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__credits__ = ["Andrea PIERRÉ"]
import math
from typing import TYPE_CHECKING, List, Optional
import numpy as np
import gym
from gym import error, spaces
from gym.error import DependencyNotInstalled
from gym.utils import EzPickle
try:
import Box2D
from Box2D.b2 import (
circleShape,
contactListener,
edgeShape,
fixtureDef,
polygonShape,
revoluteJointDef,
)
except ImportError:
raise DependencyNotInstalled("box2D is not installed, run `pip install gym[box2d]`")
if TYPE_CHECKING:
import pygame
FPS = 50
SCALE = 30.0 # affects how fast-paced the game is, forces should be adjusted as well
MOTORS_TORQUE = 80
SPEED_HIP = 4
SPEED_KNEE = 6
LIDAR_RANGE = 160 / SCALE
INITIAL_RANDOM = 5
HULL_POLY = [(-30, +9), (+6, +9), (+34, +1), (+34, -8), (-30, -8)]
LEG_DOWN = -8 / SCALE
LEG_W, LEG_H = 8 / SCALE, 34 / SCALE
VIEWPORT_W = 600
VIEWPORT_H = 400
TERRAIN_STEP = 14 / SCALE
TERRAIN_LENGTH = 200 # in steps
TERRAIN_HEIGHT = VIEWPORT_H / SCALE / 4
TERRAIN_GRASS = 10 # low long are grass spots, in steps
TERRAIN_STARTPAD = 20 # in steps
FRICTION = 2.5
HULL_FD = fixtureDef(
shape=polygonShape(vertices=[(x / SCALE, y / SCALE) for x, y in HULL_POLY]),
density=5.0,
friction=0.1,
categoryBits=0x0020,
maskBits=0x001, # collide only with ground
restitution=0.0,
) # 0.99 bouncy
LEG_FD = fixtureDef(
shape=polygonShape(box=(LEG_W / 2, LEG_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x0020,
maskBits=0x001,
)
LOWER_FD = fixtureDef(
shape=polygonShape(box=(0.8 * LEG_W / 2, LEG_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x0020,
maskBits=0x001,
)
class ContactDetector(contactListener):
def __init__(self, env):
contactListener.__init__(self)
self.env = env
def BeginContact(self, contact):
if (
self.env.hull == contact.fixtureA.body
or self.env.hull == contact.fixtureB.body
):
self.env.game_over = True
for leg in [self.env.legs[1], self.env.legs[3]]:
if leg in [contact.fixtureA.body, contact.fixtureB.body]:
leg.ground_contact = True
def EndContact(self, contact):
for leg in [self.env.legs[1], self.env.legs[3]]:
if leg in [contact.fixtureA.body, contact.fixtureB.body]:
leg.ground_contact = False
class BipedalWalker(gym.Env, EzPickle):
"""
### Description
This is a simple 4-joint walker robot environment.
There are two versions:
- Normal, with slightly uneven terrain.
- Hardcore, with ladders, stumps, pitfalls.
To solve the normal version, you need to get 300 points in 1600 time steps.
To solve the hardcore version, you need 300 points in 2000 time steps.
A heuristic is provided for testing. It's also useful to get demonstrations
to learn from. To run the heuristic:
```
python gym/envs/box2d/bipedal_walker.py
```
### Action Space
Actions are motor speed values in the [-1, 1] range for each of the
4 joints at both hips and knees.
### Observation Space
State consists of hull angle speed, angular velocity, horizontal speed,
vertical speed, position of joints and joints angular speed, legs contact
with ground, and 10 lidar rangefinder measurements. There are no coordinates
in the state vector.
### Rewards
Reward is given for moving forward, totaling 300+ points up to the far end.
If the robot falls, it gets -100. Applying motor torque costs a small
amount of points. A more optimal agent will get a better score.
### Starting State
The walker starts standing at the left end of the terrain with the hull
horizontal, and both legs in the same position with a slight knee angle.
### Episode Termination
The episode will terminate if the hull gets in contact with the ground or
if the walker exceeds the right end of the terrain length.
### Arguments
To use to the _hardcore_ environment, you need to specify the
`hardcore=True` argument like below:
```python
import gym
env = gym.make("BipedalWalker-v3", hardcore=True)
```
### Version History
- v3: returns closest lidar trace instead of furthest;
faster video recording
- v2: Count energy spent
- v1: Legs now report contact with ground; motors have higher torque and
speed; ground has higher friction; lidar rendered less nervously.
- v0: Initial version
<!-- ### References -->
### Credits
Created by Oleg Klimov
"""
metadata = {
"render_modes": ["human", "rgb_array"],
"render_fps": FPS,
}
def __init__(self, render_mode: Optional[str] = None, hardcore: bool = False):
EzPickle.__init__(self, render_mode, hardcore)
self.isopen = True
self.world = Box2D.b2World()
self.terrain: List[Box2D.b2Body] = []
self.hull: Optional[Box2D.b2Body] = None
self.prev_shaping = None
self.hardcore = hardcore
self.fd_polygon = fixtureDef(
shape=polygonShape(vertices=[(0, 0), (1, 0), (1, -1), (0, -1)]),
friction=FRICTION,
)
self.fd_edge = fixtureDef(
shape=edgeShape(vertices=[(0, 0), (1, 1)]),
friction=FRICTION,
categoryBits=0x0001,
)
# we use 5.0 to represent the joints moving at maximum
# 5 x the rated speed due to impulses from ground contact etc.
low = np.array(
[
-math.pi,
-5.0,
-5.0,
-5.0,
-math.pi,
-5.0,
-math.pi,
-5.0,
-0.0,
-math.pi,
-5.0,
-math.pi,
-5.0,
-0.0,
]
+ [-1.0] * 10
).astype(np.float32)
high = np.array(
[
math.pi,
5.0,
5.0,
5.0,
math.pi,
5.0,
math.pi,
5.0,
5.0,
math.pi,
5.0,
math.pi,
5.0,
5.0,
]
+ [1.0] * 10
).astype(np.float32)
self.action_space = spaces.Box(
np.array([-1, -1, -1, -1]).astype(np.float32),
np.array([1, 1, 1, 1]).astype(np.float32),
)
self.observation_space = spaces.Box(low, high)
# state = [
# self.hull.angle, # Normal angles up to 0.5 here, but sure more is possible.
# 2.0 * self.hull.angularVelocity / FPS,
# 0.3 * vel.x * (VIEWPORT_W / SCALE) / FPS, # Normalized to get -1..1 range
# 0.3 * vel.y * (VIEWPORT_H / SCALE) / FPS,
# 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)
# self.joints[0].speed / SPEED_HIP,
# self.joints[1].angle + 1.0,
# self.joints[1].speed / SPEED_KNEE,
# 1.0 if self.legs[1].ground_contact else 0.0,
# self.joints[2].angle,
# self.joints[2].speed / SPEED_HIP,
# self.joints[3].angle + 1.0,
# self.joints[3].speed / SPEED_KNEE,
# 1.0 if self.legs[3].ground_contact else 0.0,
# ]
# state += [l.fraction for l in self.lidar]
self.render_mode = render_mode
self.screen: Optional[pygame.Surface] = None
self.clock = None
def _destroy(self):
if not self.terrain:
return
self.world.contactListener = None
for t in self.terrain:
self.world.DestroyBody(t)
self.terrain = []
self.world.DestroyBody(self.hull)
self.hull = None
for leg in self.legs:
self.world.DestroyBody(leg)
self.legs = []
self.joints = []
def _generate_terrain(self, hardcore):
GRASS, STUMP, STAIRS, PIT, _STATES_ = range(5)
state = GRASS
velocity = 0.0
y = TERRAIN_HEIGHT
counter = TERRAIN_STARTPAD
oneshot = False
self.terrain = []
self.terrain_x = []
self.terrain_y = []
stair_steps, stair_width, stair_height = 0, 0, 0
original_y = 0
for i in range(TERRAIN_LENGTH):
x = i * TERRAIN_STEP
self.terrain_x.append(x)
if state == GRASS and not oneshot:
velocity = 0.8 * velocity + 0.01 * np.sign(TERRAIN_HEIGHT - y)
if i > TERRAIN_STARTPAD:
velocity += self.np_random.uniform(-1, 1) / SCALE # 1
y += velocity
elif state == PIT and oneshot:
counter = self.np_random.integers(3, 5)
poly = [
(x, y),
(x + TERRAIN_STEP, y),
(x + TERRAIN_STEP, y - 4 * TERRAIN_STEP),
(x, y - 4 * TERRAIN_STEP),
]
self.fd_polygon.shape.vertices = poly
t = self.world.CreateStaticBody(fixtures=self.fd_polygon)
t.color1, t.color2 = (255, 255, 255), (153, 153, 153)
self.terrain.append(t)
self.fd_polygon.shape.vertices = [
(p[0] + TERRAIN_STEP * counter, p[1]) for p in poly
]
t = self.world.CreateStaticBody(fixtures=self.fd_polygon)
t.color1, t.color2 = (255, 255, 255), (153, 153, 153)
self.terrain.append(t)
counter += 2
original_y = y
elif state == PIT and not oneshot:
y = original_y
if counter > 1:
y -= 4 * TERRAIN_STEP
elif state == STUMP and oneshot:
counter = self.np_random.integers(1, 3)
poly = [
(x, y),
(x + counter * TERRAIN_STEP, y),
(x + counter * TERRAIN_STEP, y + counter * TERRAIN_STEP),
(x, y + counter * TERRAIN_STEP),
]
self.fd_polygon.shape.vertices = poly
t = self.world.CreateStaticBody(fixtures=self.fd_polygon)
t.color1, t.color2 = (255, 255, 255), (153, 153, 153)
self.terrain.append(t)
elif state == STAIRS and oneshot:
stair_height = +1 if self.np_random.random() > 0.5 else -1
stair_width = self.np_random.integers(4, 5)
stair_steps = self.np_random.integers(3, 5)
original_y = y
for s in range(stair_steps):
poly = [
(
x + (s * stair_width) * TERRAIN_STEP,
y + (s * stair_height) * TERRAIN_STEP,
),
(
x + ((1 + s) * stair_width) * TERRAIN_STEP,
y + (s * stair_height) * TERRAIN_STEP,
),
(
x + ((1 + s) * stair_width) * TERRAIN_STEP,
y + (-1 + s * stair_height) * TERRAIN_STEP,
),
(
x + (s * stair_width) * TERRAIN_STEP,
y + (-1 + s * stair_height) * TERRAIN_STEP,
),
]
self.fd_polygon.shape.vertices = poly
t = self.world.CreateStaticBody(fixtures=self.fd_polygon)
t.color1, t.color2 = (255, 255, 255), (153, 153, 153)
self.terrain.append(t)
counter = stair_steps * stair_width
elif state == STAIRS and not oneshot:
s = stair_steps * stair_width - counter - stair_height
n = s / stair_width
y = original_y + (n * stair_height) * TERRAIN_STEP
oneshot = False
self.terrain_y.append(y)
counter -= 1
if counter == 0:
counter = self.np_random.integers(TERRAIN_GRASS / 2, TERRAIN_GRASS)
if state == GRASS and hardcore:
state = self.np_random.integers(1, _STATES_)
oneshot = True
else:
state = GRASS
oneshot = True
self.terrain_poly = []
for i in range(TERRAIN_LENGTH - 1):
poly = [
(self.terrain_x[i], self.terrain_y[i]),
(self.terrain_x[i + 1], self.terrain_y[i + 1]),
]
self.fd_edge.shape.vertices = poly
t = self.world.CreateStaticBody(fixtures=self.fd_edge)
color = (76, 255 if i % 2 == 0 else 204, 76)
t.color1 = color
t.color2 = color
self.terrain.append(t)
color = (102, 153, 76)
poly += [(poly[1][0], 0), (poly[0][0], 0)]
self.terrain_poly.append((poly, color))
self.terrain.reverse()
def _generate_clouds(self):
# Sorry for the clouds, couldn't resist
self.cloud_poly = []
for i in range(TERRAIN_LENGTH // 20):
x = self.np_random.uniform(0, TERRAIN_LENGTH) * TERRAIN_STEP
y = VIEWPORT_H / SCALE * 3 / 4
poly = [
(
x
+ 15 * TERRAIN_STEP * math.sin(3.14 * 2 * a / 5)
+ self.np_random.uniform(0, 5 * TERRAIN_STEP),
y
+ 5 * TERRAIN_STEP * math.cos(3.14 * 2 * a / 5)
+ self.np_random.uniform(0, 5 * TERRAIN_STEP),
)
for a in range(5)
]
x1 = min(p[0] for p in poly)
x2 = max(p[0] for p in poly)
self.cloud_poly.append((poly, x1, x2))
def reset(
self,
*,
seed: Optional[int] = None,
options: Optional[dict] = None,
):
super().reset(seed=seed)
self._destroy()
self.world.contactListener_bug_workaround = ContactDetector(self)
self.world.contactListener = self.world.contactListener_bug_workaround
self.game_over = False
self.prev_shaping = None
self.scroll = 0.0
self.lidar_render = 0
self._generate_terrain(self.hardcore)
self._generate_clouds()
init_x = TERRAIN_STEP * TERRAIN_STARTPAD / 2
init_y = TERRAIN_HEIGHT + 2 * LEG_H
self.hull = self.world.CreateDynamicBody(
position=(init_x, init_y), fixtures=HULL_FD
)
self.hull.color1 = (127, 51, 229)
self.hull.color2 = (76, 76, 127)
self.hull.ApplyForceToCenter(
(self.np_random.uniform(-INITIAL_RANDOM, INITIAL_RANDOM), 0), True
)
self.legs: List[Box2D.b2Body] = []
self.joints: List[Box2D.b2RevoluteJoint] = []
for i in [-1, +1]:
leg = self.world.CreateDynamicBody(
position=(init_x, init_y - LEG_H / 2 - LEG_DOWN),
angle=(i * 0.05),
fixtures=LEG_FD,
)
leg.color1 = (153 - i * 25, 76 - i * 25, 127 - i * 25)
leg.color2 = (102 - i * 25, 51 - i * 25, 76 - i * 25)
rjd = revoluteJointDef(
bodyA=self.hull,
bodyB=leg,
localAnchorA=(0, LEG_DOWN),
localAnchorB=(0, LEG_H / 2),
enableMotor=True,
enableLimit=True,
maxMotorTorque=MOTORS_TORQUE,
motorSpeed=i,
lowerAngle=-0.8,
upperAngle=1.1,
)
self.legs.append(leg)
self.joints.append(self.world.CreateJoint(rjd))
lower = self.world.CreateDynamicBody(
position=(init_x, init_y - LEG_H * 3 / 2 - LEG_DOWN),
angle=(i * 0.05),
fixtures=LOWER_FD,
)
lower.color1 = (153 - i * 25, 76 - i * 25, 127 - i * 25)
lower.color2 = (102 - i * 25, 51 - i * 25, 76 - i * 25)
rjd = revoluteJointDef(
bodyA=leg,
bodyB=lower,
localAnchorA=(0, -LEG_H / 2),
localAnchorB=(0, LEG_H / 2),
enableMotor=True,
enableLimit=True,
maxMotorTorque=MOTORS_TORQUE,
motorSpeed=1,
lowerAngle=-1.6,
upperAngle=-0.1,
)
lower.ground_contact = False
self.legs.append(lower)
self.joints.append(self.world.CreateJoint(rjd))
self.drawlist = self.terrain + self.legs + [self.hull]
class LidarCallback(Box2D.b2.rayCastCallback):
def ReportFixture(self, fixture, point, normal, fraction):
if (fixture.filterData.categoryBits & 1) == 0:
return -1
self.p2 = point
self.fraction = fraction
return fraction
self.lidar = [LidarCallback() for _ in range(10)]
if self.render_mode == "human":
self.render()
return self.step(np.array([0, 0, 0, 0]))[0], {}
def step(self, action: np.ndarray):
assert self.hull is not None
# self.hull.ApplyForceToCenter((0, 20), True) -- Uncomment this to receive a bit of stability help
control_speed = False # Should be easier as well
if control_speed:
self.joints[0].motorSpeed = float(SPEED_HIP * np.clip(action[0], -1, 1))
self.joints[1].motorSpeed = float(SPEED_KNEE * np.clip(action[1], -1, 1))
self.joints[2].motorSpeed = float(SPEED_HIP * np.clip(action[2], -1, 1))
self.joints[3].motorSpeed = float(SPEED_KNEE * np.clip(action[3], -1, 1))
else:
self.joints[0].motorSpeed = float(SPEED_HIP * np.sign(action[0]))
self.joints[0].maxMotorTorque = float(
MOTORS_TORQUE * np.clip(np.abs(action[0]), 0, 1)
)
self.joints[1].motorSpeed = float(SPEED_KNEE * np.sign(action[1]))
self.joints[1].maxMotorTorque = float(
MOTORS_TORQUE * np.clip(np.abs(action[1]), 0, 1)
)
self.joints[2].motorSpeed = float(SPEED_HIP * np.sign(action[2]))
self.joints[2].maxMotorTorque = float(
MOTORS_TORQUE * np.clip(np.abs(action[2]), 0, 1)
)
self.joints[3].motorSpeed = float(SPEED_KNEE * np.sign(action[3]))
self.joints[3].maxMotorTorque = float(
MOTORS_TORQUE * np.clip(np.abs(action[3]), 0, 1)
)
self.world.Step(1.0 / FPS, 6 * 30, 2 * 30)
pos = self.hull.position
vel = self.hull.linearVelocity
for i in range(10):
self.lidar[i].fraction = 1.0
self.lidar[i].p1 = pos
self.lidar[i].p2 = (
pos[0] + math.sin(1.5 * i / 10.0) * LIDAR_RANGE,
pos[1] - math.cos(1.5 * i / 10.0) * LIDAR_RANGE,
)
self.world.RayCast(self.lidar[i], self.lidar[i].p1, self.lidar[i].p2)
state = [
self.hull.angle, # Normal angles up to 0.5 here, but sure more is possible.
2.0 * self.hull.angularVelocity / FPS,
0.3 * vel.x * (VIEWPORT_W / SCALE) / FPS, # Normalized to get -1..1 range
0.3 * vel.y * (VIEWPORT_H / SCALE) / FPS,
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)
self.joints[0].speed / SPEED_HIP,
self.joints[1].angle + 1.0,
self.joints[1].speed / SPEED_KNEE,
1.0 if self.legs[1].ground_contact else 0.0,
self.joints[2].angle,
self.joints[2].speed / SPEED_HIP,
self.joints[3].angle + 1.0,
self.joints[3].speed / SPEED_KNEE,
1.0 if self.legs[3].ground_contact else 0.0,
]
state += [l.fraction for l in self.lidar]
assert len(state) == 24
self.scroll = pos.x - VIEWPORT_W / SCALE / 5
shaping = (
130 * pos[0] / SCALE
) # moving forward is a way to receive reward (normalized to get 300 on completion)
shaping -= 5.0 * abs(
state[0]
) # keep head straight, other than that and falling, any behavior is unpunished
reward = 0
if self.prev_shaping is not None:
reward = shaping - self.prev_shaping
self.prev_shaping = shaping
for a in action:
reward -= 0.00035 * MOTORS_TORQUE * np.clip(np.abs(a), 0, 1)
# normalized to about -50.0 using heuristic, more optimal agent should spend less
terminated = False
if self.game_over or pos[0] < 0:
reward = -100
terminated = True
if pos[0] > (TERRAIN_LENGTH - TERRAIN_GRASS) * TERRAIN_STEP:
terminated = True
if self.render_mode == "human":
self.render()
return np.array(state, dtype=np.float32), reward, terminated, False, {}
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")'
)
return
try:
import pygame
from pygame import gfxdraw
except ImportError:
raise DependencyNotInstalled(
"pygame is not installed, run `pip install gym[box2d]`"
)
if self.screen is None and self.render_mode == "human":
pygame.init()
pygame.display.init()
self.screen = pygame.display.set_mode((VIEWPORT_W, VIEWPORT_H))
if self.clock is None:
self.clock = pygame.time.Clock()
self.surf = pygame.Surface(
(VIEWPORT_W + max(0.0, self.scroll) * SCALE, VIEWPORT_H)
)
pygame.transform.scale(self.surf, (SCALE, SCALE))
pygame.draw.polygon(
self.surf,
color=(215, 215, 255),
points=[
(self.scroll * SCALE, 0),
(self.scroll * SCALE + VIEWPORT_W, 0),
(self.scroll * SCALE + VIEWPORT_W, VIEWPORT_H),
(self.scroll * SCALE, VIEWPORT_H),
],
)
for poly, x1, x2 in self.cloud_poly:
if x2 < self.scroll / 2:
continue
if x1 > self.scroll / 2 + VIEWPORT_W / SCALE:
continue
pygame.draw.polygon(
self.surf,
color=(255, 255, 255),
points=[
(p[0] * SCALE + self.scroll * SCALE / 2, p[1] * SCALE) for p in poly
],
)
gfxdraw.aapolygon(
self.surf,
[(p[0] * SCALE + self.scroll * SCALE / 2, p[1] * SCALE) for p in poly],
(255, 255, 255),
)
for poly, color in self.terrain_poly:
if poly[1][0] < self.scroll:
continue
if poly[0][0] > self.scroll + VIEWPORT_W / SCALE:
continue
scaled_poly = []
for coord in poly:
scaled_poly.append([coord[0] * SCALE, coord[1] * SCALE])
pygame.draw.polygon(self.surf, color=color, points=scaled_poly)
gfxdraw.aapolygon(self.surf, scaled_poly, color)
self.lidar_render = (self.lidar_render + 1) % 100
i = self.lidar_render
if i < 2 * len(self.lidar):
single_lidar = (
self.lidar[i]
if i < len(self.lidar)
else self.lidar[len(self.lidar) - i - 1]
)
if hasattr(single_lidar, "p1") and hasattr(single_lidar, "p2"):
pygame.draw.line(
self.surf,
color=(255, 0, 0),
start_pos=(single_lidar.p1[0] * SCALE, single_lidar.p1[1] * SCALE),
end_pos=(single_lidar.p2[0] * SCALE, single_lidar.p2[1] * SCALE),
width=1,
)
for obj in self.drawlist:
for f in obj.fixtures:
trans = f.body.transform
if type(f.shape) is circleShape:
pygame.draw.circle(
self.surf,
color=obj.color1,
center=trans * f.shape.pos * SCALE,
radius=f.shape.radius * SCALE,
)
pygame.draw.circle(
self.surf,
color=obj.color2,
center=trans * f.shape.pos * SCALE,
radius=f.shape.radius * SCALE,
)
else:
path = [trans * v * SCALE for v in f.shape.vertices]
if len(path) > 2:
pygame.draw.polygon(self.surf, color=obj.color1, points=path)
gfxdraw.aapolygon(self.surf, path, obj.color1)
path.append(path[0])
pygame.draw.polygon(
self.surf, color=obj.color2, points=path, width=1
)
gfxdraw.aapolygon(self.surf, path, obj.color2)
else:
pygame.draw.aaline(
self.surf,
start_pos=path[0],
end_pos=path[1],
color=obj.color1,
)
flagy1 = TERRAIN_HEIGHT * SCALE
flagy2 = flagy1 + 50
x = TERRAIN_STEP * 3 * SCALE
pygame.draw.aaline(
self.surf, color=(0, 0, 0), start_pos=(x, flagy1), end_pos=(x, flagy2)
)
f = [
(x, flagy2),
(x, flagy2 - 10),
(x + 25, flagy2 - 5),
]
pygame.draw.polygon(self.surf, color=(230, 51, 0), points=f)
pygame.draw.lines(
self.surf, color=(0, 0, 0), points=f + [f[0]], width=1, closed=False
)
self.surf = pygame.transform.flip(self.surf, False, True)
if self.render_mode == "human":
assert self.screen is not None
self.screen.blit(self.surf, (-self.scroll * SCALE, 0))
pygame.event.pump()
self.clock.tick(self.metadata["render_fps"])
pygame.display.flip()
elif self.render_mode == "rgb_array":
return np.transpose(
np.array(pygame.surfarray.pixels3d(self.surf)), axes=(1, 0, 2)
)[:, -VIEWPORT_W:]
def close(self):
if self.screen is not None:
import pygame
pygame.display.quit()
pygame.quit()
self.isopen = False
class BipedalWalkerHardcore:
def __init__(self):
raise error.Error(
"Error initializing BipedalWalkerHardcore Environment.\n"
"Currently, we do not support initializing this mode of environment by calling the class directly.\n"
"To use this environment, instead create it by specifying the hardcore keyword in gym.make, i.e.\n"
'gym.make("BipedalWalker-v3", hardcore=True)'
)
if __name__ == "__main__":
# Heurisic: suboptimal, have no notion of balance.
env = BipedalWalker()
env.reset()
steps = 0
total_reward = 0
a = np.array([0.0, 0.0, 0.0, 0.0])
STAY_ON_ONE_LEG, PUT_OTHER_DOWN, PUSH_OFF = 1, 2, 3
SPEED = 0.29 # Will fall forward on higher speed
state = STAY_ON_ONE_LEG
moving_leg = 0
supporting_leg = 1 - moving_leg
SUPPORT_KNEE_ANGLE = +0.1
supporting_knee_angle = SUPPORT_KNEE_ANGLE
while True:
s, r, terminated, truncated, info = env.step(a)
total_reward += r
if steps % 20 == 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}")
print("hull " + str([f"{x:+0.2f}" for x in s[0:4]]))
print("leg0 " + str([f"{x:+0.2f}" for x in s[4:9]]))
print("leg1 " + str([f"{x:+0.2f}" for x in s[9:14]]))
steps += 1
contact0 = s[8]
contact1 = s[13]
moving_s_base = 4 + 5 * moving_leg
supporting_s_base = 4 + 5 * supporting_leg
hip_targ = [None, None] # -0.8 .. +1.1
knee_targ = [None, None] # -0.6 .. +0.9
hip_todo = [0.0, 0.0]
knee_todo = [0.0, 0.0]
if state == STAY_ON_ONE_LEG:
hip_targ[moving_leg] = 1.1
knee_targ[moving_leg] = -0.6
supporting_knee_angle += 0.03
if s[2] > SPEED:
supporting_knee_angle += 0.03
supporting_knee_angle = min(supporting_knee_angle, SUPPORT_KNEE_ANGLE)
knee_targ[supporting_leg] = supporting_knee_angle
if s[supporting_s_base + 0] < 0.10: # supporting leg is behind
state = PUT_OTHER_DOWN
if state == PUT_OTHER_DOWN:
hip_targ[moving_leg] = +0.1
knee_targ[moving_leg] = SUPPORT_KNEE_ANGLE
knee_targ[supporting_leg] = supporting_knee_angle
if s[moving_s_base + 4]:
state = PUSH_OFF
supporting_knee_angle = min(s[moving_s_base + 2], SUPPORT_KNEE_ANGLE)
if state == PUSH_OFF:
knee_targ[moving_leg] = supporting_knee_angle
knee_targ[supporting_leg] = +1.0
if s[supporting_s_base + 2] > 0.88 or s[2] > 1.2 * SPEED:
state = STAY_ON_ONE_LEG
moving_leg = 1 - moving_leg
supporting_leg = 1 - moving_leg
if hip_targ[0]:
hip_todo[0] = 0.9 * (hip_targ[0] - s[4]) - 0.25 * s[5]
if hip_targ[1]:
hip_todo[1] = 0.9 * (hip_targ[1] - s[9]) - 0.25 * s[10]
if knee_targ[0]:
knee_todo[0] = 4.0 * (knee_targ[0] - s[6]) - 0.25 * s[7]
if knee_targ[1]:
knee_todo[1] = 4.0 * (knee_targ[1] - s[11]) - 0.25 * s[12]
hip_todo[0] -= 0.9 * (0 - s[0]) - 1.5 * s[1] # PID to keep head strait
hip_todo[1] -= 0.9 * (0 - s[0]) - 1.5 * s[1]
knee_todo[0] -= 15.0 * s[3] # vertical speed, to damp oscillations
knee_todo[1] -= 15.0 * s[3]
a[0] = hip_todo[0]
a[1] = knee_todo[0]
a[2] = hip_todo[1]
a[3] = knee_todo[1]
a = np.clip(0.5 * a, -1.0, 1.0)
if terminated or truncated:
break