Checkpoint 7
This commit is contained in:
+73
-179
@@ -1,61 +1,30 @@
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"""Gymnasium environment for the shepherd-dog herding task.
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Single-agent: the agent is the dog. Sheep are environment-controlled
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flocking agents whose dynamics are imported verbatim from
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``herding.flocking_sim`` so a policy trained here transfers to Webots
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without re-tuning. Differential-drive kinematics for both dog and sheep
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match the proto specs (wheel radius, base, max wheel ω) via
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``herding.diffdrive``.
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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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Action space
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------------
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Box(-1, 1, (2,)) — the dog's desired (vx, vy) velocity *intent*. This
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matches the high-level action representation the Webots controller
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already uses; the env converts (vx, vy) → wheel speeds with the same
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formula.
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Observation space
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-----------------
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Box(-inf, inf, (28,)) — the order-invariant feature vector built by
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``herding.obs.build_obs``. See ``herding/obs.py`` for the layout.
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Reset
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-----
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``options["n_sheep"]`` (1..MAX_SHEEP) overrides the default flock size
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for the next episode. If absent, flock size is sampled uniformly from
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[1, max_n_sheep] each reset, where ``max_n_sheep`` can be raised over
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training time by an outer callback.
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Reward
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------
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Sparse + shaping (see :func:`HerdingEnv._compute_reward` for weights).
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+2.0 per newly penned sheep
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+0.5 · ΔCoM-distance-to-pen (positive when CoM moves closer)
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+0.2 · ΔFlock-radius (positive when flock tightens)
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-0.005 per step (encourages speed)
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- wall and collision penalties
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+10.0 terminal bonus when all sheep penned
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* **Action**: ``Box(-1, 1, (2,))`` — desired ``(vx, vy)`` 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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sampled uniformly from ``[1, max_n_sheep]``.
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* **Reward**: dense shaping (per-sheep distance progress, time
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penalty, Strömbom-imitation cosine bonus) + sparse pen/done jackpots.
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Weights live as class attributes on :class:`HerdingEnv`.
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"""
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from __future__ import annotations
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import math
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import os
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import random
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import sys
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from typing import Optional
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import gymnasium as gym
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import numpy as np
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from gymnasium import spaces
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# Make herding/ importable when run from anywhere.
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_HERE = os.path.dirname(os.path.abspath(__file__))
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_PROJECT_ROOT = os.path.normpath(os.path.join(_HERE, ".."))
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if _PROJECT_ROOT not in sys.path:
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sys.path.insert(0, _PROJECT_ROOT)
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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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)
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@@ -71,7 +40,7 @@ from herding.world.geometry import (
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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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from herding.obs import OBS_DIM, build_obs
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from herding.perception.obs import OBS_DIM, build_obs
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from herding.perception.sheep_tracker import SheepTracker
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from herding.control.strombom import compute_action as strombom_action
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@@ -85,45 +54,23 @@ class HerdingEnv(gym.Env):
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metadata = {"render_modes": []}
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# Reward shaping weights. Re-tuned after the first run got stuck at
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# 0% success: progress reward must dominate the time penalty by a
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# large margin, and the pen-event bonus must be big enough that PPO's
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# advantage estimator can credit-assign across the long path that
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# leads to it. Per-step shaping is bounded by the clamps inside
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# _compute_reward.
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# Drastically simplified after two runs got stuck farming a position
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# bonus instead of penning sheep. Reward now is essentially:
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# • huge jackpot for actually penning sheep (+100 per pen, +500 done)
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# • small dense gradient: per-sheep mean distance to pen
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# No position shaping (gameable), no compactness shaping (gameable),
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# no engagement bonus (gameable). The terminal per-unpenned penalty
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# forbids "good enough" partial herds.
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# We have a working analytic baseline (Strömbom, 100 % on easy mode).
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# Use it as a teacher: per-step bonus proportional to the cosine
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# similarity between the policy's action and what Strömbom would do
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# at the same state. This drags the policy out of "do nothing" local
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# optima without locking it to the teacher — PPO can still find
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# improvements over Strömbom because pen jackpots dominate.
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W_PEN_DELTA = 100.0
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W_PROGRESS = 20.0
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W_IMITATE = 0.5 # per-step max ±0.5 (action cosine sim, [-1, 1])
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W_TIME = 0.0
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W_WALL = 0.0
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W_COLLISION = 0.0
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W_DONE = 500.0
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# Reward weights. Sparse jackpots (W_PEN_DELTA, W_DONE) dominate;
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# dense shaping (W_PROGRESS on Δ mean-distance-to-pen) provides the
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# gradient; W_IMITATE adds a small cosine bonus toward the analytic
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# teacher's action; W_TIME is a per-step penalty (0 by default).
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W_PEN_DELTA = 100.0
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W_PROGRESS = 20.0
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W_IMITATE = 0.5
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W_TIME = 0.0
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W_WALL = 0.0
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W_COLLISION = 0.0
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W_DONE = 500.0
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# Action smoothing during training: 0 = none. The Webots controller
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# still applies its own EMA at inference for actuator stability, so
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# the policy doesn't need to learn smoothness explicitly.
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# In-env action EMA. 0 = none; the Webots controller applies its own
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# EMA at inference, so the policy needn't learn smoothness.
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ACTION_SMOOTH = 0.0
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# Episode budget. ~80 s of sim time at dt=0.016. The new external-pen
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# layout has paths up to ~28 m from spawn to pen entry; at sheep flee
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# speed ~0.4 m/s, that's 70 s minimum. 3000 steps (48 s) was leaving
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# the dog with no margin for collect-then-drive on multi-sheep cases.
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DEFAULT_MAX_STEPS = 5000
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# Distance under which the dog is considered "colliding" with a sheep.
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COLLISION_DIST = 0.30
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def __init__(
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@@ -137,19 +84,15 @@ class HerdingEnv(gym.Env):
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frame_stack: int = 1,
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):
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super().__init__()
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# When True (default), the obs and the imitation-reward teacher
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# see only LiDAR-perceived sheep positions through a tracker —
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# matching what the Webots controller has access to. When False,
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# both consume ground-truth positions (legacy "privileged" mode,
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# kept for ablation).
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# ``use_lidar=True`` (default): obs and imitation-reward teacher
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# see only LiDAR-perceived positions via a tracker, matching the
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# Webots controller. ``False`` exposes ground truth for ablation.
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self._use_lidar = bool(use_lidar)
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self._tracker = SheepTracker() if self._use_lidar else None
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self._np_rng_lidar: Optional[np.random.Generator] = None
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# Frame stacking: the policy receives the last K single-frame
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# observations concatenated. Lets a memoryless MLP integrate
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# information across time, partly compensating for the limited
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# LiDAR FOV. K=1 reproduces the legacy single-frame obs.
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# Frame stacking: the policy receives the last K obs concatenated,
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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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@@ -159,18 +102,16 @@ class HerdingEnv(gym.Env):
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shape=(OBS_DIM * self._frame_stack,), dtype=np.float32,
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)
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# If n_sheep is None, env will sample uniformly from [1, max_n_sheep]
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# on every reset — this is the default for curriculum-free training.
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# n_sheep=None → sample uniformly from [1, max_n_sheep] each reset.
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self._fixed_n_sheep = n_sheep
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self._max_n_sheep = max_n_sheep
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self.max_steps = max_steps
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# difficulty ∈ [0, 1]: 0 = sheep spawn next to the gate (easy),
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# 1 = sheep spawn anywhere in the field (hard, the deployment
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# distribution). Curriculum bumps this from 0 → 1 over training.
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# difficulty ∈ [0, 1]: 0 = sheep spawn near the gate (easy);
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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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# State (initialized in reset)
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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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self.sheep_x = np.zeros(0, dtype=np.float32)
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self.sheep_y = np.zeros(0, dtype=np.float32)
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@@ -186,12 +127,10 @@ class HerdingEnv(gym.Env):
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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 the flocking wander-jitter, seeded fresh on each
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# reset so determinism is preserved without touching the global
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# random module.
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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 (used by curriculum callback) ----
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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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@@ -199,22 +138,18 @@ class HerdingEnv(gym.Env):
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self._difficulty = float(np.clip(value, 0.0, 1.0))
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def set_imitate_weight(self, value: float) -> None:
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"""Override W_IMITATE (instance-level) — used to disable the
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Strömbom imitation reward during BC fine-tuning, when the policy
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already mimics a stronger teacher (sequential)."""
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"""Override the instance W_IMITATE — used to disable Strömbom
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imitation during PPO fine-tune."""
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self.W_IMITATE = float(value)
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def set_time_weight(self, value: float) -> None:
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"""Override W_TIME (instance-level). Default 0.0; a small
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negative value (e.g. -0.1) adds a per-step penalty that
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explicitly rewards fast time-to-pen during PPO fine-tune."""
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"""Override the instance W_TIME — set negative to penalise step
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count and encourage faster time-to-pen during PPO fine-tune."""
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self.W_TIME = float(value)
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# ---- gym API ----
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# --- gym API ---
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def reset(self, *, seed=None, options=None):
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super().reset(seed=seed)
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# Re-seed the flocking RNG from np_random so flocking jitter is
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# reproducible alongside everything else the env samples.
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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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@@ -230,28 +165,26 @@ class HerdingEnv(gym.Env):
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self.dog_y = float(self.np_random.uniform(-2.5, 2.5))
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self.dog_heading = float(self.np_random.uniform(-math.pi, math.pi))
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# Sheep spawn region scales with difficulty:
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# 0.0 → narrow box just north of the gate (x ∈ [7, 14], y ∈ [-12, -6])
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# 1.0 → full field (x ∈ [-13, 13], y ∈ [-12, 13])
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# Linear interpolation between the two for intermediate values.
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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 # → -13 at d=1
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sx_hi = 14.0 - d * 1.0 # → 13 at d=1
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sy_lo = -12.0 + d * 0.0 # → -12 at d=1
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sy_hi = -6.0 + d * 19.0 # → 13 at d=1
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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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# Reject too close to dog or to other sheep.
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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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continue
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if any(math.hypot(sx - x, sy - y) < 1.5
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for x, y in zip(sxs, sys_)):
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continue
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# Reject inside the gate column already (they'd start "penned").
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if PEN_X[0] <= sx <= PEN_X[1] and sy < -8.0:
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continue
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break
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@@ -275,10 +208,8 @@ class HerdingEnv(gym.Env):
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self._tracker.reset()
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self._np_rng_lidar = np.random.default_rng(
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int(self.np_random.integers(0, 2**31 - 1)))
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# Prime the tracker with one scan so the first obs isn't empty.
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self._update_tracker()
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# Clear the frame stack — the next _build_obs will repopulate.
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self._frame_buffer = []
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obs = self._build_obs()
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@@ -288,7 +219,6 @@ class HerdingEnv(gym.Env):
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def step(self, action):
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action = np.clip(np.asarray(action, dtype=np.float32), -1.0, 1.0)
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# EMA smoothing — the Webots controller does this too.
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self.smoothed_action = (
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self.ACTION_SMOOTH * self.prev_action
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+ (1.0 - self.ACTION_SMOOTH) * action
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@@ -296,12 +226,11 @@ class HerdingEnv(gym.Env):
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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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# Safety supervisor mirrored from the controller — keeps the dog
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# north of the gate so the policy can't strand itself in the pen.
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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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# 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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@@ -313,27 +242,22 @@ class HerdingEnv(gym.Env):
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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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# Clip dog to field bounds and out of pen — same as the Webots stone walls.
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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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# --- Step each sheep ---
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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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self._step_one_sheep(i)
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# --- Update penned state ---
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for i in range(self.n_sheep):
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if (not self.sheep_penned[i]
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and is_penned_position(self.sheep_x[i], self.sheep_y[i])):
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self.sheep_penned[i] = True
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# --- Run LiDAR perception on this step's state (after sheep have
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# moved). Updates the tracker that obs and the imitation-
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# reward teacher consume. Reward / termination still use GT. ---
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# LiDAR perception runs after sheep move; feeds the obs and the
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# imitation reward. Reward/termination still use GT.
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if self._tracker is not None:
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self._update_tracker()
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# --- Reward, termination ---
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d_pen, radius = self._flock_metrics()
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reward = self._compute_reward(d_pen, radius, action=action)
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self.prev_d_pen = d_pen
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@@ -346,12 +270,6 @@ class HerdingEnv(gym.Env):
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truncated = self.steps >= self.max_steps
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if all_penned:
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reward += self.W_DONE
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# No timeout penalty: a per-unpenned penalty made "do nothing"
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# strictly preferable to noisy-random under reward-progress shaping
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# (random sometimes pushes sheep away → negative progress, then
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# always ate the timeout penalty), which collapsed exploration to
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# tiny actions. The pen jackpot alone provides the directional
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# signal once exploration is wide enough to find it.
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obs = self._build_obs()
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info = {
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@@ -362,7 +280,7 @@ class HerdingEnv(gym.Env):
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}
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return obs, float(reward), terminated, truncated, info
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# ---- internals ----
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# --- Internals ---
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def _step_one_sheep(self, i: int) -> None:
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x, y = float(self.sheep_x[i]), float(self.sheep_y[i])
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peers = [(float(self.sheep_x[j]), float(self.sheep_y[j]))
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@@ -386,8 +304,7 @@ 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 — matches Webots stone walls, except in the gate column
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# where the south wall is absent.
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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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@@ -400,12 +317,11 @@ class HerdingEnv(gym.Env):
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self.sheep_h[i] = nh
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def _flock_metrics(self):
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"""(per-sheep mean distance to pen entry, max-radius).
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"""Return (per-sheep mean distance to pen, max radius from CoM).
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Using the per-sheep mean instead of CoM-distance ensures stragglers
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keep contributing to the progress signal — the dog can't game the
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shaping by herding the bulk of the flock and abandoning one
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outlier (CoM moves toward pen, but mean-distance doesn't).
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The per-sheep mean (not CoM distance) makes the progress signal
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sensitive to stragglers: the dog can't game it by herding most of
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the flock and abandoning one outlier.
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"""
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active_mask = ~self.sheep_penned
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if not active_mask.any():
|
||||
@@ -422,24 +338,14 @@ class HerdingEnv(gym.Env):
|
||||
return d_pen, radius
|
||||
|
||||
def _compute_reward(self, d_pen: float, radius: float, action=None) -> float:
|
||||
"""Sparse + per-sheep distance shaping + Strömbom imitation.
|
||||
|
||||
d_pen is the *mean* distance over active sheep, so progress only
|
||||
accrues when ALL active sheep get closer to the pen on average —
|
||||
the dog can't farm it by herding one sheep while ignoring others.
|
||||
|
||||
The imitation term is computed by querying Strömbom for the
|
||||
recommended action at the *current* (post-step) state and
|
||||
rewarding cosine similarity with what the policy actually did.
|
||||
"""
|
||||
"""Sparse pen jackpot + dense progress shaping + Strömbom imitation."""
|
||||
n_penned = int(self.sheep_penned.sum())
|
||||
delta_pen = n_penned - self.prev_n_penned
|
||||
|
||||
d_progress = max(-5.0, min(5.0, self.prev_d_pen - d_pen))
|
||||
r = self.W_PEN_DELTA * delta_pen + self.W_PROGRESS * d_progress
|
||||
# Per-step time penalty (0 by default). When negative, encourages
|
||||
# the policy to finish quickly — used during PPO fine-tune.
|
||||
r += self.W_TIME
|
||||
r = (self.W_PEN_DELTA * delta_pen
|
||||
+ self.W_PROGRESS * d_progress
|
||||
+ self.W_TIME)
|
||||
|
||||
if action is not None and self.W_IMITATE > 0.0:
|
||||
positions = self._perceived_positions()
|
||||
@@ -457,10 +363,7 @@ class HerdingEnv(gym.Env):
|
||||
|
||||
def _build_single_obs(self) -> np.ndarray:
|
||||
if self._tracker is not None:
|
||||
# Obs sees only the tracker's active set; penned tracks are
|
||||
# intentionally excluded (matches the prior receiver-based
|
||||
# behaviour where penned sheep stopped contributing to the
|
||||
# symbolic obs).
|
||||
# LiDAR mode: the obs sees only the tracker's active set.
|
||||
active = self._tracker.get_positions()
|
||||
sheep_xy_list = list(active.values())
|
||||
sheep_penned_list = [False] * len(sheep_xy_list)
|
||||
@@ -477,22 +380,18 @@ class HerdingEnv(gym.Env):
|
||||
single = self._build_single_obs()
|
||||
if self._frame_stack <= 1:
|
||||
return single
|
||||
# On a fresh reset the buffer is empty — duplicate the first
|
||||
# frame so the stack is always full-length.
|
||||
# On reset the buffer is empty — pad with copies of the first frame.
|
||||
if not self._frame_buffer:
|
||||
self._frame_buffer = [single.copy() for _ in range(self._frame_stack)]
|
||||
else:
|
||||
self._frame_buffer.append(single)
|
||||
if len(self._frame_buffer) > self._frame_stack:
|
||||
self._frame_buffer = self._frame_buffer[-self._frame_stack:]
|
||||
# Concatenate oldest → newest.
|
||||
return np.concatenate(self._frame_buffer, axis=0).astype(np.float32)
|
||||
|
||||
# ------------------------------------------------------------------
|
||||
# LiDAR perception helpers
|
||||
# ------------------------------------------------------------------
|
||||
# --- LiDAR perception ---
|
||||
def _all_sheep_xy(self) -> list[tuple[float, float]]:
|
||||
"""Every sheep, including penned ones (the LiDAR sees them)."""
|
||||
"""Every sheep, including penned (the LiDAR sees them)."""
|
||||
return [(float(self.sheep_x[i]), float(self.sheep_y[i]))
|
||||
for i in range(self.n_sheep)]
|
||||
|
||||
@@ -508,19 +407,14 @@ class HerdingEnv(gym.Env):
|
||||
self._tracker.update(detections)
|
||||
|
||||
def perceived_positions(self) -> dict[str, tuple[float, float]]:
|
||||
"""Public accessor — what the controller would 'see' this step.
|
||||
|
||||
LiDAR mode → the tracker's active set.
|
||||
Privileged mode → ground-truth active sheep.
|
||||
|
||||
Used by ``training.eval`` and ``tools.collect_demos`` so analytic
|
||||
teachers run on the same perception the deployed controller has.
|
||||
"""What the controller would "see" this step: tracker output in
|
||||
LiDAR mode, ground truth in privileged mode. Used by demo
|
||||
collection and analytic-policy eval so the teacher runs on the
|
||||
same perception the deployed controller has.
|
||||
"""
|
||||
if self._tracker is not None:
|
||||
return self._tracker.get_positions()
|
||||
return {f"s{i}": (float(self.sheep_x[i]), float(self.sheep_y[i]))
|
||||
for i in range(self.n_sheep) if not self.sheep_penned[i]}
|
||||
|
||||
# Internal alias so the imitation reward path doesn't need to know
|
||||
# which mode it's in.
|
||||
_perceived_positions = perceived_positions
|
||||
|
||||
Reference in New Issue
Block a user