")
|
||||||
|
|
||||||
|
step_reward = 0
|
||||||
|
done = False
|
||||||
|
if action is not None: # First step without action, called from reset()
|
||||||
|
self.reward -= 0.1
|
||||||
|
# We actually don't want to count fuel spent, we want car to be faster.
|
||||||
|
#self.reward -= 10 * self.car.fuel_spent / ENGINE_POWER
|
||||||
|
self.car.fuel_spent = 0.0
|
||||||
|
step_reward = self.reward - self.prev_reward
|
||||||
|
self.prev_reward = self.reward
|
||||||
|
if self.tile_visited_count==len(self.track):
|
||||||
|
done = True
|
||||||
|
x, y = self.car.hull.position
|
||||||
|
if abs(x) > PLAYFIELD or abs(y) > PLAYFIELD:
|
||||||
|
done = True
|
||||||
|
step_reward = -100
|
||||||
|
|
||||||
|
return self.state, step_reward, done, {}
|
||||||
|
|
||||||
|
def _render(self, mode='human', close=False):
|
||||||
|
if close:
|
||||||
|
if self.viewer is not None:
|
||||||
|
self.viewer.close()
|
||||||
|
self.viewer = None
|
||||||
|
return
|
||||||
|
|
||||||
|
if self.viewer is None:
|
||||||
|
self.viewer = rendering.Viewer(WINDOW_W, WINDOW_H)
|
||||||
|
self.score_label = pyglet.text.Label('0000', font_size=36,
|
||||||
|
x=20, y=WINDOW_H*2.5/40.00, anchor_x='left', anchor_y='center',
|
||||||
|
color=(255,255,255,255))
|
||||||
|
self.transform = rendering.Transform()
|
||||||
|
|
||||||
|
if "t" not in self.__dict__: return # reset() not called yet
|
||||||
|
|
||||||
|
zoom = 0.1*SCALE*max(1-self.t, 0) + ZOOM*SCALE*min(self.t, 1) # Animate zoom first second
|
||||||
|
zoom_state = ZOOM*SCALE*STATE_W/WINDOW_W
|
||||||
|
zoom_video = ZOOM*SCALE*VIDEO_W/WINDOW_W
|
||||||
|
scroll_x = self.car.hull.position[0]
|
||||||
|
scroll_y = self.car.hull.position[1]
|
||||||
|
angle = -self.car.hull.angle
|
||||||
|
vel = self.car.hull.linearVelocity
|
||||||
|
if np.linalg.norm(vel) > 0.5:
|
||||||
|
angle = math.atan2(vel[0], vel[1])
|
||||||
|
self.transform.set_scale(zoom, zoom)
|
||||||
|
self.transform.set_translation(
|
||||||
|
WINDOW_W/2 - (scroll_x*zoom*math.cos(angle) - scroll_y*zoom*math.sin(angle)),
|
||||||
|
WINDOW_H/4 - (scroll_x*zoom*math.sin(angle) + scroll_y*zoom*math.cos(angle)) )
|
||||||
|
self.transform.set_rotation(angle)
|
||||||
|
|
||||||
|
self.car.draw(self.viewer, mode!="state_pixels")
|
||||||
|
|
||||||
|
arr = None
|
||||||
|
win = self.viewer.window
|
||||||
|
win.switch_to()
|
||||||
|
win.dispatch_events()
|
||||||
|
if mode=="rgb_array" or mode=="state_pixels":
|
||||||
|
win.clear()
|
||||||
|
t = self.transform
|
||||||
|
if mode=='rgb_array':
|
||||||
|
VP_W = VIDEO_W
|
||||||
|
VP_H = VIDEO_H
|
||||||
|
else:
|
||||||
|
VP_W = STATE_W
|
||||||
|
VP_H = STATE_H
|
||||||
|
glViewport(0, 0, VP_W, VP_H)
|
||||||
|
t.enable()
|
||||||
|
self._render_road()
|
||||||
|
for geom in self.viewer.onetime_geoms:
|
||||||
|
geom.render()
|
||||||
|
t.disable()
|
||||||
|
self._render_indicators(WINDOW_W, WINDOW_H) # TODO: find why 2x needed, wtf
|
||||||
|
image_data = pyglet.image.get_buffer_manager().get_color_buffer().get_image_data()
|
||||||
|
arr = np.fromstring(image_data.data, dtype=np.uint8, sep='')
|
||||||
|
arr = arr.reshape(VP_H, VP_W, 4)
|
||||||
|
arr = arr[::-1, :, 0:3]
|
||||||
|
|
||||||
|
if mode=="rgb_array" and not self.human_render: # agent can call or not call env.render() itself when recording video.
|
||||||
|
win.flip()
|
||||||
|
|
||||||
|
if mode=='human':
|
||||||
|
self.human_render = True
|
||||||
|
win.clear()
|
||||||
|
t = self.transform
|
||||||
|
glViewport(0, 0, WINDOW_W, WINDOW_H)
|
||||||
|
t.enable()
|
||||||
|
self._render_road()
|
||||||
|
for geom in self.viewer.onetime_geoms:
|
||||||
|
geom.render()
|
||||||
|
t.disable()
|
||||||
|
self._render_indicators(WINDOW_W, WINDOW_H)
|
||||||
|
win.flip()
|
||||||
|
|
||||||
|
self.viewer.onetime_geoms = []
|
||||||
|
return arr
|
||||||
|
|
||||||
|
def _render_road(self):
|
||||||
|
glBegin(GL_QUADS)
|
||||||
|
glColor4f(0.4, 0.8, 0.4, 1.0)
|
||||||
|
glVertex3f(-PLAYFIELD, +PLAYFIELD, 0)
|
||||||
|
glVertex3f(+PLAYFIELD, +PLAYFIELD, 0)
|
||||||
|
glVertex3f(+PLAYFIELD, -PLAYFIELD, 0)
|
||||||
|
glVertex3f(-PLAYFIELD, -PLAYFIELD, 0)
|
||||||
|
glColor4f(0.4, 0.9, 0.4, 1.0)
|
||||||
|
k = PLAYFIELD/20.0
|
||||||
|
for x in range(-20, 20, 2):
|
||||||
|
for y in range(-20, 20, 2):
|
||||||
|
glVertex3f(k*x + k, k*y + 0, 0)
|
||||||
|
glVertex3f(k*x + 0, k*y + 0, 0)
|
||||||
|
glVertex3f(k*x + 0, k*y + k, 0)
|
||||||
|
glVertex3f(k*x + k, k*y + k, 0)
|
||||||
|
for poly, color in self.road_poly:
|
||||||
|
glColor4f(color[0], color[1], color[2], 1)
|
||||||
|
for p in poly:
|
||||||
|
glVertex3f(p[0], p[1], 0)
|
||||||
|
glEnd()
|
||||||
|
|
||||||
|
def _render_indicators(self, W, H):
|
||||||
|
glBegin(GL_QUADS)
|
||||||
|
s = W/40.0
|
||||||
|
h = H/40.0
|
||||||
|
glColor4f(0,0,0,1)
|
||||||
|
glVertex3f(W, 0, 0)
|
||||||
|
glVertex3f(W, 5*h, 0)
|
||||||
|
glVertex3f(0, 5*h, 0)
|
||||||
|
glVertex3f(0, 0, 0)
|
||||||
|
def vertical_ind(place, val, color):
|
||||||
|
glColor4f(color[0], color[1], color[2], 1)
|
||||||
|
glVertex3f((place+0)*s, h + h*val, 0)
|
||||||
|
glVertex3f((place+1)*s, h + h*val, 0)
|
||||||
|
glVertex3f((place+1)*s, h, 0)
|
||||||
|
glVertex3f((place+0)*s, h, 0)
|
||||||
|
def horiz_ind(place, val, color):
|
||||||
|
glColor4f(color[0], color[1], color[2], 1)
|
||||||
|
glVertex3f((place+0)*s, 4*h , 0)
|
||||||
|
glVertex3f((place+val)*s, 4*h, 0)
|
||||||
|
glVertex3f((place+val)*s, 2*h, 0)
|
||||||
|
glVertex3f((place+0)*s, 2*h, 0)
|
||||||
|
true_speed = np.sqrt(np.square(self.car.hull.linearVelocity[0]) + np.square(self.car.hull.linearVelocity[1]))
|
||||||
|
vertical_ind(5, 0.02*true_speed, (1,1,1))
|
||||||
|
vertical_ind(7, 0.01*self.car.wheels[0].omega, (0.0,0,1)) # ABS sensors
|
||||||
|
vertical_ind(8, 0.01*self.car.wheels[1].omega, (0.0,0,1))
|
||||||
|
vertical_ind(9, 0.01*self.car.wheels[2].omega, (0.2,0,1))
|
||||||
|
vertical_ind(10,0.01*self.car.wheels[3].omega, (0.2,0,1))
|
||||||
|
horiz_ind(20, -10.0*self.car.wheels[0].joint.angle, (0,1,0))
|
||||||
|
horiz_ind(30, -0.8*self.car.hull.angularVelocity, (1,0,0))
|
||||||
|
glEnd()
|
||||||
|
self.score_label.text = "%04i" % self.reward
|
||||||
|
self.score_label.draw()
|
||||||
|
|
||||||
|
|
||||||
|
if __name__=="__main__":
|
||||||
|
from pyglet.window import key
|
||||||
|
a = np.array( [0.0, 0.0, 0.0] )
|
||||||
|
def key_press(k, mod):
|
||||||
|
global restart
|
||||||
|
if k==0xff0d: restart = True
|
||||||
|
if k==key.LEFT: a[0] = -1.0
|
||||||
|
if k==key.RIGHT: a[0] = +1.0
|
||||||
|
if k==key.UP: a[1] = +1.0
|
||||||
|
if k==key.DOWN: a[2] = +0.8 # set 1.0 for wheels to block to zero rotation
|
||||||
|
def key_release(k, mod):
|
||||||
|
if k==key.LEFT and a[0]==-1.0: a[0] = 0
|
||||||
|
if k==key.RIGHT and a[0]==+1.0: a[0] = 0
|
||||||
|
if k==key.UP: a[1] = 0
|
||||||
|
if k==key.DOWN: a[2] = 0
|
||||||
|
env = CarRacing()
|
||||||
|
env.render()
|
||||||
|
record_video = False
|
||||||
|
if record_video:
|
||||||
|
env.monitor.start('/tmp/video-test', force=True)
|
||||||
|
env.viewer.window.on_key_press = key_press
|
||||||
|
env.viewer.window.on_key_release = key_release
|
||||||
|
while True:
|
||||||
|
env.reset()
|
||||||
|
total_reward = 0.0
|
||||||
|
steps = 0
|
||||||
|
restart = False
|
||||||
|
while True:
|
||||||
|
s, r, done, info = env.step(a)
|
||||||
|
total_reward += r
|
||||||
|
if steps % 200 == 0 or done:
|
||||||
|
print("\naction " + str(["{:+0.2f}".format(x) for x in a]))
|
||||||
|
print("step {} total_reward {:+0.2f}".format(steps, total_reward))
|
||||||
|
#import matplotlib.pyplot as plt
|
||||||
|
#plt.imshow(s)
|
||||||
|
#plt.savefig("test.jpeg")
|
||||||
|
steps += 1
|
||||||
|
if not record_video: # Faster, but you can as well call env.render() every time to play full window.
|
||||||
|
env.render()
|
||||||
|
if done or restart: break
|
||||||
|
env.monitor.close()
|
@@ -247,6 +247,23 @@ add_task(
|
|||||||
experimental=True,
|
experimental=True,
|
||||||
)
|
)
|
||||||
|
|
||||||
|
add_task(
|
||||||
|
id='CarRacing-v0',
|
||||||
|
group='box2d',
|
||||||
|
experimental=True,
|
||||||
|
description="""
|
||||||
|
Easiest continuous control task to learn from pixels, a top-down racing environment.
|
||||||
|
Discreet control is reasonable in this environment as well, on/off discretisation is
|
||||||
|
fine. State consists of 96x96 pixels. Reward is -0.1 every frame and +1000/N for every track
|
||||||
|
tile visited, where N is the total number of tiles in track. For example, if you have
|
||||||
|
finished in 732 frames, your reward is 1000 - 0.1*732 = 926.8 points.
|
||||||
|
Episode finishes when all tiles are visited.
|
||||||
|
Some indicators shown at the bottom of the window and the state RGB buffer. From
|
||||||
|
left to right: true speed, four ABS sensors, steering wheel position, gyroscope.
|
||||||
|
"""
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
# mujoco
|
# mujoco
|
||||||
|
|
||||||
add_task(
|
add_task(
|
||||||
|
Reference in New Issue
Block a user