Checkpoint 7

This commit is contained in:
Johnny Fernandes
2026-05-11 12:21:51 +01:00
parent fce0e0c786
commit a01a5c9cef
34 changed files with 1266 additions and 1038 deletions
+7 -16
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@@ -1,11 +1,8 @@
"""Differential-drive kinematics matching the Webots robot specs.
"""Differential-drive kinematics, shared by the env and Webots controllers.
The Webots controllers and the training env both use these helpers so the
sim and the real (Webots) physics agree to first order. They do not model
slip, wheel acceleration limits, or contact forces — Webots does that for
us at inference time. The training env has to be close enough that a
policy trained against this kinematic model still works when handed off
to ODE physics.
First-order rigid-body model — no slip, wheel-accel limits, or contact
forces. Webots' ODE physics handles those at inference; the env stays
close enough to first order that a policy trained here transfers.
"""
import math
@@ -34,10 +31,9 @@ def kinematics_step(x, y, h, w_left, w_right, wheel_radius, wheel_base, dt):
def velocity_to_wheels(vx, vy, h, max_linear, wheel_radius, max_wheel_omega,
k_turn=4.0):
"""Convert a desired (vx, vy) intent in [-1, 1]^2 to wheel speeds.
"""Convert a desired (vx, vy) intent in [-1, 1]² to wheel speeds.
Mirrors ``drive_action`` in controllers/shepherd_dog/shepherd_dog.py:
forward speed scales by ``cos(err)`` (clamped to ±90°), and a P
Forward speed scales by ``cos(err)`` (clamped to ±90°); a P
controller on heading error contributes the wheel-rate differential.
"""
speed_ms = math.hypot(vx, vy) * max_linear
@@ -56,12 +52,7 @@ def velocity_to_wheels(vx, vy, h, max_linear, wheel_radius, max_wheel_omega,
def heading_speed_to_wheels(heading, speed_motor, h, max_wheel_omega,
k_turn=4.0):
"""Sheep variant: speed already expressed in motor (wheel rad/s) units.
Matches the existing sheep controller (``controllers/sheep/sheep.py``)
where ``speed = max(WANDER_SPEED, min(FLEE_SPEED, mag * 3.0))`` and
these constants are wheel angular velocities, not linear m/s.
"""
"""Sheep variant: speed in wheel rad/s, target as a heading angle."""
err = math.atan2(math.sin(heading - h), math.cos(heading - h))
fwd = max(0.0, math.cos(err)) * speed_motor
turn = k_turn * err
+25 -66
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@@ -1,24 +1,19 @@
"""Sheep flocking dynamics — Strömbom 2014 / Reynolds 1987 hybrid.
"""Sheep flocking dynamics — Strömbom 2014 / Reynolds 1987.
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).
Model
-----
The force stack each step (summed → heading + speed):
Per-sheep behavioural step used by both the Webots sheep controller
and the training environment. Each step a force stack is summed:
flee — quadratic ramp away from dog within FLEE_DIST
(Strömbom 2014 §2.1, term ρa)
(Strömbom 2014, term ρa)
cohesion — drift toward local centre of mass of peers within
COHESION_DIST (Strömbom 2014 §2.1, term c).
Weight is **higher when fleeing**modelling the
"safety in numbers" / predator-confusion effect
Strömbom 2014 describes as fear-induced cohesion.
COHESION_DIST (Strömbom 2014, term c). Weight is
higher while fleeing — fear-induced cohesion.
separation — short-range inverse-distance repulsion from peers
(Strömbom 2014 §2.1, term α; Reynolds 1987)
wander — small persistent drift for natural idle motion
(Strömbom 2014 §2.1, noise term ε)
(Strömbom 2014 term α; Reynolds 1987)
wander — small persistent drift (Strömbom 2014 noise term ε)
Walls, the south-wall gate column, and in-pen containment are
environment-specific additions for the fenced Webots field.
References
----------
@@ -26,26 +21,6 @@ References
for herding autonomous, interacting agents." J R Soc Interface 11.
- Reynolds (1987). "Flocks, herds and schools: A distributed
behavioural model." SIGGRAPH '87.
Environment-specific adaptations
--------------------------------
The original Strömbom model assumes an open field. Our scenario adds:
* Field walls — soft repulsion within ``WALL_MARGIN`` plus a hard
escape band when inside ``WALL_HARD_MARGIN``. Necessary because the
Webots field is fenced (30 m square enclosure).
* Gate column — the south wall has a 3 m gap at x ∈ [10, 13]; sheep
pass through it freely (no wall force inside the column).
* Penned containment — once a sheep crosses the gate plane south
(``geometry.is_penned_position``), the caller flags ``penned=True``
and we switch to in-pen wall-bounce + jitter. Sheep do not exit the
pen on their own. This is a hard sim constraint, not a behavioural
claim about real sheep.
Parameter tuning (cohesion weight 3× while fleeing) was chosen so the
flock survives passage through the 3 m gate without fragmenting — this
is a defensible engineering adaptation of Strömbom's qualitative
"fear-induced cohesion" to our gate width.
"""
import math
@@ -57,9 +32,7 @@ from herding.world.geometry import (
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.
# Speeds are in wheel rad/s (motor units); m/s = speed * SHEEP_WHEEL_RADIUS.
MAX_SPEED = 22.0
FLEE_SPEED = 20.0
WANDER_SPEED = 3.0
@@ -70,7 +43,7 @@ WALL_HARD_GAIN = 50.0
FLEE_DIST = 7.0
SEPARATION_DIST = 2.5
COHESION_DIST = 12.0 # was 8.0 — wider engagement so far-flung sheep are pulled in
COHESION_DIST = 12.0
PEN_MARGIN = 0.8
@@ -85,21 +58,17 @@ def _peers_iter(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.
``speed`` is in wheel rad/s, bounded by ``[WANDER_SPEED, FLEE_SPEED]``.
``heading`` is the world-frame target heading (atan2 convention).
``rng`` is an optional ``random.Random`` used for wander jitter; if
``None`` uses the module's global ``random``.
"""
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 ---
# Pen containment: bounce off all four pen walls.
pm = PEN_MARGIN
if x < PEN_X[0] + pm:
fx += ((PEN_X[0] + pm - x) / pm) * 15.0
@@ -110,7 +79,7 @@ def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
if y > PEN_Y[1] - pm:
fy -= ((y - (PEN_Y[1] - pm)) / pm) * 15.0
# Mild peer separation penned sheep crowd the corner otherwise.
# Mild peer separation so penned sheep don't crowd one corner.
for px, py in peer_list:
dx, dy = px - x, py - y
d = math.hypot(dx, dy)
@@ -125,7 +94,7 @@ def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
fy += math.sin(wander_angle) * 0.5
else:
# --- Free-roaming sheep in the field ---
# Free-roaming sheep in the field.
fleeing = False
if dog_xy is not None:
ddx = dog_xy[0] - x
@@ -138,11 +107,9 @@ def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
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.
# Cohesion: drift toward the local CoM of peers within
# COHESION_DIST. Stronger while fleeing — fear-induced
# cohesion keeps the flock together through the gate.
cx, cy, cn = 0.0, 0.0, 0
for px, py in peer_list:
d = math.hypot(px - x, py - y)
@@ -151,12 +118,6 @@ def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
cy += py
cn += 1
if cn > 0:
# Cohesion needs to dominate flee at close range so the flock
# stays glued together when squeezing through the narrow gate.
# Flee at 2 m has magnitude ~10; cohesion of w=3.0 with the
# peer-CoM 4 m away contributes ~12, so the flock prefers
# bunching to dispersing under pressure. This is what makes
# canonical Strömbom drive work in our 3 m gate.
w = 3.0 if fleeing else 1.0
fx += (cx / cn - x) * w
fy += (cy / cn - y) * w
@@ -170,8 +131,7 @@ def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
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.
# Wall soft repulsion (south wall absent inside the gate column).
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:
@@ -187,7 +147,7 @@ def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
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 ---
# Hard escape band — overrides everything else near 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))
@@ -195,7 +155,6 @@ def compute_heading_speed(x, y, penned, dog_xy, peers, wander_angle, rng=None):
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))
+14 -35
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@@ -1,23 +1,15 @@
"""World geometry and robot specs.
All coordinates are in meters. (0, 0) is the centre of the field, +x is
east, +y is north. Z is up but unused here. These constants must match
``worlds/field.wbt`` and the proto files; if the world changes, change
this file and only this file.
Pen layout (post-refactor)
--------------------------
The pen is *external* to the field, accessed through a 3 m gate cut into
the south stone wall at y = -15. Sheep entering through the gate end up
in a fenced rectangle south of the field; the dog stays in the field
(soft-limited above DOG_SOUTH_LIMIT during training and inference).
Coordinates are metres; (0, 0) is the field centre, +x east, +y north.
These constants mirror ``worlds/field.wbt`` and the proto files — if
the world changes, this file is the single point of update.
field +y north
+-----------+
| |
| |
| ...... |
+---||||----+ y = -15 (south wall, gate at x ∈ [10, 13])
+---||||----+ y = -15 (south wall, 3 m gate at x ∈ [10, 13])
||||
|pen| y ∈ [-22, -15]
+---+
@@ -25,46 +17,38 @@ in a fenced rectangle south of the field; the dog stays in the field
import math
# --- Field (square, stone-walled) ---
# Field (square, stone-walled)
FIELD_X = (-15.0, 15.0)
FIELD_Y = (-15.0, 15.0)
# Conservative inside bounds — sheep/dog should not graze the wall.
FIELD_INSIDE_MARGIN = 0.5
# --- Pen (external, south of the field) ---
# Pen (external, south of the field)
PEN_X = (10.0, 13.0)
PEN_Y = (-22.0, -15.0)
PEN_CENTER = (0.5 * (PEN_X[0] + PEN_X[1]), 0.5 * (PEN_Y[0] + PEN_Y[1]))
# The point the dog drives the flock toward: the gate centre on the field side.
PEN_ENTRY = (0.5 * (PEN_X[0] + PEN_X[1]), -15.0)
# --- Gate (the hole in the south stone wall) ---
# Gate (hole in the south wall)
GATE_X = PEN_X
GATE_Y = -15.0
# --- Robot specs (must match proto files) ---
# Dog (controllers/shepherd_dog/, protos/ShepherdDog.proto)
# Dog spec — protos/ShepherdDog.proto
DOG_WHEEL_RADIUS = 0.038 # m
DOG_WHEEL_BASE = 0.28 # m, axle-to-axle
DOG_MAX_WHEEL_OMEGA = 70.0 # rad/s
DOG_MAX_LINEAR = DOG_WHEEL_RADIUS * DOG_MAX_WHEEL_OMEGA # ~2.66 m/s
DOG_MAX_LINEAR = DOG_WHEEL_RADIUS * DOG_MAX_WHEEL_OMEGA # 2.66 m/s
# Sheep (controllers/sheep/, protos/Sheep.proto)
# Sheep spec — protos/Sheep.proto
SHEEP_WHEEL_RADIUS = 0.031 # m
SHEEP_WHEEL_BASE = 0.20 # m
SHEEP_MAX_WHEEL_OMEGA = 25.0 # rad/s
SHEEP_MAX_LINEAR = SHEEP_WHEEL_RADIUS * SHEEP_MAX_WHEEL_OMEGA # ~0.78 m/s
SHEEP_MAX_LINEAR = SHEEP_WHEEL_RADIUS * SHEEP_MAX_WHEEL_OMEGA # 0.78 m/s
# --- Webots step ---
WEBOTS_DT = 0.016 # seconds, matches WorldInfo.basicTimeStep = 16 in field.wbt
WEBOTS_DT = 0.016 # seconds (matches WorldInfo.basicTimeStep)
# --- Dog "virtual south wall" (training keeps dog out of the pen) ---
# At inference the controller also clips to this so a slightly miscalibrated
# policy doesn't accidentally drive into the pen and trap the sheep.
# Virtual south wall — env and controller both keep the dog north of this.
DOG_SOUTH_LIMIT = -14.5
# --- Maximum supported flock size ---
MAX_SHEEP = 10
@@ -85,12 +69,7 @@ def in_gate_corridor(x: float, y: float, margin: float = 0.0) -> bool:
def is_penned_position(x: float, y: float, latch_margin: float = 0.2) -> bool:
"""A sheep latches to "penned" once it crosses the gate plane south.
True iff x is inside the gate column (with a small margin) AND
y has dipped below the gate line. Once latched, the sheep is held by
in-pen forces and will not exit on its own.
"""
"""True iff (x, y) is in the gate column and south of the gate line."""
return (PEN_X[0] - latch_margin <= x <= PEN_X[1] + latch_margin
and y <= GATE_Y)