Module TeachMyAgent.environments.envs.bodies.walkers.old.OldBigQuadruBody
Expand source code
# Taken from https://github.com/flowersteam/teachDeepRL
import numpy as np
from Box2D.b2 import edgeShape, circleShape, fixtureDef, polygonShape, revoluteJointDef, contactListener
from TeachMyAgent.environments.envs.bodies.walkers.WalkerAbstractBody import WalkerAbstractBody
from TeachMyAgent.environments.envs.utils.custom_user_data import CustomBodyUserData, CustomMotorUserData
HULL_POLYGONS = [
[(-46, +13), (+6, +13), (+50, +5),
(+50, -12), (-46, -12)]
]
HULL_BOTTOM_WIDTH = 96
SPEED_HIP = 4
SPEED_KNEE = 6
class OldBigQuadruBody(WalkerAbstractBody):
'''
Quadrupedal walker implemented in https://github.com/flowersteam/teachDeepRL.
'''
def __init__(self, scale, motors_torque=300, nb_steps_under_water=600, reset_on_hull_critical_contact=False):
'''
Creates a big quadrupedal walker.
Args:
scale: Scale value used in the environment (to adapt the embodiment to its environment)
motors_torque: Maximum torque the embodiment can use on its motors
nb_steps_under_water: How many consecutive steps the embodiment can survive under water
reset_on_hull_critical_contact: Whether a contact detected with the head should stop the episode
'''
super(OldBigQuadruBody, self).__init__(scale, motors_torque, nb_steps_under_water)
self.LEG_DOWN = -8 / self.SCALE # 0 = center of hull
self.LEG_W, self.LEG_H = 10 / self.SCALE, 51 / self.SCALE
self.TORQUE_PENALTY = 0.00035 / 2 # Because 2 pairs of legs
self.reset_on_hull_critical_contact = reset_on_hull_critical_contact
# Approximative...
self.AGENT_WIDTH = HULL_BOTTOM_WIDTH / self.SCALE
self.AGENT_HEIGHT = 25 / self.SCALE + \
self.LEG_H * 2 - self.LEG_DOWN
self.AGENT_CENTER_HEIGHT = self.LEG_H * 2 + self.LEG_DOWN
self.old_morphology = True
self.nb_motors = 8
self.state_size = self.nb_motors * 2 + 4
def draw(self, world, init_x, init_y, force_to_center):
HULL_FIXTURES = [
fixtureDef(
shape=polygonShape(vertices=[(x / self.SCALE, y / self.SCALE) for x, y in polygon]),
density=5.0,
friction=0.1,
categoryBits=0x20,
maskBits=0x000F)
for polygon in HULL_POLYGONS
]
LEG_FD = fixtureDef(
shape=polygonShape(box=(self.LEG_W / 2, self.LEG_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x000F)
LOWER_FD = fixtureDef(
shape=polygonShape(box=(0.8 * self.LEG_W / 2, self.LEG_H / 2)),
density=1.0,
restitution=0.0,
categoryBits=0x20,
maskBits=0x000F)
hull = world.CreateDynamicBody(
position=(init_x, init_y),
fixtures=HULL_FIXTURES
)
hull.color1 = (0.5, 0.4, 0.9)
hull.color2 = (0.3, 0.3, 0.5)
hull.ApplyForceToCenter((force_to_center, 0), True)
hull.userData = CustomBodyUserData(True, is_contact_critical=self.reset_on_hull_critical_contact, name="hull")
self.body_parts.append(hull)
self.reference_head_object = hull
for x_anchor in [-1.2, 0.85]:
absolute_x = init_x + np.interp(x_anchor, [-1,1], [-HULL_BOTTOM_WIDTH / 2 / self.SCALE, HULL_BOTTOM_WIDTH / 2 / self.SCALE])
for i in [-1, +1]:
leg = world.CreateDynamicBody(
position=(absolute_x, init_y - self.LEG_H / 2 - self.LEG_DOWN),
angle=(i * 0.05),
fixtures=LEG_FD
)
leg.color1 = (0.6 - i / 10., 0.3 - i / 10., 0.5 - i / 10.)
leg.color2 = (0.4 - i / 10., 0.2 - i / 10., 0.3 - i / 10.)
rjd = revoluteJointDef(
bodyA=hull,
bodyB=leg,
localAnchorA=(x_anchor, self.LEG_DOWN),
localAnchorB=(0, self.LEG_H / 2),
enableMotor=True,
enableLimit=True,
maxMotorTorque=self.MOTORS_TORQUE,
motorSpeed=i,
lowerAngle=-0.8,
upperAngle=1.1,
)
leg.userData = CustomBodyUserData(False, name="leg")
self.body_parts.append(leg)
joint_motor = world.CreateJoint(rjd)
joint_motor.userData = CustomMotorUserData(SPEED_HIP, False)
self.motors.append(joint_motor)
lower = world.CreateDynamicBody(
position=(absolute_x, init_y - self.LEG_H * 3 / 2 - self.LEG_DOWN),
angle=(i * 0.05),
fixtures=LOWER_FD
)
lower.color1 = (0.6 - i / 10., 0.3 - i / 10., 0.5 - i / 10.)
lower.color2 = (0.4 - i / 10., 0.2 - i / 10., 0.3 - i / 10.)
rjd = revoluteJointDef(
bodyA=leg,
bodyB=lower,
localAnchorA=(0, -self.LEG_H / 2),
localAnchorB=(0, self.LEG_H / 2),
enableMotor=True,
enableLimit=True,
maxMotorTorque=self.MOTORS_TORQUE,
motorSpeed=1,
lowerAngle=-1.6,
upperAngle=-0.1,
)
lower.userData = CustomBodyUserData(True, name="lower")
self.body_parts.append(lower)
joint_motor = world.CreateJoint(rjd)
joint_motor.userData = CustomMotorUserData(
SPEED_KNEE,
True,
contact_body=lower,
angle_correction=1.0)
self.motors.append(joint_motor)
Classes
class OldBigQuadruBody (scale, motors_torque=300, nb_steps_under_water=600, reset_on_hull_critical_contact=False)
-
Quadrupedal walker implemented in https://github.com/flowersteam/teachDeepRL.
Creates a big quadrupedal walker.
Args
scale
- Scale value used in the environment (to adapt the embodiment to its environment)
motors_torque
- Maximum torque the embodiment can use on its motors
- nb_steps_under_water: How many consecutive steps the embodiment can survive under water
reset_on_hull_critical_contact
- Whether a contact detected with the head should stop the episode
Expand source code
class OldBigQuadruBody(WalkerAbstractBody): ''' Quadrupedal walker implemented in https://github.com/flowersteam/teachDeepRL. ''' def __init__(self, scale, motors_torque=300, nb_steps_under_water=600, reset_on_hull_critical_contact=False): ''' Creates a big quadrupedal walker. Args: scale: Scale value used in the environment (to adapt the embodiment to its environment) motors_torque: Maximum torque the embodiment can use on its motors nb_steps_under_water: How many consecutive steps the embodiment can survive under water reset_on_hull_critical_contact: Whether a contact detected with the head should stop the episode ''' super(OldBigQuadruBody, self).__init__(scale, motors_torque, nb_steps_under_water) self.LEG_DOWN = -8 / self.SCALE # 0 = center of hull self.LEG_W, self.LEG_H = 10 / self.SCALE, 51 / self.SCALE self.TORQUE_PENALTY = 0.00035 / 2 # Because 2 pairs of legs self.reset_on_hull_critical_contact = reset_on_hull_critical_contact # Approximative... self.AGENT_WIDTH = HULL_BOTTOM_WIDTH / self.SCALE self.AGENT_HEIGHT = 25 / self.SCALE + \ self.LEG_H * 2 - self.LEG_DOWN self.AGENT_CENTER_HEIGHT = self.LEG_H * 2 + self.LEG_DOWN self.old_morphology = True self.nb_motors = 8 self.state_size = self.nb_motors * 2 + 4 def draw(self, world, init_x, init_y, force_to_center): HULL_FIXTURES = [ fixtureDef( shape=polygonShape(vertices=[(x / self.SCALE, y / self.SCALE) for x, y in polygon]), density=5.0, friction=0.1, categoryBits=0x20, maskBits=0x000F) for polygon in HULL_POLYGONS ] LEG_FD = fixtureDef( shape=polygonShape(box=(self.LEG_W / 2, self.LEG_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F) LOWER_FD = fixtureDef( shape=polygonShape(box=(0.8 * self.LEG_W / 2, self.LEG_H / 2)), density=1.0, restitution=0.0, categoryBits=0x20, maskBits=0x000F) hull = world.CreateDynamicBody( position=(init_x, init_y), fixtures=HULL_FIXTURES ) hull.color1 = (0.5, 0.4, 0.9) hull.color2 = (0.3, 0.3, 0.5) hull.ApplyForceToCenter((force_to_center, 0), True) hull.userData = CustomBodyUserData(True, is_contact_critical=self.reset_on_hull_critical_contact, name="hull") self.body_parts.append(hull) self.reference_head_object = hull for x_anchor in [-1.2, 0.85]: absolute_x = init_x + np.interp(x_anchor, [-1,1], [-HULL_BOTTOM_WIDTH / 2 / self.SCALE, HULL_BOTTOM_WIDTH / 2 / self.SCALE]) for i in [-1, +1]: leg = world.CreateDynamicBody( position=(absolute_x, init_y - self.LEG_H / 2 - self.LEG_DOWN), angle=(i * 0.05), fixtures=LEG_FD ) leg.color1 = (0.6 - i / 10., 0.3 - i / 10., 0.5 - i / 10.) leg.color2 = (0.4 - i / 10., 0.2 - i / 10., 0.3 - i / 10.) rjd = revoluteJointDef( bodyA=hull, bodyB=leg, localAnchorA=(x_anchor, self.LEG_DOWN), localAnchorB=(0, self.LEG_H / 2), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=i, lowerAngle=-0.8, upperAngle=1.1, ) leg.userData = CustomBodyUserData(False, name="leg") self.body_parts.append(leg) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData(SPEED_HIP, False) self.motors.append(joint_motor) lower = world.CreateDynamicBody( position=(absolute_x, init_y - self.LEG_H * 3 / 2 - self.LEG_DOWN), angle=(i * 0.05), fixtures=LOWER_FD ) lower.color1 = (0.6 - i / 10., 0.3 - i / 10., 0.5 - i / 10.) lower.color2 = (0.4 - i / 10., 0.2 - i / 10., 0.3 - i / 10.) rjd = revoluteJointDef( bodyA=leg, bodyB=lower, localAnchorA=(0, -self.LEG_H / 2), localAnchorB=(0, self.LEG_H / 2), enableMotor=True, enableLimit=True, maxMotorTorque=self.MOTORS_TORQUE, motorSpeed=1, lowerAngle=-1.6, upperAngle=-0.1, ) lower.userData = CustomBodyUserData(True, name="lower") self.body_parts.append(lower) joint_motor = world.CreateJoint(rjd) joint_motor.userData = CustomMotorUserData( SPEED_KNEE, True, contact_body=lower, angle_correction=1.0) self.motors.append(joint_motor)
Ancestors
Inherited members