Approach v3 w/ south penalty
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@@ -59,6 +59,13 @@ VECNORM_PATH = os.path.join(_HERE, "vecnorm.pkl")
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DEBUG_CSV = os.path.join(_HERE, "debug.csv")
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DEBUG_ENABLED = True # set False to disable debug.csv logging
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# ── action smoothing ─────────────────────────────────────────────────────────
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# EMA on policy output to suppress the rapid oscillation (vx/vy flipping
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# between -1 and +1 every step) that stalls the physical dog. 0 = no
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# smoothing (raw policy), 1 = frozen. 0.3 keeps ~30% of previous action.
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ACTION_SMOOTH = 0.3
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prev_action = np.zeros(2, dtype=np.float32)
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def norm_angle(a: float) -> float:
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while a > math.pi: a -= 2 * math.pi
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@@ -227,9 +234,15 @@ while robot.step(timestep) != -1:
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raw_obs = build_obs(dog_pos, sheep_positions, n_sheep)
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obs_norm = vecnorm.normalize_obs(raw_obs[np.newaxis]) # (1, 13)
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# 4. Policy inference
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# 4. Policy inference + smoothing
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action, _ = model.predict(obs_norm, deterministic=True)
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vx, vy = float(action[0][0]), float(action[0][1])
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raw_a = np.array([float(action[0][0]), float(action[0][1])], dtype=np.float32)
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if ACTION_SMOOTH > 0:
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smoothed = ACTION_SMOOTH * prev_action + (1.0 - ACTION_SMOOTH) * raw_a
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prev_action[:] = smoothed
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vx, vy = float(smoothed[0]), float(smoothed[1])
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else:
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vx, vy = float(raw_a[0]), float(raw_a[1])
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# 5. Drive
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drive(vx, vy)
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@@ -60,6 +60,11 @@ class HerdingEnv(gym.Env):
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W_PEN_BONUS = 10.0 # per sheep penned
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W_COMPLETE = 100.0 # all sheep penned
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W_STEP_COST = 0.02 # time penalty — strong enough to punish doing nothing
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W_SOUTH = 0.01 # per-sheep per-metre penalty for active sheep below the pen
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# entrance (y < PEN_Y[1]=-8). Keeps the dog from letting
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# sheep drift into the dead zone below the open face where
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# they must reverse direction (north) to enter — hard to
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# recover. 0.01 ≈ half step_cost per metre below per sheep.
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W_COMPACT = 0.0 # reward for flock-radius reduction (off by default)
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W_WALL_TOUCH = 0.01 # per-sheep max penalty at wall surface. Linear ramp
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# within WALL_TOUCH_BUFFER. Covers field outer walls and
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@@ -437,6 +442,16 @@ class HerdingEnv(gym.Env):
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else:
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r_wall_touch = 0.0
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# South penalty: discourage active sheep from drifting below the pen
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# entrance (y < PEN_Y[1]). Sheep in this zone must reverse direction
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# (move north) to enter — very hard for the dog to recover from.
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if self.W_SOUTH and active.any():
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pts = self.sheep_pos[:self.n_sheep][active]
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depth = np.maximum(0.0, self.PEN_Y[1] - pts[:, 1]) # metres below entrance
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r_south = -float(depth.sum()) * self.W_SOUTH
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else:
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r_south = 0.0
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# Compactness shaping: reward decreases in flock radius (active sheep only)
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if self.W_COMPACT and active.any():
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cur_radius = float(np.linalg.norm(
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@@ -450,11 +465,12 @@ class HerdingEnv(gym.Env):
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r_pen_bonus = newly_penned * self.W_PEN_BONUS
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r_step_cost = -self.W_STEP_COST
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r_complete = self.W_COMPLETE if n_penned == self.n_sheep else 0.0
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reward = (r_progress + alignment + r_compact + r_wall_touch
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reward = (r_progress + alignment + r_south + r_compact + r_wall_touch
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+ r_pen_bonus + r_step_cost + r_complete)
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rcomps = {
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"progress": float(r_progress),
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"alignment": float(alignment),
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"south": float(r_south),
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"compact": float(r_compact),
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"wall_touch": float(r_wall_touch),
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"pen_bonus": float(r_pen_bonus),
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@@ -200,6 +200,7 @@ DEFAULT_CONFIG = {
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"W_PEN_BONUS": 10.0,
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"W_COMPLETE": 100.0,
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"W_STEP_COST": 0.02,
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"W_SOUTH": 0.01,
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"W_COMPACT": 0.0,
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"W_WALL_TOUCH": 0.04,
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"WALL_TOUCH_BUFFER": 0.3,
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