Sheep training flock of 10 fix?

This commit is contained in:
Johnny Fernandes
2026-04-24 16:30:35 +01:00
parent 58d773cb7c
commit 3574d57ba2
+35 -83
View File
@@ -51,17 +51,13 @@ class HerdingEnv(gym.Env):
WALL_MARGIN = 3.5 WALL_MARGIN = 3.5
# ----------------------------------------------------------------------- # -----------------------------------------------------------------------
# Reward weights (two-phase: collect first, then drive) # Reward weights (simple per-sheep progress — no phases, no gating)
# ----------------------------------------------------------------------- # -----------------------------------------------------------------------
W_DRIVE = 2.0 # progress: COM moved toward pen (only when compact) W_PER_SHEEP = 2.0 # progress: sum of per-sheep distance-to-pen reductions
W_COLLECT = 4.0 # progress: radius shrank (2× stronger when scattered) W_ALIGN = 0.3 # position: dog on anti-pen side of COM (small, directional hint)
W_HERD_POS = 1.5 # progress: dog moved toward ideal herding position behind far1 W_PEN_BONUS = 10.0 # per sheep penned
W_ALIGN = 0.5 # position: dog on anti-pen side of COM (compact only) W_COMPLETE = 100.0 # all sheep penned
W_PEN_BONUS = 10.0 # per sheep penned W_STEP_COST = 0.002 # time penalty
W_COMPLETE = 100.0 # all sheep penned
W_STEP_COST = 0.002 # time penalty
DRIVE_GATE_RADIUS = 5.0 # flock must compact below this (m) before drive reward fires
def __init__(self, n_sheep: int = 1, max_steps: int = 2000, def __init__(self, n_sheep: int = 1, max_steps: int = 2000,
render_mode: str = None, random_n_sheep: bool = False): render_mode: str = None, random_n_sheep: bool = False):
@@ -85,11 +81,9 @@ class HerdingEnv(gym.Env):
) )
# Runtime state (populated by reset) # Runtime state (populated by reset)
self._step_count = 0 self._step_count = 0
self._prev_penned = 0 self._prev_penned = 0
self._prev_com_dist = 0.0 self._prev_pen_dist_sum = 0.0
self._prev_radius = 0.0
self._prev_dog_to_ideal = 0.0
self.dog_pos = np.zeros(2, dtype=np.float32) self.dog_pos = np.zeros(2, dtype=np.float32)
self.sheep_pos = np.zeros((self.MAX_SHEEP, 2), dtype=np.float32) self.sheep_pos = np.zeros((self.MAX_SHEEP, 2), dtype=np.float32)
self.penned = np.ones(self.MAX_SHEEP, dtype=bool) self.penned = np.ones(self.MAX_SHEEP, dtype=bool)
@@ -151,20 +145,16 @@ class HerdingEnv(gym.Env):
-np.pi, np.pi, size=(self.MAX_SHEEP,) -np.pi, np.pi, size=(self.MAX_SHEEP,)
).astype(np.float32) ).astype(np.float32)
# Initialise previous-step values for progress rewards # Initialise per-sheep pen-distance sum for progress reward
com, radius, _ = self._flock_stats() active = ~self.penned[:self.n_sheep]
self._prev_com_dist = float(np.linalg.norm(com - self.PEN_CENTER)) if active.any():
self._prev_radius = radius self._prev_pen_dist_sum = float(
np.linalg.norm(
active_mask = ~self.penned[:self.n_sheep] self.sheep_pos[:self.n_sheep][active] - self.PEN_CENTER, axis=1
if active_mask.any(): ).sum()
pts = self.sheep_pos[:self.n_sheep][active_mask]
far1 = pts[int(np.argmax(np.linalg.norm(pts - com, axis=1)))]
self._prev_dog_to_ideal = float(
np.linalg.norm(self.dog_pos - self._ideal_herd_pos(com, far1))
) )
else: else:
self._prev_dog_to_ideal = 0.0 self._prev_pen_dist_sum = 0.0
return self._obs(), {} return self._obs(), {}
@@ -302,66 +292,28 @@ class HerdingEnv(gym.Env):
active_mask.sum() / self.n_sheep, active_mask.sum() / self.n_sheep,
], dtype=np.float32) ], dtype=np.float32)
def _ideal_herd_pos(self, com: np.ndarray, far1: np.ndarray) -> np.ndarray:
"""
Target position for the dog to push far1 toward COM:
just beyond far1 on the outward radial line from COM.
From here, the dog's approach causes far1 to flee inward.
"""
d = far1 - com
d_norm = float(np.linalg.norm(d))
if d_norm > 0.5:
direction = d / d_norm
else:
# Sheep all together — use anti-pen direction instead
to_pen = self.PEN_CENTER - com
tp = float(np.linalg.norm(to_pen))
direction = -(to_pen / tp) if tp > 0.1 else np.array([0.0, -1.0], dtype=np.float32)
target = far1 + direction * self.FLEE_DIST * 0.8
return np.clip(target, -self.FIELD, self.FIELD).astype(np.float32)
def _reward(self, n_penned: int, newly_penned: int) -> float: def _reward(self, n_penned: int, newly_penned: int) -> float:
com, radius, _ = self._flock_stats() active = ~self.penned[:self.n_sheep]
com_dist = float(np.linalg.norm(com - self.PEN_CENTER))
scattered = radius > self.DRIVE_GATE_RADIUS
drive_delta = self._prev_com_dist - com_dist # Per-sheep progress toward pen: fires whenever any sheep moves closer.
collect_delta = self._prev_radius - radius # Naturally rewards keeping the flock together and pushing toward pen:
self._prev_com_dist = com_dist # dog behind flock → all sheep flee toward pen → all contribute positive reward.
self._prev_radius = radius # Dog from wrong side → sheep scatter away from pen → negative reward.
if active.any():
# Collect: always active, 2× stronger when scattered. pen_dists = np.linalg.norm(
r_collect = collect_delta * self.W_COLLECT * (2.0 if scattered else 1.0) self.sheep_pos[:self.n_sheep][active] - self.PEN_CENTER, axis=1
)
# Drive: only when compact — prevents rewarding COM movement while scattered. cur_sum = float(pen_dists.sum())
r_drive = 0.0 if scattered else drive_delta * self.W_DRIVE r_progress = (self._prev_pen_dist_sum - cur_sum) * self.W_PER_SHEEP
self._prev_pen_dist_sum = cur_sum
# Herding-position reward: guides dog to the ideal position BEHIND far1
# (on the outward radial, FLEE_DIST beyond far1 from COM).
# From there, advancing toward COM pushes far1 inward.
# Fires in scatter phase only; gives gradient even during the outward
# navigation arc when raw approach reward would be zero/negative.
active_mask = ~self.penned[:self.n_sheep]
if scattered and active_mask.any():
pts = self.sheep_pos[:self.n_sheep][active_mask]
far1 = pts[int(np.argmax(np.linalg.norm(pts - com, axis=1)))]
ideal = self._ideal_herd_pos(com, far1)
cur_dog_to_ideal = float(np.linalg.norm(self.dog_pos - ideal))
r_herd_pos = (self._prev_dog_to_ideal - cur_dog_to_ideal) * self.W_HERD_POS
self._prev_dog_to_ideal = cur_dog_to_ideal
else: else:
r_herd_pos = 0.0 r_progress = 0.0
if active_mask.any():
pts = self.sheep_pos[:self.n_sheep][active_mask]
far1 = pts[int(np.argmax(np.linalg.norm(pts - com, axis=1)))]
ideal = self._ideal_herd_pos(com, far1)
self._prev_dog_to_ideal = float(np.linalg.norm(self.dog_pos - ideal))
# Alignment: dog on anti-pen side of COM — only in drive phase. # Small alignment hint: reward dog for being on anti-pen side of COM.
# Disabled when scattered: chasing a straggler on the pen side would be com, _, _ = self._flock_stats()
# wrongly penalised otherwise. com_dist = float(np.linalg.norm(com - self.PEN_CENTER))
d_dog_com = float(np.linalg.norm(self.dog_pos - com)) d_dog_com = float(np.linalg.norm(self.dog_pos - com))
if not scattered and d_dog_com > 0.1 and com_dist > 0.1: if d_dog_com > 0.1 and com_dist > 0.1:
pen_dir = (self.PEN_CENTER - com) / com_dist pen_dir = (self.PEN_CENTER - com) / com_dist
dog_dir = (self.dog_pos - com) / d_dog_com dog_dir = (self.dog_pos - com) / d_dog_com
cosine = -float(np.dot(pen_dir, dog_dir)) cosine = -float(np.dot(pen_dir, dog_dir))
@@ -370,7 +322,7 @@ class HerdingEnv(gym.Env):
else: else:
alignment = 0.0 alignment = 0.0
reward = r_drive + r_collect + r_herd_pos + alignment reward = r_progress + alignment
reward += newly_penned * self.W_PEN_BONUS reward += newly_penned * self.W_PEN_BONUS
reward -= self.W_STEP_COST reward -= self.W_STEP_COST
if n_penned == self.n_sheep: if n_penned == self.n_sheep: