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test_segmentation.py
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test_segmentation.py
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import math
import os
import random
import numpy as np
from duckietown_world import MapFormat1Constants
from gym_duckietown.envs import DuckietownEnv
from gym_duckietown.simulator import AGENT_SAFETY_RAD
POSITION_THRESHOLD = 0.04
REF_VELOCITY = 0.7
FOLLOWING_DISTANCE = 0.24
AGENT_SAFETY_GAIN = 1.15
class PurePursuitPolicy:
"""
A Pure Pusuit controller class to act as an expert to the model
...
Methods
-------
forward(images)
makes a model forward pass on input images
loss(*args)
takes images and target action to compute the loss function used in optimization
predict(observation)
takes an observation image and predicts using env information the action
"""
def __init__(
self, env, ref_velocity=REF_VELOCITY, following_distance=FOLLOWING_DISTANCE, max_iterations=1000
):
"""
Parameters
----------
ref_velocity : float
duckiebot maximum velocity (default 0.7)
following_distance : float
distance used to follow the trajectory in pure pursuit (default 0.24)
"""
self.env = env
self.following_distance = following_distance
self.max_iterations = max_iterations
self.ref_velocity = ref_velocity
def predict(self, observation):
"""
Parameters
----------
observation : image
image of current observation from simulator
Returns
-------
action: list
action having velocity and omega of current observation
"""
closest_point, closest_tangent = self.env.unwrapped.closest_curve_point(
self.env.cur_pos, self.env.cur_angle
)
if closest_point is None or closest_tangent is None:
self.env.reset()
closest_point, closest_tangent = self.env.unwrapped.closest_curve_point(
self.env.cur_pos, self.env.cur_angle
)
current_world_objects = self.env.objects
# to slow down if there's a duckiebot in front of you
# this is used to avoid hitting another moving duckiebot in the map
# in case of training LFV baseline
velocity_slow_down = 1
for obj in current_world_objects:
if not obj.static and obj.kind == MapFormat1Constants.KIND_DUCKIEBOT:
if True:
collision_penalty = abs(
obj.proximity(self.env.cur_pos, AGENT_SAFETY_RAD * AGENT_SAFETY_GAIN)
)
if collision_penalty > 0:
# this means we are approaching and we need to slow down
velocity_slow_down = collision_penalty
break
lookup_distance = self.following_distance
# projected_angle used to detect corners and to reduce the velocity accordingly
projected_angle, _, _ = self._get_projected_angle_difference(0.3)
velocity_scale = 1
current_tile_pos = self.env.get_grid_coords(self.env.cur_pos)
current_tile = self.env._get_tile(*current_tile_pos)
if "curve" in current_tile["kind"] or abs(projected_angle) < 0.92:
# slowing down by a scale of 0.5
velocity_scale = 0.5
_, closest_point, curve_point = self._get_projected_angle_difference(lookup_distance)
if closest_point is None: # if cannot find a curve point in max iterations
return [0, 0]
# Compute a normalized vector to the curve point
point_vec = curve_point - self.env.cur_pos
point_vec /= np.linalg.norm(point_vec)
right_vec = np.array([math.sin(self.env.cur_angle), 0, math.cos(self.env.cur_angle)])
dot = np.dot(right_vec, point_vec)
omega = -1 * dot
# range of dot is just -pi/2 and pi/2 and will be multiplied later by a gain adjustable if we are
# testing on a hardware or not
velocity = self.ref_velocity * velocity_scale
if velocity_slow_down < 0.2:
velocity = 0
omega = 0
action = [velocity, omega]
return action
def _get_projected_angle_difference(self, lookup_distance):
# Find the projection along the path
closest_point, closest_tangent = self.env.closest_curve_point(self.env.cur_pos, self.env.cur_angle)
iterations = 0
curve_angle = None
while iterations < 10:
# Project a point ahead along the curve tangent,
# then find the closest point to to that
follow_point = closest_point + closest_tangent * lookup_distance
curve_point, curve_angle = self.env.closest_curve_point(follow_point, self.env.cur_angle)
# If we have a valid point on the curve, stop
if curve_angle is not None and curve_point is not None:
break
iterations += 1
lookup_distance *= 0.5
if curve_angle is None: # if cannot find a curve point in max iterations
return None, None, None
else:
return np.dot(curve_angle, closest_tangent), closest_point, curve_point
def seed(s: int):
# torch.manual_seed(seed)
np.random.seed(s)
random.seed(s)
seed(random.randint(0, 9999999))
from PIL import Image
def to_image(np_array):
img = Image.fromarray(np_array, "RGB")
img.show()
i = 0
os.chdir("./src/gym_duckietown")
environment = DuckietownEnv(
domain_rand=False, max_steps=math.inf, randomize_maps_on_reset=False, map_name="loop_obstacles"
)
policy = PurePursuitPolicy(environment)
MAX_STEPS = 500
while True:
obs = environment.reset()
environment.render(segment=True)
rewards = []
nb_of_steps = 0
while True:
action = list(policy.predict(np.array(obs)))
action[1] *= 7
obs, rew, done, misc = environment.step(np.array(action))
rewards.append(rew)
environment.render(segment=int(nb_of_steps / 50) % 2 == 0)
# to_image(obs)
nb_of_steps += 1
if done or nb_of_steps > MAX_STEPS:
break
print("mean episode reward:", np.mean(rewards))
environment.close()