Sheep training flock _ improver
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@@ -133,6 +133,19 @@ while robot.step(timestep) != -1:
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fx, fy = 0.0, 0.0
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fx, fy = 0.0, 0.0
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# Outside the pen: repel from the exterior of the side and back walls so
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# sheep don't get pinned against them when fleeing from the dog.
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# The pen entrance is open on the north (y > PEN_Y_MAX), so only push away
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# from the west (x≈PEN_X_MIN), east (x≈PEN_X_MAX), and south (y≈PEN_Y_MIN) exteriors.
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PEN_EXT_MARGIN = 1.2
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if not penned:
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if PEN_Y_MIN - PEN_EXT_MARGIN < y < PEN_Y_MAX and x < PEN_X_MIN + PEN_EXT_MARGIN:
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fx -= ((PEN_X_MIN + PEN_EXT_MARGIN - x) / PEN_EXT_MARGIN) * 8.0
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if PEN_Y_MIN - PEN_EXT_MARGIN < y < PEN_Y_MAX and x > PEN_X_MAX - PEN_EXT_MARGIN:
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fx += ((x - (PEN_X_MAX - PEN_EXT_MARGIN)) / PEN_EXT_MARGIN) * 8.0
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if y < PEN_Y_MIN + PEN_EXT_MARGIN and PEN_X_MIN < x < PEN_X_MAX:
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fy += ((PEN_Y_MIN + PEN_EXT_MARGIN - y) / PEN_EXT_MARGIN) * 8.0
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if penned:
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if penned:
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# Inside pen: wander freely, strong boundary forces prevent exit,
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# Inside pen: wander freely, strong boundary forces prevent exit,
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# separation still active to avoid collisions with other penned sheep.
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# separation still active to avoid collisions with other penned sheep.
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+20
-1
@@ -54,6 +54,8 @@ class HerdingEnv(gym.Env):
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# Reward weights (simple per-sheep progress — no phases, no gating)
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# Reward weights (simple per-sheep progress — no phases, no gating)
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# -----------------------------------------------------------------------
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# -----------------------------------------------------------------------
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W_PER_SHEEP = 2.0 # progress: sum of per-sheep distance-to-pen reductions
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W_PER_SHEEP = 2.0 # progress: sum of per-sheep distance-to-pen reductions
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W_SCATTER_PEN = 0.5 # penalty per metre the active flock radius exceeds threshold
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SCATTER_THRESH = 8.0 # metres — allow natural spread, penalise excessive scatter
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W_PEN_BONUS = 10.0 # per sheep penned
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W_PEN_BONUS = 10.0 # per sheep penned
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W_COMPLETE = 100.0 # all sheep penned
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W_COMPLETE = 100.0 # all sheep penned
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W_STEP_COST = 0.02 # time penalty — strong enough to punish doing nothing
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W_STEP_COST = 0.02 # time penalty — strong enough to punish doing nothing
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@@ -312,7 +314,12 @@ class HerdingEnv(gym.Env):
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else:
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else:
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r_progress = 0.0
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r_progress = 0.0
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reward = r_progress
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# Soft scatter penalty: discourages abandoning the remaining active flock.
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# Only fires when radius exceeds threshold so normal spread isn't punished.
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_, radius, _ = self._flock_stats()
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r_scatter = -max(0.0, radius - self.SCATTER_THRESH) * self.W_SCATTER_PEN
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reward = r_progress + r_scatter
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reward += newly_penned * self.W_PEN_BONUS
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reward += newly_penned * self.W_PEN_BONUS
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reward -= self.W_STEP_COST
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reward -= self.W_STEP_COST
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if n_penned == self.n_sheep:
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if n_penned == self.n_sheep:
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@@ -362,6 +369,18 @@ class HerdingEnv(gym.Env):
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if pos[1] < -F + m: fy += ((-F + m - pos[1]) / m) * 6.0
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if pos[1] < -F + m: fy += ((-F + m - pos[1]) / m) * 6.0
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if pos[1] > F - m: fy -= ((pos[1] - (F - m)) / m) * 6.0
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if pos[1] > F - m: fy -= ((pos[1] - (F - m)) / m) * 6.0
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# Pen exterior wall avoidance — mirrors sheep.py addition.
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# Prevents sheep getting pinned against the pen side/back walls when fleeing.
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EM = 1.2
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px0, px1 = self.PEN_X[0], self.PEN_X[1]
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py0, py1 = self.PEN_Y[0], self.PEN_Y[1]
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if py0 - EM < pos[1] < py1 and pos[0] < px0 + EM:
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fx -= ((px0 + EM - pos[0]) / EM) * 8.0
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if py0 - EM < pos[1] < py1 and pos[0] > px1 - EM:
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fx += ((pos[0] - (px1 - EM)) / EM) * 8.0
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if pos[1] < py0 + EM and px0 < pos[0] < px1:
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fy += ((py0 + EM - pos[1]) / EM) * 8.0
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# Hard-stop clamp: mirrors sheep.py — zero any force driving further
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# Hard-stop clamp: mirrors sheep.py — zero any force driving further
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# into the wall within 0.5 m so the flee force cannot pin the sheep.
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# into the wall within 0.5 m so the flee force cannot pin the sheep.
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HS = 0.5
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HS = 0.5
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