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rl_2d_walker.js/src/js/walker.js
T
2018-12-12 07:02:42 +08:00

768 lines
27 KiB
JavaScript

// walker has fixed shapes and structures
// shape definitions are in the constructor
const b2 = require('../vendor/jsbox2d')
const {
randf,
deg2rad,
clamp
} = require('./utils.js')
const {
Renderer
} = require('./renderer')
const STRENGTH = 1.7
class Walker {
constructor(world, floor, config) {
this.world = world;
this.floor = floor
this.config = config
this.density = 106.2; // common for all fixtures, no reason to be too specific
this.max_distance = -5;
this.health = 10 //config.walker_health;
this.score = 0;
this.low_foot_height = 0;
this.head_height = 0;
this.steps = 0;
this.episodeSteps = 0
this.distance = 0
this.last_left_left_forward = true
this.hue = randf(200, 360)
// http://www.ele.uri.edu/faculty/vetter/BME207/anthropometric-data.pdf
// https://multisite.eos.ncsu.edu/www-ergocenter-ncsu-edu/wp-content/uploads/sites/18/2016/06/Anthropometric-Detailed-Data-Tables.pdf
this.torso_def = {
upper_width: 0.25,
upper_height: 0.45,
lower_width: 0.25,
lower_height: 0.2
};
this.leg_def = {
femur_width: 0.18,
femur_length: 0.45,
tibia_width: 0.13,
tibia_length: 0.38,
foot_height: 0.08,
foot_length: 0.28
};
this.arm_def = {
arm_width: 0.12,
arm_length: 0.35,
forearm_width: 0.1,
forearm_length: 0.30,
hand_height: 0.08,
hand_length: 0.18,
}
this.head_def = {
head_width: 0.22,
head_height: 0.22,
neck_width: 0.1,
neck_height: 0.08
}
if (typeof WEB !== "undefined") {
console.log('rendering', typeof WEB)
this.renderer = new Renderer(this.config, this, this.floor)
}
this.reset()
}
build() {
this.bd = new b2.BodyDef({
positions: {
x: 10,
y: -10
}
});
this.bd.position.x += randf(-10, 10)
this.bd.type = b2.Body.b2_dynamicBody;
this.bd.linearDamping = 0;
this.bd.angularDamping = 20; // decay in force/ air friction
this.bd.allowSleep = true;
this.bd.awake = true;
this.fd = new b2.FixtureDef();
this.fd.density = this.density;
this.fd.restitution = 0.1; // bounciness
this.fd.friction = 10000000; // only on contact (grip)
this.fd.shape = new b2.PolygonShape();
this.fd.filter.groupIndex = -1;
this.joints = [];
this.otherJoints = []
this.otherBodies = []
this.balls = []
this.grips = [false, false, false, false]
// this.frictionJoints = []
this.torso = this.createTorso();
this.left_leg = this.createLeg('left_');
this.right_leg = this.createLeg('right_');
this.left_arm = this.createArm('left_');
this.right_arm = this.createArm('right_');
this.head = this.createHead();
this.connectParts();
this.bodies = this.getBodies();
// now apply a random starting positions and orientation
this.randomise(1);
}
initGrip() {
// add grip
// we don't have data on external forces, so I will just punish for contact with the ground
http: //blog.sethladd.com/2011/09/box2d-collision-damage-for-javascript.html
// However we could use a listener or calc force
var self = this
this.contactListener = new b2.ContactListener()
this.contactListener.BeginContact = function (contact, impulse) {
if (contact.m_fixtureA.m_body.m_userData == "floor" | contact.m_fixtureB.m_body.m_userData) {
var otherFixture = contact.m_fixtureA.m_body.m_userData == "floor" ? contact.m_fixtureB : contact.m_fixtureA
if (otherFixture.m_body === self.right_leg.foot) {
// TODO let the agent act to grip or not. Only if palm or foot down?
self.right_leg.frictionJoint.maxForce = 0 * self.grips[0]
self.right_leg.frictionJoint.maxTorque = 1000 * self.grips[0]
} else if (otherFixture.m_body === self.left_leg.foot) {
self.left_leg.frictionJoint.maxForce = 0 * self.grips[1]
self.left_leg.frictionJoint.maxTorque = 1000 * self.grips[1]
} else if (otherFixture.m_body == self.right_arm.hand) {
self.right_arm.frictionJoint.maxForce = 0 * self.grips[2]
self.right_arm.frictionJoint.maxTorque = 1000 * self.grips[2]
} else if (otherFixture.m_body === self.left_arm.hand) {
self.left_arm.frictionJoint.maxForce = 0 * self.grips[3]
self.left_arm.frictionJoint.maxTorque = 1000 * self.grips[3]
}
}
}
this.contactListener.EndContact = function (contact, impulse) {
if (contact.m_fixtureA.m_body.m_userData == "floor" | contact.m_fixtureB.m_body.m_userData) {
var otherFixture = contact.m_fixtureA.m_body.m_userData == "floor" ? contact.m_fixtureB : contact.m_fixtureA
if (otherFixture.m_body === self.right_leg.foot) {
self.right_leg.frictionJoint.maxForce = 0
self.right_leg.frictionJoint.maxTorque = 0
} else if (otherFixture.m_body === self.left_leg.foot) {
self.left_leg.frictionJoint.maxForce = 0
self.left_leg.frictionJoint.maxTorque = 0
} else if (otherFixture.m_body == self.right_arm.hand) {
self.right_arm.frictionJoint.maxForce = 0
self.right_arm.frictionJoint.maxTorque = 0
} else if (otherFixture.m_body === self.left_arm.hand) {
self.left_arm.frictionJoint.maxForce = 0
self.left_arm.frictionJoint.maxTorque = 0
}
}
}
this.world.SetContactListener(this.contactListener)
}
destroy() {
this.joints.map(joint => this.world.DestroyJoint(joint))
this.otherJoints.map(joint => this.world.DestroyJoint(joint))
this.bodies.map(body => body.DestroyFixture(body.GetFixtureList()))
this.bodies.map(body => this.world.DestroyBody(body))
this.balls.map(body => body.DestroyFixture(body.GetFixtureList()))
this.balls.map(body => this.world.DestroyBody(body))
this.bodies = []
this.joints = []
this.balls = []
this.otherJoints = []
}
createTorso() {
// upper torso
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height / 2);
var upper_torso = this.world.CreateBody(this.bd);
upper_torso.SetUserData('upper_torso')
this.fd.shape.SetAsBox(this.torso_def.upper_width / 2, this.torso_def.upper_height / 2);
upper_torso.CreateFixture(this.fd);
// lower torso
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height / 2);
var lower_torso = this.world.CreateBody(this.bd);
lower_torso.SetUserData('lower_torso')
this.fd.shape.SetAsBox(this.torso_def.lower_width / 2, this.torso_def.lower_height / 2);
lower_torso.CreateFixture(this.fd);
// torso joint
// Note for more info see : https://github.com/openai/gym/wiki/Humanoid-V1
// For 3d definition https://github.com/openai/gym/blob/master/gym/envs/mujoco/assets/humanoid.xml
var jd = new b2.RevoluteJointDef();
var position = upper_torso.GetPosition().Clone();
position.y -= this.torso_def.upper_height / 2;
position.x -= this.torso_def.lower_width / 3;
jd.Initialize(upper_torso, lower_torso, position);
jd.lowerAngle = deg2rad(-10 / 2);
jd.upperAngle = deg2rad(30 / 2);
jd.enableLimit = true;
jd.maxMotorTorque = 10 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData('torso_joint')
this.joints.push(j);
return {
upper_torso: upper_torso,
lower_torso: lower_torso
};
}
createLeg(label) {
// upper leg
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length / 2);
var upper_leg = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.leg_def.femur_width / 2, this.leg_def.femur_length / 2);
upper_leg.CreateFixture(this.fd);
upper_leg.SetUserData(label + 'upper_leg')
// lower leg
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length / 2);
var lower_leg = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.leg_def.tibia_width / 2, this.leg_def.tibia_length / 2);
lower_leg.CreateFixture(this.fd);
lower_leg.SetUserData(label + 'lower_leg')
// foot
this.bd.position.Set(0.5, this.leg_def.foot_height / 2);
var foot = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.leg_def.foot_length / 2, this.leg_def.foot_height / 2);
foot.CreateFixture(this.fd);
foot.SetUserData(label + 'foot')
var fjd = new b2.FrictionJointDef();
var position = new b2.Vec2(0, 0)
fjd.Initialize(foot, this.floor, position)
fjd.maxForce = 0; //This the most force the joint will apply to your object. The faster its moving the more force applied
fjd.maxTorque = 0; //Set to 0 to prevent rotation
fjd.userData = label + 'foot_friction_joint'
fjd.collideConnected = true
var frictionJoint = this.world.CreateJoint(fjd)
this.otherJoints.push(frictionJoint)
// leg joints
var jd = new b2.RevoluteJointDef();
var position = upper_leg.GetPosition().Clone();
position.y -= this.leg_def.femur_length / 2;
position.x += this.leg_def.femur_width / 4;
jd.Initialize(upper_leg, lower_leg, position);
jd.lowerAngle = deg2rad(-100);
jd.upperAngle = deg2rad(-2);
jd.enableLimit = true;
jd.maxMotorTorque = 260 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData(label + 'leg_joint')
this.joints.push(j);
// foot joint
var jd = new b2.RevoluteJointDef();
var position = lower_leg.GetPosition().Clone();
position.y -= this.leg_def.tibia_length / 2;
jd.Initialize(lower_leg, foot, position);
jd.lowerAngle = -deg2rad(-36);
jd.upperAngle = deg2rad(30);
jd.enableLimit = true;
jd.maxMotorTorque = 90 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData(label + 'foot_joint')
this.joints.push(j);
return {
upper_leg: upper_leg,
lower_leg: lower_leg,
foot: foot,
frictionJoint: frictionJoint
};
}
createArm(label) {
// upper arm
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height - this.arm_def.arm_length / 2);
var upper_arm = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.arm_def.arm_width / 2, this.arm_def.arm_length / 2);
upper_arm.CreateFixture(this.fd);
upper_arm.SetUserData(label + 'upper_arm')
// lower arm
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height - this.arm_def.arm_length - this.arm_def.forearm_length / 2);
var lower_arm = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.arm_def.forearm_width / 2, this.arm_def.forearm_length / 2);
lower_arm.CreateFixture(this.fd);
lower_arm.SetUserData(label + 'lower_arm')
// hand
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height - this.arm_def.arm_length - this.arm_def.forearm_length - this.arm_def.hand_length / 2);
var hand = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.arm_def.hand_height / 2, this.arm_def.hand_length / 2);
hand.CreateFixture(this.fd);
hand.SetUserData(label + 'hand')
var fjd = new b2.FrictionJointDef();
var position = new b2.Vec2(0, 0)
fjd.Initialize(hand, this.floor, position)
fjd.maxForce = 0; //This the most force the joint will apply to your object. The faster its moving the more force applied
fjd.maxTorque = 0; //Set to 0 to prevent rotation
fjd.userData = label + 'hand_friction_joint'
fjd.collideConnected = true
var frictionJoint = this.world.CreateJoint(fjd)
this.otherJoints.push(frictionJoint)
// arm join
var jd = new b2.RevoluteJointDef();
var position = upper_arm.GetPosition().Clone();
position.y -= this.arm_def.arm_length / 2;
jd.Initialize(upper_arm, lower_arm, position);
jd.lowerAngle = deg2rad(0);
jd.upperAngle = deg2rad(85);
jd.enableLimit = true;
jd.maxMotorTorque = 150 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData(label + 'arm_joint')
this.joints.push(j);
// hand joint
var jd = new b2.RevoluteJointDef();
var position = lower_arm.GetPosition().Clone();
position.y -= this.arm_def.forearm_length / 2;
jd.Initialize(lower_arm, hand, position);
jd.lowerAngle = deg2rad(-35);
jd.upperAngle = deg2rad(35);
jd.enableLimit = true;
jd.maxMotorTorque = 90 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData(label + 'hand_joint')
this.joints.push(j);
return {
upper_arm: upper_arm,
lower_arm: lower_arm,
hand: hand,
frictionJoint: frictionJoint
};
}
createHead() {
// neck
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height + this.head_def.neck_height / 2);
var neck = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.head_def.neck_width / 2, this.head_def.neck_height / 2);
neck.CreateFixture(this.fd);
neck.SetUserData('neck')
// head
this.bd.position.Set(0.5 - this.leg_def.foot_length / 2 + this.leg_def.tibia_width / 2, this.leg_def.foot_height / 2 + this.leg_def.foot_height / 2 + this.leg_def.tibia_length + this.leg_def.femur_length + this.torso_def.lower_height + this.torso_def.upper_height + this.head_def.neck_height + this.head_def.head_height / 2);
var head = this.world.CreateBody(this.bd);
this.fd.shape.SetAsBox(this.head_def.head_width / 2, this.head_def.head_height / 2);
head.CreateFixture(this.fd);
head.SetUserData('head')
// neck joint
var jd = new b2.RevoluteJointDef();
var position = neck.GetPosition().Clone();
position.y += this.head_def.neck_height / 2;
jd.Initialize(head, neck, position);
jd.lowerAngle = -0.1/2;
jd.upperAngle = 0.2/2;
jd.enableLimit = true;
jd.maxMotorTorque = 2 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData('neck_joint')
this.joints.push(j);
return {
head: head,
neck: neck
};
}
connectParts() {
//neck/torso
var jd = new b2.WeldJointDef();
jd.bodyA = this.head.neck;
jd.bodyB = this.torso.upper_torso;
jd.localAnchorA = new b2.Vec2(0, -this.head_def.neck_height / 2);
jd.localAnchorB = new b2.Vec2(0, this.torso_def.upper_height / 2);
jd.referenceAngle = 0;
var j = this.world.CreateJoint(jd);
j.SetUserData('neck-joint')
// torso/arms
var jd = new b2.RevoluteJointDef();
var position = this.torso.upper_torso.GetPosition().Clone();
position.y += this.torso_def.upper_height / 2;
jd.Initialize(this.torso.upper_torso, this.right_arm.upper_arm, position);
jd.lowerAngle = deg2rad(-60);
jd.upperAngle = deg2rad(125);
jd.enableLimit = true;
jd.maxMotorTorque = 250 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData('shoulder_right_joint')
this.joints.push(j);
var jd = new b2.RevoluteJointDef();
jd.Initialize(this.torso.upper_torso, this.left_arm.upper_arm, position);
jd.lowerAngle = deg2rad(-60);
jd.upperAngle = deg2rad(125);
jd.enableLimit = true;
jd.maxMotorTorque = 250 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData('shoulder_right_joint')
this.joints.push(j);
// torso/legs
var jd = new b2.RevoluteJointDef();
position = this.torso.lower_torso.GetPosition().Clone();
position.y -= this.torso_def.lower_height / 2;
jd.Initialize(this.torso.lower_torso, this.right_leg.upper_leg, position);
jd.lowerAngle = deg2rad(-10);
jd.upperAngle = deg2rad(80);
jd.enableLimit = true;
jd.maxMotorTorque = 400 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData('waist_right_joint')
this.joints.push(j);
var jd = new b2.RevoluteJointDef();
jd.Initialize(this.torso.lower_torso, this.left_leg.upper_leg, position);
jd.lowerAngle = deg2rad(-10);
jd.upperAngle = deg2rad(80);
jd.enableLimit = true;
jd.maxMotorTorque = 400 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
var j = this.world.CreateJoint(jd)
j.SetUserData('waist_left_joint')
this.joints.push(j);
}
addBall(x, y, r) {
var bodyDef = new b2.BodyDef()
bodyDef.type = b2.Body.b2_dynamicBody
bodyDef.position.x = x
bodyDef.position.y = y
var ball = this.world.CreateBody(bodyDef);
// Create a circle shape and set its radius to 6
var circle = new b2.CircleShape();
// circle.setRadius(6)
circle.m_radius = r
// Create a fixture definition to apply our shape to
var fixtureDef = new b2.FixtureDef();
fixtureDef.shape = circle;
fixtureDef.density = 50;
fixtureDef.friction = 0.4;
fixtureDef.restitution = 0.6; // Make it bounce a little bit
// Create our fixture and attach it to the body
var fixture = ball.CreateFixture(fixtureDef);
// circle.dispose();
this.balls.push(ball)
}
getBodies() {
return [
this.head.head,
this.head.neck,
this.torso.upper_torso,
this.torso.lower_torso,
this.left_arm.upper_arm,
this.left_arm.lower_arm,
this.left_arm.hand,
this.right_arm.upper_arm,
this.right_arm.lower_arm,
this.right_arm.hand,
this.left_leg.upper_leg,
this.left_leg.lower_leg,
this.left_leg.foot,
this.right_leg.upper_leg,
this.right_leg.lower_leg,
this.right_leg.foot,
];
}
randomise(n) {
for (var k = 0; k < this.joints.length; k++) {
this.joints[k].SetMotorSpeed(randf(-n, n))
}
}
getState() {
var self = this;
var state = []
this.bodies
.forEach((body) => {
// see http://www.box2dflash.org/docs/2.0.2/reference/Box2D/Dynamics/b2Body.html#GetLocalVector()
var t = body.GetTransform() // world transform of the body's origin.
state.push(t.p.x) // world transform of the body's origin.
state.push(t.p.y) // world transform of the body's origin.
state.push(t.q.s) // world transform of the body's origin.
state.push(t.q.c) // world transform of the body's origin.
var dt = body.GetLinearVelocity() // Get the linear velocity of the center of mass (world).
state.push(dt.x)
state.push(dt.y)
var lp = self.torso.upper_torso.GetLocalPoint(body.GetWorldCenter()) // Get the bodypart position relative to the upper torso
state.push(lp.x)
state.push(lp.y)
state.push(body.GetAngularVelocity()) // the angular velocity in radians/second.
state.push(body.GetAngle()) // the current world rotation angle in radians.
}, [])
this.joints.forEach(joint => {
// http://www.box2dflash.org/docs/2.0.2/reference/Box2D/Dynamics/Joints/b2RevoluteJoint.html
state.push(joint.GetJointAngle()) // Get the current joint angle in radians.
state.push(joint.GetJointSpeed()) // Get the current joint angle speed in radians per second
state.push(joint.GetMotorSpeed())
})
return state
}
simulationPreStep(motorSpeeds) {
// act
for (var k = 0; k < this.joints.length; k++) {
this.joints[k].SetMotorSpeed(motorSpeeds[k] * 20); // action can range from -3 to 3, radians per second
}
for (let i = 0; i < motorSpeeds.length - this.joints.length; i++) {
this.grips[i] = motorSpeeds[i] > 0
}
if (motorSpeeds[0] <= 0) this.right_leg.frictionJoint.maxForce = this.right_leg.frictionJoint.maxTorque
if (motorSpeeds[1] <= 0) this.left_leg.frictionJoint.maxForce = this.left_leg.frictionJoint.maxTorque
if (motorSpeeds[2] <= 0) this.left_arm.frictionJoint.maxForce = this.left_arm.frictionJoint.maxTorque
if (motorSpeeds[3] <= 0) this.right_arm.frictionJoint.maxForce = this.right_arm.frictionJoint.maxTorque
}
step(motorSpeeds, action_repeat) {
/*
Take one step into the environement
@delta (Float) time since the last update
@action: (Integer) The action to take (can be null if no action)
*/
if (action_repeat===undefined) action_repeat = this.config.action_repeat
// if (Math.random() < 0.0005) {
// this.addBallOnWalker()
// }
// repeat actions
// FIXME I need to delay between drawing each frame. Right now action repeat makes it look like frames are skipping
for (let i = 0; i < action_repeat; i++) {
// TODO add sitcky actions once it's working
this.world.ClearForces();
this.simulationPreStep(motorSpeeds)
this.world.Step(1 / this.config.time_step, this.config.velocity_iterations, this.config.position_iterations);
if (typeof WEB !== "undefined") this.renderer.drawFrame()
}
this.steps++
this.episodeSteps++
if ((typeof WEB === "undefined") && (this.steps%400)) this.shuffle()
/* score/reward */
// reward copied from OpenAI Gym Humanoid Walker https://github.com/openai/gym/blob/master/gym/envs/mujoco/humanoid.py
// also see https://github.com/AdamStelmaszczyk/learning2run/blob/master/osim-rl/osim/env/run.py#L67
// https://github.com/openai/gym/blob/master/gym/envs/mujoco/assets/humanoidstandup.xml
// reward for keeping head up, compared to feet
var mean_foot_height = (this.left_leg.foot.GetPosition().y + this.right_leg.foot.GetPosition().y) / 2
var head_height_reward = (this.head.head.GetPosition().y - mean_foot_height) * 400; // it's head should be above it's feet 2*(-0.25-2)
// reward for moving one leg beyond the other (stepping)
var left_leg_forward = this.right_leg.foot.GetPosition().x > this.left_leg.foot.GetPosition().x;
var leg_switch_reward = (left_leg_forward != this.last_left_left_forward) ? 4 : 0
this.last_left_left_forward = left_leg_forward
// cost for moving joints to unnatural positions (fraction of movement range in the relevant direction)
var jointFractionMovement = j => j.GetJointAngle() > 0 ? j.GetJointAngle() / (j.GetUpperLimit() + 1) : j.GetJointAngle() / (j.GetLowerLimit() - 1)
var quad_joint_angle_cost = -0.40 * this.joints.map(j => jointFractionMovement(j) * 1.2)
.reduce((o, v) => o + v * v, 0)
quad_joint_angle_cost = Math.max(quad_joint_angle_cost, -10)
// reward for moving right
var position = this.torso.upper_torso.GetPosition().x
if (this.last_position === undefined) this.last_position = position
var velocity = (position - this.last_position) * 100
this.last_position = position
var lin_vel_reward = 3 * velocity
// punish for using energy, squared
var quad_power_cost = -0.05 * this.joints.map(j => j.GetJointSpeed()).reduce((sum, speed) => sum + speed ** 2)
quad_power_cost = Math.max(quad_power_cost, -10)
// Lets be nice, all entities should find overall happiness in what they do
var bonus_happiness = 40
var contacts = this.bodies.map(b => b.GetContactList()).filter(b => b).length
var quad_contact_cost = -Math.min(contacts - 4, 10)
this.rewards = {
lin_vel_reward,
quad_power_cost,
quad_contact_cost,
quad_joint_angle_cost,
bonus_happiness,
head_height_reward,
leg_switch_reward
}
this.reward = Object.values(this.rewards).reduce((tot, v) => tot + v, 0) / 3
var info = {
episodeSteps: this.episodeSteps,
steps: this.steps,
reward: this.reward,
position,
head_height: (this.head.head.GetPosition().y - mean_foot_height),
center_x: this.torso.upper_torso.GetPosition().x,
center_y: this.torso.upper_torso.GetPosition().y,
mean_foot_height,
date: new Date(),
...this.rewards
}
var done = 0
// this.world.ClearForces();
return [this.getState(), this.reward, done, info]
}
getLastReward() {
return this.reward
}
render(val) {
if (val) {
this.renderer.setFps(this.config.draw_fps)
this.steping = true;
} else {
this.renderer.setFps(0)
this.steping = false;
}
}
addBallOnWalker() {
let p = this.torso.upper_torso.GetPosition()
this.addBall(p.x + randf(-2, 2), randf(1, 4), randf(0.03, 0.3))
}
chuckBalls() {
for (const ball of this.balls) {
let pb = ball.GetPosition()
let dx = (this.torso.upper_torso.GetPosition().x-pb.x)*10
let dy = (this.torso.upper_torso.GetPosition().y - pb.y) * 10
dx = clamp(dx, -16, 16)
dy = clamp(dy, -16, 16)
ball.SetLinearVelocity(new b2.Vec2(dx,dy))
}
}
reset() {
/** Reset position to initial or random position TODO */
// console.log('reset not implemented')
if (this.bodies) this.destroy();
this.build();
this.initGrip()
this.episodeSteps = 0
this.randomise(0.5)
this.addBallOnWalker()
this.addBallOnWalker()
this.addBallOnWalker()
// run for a few warm up steps (to let it fall over... we don't want to reward it just for restarting the episode upright)
for (let i = 0; i < 200; i++) {
this.world.Step(1 / this.config.time_step, this.config.velocity_iterations, this.config.position_iterations);
this.world.ClearForces();
this.world.Step(1 / this.config.time_step, this.config.velocity_iterations, this.config.position_iterations);
if (typeof WEB !== "undefined") this.renderer.drawFrame()
}
// console.debug('warm up finished')
}
shuffle() {
/** Reset position to initial or random position TODO */
// this.joints.forEach(j => {
// })
this.chuckBalls()
// // console.log('shuffle not implemented')
// var b = this.torso.upper_torso
// let angle = b.GetAngle()
// let pos = b.GetPosition()
// // pos.x += randf(-1, 1)
// // pos.y += randf(0, 2)
// angle += Math.PI
// b.SetTransform(pos, angle)
// let dx = randf(-1, 1)
// let dy = randf(-1, 1)
// let dangle = randf(-2, 2)
// this.bodies.forEach(b => {
// let angle = b.GetAngle()
// let pos = b.GetPosition()
// pos.x += dx
// pos.y += dy
// angle += dangle
// b.SetTransform(pos, angle)
// })
}
}
module.exports = {
Walker,
randf
}