Checkpoint 7

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Johnny Fernandes
2026-05-11 12:21:51 +01:00
parent fce0e0c786
commit a01a5c9cef
34 changed files with 1266 additions and 1038 deletions
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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))