Checkpoint 2
This commit is contained in:
@@ -0,0 +1,178 @@
|
||||
"""Reynolds-style sheep flocking dynamics.
|
||||
|
||||
This is the per-sheep behavioural step used both by the Webots sheep
|
||||
controller (scalar, one sheep at a time) and by the training environment
|
||||
(loop over sheep). The numerics are adapted from the original
|
||||
``controllers/sheep/flocking.py`` and retuned for the new external-pen
|
||||
layout: the south stone wall is intact except in the gate column, so
|
||||
sheep can only reach the pen by walking through that 3-m corridor.
|
||||
|
||||
Force stack each step (summed → heading + speed):
|
||||
flee — quadratic ramp away from dog within FLEE_DIST
|
||||
cohesion — drift toward flock centre, halved while fleeing
|
||||
separation — inverse-distance push from peers
|
||||
walls — soft repulsion + hard escape band against field walls,
|
||||
except inside the gate column where the south wall is
|
||||
absent
|
||||
wander — small persistent drift for natural idle motion
|
||||
|
||||
A sheep latches to ``penned`` the first time it crosses the gate plane
|
||||
into the gate column (handled by callers via ``geometry.is_penned_position``);
|
||||
once latched, ``penned=True`` is passed in here and the force stack
|
||||
switches to in-pen containment + jitter.
|
||||
"""
|
||||
|
||||
import math
|
||||
import random
|
||||
|
||||
from herding.geometry import (
|
||||
FIELD_X, FIELD_Y,
|
||||
PEN_X, PEN_Y,
|
||||
GATE_X,
|
||||
)
|
||||
|
||||
# --- Speed and force constants ---
|
||||
# All speeds here are in wheel rad/s (motor units), matching the existing
|
||||
# sheep controller. Conversion to m/s = speed * SHEEP_WHEEL_RADIUS.
|
||||
MAX_SPEED = 22.0
|
||||
FLEE_SPEED = 20.0
|
||||
WANDER_SPEED = 3.0
|
||||
|
||||
WALL_MARGIN = 5.0
|
||||
WALL_HARD_MARGIN = 1.0
|
||||
WALL_HARD_GAIN = 50.0
|
||||
|
||||
FLEE_DIST = 7.0
|
||||
SEPARATION_DIST = 2.5
|
||||
COHESION_DIST = 8.0
|
||||
|
||||
PEN_MARGIN = 0.8
|
||||
|
||||
|
||||
def _peers_iter(peers):
|
||||
"""Accept either a {name: (x, y)} dict or an iterable of (x, y) tuples."""
|
||||
if isinstance(peers, dict):
|
||||
return list(peers.values())
|
||||
return list(peers)
|
||||
|
||||
|
||||
def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
|
||||
"""Return ``(heading, speed, new_wander_angle)`` for one sheep step.
|
||||
|
||||
``speed`` is in wheel rad/s (motor units), bounded by ``[WANDER_SPEED,
|
||||
FLEE_SPEED]``. ``heading`` is the world-frame target heading the sheep
|
||||
should aim for (atan2 convention).
|
||||
|
||||
``rng`` is an optional ``random.Random``-compatible object used for
|
||||
the wander-jitter. If ``None``, falls back to Python's global module
|
||||
(matches Webots controller usage). Pass an env-owned RNG to make
|
||||
rollouts deterministic given a seed.
|
||||
"""
|
||||
fx, fy = 0.0, 0.0
|
||||
peer_list = _peers_iter(peers)
|
||||
rnd = rng if rng is not None else random
|
||||
|
||||
if penned:
|
||||
# --- Pen containment: bounce off the four pen walls ---
|
||||
pm = PEN_MARGIN
|
||||
if x < PEN_X[0] + pm:
|
||||
fx += ((PEN_X[0] + pm - x) / pm) * 15.0
|
||||
if x > PEN_X[1] - pm:
|
||||
fx -= ((x - (PEN_X[1] - pm)) / pm) * 15.0
|
||||
if y < PEN_Y[0] + pm:
|
||||
fy += ((PEN_Y[0] + pm - y) / pm) * 15.0
|
||||
if y > PEN_Y[1] - pm:
|
||||
fy -= ((y - (PEN_Y[1] - pm)) / pm) * 15.0
|
||||
|
||||
# Mild peer separation — penned sheep crowd the corner otherwise.
|
||||
for px, py in peer_list:
|
||||
dx, dy = px - x, py - y
|
||||
d = math.hypot(dx, dy)
|
||||
if 0.05 < d < SEPARATION_DIST:
|
||||
push = (SEPARATION_DIST - d) / d
|
||||
fx -= (dx / d) * push * 2.5
|
||||
fy -= (dy / d) * push * 2.5
|
||||
|
||||
if rnd.random() < 0.02:
|
||||
wander_angle += rnd.uniform(-0.6, 0.6)
|
||||
fx += math.cos(wander_angle) * 0.5
|
||||
fy += math.sin(wander_angle) * 0.5
|
||||
|
||||
else:
|
||||
# --- Free-roaming sheep in the field ---
|
||||
fleeing = False
|
||||
if dog_xy is not None:
|
||||
ddx = dog_xy[0] - x
|
||||
ddy = dog_xy[1] - y
|
||||
dist = math.hypot(ddx, ddy)
|
||||
if 0.01 < dist < FLEE_DIST:
|
||||
fleeing = True
|
||||
t = 1.0 - dist / FLEE_DIST
|
||||
s = t * t * 20.0
|
||||
fx -= (ddx / dist) * s
|
||||
fy -= (ddy / dist) * s
|
||||
|
||||
# Cohesion — drift toward flock CoM (peers within COHESION_DIST).
|
||||
# Cohesion is *stronger* under flee than at rest (the
|
||||
# predator-confusion / safety-in-numbers effect — sheep huddle when
|
||||
# threatened). This is what makes shepherding work: the flock stays
|
||||
# as one unit through the narrow gate instead of fragmenting.
|
||||
cx, cy, cn = 0.0, 0.0, 0
|
||||
for px, py in peer_list:
|
||||
d = math.hypot(px - x, py - y)
|
||||
if 0.3 < d < COHESION_DIST:
|
||||
cx += px
|
||||
cy += py
|
||||
cn += 1
|
||||
if cn > 0:
|
||||
# Cohesion needs to be comparable to flee at close range to keep
|
||||
# the flock together through narrow obstacles like the 3m gate.
|
||||
# Flee at 2m has magnitude ~10; cohesion at peer-distance 5m
|
||||
# with w=1.5 contributes ~7.5 — same order, so the flock
|
||||
# translates as a unit instead of fragmenting under pressure.
|
||||
w = 1.5 if fleeing else 0.6
|
||||
fx += (cx / cn - x) * w
|
||||
fy += (cy / cn - y) * w
|
||||
|
||||
# Separation — inverse-distance push from peers.
|
||||
for px, py in peer_list:
|
||||
ddx, ddy = px - x, py - y
|
||||
d = math.hypot(ddx, ddy)
|
||||
if 0.05 < d < SEPARATION_DIST:
|
||||
push = (SEPARATION_DIST - d) / d
|
||||
fx -= (ddx / d) * push * 2.5
|
||||
fy -= (ddy / d) * push * 2.5
|
||||
|
||||
# Wall soft repulsion. The south wall is absent inside the gate
|
||||
# column so sheep can be driven through it by the dog.
|
||||
if x < FIELD_X[0] + WALL_MARGIN:
|
||||
fx += ((FIELD_X[0] + WALL_MARGIN - x) / WALL_MARGIN) * 6.0
|
||||
if x > FIELD_X[1] - WALL_MARGIN:
|
||||
fx -= ((x - (FIELD_X[1] - WALL_MARGIN)) / WALL_MARGIN) * 6.0
|
||||
if y > FIELD_Y[1] - WALL_MARGIN:
|
||||
fy -= ((y - (FIELD_Y[1] - WALL_MARGIN)) / WALL_MARGIN) * 6.0
|
||||
if y < FIELD_Y[0] + WALL_MARGIN and not (GATE_X[0] <= x <= GATE_X[1]):
|
||||
fy += ((FIELD_Y[0] + WALL_MARGIN - y) / WALL_MARGIN) * 6.0
|
||||
|
||||
if not fleeing:
|
||||
if random.random() < 0.02:
|
||||
wander_angle += random.uniform(-0.6, 0.6)
|
||||
fx += math.cos(wander_angle) * 0.5
|
||||
fy += math.sin(wander_angle) * 0.5
|
||||
|
||||
# --- Hard escape band — overrides everything when very close to a wall ---
|
||||
m, g = WALL_HARD_MARGIN, WALL_HARD_GAIN
|
||||
if x - FIELD_X[0] < m:
|
||||
fx = max(fx, g * (1.0 - (x - FIELD_X[0]) / m))
|
||||
if FIELD_X[1] - x < m:
|
||||
fx = min(fx, -g * (1.0 - (FIELD_X[1] - x) / m))
|
||||
if FIELD_Y[1] - y < m:
|
||||
fy = min(fy, -g * (1.0 - (FIELD_Y[1] - y) / m))
|
||||
# South wall hard escape only when not in the gate column and not penned.
|
||||
if (not penned) and (y - FIELD_Y[0] < m) and not (GATE_X[0] <= x <= GATE_X[1]):
|
||||
fy = max(fy, g * (1.0 - (y - FIELD_Y[0]) / m))
|
||||
|
||||
heading = math.atan2(fy, fx)
|
||||
mag = math.hypot(fx, fy)
|
||||
speed = max(WANDER_SPEED, min(FLEE_SPEED, mag * 3.0))
|
||||
return heading, speed, wander_angle
|
||||
Reference in New Issue
Block a user