Checkpoint 8
This commit is contained in:
+105
-41
@@ -1,11 +1,12 @@
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"""Gymnasium environment for the shepherd-dog herding task.
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Single-agent: the dog is the policy; sheep are env-controlled flocking
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agents (``herding.world.flocking_sim``). Differential-drive kinematics
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match the proto specs (``herding.world.diffdrive``) so a policy trained
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here transfers to Webots without re-tuning.
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agents (``herding.world.flocking_sim``). Kinematics match the proto specs
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(``herding.world.diffdrive``) so a policy trained here transfers to Webots
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without re-tuning.
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* **Action**: ``Box(-1, 1, (2,))`` — desired ``(vx, vy)`` intent.
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* **Action** (differential): ``Box(-1, 1, (2,))`` — ``(vx, vy)`` intent.
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* **Action** (mecanum): ``Box(-1, 1, (3,))`` — ``(vx, vy, omega)`` intent.
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* **Observation**: ``Box(-inf, inf, (32·K,))`` from ``herding.perception.obs.build_obs``
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with optional frame stacking K (concatenated oldest → newest).
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* **Reset**: ``options["n_sheep"]`` overrides flock size; otherwise
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@@ -26,17 +27,20 @@ import numpy as np
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from gymnasium import spaces
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from herding.world.diffdrive import (
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heading_speed_to_wheels, kinematics_step, velocity_to_wheels,
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heading_speed_to_wheels, kinematics_step,
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mecanum_kinematics_step, velocity_to_mecanum_wheels, velocity_to_wheels,
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)
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from herding.world.flocking_sim import (
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FLEE_SPEED, MAX_SPEED, WANDER_SPEED, compute_heading_speed,
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)
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from herding.world.geometry import (
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DOG_MAX_LINEAR, DOG_MAX_WHEEL_OMEGA, DOG_SOUTH_LIMIT, DOG_WHEEL_BASE,
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DOG_WHEEL_RADIUS, FIELD_X, FIELD_Y, GATE_X, MAX_SHEEP,
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DOG_MAX_LINEAR, DOG_MAX_WHEEL_OMEGA,
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DOG_SOUTH_LIMIT, DOG_WHEEL_BASE, DOG_WHEEL_BASE_X, DOG_WHEEL_BASE_Y,
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DOG_WHEEL_RADIUS, FIELD_SHAPE, FIELD_ROUND_R, FIELD_X, FIELD_Y,
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GATE_X, GATE_Y, MAX_SHEEP,
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PEN_ENTRY, PEN_X, PEN_Y,
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SHEEP_MAX_WHEEL_OMEGA, SHEEP_WHEEL_BASE, SHEEP_WHEEL_RADIUS,
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WEBOTS_DT, is_penned_position,
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WEBOTS_DT, clip_to_field, is_penned_position,
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)
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from herding.perception.lidar_perception import detections_from_scan
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from herding.perception.lidar_sim import simulate_scan
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@@ -82,6 +86,7 @@ class HerdingEnv(gym.Env):
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seed: Optional[int] = None,
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use_lidar: bool = True,
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frame_stack: int = 1,
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drive_mode: str = "differential",
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):
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super().__init__()
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# ``use_lidar=True`` (default): obs and imitation-reward teacher
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@@ -95,7 +100,14 @@ class HerdingEnv(gym.Env):
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# giving a memoryless MLP temporal context. K=1 → single frame.
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self._frame_stack = max(1, int(frame_stack))
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self._frame_buffer: list[np.ndarray] = []
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self.action_space = spaces.Box(-1.0, 1.0, shape=(2,), dtype=np.float32)
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# Drive mode: "differential" (2-wheel) or "mecanum" (4-wheel omni).
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self._drive_mode = drive_mode.lower()
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if self._drive_mode not in ("differential", "mecanum"):
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raise ValueError(f"Unknown drive_mode: {drive_mode!r}")
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action_dim = 3 if self._drive_mode == "mecanum" else 2
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self.action_space = spaces.Box(-1.0, 1.0, shape=(action_dim,),
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dtype=np.float32)
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self._single_obs_dim = OBS_DIM
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self.observation_space = spaces.Box(
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low=-np.inf, high=np.inf,
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@@ -110,6 +122,11 @@ class HerdingEnv(gym.Env):
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# 1 = sheep spawn anywhere in the field (deployment distribution).
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self._difficulty = float(difficulty)
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self._initial_seed = seed
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self._initial_seed_used = False
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# Env-owned RNG for wander jitter, re-seeded from np_random on reset.
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self._py_rng = random.Random()
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self._action_dim = action_dim
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# State (initialised in reset)
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self.dog_x = self.dog_y = self.dog_heading = 0.0
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@@ -119,17 +136,14 @@ class HerdingEnv(gym.Env):
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self.sheep_penned = np.zeros(0, dtype=bool)
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self.sheep_wander = np.zeros(0, dtype=np.float32)
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self.prev_action = np.zeros(2, dtype=np.float32)
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self.smoothed_action = np.zeros(2, dtype=np.float32)
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self.prev_action = np.zeros(self._action_dim, dtype=np.float32)
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self.smoothed_action = np.zeros(self._action_dim, dtype=np.float32)
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self.steps = 0
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self.n_sheep = 0
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self.prev_n_penned = 0
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self.prev_d_pen = 0.0
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self.prev_radius = 0.0
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# Env-owned RNG for wander jitter, re-seeded from np_random on reset.
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self._py_rng = random.Random()
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# --- Public knobs ---
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def set_max_n_sheep(self, value: int) -> None:
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self._max_n_sheep = int(np.clip(value, 1, MAX_SHEEP))
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@@ -149,6 +163,10 @@ class HerdingEnv(gym.Env):
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# --- gym API ---
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def reset(self, *, seed=None, options=None):
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if (seed is None and self._initial_seed is not None
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and not self._initial_seed_used):
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seed = self._initial_seed
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self._initial_seed_used = True
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super().reset(seed=seed)
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self._py_rng.seed(int(self.np_random.integers(0, 2**31 - 1)))
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opts = options or {}
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@@ -168,16 +186,32 @@ class HerdingEnv(gym.Env):
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# Sheep spawn region linearly interpolates with difficulty:
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# 0 → small box near the gate, 1 → full field.
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d = self._difficulty
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sx_lo = 7.0 - d * 20.0
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sx_hi = 14.0 - d * 1.0
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sy_lo = -12.0 + d * 0.0
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sy_hi = -6.0 + d * 19.0
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if FIELD_SHAPE == "field_round":
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# Round field: spawn in a sector near the gate (south),
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# expanding to the full circle at difficulty=1.
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spawn_r_lo = 3.0
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spawn_r_hi = d * FIELD_ROUND_R * 0.8 + (1.0 - d) * 6.0
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# Angle spread around south (±60° at d=0, full circle at d=1).
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half_angle = math.radians(60) + d * math.radians(120)
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angle_lo = math.pi / 2.0 - half_angle # from south = -π/2
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angle_hi = math.pi / 2.0 + half_angle
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else:
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sx_lo = 7.0 - d * 20.0
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sx_hi = 14.0 - d * 1.0
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sy_lo = -12.0 + d * 0.0
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sy_hi = -6.0 + d * 19.0
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sxs, sys_, shs, sws = [], [], [], []
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for _ in range(self.n_sheep):
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for _try in range(100):
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sx = float(self.np_random.uniform(sx_lo, sx_hi))
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sy = float(self.np_random.uniform(sy_lo, sy_hi))
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if FIELD_SHAPE == "field_round":
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r_spawn = float(self.np_random.uniform(spawn_r_lo, spawn_r_hi))
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a_spawn = float(self.np_random.uniform(angle_lo, angle_hi))
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sx = r_spawn * math.cos(a_spawn)
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sy = -r_spawn * math.sin(a_spawn)
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else:
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sx = float(self.np_random.uniform(sx_lo, sx_hi))
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sy = float(self.np_random.uniform(sy_lo, sy_hi))
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# Reject if too close to the dog or another sheep, or
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# already in the gate column (would start "penned").
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if math.hypot(sx - self.dog_x, sy - self.dog_y) < 3.0:
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@@ -198,8 +232,8 @@ class HerdingEnv(gym.Env):
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self.sheep_wander = np.asarray(sws, dtype=np.float32)
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self.sheep_penned = np.zeros(self.n_sheep, dtype=bool)
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self.prev_action = np.zeros(2, dtype=np.float32)
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self.smoothed_action = np.zeros(2, dtype=np.float32)
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self.prev_action = np.zeros(self._action_dim, dtype=np.float32)
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self.smoothed_action = np.zeros(self._action_dim, dtype=np.float32)
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self.steps = 0
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self.prev_n_penned = 0
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self.prev_d_pen, self.prev_radius = self._flock_metrics()
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@@ -225,25 +259,46 @@ class HerdingEnv(gym.Env):
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)
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self.prev_action = self.smoothed_action.copy()
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vx, vy = float(self.smoothed_action[0]), float(self.smoothed_action[1])
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omega = float(self.smoothed_action[2]) if self._action_dim >= 3 else 0.0
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# Safety supervisor — dog stays north of the gate.
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if self.dog_y < DOG_SOUTH_LIMIT and vy < 0.0:
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vx, vy = 0.0, 1.0
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# Step the dog.
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wL, wR = velocity_to_wheels(
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vx, vy, self.dog_heading,
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max_linear=DOG_MAX_LINEAR,
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wheel_radius=DOG_WHEEL_RADIUS,
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max_wheel_omega=DOG_MAX_WHEEL_OMEGA,
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k_turn=4.0,
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)
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self.dog_x, self.dog_y, self.dog_heading = kinematics_step(
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self.dog_x, self.dog_y, self.dog_heading,
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wL, wR, DOG_WHEEL_RADIUS, DOG_WHEEL_BASE, WEBOTS_DT,
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)
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self.dog_x = float(np.clip(self.dog_x, FIELD_X[0] + 0.3, FIELD_X[1] - 0.3))
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self.dog_y = float(np.clip(self.dog_y, DOG_SOUTH_LIMIT, FIELD_Y[1] - 0.3))
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if self._drive_mode == "mecanum":
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w_fl, w_fr, w_rl, w_rr = velocity_to_mecanum_wheels(
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vx, vy, omega, self.dog_heading,
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max_linear=DOG_MAX_LINEAR,
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wheel_radius=DOG_WHEEL_RADIUS,
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lx=DOG_WHEEL_BASE_X / 2.0, ly=DOG_WHEEL_BASE_Y / 2.0,
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max_wheel_omega=DOG_MAX_WHEEL_OMEGA,
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k_turn=4.0,
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wheel_base=DOG_WHEEL_BASE,
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)
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self.dog_x, self.dog_y, self.dog_heading = mecanum_kinematics_step(
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self.dog_x, self.dog_y, self.dog_heading,
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w_fl, w_fr, w_rl, w_rr,
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DOG_WHEEL_RADIUS,
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DOG_WHEEL_BASE_X / 2.0, DOG_WHEEL_BASE_Y / 2.0,
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WEBOTS_DT,
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)
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else:
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wL, wR = velocity_to_wheels(
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vx, vy, self.dog_heading,
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max_linear=DOG_MAX_LINEAR,
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wheel_radius=DOG_WHEEL_RADIUS,
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max_wheel_omega=DOG_MAX_WHEEL_OMEGA,
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k_turn=4.0,
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)
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self.dog_x, self.dog_y, self.dog_heading = kinematics_step(
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self.dog_x, self.dog_y, self.dog_heading,
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wL, wR, DOG_WHEEL_RADIUS, DOG_WHEEL_BASE, WEBOTS_DT,
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)
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self.dog_x, self.dog_y = clip_to_field(self.dog_x, self.dog_y, margin=0.3)
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# Extra constraint: dog stays north of the gate area.
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if self.dog_y < DOG_SOUTH_LIMIT:
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self.dog_y = DOG_SOUTH_LIMIT
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# Step sheep and update penned flags (GT-based).
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for i in range(self.n_sheep):
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@@ -304,13 +359,21 @@ class HerdingEnv(gym.Env):
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SHEEP_WHEEL_RADIUS, SHEEP_WHEEL_BASE, WEBOTS_DT,
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)
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# Wall clipping (south wall absent inside the gate column).
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nx = float(np.clip(nx, FIELD_X[0] + 0.2, FIELD_X[1] - 0.2))
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in_gate_col = PEN_X[0] <= nx <= PEN_X[1]
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if in_gate_col:
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ny = float(np.clip(ny, PEN_Y[0] + 0.2, FIELD_Y[1] - 0.2))
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# Wall clipping.
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if FIELD_SHAPE == "field_round":
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in_gate_col = PEN_X[0] <= nx <= PEN_X[1]
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if in_gate_col:
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# Allow passage through the gate column (south of the wall).
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ny = float(np.clip(ny, PEN_Y[0] + 0.2, FIELD_Y[1] - 0.2))
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else:
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nx, ny = clip_to_field(nx, ny, margin=0.2)
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else:
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ny = float(np.clip(ny, FIELD_Y[0] + 0.2, FIELD_Y[1] - 0.2))
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nx = float(np.clip(nx, FIELD_X[0] + 0.2, FIELD_X[1] - 0.2))
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in_gate_col = PEN_X[0] <= nx <= PEN_X[1]
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if in_gate_col:
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ny = float(np.clip(ny, PEN_Y[0] + 0.2, FIELD_Y[1] - 0.2))
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else:
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ny = float(np.clip(ny, FIELD_Y[0] + 0.2, FIELD_Y[1] - 0.2))
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self.sheep_x[i] = nx
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self.sheep_y[i] = ny
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@@ -374,6 +437,7 @@ class HerdingEnv(gym.Env):
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(self.dog_x, self.dog_y), self.dog_heading,
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sheep_xy_list, sheep_penned_list,
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n_max=self._max_n_sheep,
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n_expected=self.n_sheep,
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)
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def _build_obs(self) -> np.ndarray:
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