Spaces:
Running
Running
File size: 28,932 Bytes
375a1cf |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 |
__credits__ = ["Andrea PIERRÉ"]
import math
from typing import Optional, Union
import numpy as np
import gym
from gym import spaces
from gym.envs.box2d.car_dynamics import Car
from gym.error import DependencyNotInstalled, InvalidAction
from gym.utils import EzPickle
try:
import Box2D
from Box2D.b2 import contactListener, fixtureDef, polygonShape
except ImportError:
raise DependencyNotInstalled("box2D is not installed, run `pip install gym[box2d]`")
try:
# As pygame is necessary for using the environment (reset and step) even without a render mode
# therefore, pygame is a necessary import for the environment.
import pygame
from pygame import gfxdraw
except ImportError:
raise DependencyNotInstalled(
"pygame is not installed, run `pip install gym[box2d]`"
)
STATE_W = 96 # less than Atari 160x192
STATE_H = 96
VIDEO_W = 600
VIDEO_H = 400
WINDOW_W = 1000
WINDOW_H = 800
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 # Frames per second
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
GRASS_DIM = PLAYFIELD / 20.0
MAX_SHAPE_DIM = (
max(GRASS_DIM, TRACK_WIDTH, TRACK_DETAIL_STEP) * math.sqrt(2) * ZOOM * SCALE
)
class FrictionDetector(contactListener):
def __init__(self, env, lap_complete_percent):
contactListener.__init__(self)
self.env = env
self.lap_complete_percent = lap_complete_percent
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
# inherit tile color from env
tile.color[:] = self.env.road_color
if not obj or "tiles" not in obj.__dict__:
return
if begin:
obj.tiles.add(tile)
if not tile.road_visited:
tile.road_visited = True
self.env.reward += 1000.0 / len(self.env.track)
self.env.tile_visited_count += 1
# Lap is considered completed if enough % of the track was covered
if (
tile.idx == 0
and self.env.tile_visited_count / len(self.env.track)
> self.lap_complete_percent
):
self.env.new_lap = True
else:
obj.tiles.remove(tile)
class CarRacing(gym.Env, EzPickle):
"""
### Description
The easiest control task to learn from pixels - a top-down
racing environment. The generated track is random every episode.
Some indicators are shown at the bottom of the window along with the
state RGB buffer. From left to right: true speed, four ABS sensors,
steering wheel position, and gyroscope.
To play yourself (it's rather fast for humans), type:
```
python gym/envs/box2d/car_racing.py
```
Remember: it's a powerful rear-wheel drive car - don't press the accelerator
and turn at the same time.
### Action Space
If continuous:
There are 3 actions: steering (-1 is full left, +1 is full right), gas, and breaking.
If discrete:
There are 5 actions: do nothing, steer left, steer right, gas, brake.
### Observation Space
State consists of 96x96 pixels.
### Rewards
The reward is -0.1 every frame and +1000/N for every track tile visited,
where N is the total number of tiles visited in the track. For example,
if you have finished in 732 frames, your reward is
1000 - 0.1*732 = 926.8 points.
### Starting State
The car starts at rest in the center of the road.
### Episode Termination
The episode finishes when all of the tiles are visited. The car can also go
outside of the playfield - that is, far off the track, in which case it will
receive -100 reward and die.
### Arguments
`lap_complete_percent` dictates the percentage of tiles that must be visited by
the agent before a lap is considered complete.
Passing `domain_randomize=True` enables the domain randomized variant of the environment.
In this scenario, the background and track colours are different on every reset.
Passing `continuous=False` converts the environment to use discrete action space.
The discrete action space has 5 actions: [do nothing, left, right, gas, brake].
### Reset Arguments
Passing the option `options["randomize"] = True` will change the current colour of the environment on demand.
Correspondingly, passing the option `options["randomize"] = False` will not change the current colour of the environment.
`domain_randomize` must be `True` on init for this argument to work.
Example usage:
```py
env = gym.make("CarRacing-v1", domain_randomize=True)
# normal reset, this changes the colour scheme by default
env.reset()
# reset with colour scheme change
env.reset(options={"randomize": True})
# reset with no colour scheme change
env.reset(options={"randomize": False})
```
### Version History
- v1: Change track completion logic and add domain randomization (0.24.0)
- v0: Original version
### References
- Chris Campbell (2014), http://www.iforce2d.net/b2dtut/top-down-car.
### Credits
Created by Oleg Klimov
"""
metadata = {
"render_modes": [
"human",
"rgb_array",
"state_pixels",
],
"render_fps": FPS,
}
def __init__(
self,
render_mode: Optional[str] = None,
verbose: bool = False,
lap_complete_percent: float = 0.95,
domain_randomize: bool = False,
continuous: bool = True,
):
EzPickle.__init__(
self,
render_mode,
verbose,
lap_complete_percent,
domain_randomize,
continuous,
)
self.continuous = continuous
self.domain_randomize = domain_randomize
self.lap_complete_percent = lap_complete_percent
self._init_colors()
self.contactListener_keepref = FrictionDetector(self, self.lap_complete_percent)
self.world = Box2D.b2World((0, 0), contactListener=self.contactListener_keepref)
self.screen: Optional[pygame.Surface] = None
self.surf = None
self.clock = None
self.isopen = True
self.invisible_state_window = None
self.invisible_video_window = None
self.road = None
self.car: Optional[Car] = None
self.reward = 0.0
self.prev_reward = 0.0
self.verbose = verbose
self.new_lap = False
self.fd_tile = fixtureDef(
shape=polygonShape(vertices=[(0, 0), (1, 0), (1, -1), (0, -1)])
)
# This will throw a warning in tests/envs/test_envs in utils/env_checker.py as the space is not symmetric
# or normalised however this is not possible here so ignore
if self.continuous:
self.action_space = spaces.Box(
np.array([-1, 0, 0]).astype(np.float32),
np.array([+1, +1, +1]).astype(np.float32),
) # steer, gas, brake
else:
self.action_space = spaces.Discrete(5)
# do nothing, left, right, gas, brake
self.observation_space = spaces.Box(
low=0, high=255, shape=(STATE_H, STATE_W, 3), dtype=np.uint8
)
self.render_mode = render_mode
def _destroy(self):
if not self.road:
return
for t in self.road:
self.world.DestroyBody(t)
self.road = []
assert self.car is not None
self.car.destroy()
def _init_colors(self):
if self.domain_randomize:
# domain randomize the bg and grass colour
self.road_color = self.np_random.uniform(0, 210, size=3)
self.bg_color = self.np_random.uniform(0, 210, size=3)
self.grass_color = np.copy(self.bg_color)
idx = self.np_random.integers(3)
self.grass_color[idx] += 20
else:
# default colours
self.road_color = np.array([102, 102, 102])
self.bg_color = np.array([102, 204, 102])
self.grass_color = np.array([102, 230, 102])
def _reinit_colors(self, randomize):
assert (
self.domain_randomize
), "domain_randomize must be True to use this function."
if randomize:
# domain randomize the bg and grass colour
self.road_color = self.np_random.uniform(0, 210, size=3)
self.bg_color = self.np_random.uniform(0, 210, size=3)
self.grass_color = np.copy(self.bg_color)
idx = self.np_random.integers(3)
self.grass_color[idx] += 20
def _create_track(self):
CHECKPOINTS = 12
# Create checkpoints
checkpoints = []
for c in range(CHECKPOINTS):
noise = self.np_random.uniform(0, 2 * math.pi * 1 / CHECKPOINTS)
alpha = 2 * math.pi * c / CHECKPOINTS + noise
rad = self.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)))
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 True:
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
# destination vector projected on rad:
proj = r1x * dest_dx + r1y * dest_dy
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
# 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
if self.verbose:
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),
)
vertices = [road1_l, road1_r, road2_r, road2_l]
self.fd_tile.shape.vertices = vertices
t = self.world.CreateStaticBody(fixtures=self.fd_tile)
t.userData = t
c = 0.01 * (i % 3) * 255
t.color = self.road_color + c
t.road_visited = False
t.road_friction = 1.0
t.idx = i
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],
(255, 255, 255) if i % 2 == 0 else (255, 0, 0),
)
)
self.track = track
return True
def reset(
self,
*,
seed: Optional[int] = None,
options: Optional[dict] = None,
):
super().reset(seed=seed)
self._destroy()
self.world.contactListener_bug_workaround = FrictionDetector(
self, self.lap_complete_percent
)
self.world.contactListener = self.world.contactListener_bug_workaround
self.reward = 0.0
self.prev_reward = 0.0
self.tile_visited_count = 0
self.t = 0.0
self.new_lap = False
self.road_poly = []
if self.domain_randomize:
randomize = True
if isinstance(options, dict):
if "randomize" in options:
randomize = options["randomize"]
self._reinit_colors(randomize)
while True:
success = self._create_track()
if success:
break
if self.verbose:
print(
"retry to generate track (normal if there are not many"
"instances of this message)"
)
self.car = Car(self.world, *self.track[0][1:4])
if self.render_mode == "human":
self.render()
return self.step(None)[0], {}
def step(self, action: Union[np.ndarray, int]):
assert self.car is not None
if action is not None:
if self.continuous:
self.car.steer(-action[0])
self.car.gas(action[1])
self.car.brake(action[2])
else:
if not self.action_space.contains(action):
raise InvalidAction(
f"you passed the invalid action `{action}`. "
f"The supported action_space is `{self.action_space}`"
)
self.car.steer(-0.6 * (action == 1) + 0.6 * (action == 2))
self.car.gas(0.2 * (action == 3))
self.car.brake(0.8 * (action == 4))
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
terminated = False
truncated = 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) or self.new_lap:
# Truncation due to finishing lap
# This should not be treated as a failure
# but like a timeout
truncated = True
x, y = self.car.hull.position
if abs(x) > PLAYFIELD or abs(y) > PLAYFIELD:
terminated = True
step_reward = -100
if self.render_mode == "human":
self.render()
return self.state, step_reward, terminated, truncated, {}
def render(self):
if self.render_mode is None:
gym.logger.warn(
"You are calling render method without specifying any render mode. "
"You can specify the render_mode at initialization, "
f'e.g. gym("{self.spec.id}", render_mode="rgb_array")'
)
else:
return self._render(self.render_mode)
def _render(self, mode: str):
assert mode in self.metadata["render_modes"]
pygame.font.init()
if self.screen is None and mode == "human":
pygame.init()
pygame.display.init()
self.screen = pygame.display.set_mode((WINDOW_W, WINDOW_H))
if self.clock is None:
self.clock = pygame.time.Clock()
if "t" not in self.__dict__:
return # reset() not called yet
self.surf = pygame.Surface((WINDOW_W, WINDOW_H))
assert self.car is not None
# computing transformations
angle = -self.car.hull.angle
# Animating first second zoom.
zoom = 0.1 * SCALE * max(1 - self.t, 0) + ZOOM * SCALE * min(self.t, 1)
scroll_x = -(self.car.hull.position[0]) * zoom
scroll_y = -(self.car.hull.position[1]) * zoom
trans = pygame.math.Vector2((scroll_x, scroll_y)).rotate_rad(angle)
trans = (WINDOW_W / 2 + trans[0], WINDOW_H / 4 + trans[1])
self._render_road(zoom, trans, angle)
self.car.draw(
self.surf,
zoom,
trans,
angle,
mode not in ["state_pixels_list", "state_pixels"],
)
self.surf = pygame.transform.flip(self.surf, False, True)
# showing stats
self._render_indicators(WINDOW_W, WINDOW_H)
font = pygame.font.Font(pygame.font.get_default_font(), 42)
text = font.render("%04i" % self.reward, True, (255, 255, 255), (0, 0, 0))
text_rect = text.get_rect()
text_rect.center = (60, WINDOW_H - WINDOW_H * 2.5 / 40.0)
self.surf.blit(text, text_rect)
if mode == "human":
pygame.event.pump()
self.clock.tick(self.metadata["render_fps"])
assert self.screen is not None
self.screen.fill(0)
self.screen.blit(self.surf, (0, 0))
pygame.display.flip()
if mode == "rgb_array":
return self._create_image_array(self.surf, (VIDEO_W, VIDEO_H))
elif mode == "state_pixels":
return self._create_image_array(self.surf, (STATE_W, STATE_H))
else:
return self.isopen
def _render_road(self, zoom, translation, angle):
bounds = PLAYFIELD
field = [
(bounds, bounds),
(bounds, -bounds),
(-bounds, -bounds),
(-bounds, bounds),
]
# draw background
self._draw_colored_polygon(
self.surf, field, self.bg_color, zoom, translation, angle, clip=False
)
# draw grass patches
grass = []
for x in range(-20, 20, 2):
for y in range(-20, 20, 2):
grass.append(
[
(GRASS_DIM * x + GRASS_DIM, GRASS_DIM * y + 0),
(GRASS_DIM * x + 0, GRASS_DIM * y + 0),
(GRASS_DIM * x + 0, GRASS_DIM * y + GRASS_DIM),
(GRASS_DIM * x + GRASS_DIM, GRASS_DIM * y + GRASS_DIM),
]
)
for poly in grass:
self._draw_colored_polygon(
self.surf, poly, self.grass_color, zoom, translation, angle
)
# draw road
for poly, color in self.road_poly:
# converting to pixel coordinates
poly = [(p[0], p[1]) for p in poly]
color = [int(c) for c in color]
self._draw_colored_polygon(self.surf, poly, color, zoom, translation, angle)
def _render_indicators(self, W, H):
s = W / 40.0
h = H / 40.0
color = (0, 0, 0)
polygon = [(W, H), (W, H - 5 * h), (0, H - 5 * h), (0, H)]
pygame.draw.polygon(self.surf, color=color, points=polygon)
def vertical_ind(place, val):
return [
(place * s, H - (h + h * val)),
((place + 1) * s, H - (h + h * val)),
((place + 1) * s, H - h),
((place + 0) * s, H - h),
]
def horiz_ind(place, val):
return [
((place + 0) * s, H - 4 * h),
((place + val) * s, H - 4 * h),
((place + val) * s, H - 2 * h),
((place + 0) * s, H - 2 * h),
]
assert self.car is not None
true_speed = np.sqrt(
np.square(self.car.hull.linearVelocity[0])
+ np.square(self.car.hull.linearVelocity[1])
)
# simple wrapper to render if the indicator value is above a threshold
def render_if_min(value, points, color):
if abs(value) > 1e-4:
pygame.draw.polygon(self.surf, points=points, color=color)
render_if_min(true_speed, vertical_ind(5, 0.02 * true_speed), (255, 255, 255))
# ABS sensors
render_if_min(
self.car.wheels[0].omega,
vertical_ind(7, 0.01 * self.car.wheels[0].omega),
(0, 0, 255),
)
render_if_min(
self.car.wheels[1].omega,
vertical_ind(8, 0.01 * self.car.wheels[1].omega),
(0, 0, 255),
)
render_if_min(
self.car.wheels[2].omega,
vertical_ind(9, 0.01 * self.car.wheels[2].omega),
(51, 0, 255),
)
render_if_min(
self.car.wheels[3].omega,
vertical_ind(10, 0.01 * self.car.wheels[3].omega),
(51, 0, 255),
)
render_if_min(
self.car.wheels[0].joint.angle,
horiz_ind(20, -10.0 * self.car.wheels[0].joint.angle),
(0, 255, 0),
)
render_if_min(
self.car.hull.angularVelocity,
horiz_ind(30, -0.8 * self.car.hull.angularVelocity),
(255, 0, 0),
)
def _draw_colored_polygon(
self, surface, poly, color, zoom, translation, angle, clip=True
):
poly = [pygame.math.Vector2(c).rotate_rad(angle) for c in poly]
poly = [
(c[0] * zoom + translation[0], c[1] * zoom + translation[1]) for c in poly
]
# This checks if the polygon is out of bounds of the screen, and we skip drawing if so.
# Instead of calculating exactly if the polygon and screen overlap,
# we simply check if the polygon is in a larger bounding box whose dimension
# is greater than the screen by MAX_SHAPE_DIM, which is the maximum
# diagonal length of an environment object
if not clip or any(
(-MAX_SHAPE_DIM <= coord[0] <= WINDOW_W + MAX_SHAPE_DIM)
and (-MAX_SHAPE_DIM <= coord[1] <= WINDOW_H + MAX_SHAPE_DIM)
for coord in poly
):
gfxdraw.aapolygon(self.surf, poly, color)
gfxdraw.filled_polygon(self.surf, poly, color)
def _create_image_array(self, screen, size):
scaled_screen = pygame.transform.smoothscale(screen, size)
return np.transpose(
np.array(pygame.surfarray.pixels3d(scaled_screen)), axes=(1, 0, 2)
)
def close(self):
if self.screen is not None:
pygame.display.quit()
self.isopen = False
pygame.quit()
if __name__ == "__main__":
a = np.array([0.0, 0.0, 0.0])
def register_input():
global quit, restart
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
a[0] = -1.0
if event.key == pygame.K_RIGHT:
a[0] = +1.0
if event.key == pygame.K_UP:
a[1] = +1.0
if event.key == pygame.K_DOWN:
a[2] = +0.8 # set 1.0 for wheels to block to zero rotation
if event.key == pygame.K_RETURN:
restart = True
if event.key == pygame.K_ESCAPE:
quit = True
if event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT:
a[0] = 0
if event.key == pygame.K_RIGHT:
a[0] = 0
if event.key == pygame.K_UP:
a[1] = 0
if event.key == pygame.K_DOWN:
a[2] = 0
if event.type == pygame.QUIT:
quit = True
env = CarRacing(render_mode="human")
quit = False
while not quit:
env.reset()
total_reward = 0.0
steps = 0
restart = False
while True:
register_input()
s, r, terminated, truncated, info = env.step(a)
total_reward += r
if steps % 200 == 0 or terminated or truncated:
print("\naction " + str([f"{x:+0.2f}" for x in a]))
print(f"step {steps} total_reward {total_reward:+0.2f}")
steps += 1
if terminated or truncated or restart or quit:
break
env.close()
|