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rl_2d_walker.js/js/walker.js
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JavaScript

// walker has fixed shapes and structures
// shape definitions are in the constructor
function deg2rad(deg) {
return deg/180*Math.PI
}
const STRENGTH = 2
var Walker = function() {
this.__constructor.apply(this, arguments);
}
Walker.prototype.__constructor = function(world) {
this.world = globals.world;
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.distance = 0
this.last_left_left_forward = true
this.hue = Math.randf(200,360)
this.bd = new b2.BodyDef({positions: {x:10, y:-10}});
this.bd.position.x += Math.randf(-10, 10)
this.bd.type = b2.Body.b2_dynamicBody;
this.bd.linearDamping = 0;
this.bd.angularDamping = 0.01;
this.bd.allowSleep = true;
this.bd.awake = true;
this.fd = new b2.FixtureDef();
this.fd.density = this.density;
this.fd.restitution = 0.1;
this.fd.shape = new b2.PolygonShape();
this.fd.filter.groupIndex = -1;
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: 0.37,
forearm_width: 0.1,
forearm_length: 0.42
}
this.head_def = {
head_width: 0.22,
head_height: 0.22,
neck_width: 0.1,
neck_height: 0.08
}
this.joints = [];
this.torso = this.createTorso();
this.left_leg = this.createLeg();
this.right_leg = this.createLeg();
this.left_arm = this.createArm();
this.right_arm = this.createArm();
this.head = this.createHead();
this.connectParts();
this.bodies = this.getBodies();
// now apply a random starting positions and orientation
this.randomise(0.1);
}
Walker.prototype.createTorso = function() {
// 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);
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);
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(-30/2);
jd.upperAngle = deg2rad(75 / 2);
jd.user_data = 'torso_joint'
jd.enableLimit = true;
jd.maxMotorTorque = 200 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
return {upper_torso: upper_torso, lower_torso: lower_torso};
}
Walker.prototype.createLeg = function() {
// 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);
// 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);
// 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);
// 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 = 160 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
// foot joint
var position = lower_leg.GetPosition().Clone();
position.y -= this.leg_def.tibia_length/2;
jd.Initialize(lower_leg, foot, position);
jd.lowerAngle = -Math.PI/5;
jd.upperAngle = Math.PI/6;
jd.enableLimit = true;
jd.maxMotorTorque = 70 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
return {upper_leg: upper_leg, lower_leg: lower_leg, foot:foot};
}
Walker.prototype.createArm = function() {
// 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);
// 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);
// arm joint
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 = 100 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
return {upper_arm: upper_arm, lower_arm: lower_arm};
}
Walker.prototype.createHead = function() {
// 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);
// 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);
// 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;
jd.upperAngle = 0.2;
jd.enableLimit = true;
jd.maxMotorTorque = 4 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
return {head: head, neck: neck};
}
Walker.prototype.connectParts = function() {
//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;
this.world.CreateJoint(jd);
// torso/arms
var jd = new b2.RevoluteJointDef();
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 = 200 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
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 = 200 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
// 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 = 350 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
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 = 350 * STRENGTH;
jd.motorSpeed = 0;
jd.enableMotor = true;
this.joints.push(this.world.CreateJoint(jd));
}
Walker.prototype.getBodies = function() {
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.right_arm.upper_arm,
this.right_arm.lower_arm,
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
];
}
Walker.prototype.randomise = function (n) {
for (var k = 0; k < this.joints.length; k++) {
this.joints[k].SetMotorSpeed(Math.randf(-n, n))
}
}
Walker.prototype.getState = function () {
return this.bodies
.reduce((a, body) => {
var t = body.GetTransform()
var dt = body.GetLinearVelocity()
a.push(t.p.x)
a.push(t.p.y)
a.push(dt.x)
a.push(dt.y)
a.push(t.q.s)
a.push(t.q.c)
a.push(body.GetAngularVelocity())
return a
}, [])
}
Walker.prototype.simulationPreStep = function (motorSpeeds) {
// act
for (var k = 0; k < this.joints.length; k++) {
this.joints[k].SetMotorSpeed(motorSpeeds[k] * 3); // action can range from -3 to 3, radians per second
}
}
Walker.prototype.simulationStep = function (motorSpeeds) {
this.steps++
/* 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
var head_height_reward = this.head.head.GetPosition().y * 8; // 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) ? 1 : 0
// cost for moving joints to unnatural positions
var jointFractionMovement = j => j.GetJointAngle() > 0 ? j.GetJointAngle() / (j.GetUpperLimit() + 1) : j.GetJointAngle() / (j.GetLowerLimit() + 1)
var quad_joint_angle_cost = - 0.004 * 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 rights
var position = this.torso.upper_torso.GetPosition().x
if (this.last_position === undefined) this.last_position = position
var velocity = (position - this.last_position) * 40
this.last_position = position
lin_vel_reward = 6 * velocity
// punish for using energy, squared
var quad_ctrl_cost = -0.01 * this.joints.map(j => j.GetJointSpeed()).reduce((sum, speed) => sum + speed ** 2)
quad_ctrl_cost = Math.max(quad_ctrl_cost, -10)
var bonus_happiness = 5 // May they find happiness for all their days
// 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 listener = new b2.ContactListener()
// listener.PostSolve = function (contact, impulse) {
// if (contact) console.log(contact)
// }
// globals.world.SetContactListener(listener)
// }
var contacts = this.bodies.map(b => b.GetContactList()).filter(b => b).length
quad_impact_cost = -Math.min(contacts - 4, 10)/3
this.rewards = {
lin_vel_reward,
quad_ctrl_cost,
quad_impact_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)
this.last_left_left_forward = left_leg_forward
var info = {
episodeSteps: this.steps,
reward:this.reward,
position,
...this.rewards
}
var done = 0
return [this.getState(), this.reward, done, info]
}