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TIR_PROJ/herding/world/flocking_sim.py
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Johnny Fernandes 5c2ee4bba5 Checkpoint 8
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"""Sheep flocking dynamics — Strömbom 2014 / Reynolds 1987.
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, term ρa)
cohesion — drift toward local centre of mass of peers within
COHESION_DIST (Strömbom 2014, term c). Weight is
higher while fleeing — fear-induced cohesion.
separation — short-range inverse-distance repulsion from peers
(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
----------
- Strömbom et al. (2014). "Solving the shepherding problem: heuristics
for herding autonomous, interacting agents." J R Soc Interface 11.
- Reynolds (1987). "Flocks, herds and schools: A distributed
behavioural model." SIGGRAPH '87.
"""
import math
import random
from herding.world.geometry import (
FIELD_SHAPE, FIELD_ROUND_R,
FIELD_X, FIELD_Y,
PEN_X, PEN_Y,
GATE_X, GATE_Y,
)
# 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
WALL_MARGIN = 5.0
WALL_HARD_MARGIN = 1.0
WALL_HARD_GAIN = 50.0
FLEE_DIST = 7.0
SEPARATION_DIST = 2.5
COHESION_DIST = 12.0
PEN_MARGIN = 0.8
def _peers_iter(peers):
"""Accept either a {name: (x, y)} dict or an iterable of (x, y) tuples."""
if isinstance(peers, dict):
return list(peers.values())
return list(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, 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 all four pen walls.
pm = PEN_MARGIN
if x < PEN_X[0] + pm:
fx += ((PEN_X[0] + pm - x) / pm) * 15.0
if x > PEN_X[1] - pm:
fx -= ((x - (PEN_X[1] - pm)) / pm) * 15.0
if y < PEN_Y[0] + pm:
fy += ((PEN_Y[0] + pm - y) / pm) * 15.0
if y > PEN_Y[1] - pm:
fy -= ((y - (PEN_Y[1] - pm)) / pm) * 15.0
# 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)
if 0.05 < d < SEPARATION_DIST:
push = (SEPARATION_DIST - d) / d
fx -= (dx / d) * push * 2.5
fy -= (dy / d) * push * 2.5
if rnd.random() < 0.02:
wander_angle += rnd.uniform(-0.6, 0.6)
fx += math.cos(wander_angle) * 0.5
fy += math.sin(wander_angle) * 0.5
else:
# Free-roaming sheep in the field.
fleeing = False
if dog_xy is not None:
ddx = dog_xy[0] - x
ddy = dog_xy[1] - y
dist = math.hypot(ddx, ddy)
if 0.01 < dist < FLEE_DIST:
fleeing = True
t = 1.0 - dist / FLEE_DIST
s = t * t * 20.0
fx -= (ddx / dist) * s
fy -= (ddy / dist) * s
# 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)
if 0.3 < d < COHESION_DIST:
cx += px
cy += py
cn += 1
if cn > 0:
w = 3.0 if fleeing else 1.0
fx += (cx / cn - x) * w
fy += (cy / cn - y) * w
# Separation — inverse-distance push from peers.
for px, py in peer_list:
ddx, ddy = px - x, py - y
d = math.hypot(ddx, ddy)
if 0.05 < d < SEPARATION_DIST:
push = (SEPARATION_DIST - d) / d
fx -= (ddx / d) * push * 2.5
fy -= (ddy / d) * push * 2.5
# Wall soft repulsion.
if FIELD_SHAPE == "field_round":
r = math.hypot(x, y)
wall_d = FIELD_ROUND_R - r
in_gate_col = (GATE_X[0] <= x <= GATE_X[1]
and y < GATE_Y + WALL_MARGIN)
if wall_d < WALL_MARGIN and r > 1e-6 and not in_gate_col:
gain = ((WALL_MARGIN - wall_d) / WALL_MARGIN) * 6.0
fx -= (x / r) * gain
fy -= (y / r) * gain
# Hard escape band.
if wall_d < WALL_HARD_MARGIN and not in_gate_col:
hgain = WALL_HARD_GAIN * (1.0 - wall_d / WALL_HARD_MARGIN)
fx -= (x / r) * hgain
fy -= (y / r) * hgain
else:
# Rectangular: 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:
fx -= ((x - (FIELD_X[1] - WALL_MARGIN)) / WALL_MARGIN) * 6.0
if y > FIELD_Y[1] - WALL_MARGIN:
fy -= ((y - (FIELD_Y[1] - WALL_MARGIN)) / WALL_MARGIN) * 6.0
if y < FIELD_Y[0] + WALL_MARGIN and not (GATE_X[0] <= x <= GATE_X[1]):
fy += ((FIELD_Y[0] + WALL_MARGIN - y) / WALL_MARGIN) * 6.0
# 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))
if FIELD_X[1] - x < m:
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))
if (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))
if not fleeing:
if rnd.random() < 0.02:
wander_angle += rnd.uniform(-0.6, 0.6)
fx += math.cos(wander_angle) * 0.5
fy += math.sin(wander_angle) * 0.5
heading = math.atan2(fy, fx)
mag = math.hypot(fx, fy)
speed = max(WANDER_SPEED, min(FLEE_SPEED, mag * 3.0))
return heading, speed, wander_angle