Source code for rofunc.learning.RofuncRL.tasks.isaacgymenv.amp.humanoid_amp_base

# Copyright (c) 2018-2023, NVIDIA Corporation
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
# 1. Redistributions of source code must retain the above copyright notice, this
#    list of conditions and the following disclaimer.
#
# 2. Redistributions in binary form must reproduce the above copyright notice,
#    this list of conditions and the following disclaimer in the documentation
#    and/or other materials provided with the distribution.
#
# 3. Neither the name of the copyright holder nor the names of its
#    contributors may be used to endorse or promote products derived from
#    this software without specific prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
# AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
# IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
# DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
# FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
# DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
# SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
# OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.


import os

from isaacgym import gymapi
from isaacgym import gymtorch

from rofunc.utils.oslab.path import get_rofunc_path
from rofunc.learning.RofuncRL.tasks.isaacgymenv.base.vec_task import VecTask
from rofunc.learning.RofuncRL.tasks.utils.torch_jit_utils import *

DOF_BODY_IDS = [1, 2, 3, 4, 6, 7, 9, 10, 11, 12, 13, 14]
DOF_OFFSETS = [0, 3, 6, 9, 10, 13, 14, 17, 18, 21, 24, 25, 28]
NUM_OBS = 13 + 52 + 28 + 12  # [root_h, root_rot, root_vel, root_ang_vel, dof_pos, dof_vel, key_body_pos]
NUM_ACTIONS = 28

KEY_BODY_NAMES = ["right_hand", "left_hand", "right_foot", "left_foot"]


[docs]class HumanoidAMPBase(VecTask): def __init__(self, config, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render): self.cfg = config self._pd_control = self.cfg["env"]["pdControl"] self.power_scale = self.cfg["env"]["powerScale"] self.randomize = self.cfg["task"]["randomize"] self.debug_viz = self.cfg["env"]["enableDebugVis"] self.camera_follow = self.cfg["env"].get("cameraFollow", False) self.plane_static_friction = self.cfg["env"]["plane"]["staticFriction"] self.plane_dynamic_friction = self.cfg["env"]["plane"]["dynamicFriction"] self.plane_restitution = self.cfg["env"]["plane"]["restitution"] self.max_episode_length = self.cfg["env"]["episodeLength"] self._local_root_obs = self.cfg["env"]["localRootObs"] self._contact_bodies = self.cfg["env"]["contactBodies"] self._termination_height = self.cfg["env"]["terminationHeight"] self._enable_early_termination = self.cfg["env"]["enableEarlyTermination"] self.cfg["env"]["numObservations"] = self.get_obs_size() self.cfg["env"]["numActions"] = self.get_action_size() super().__init__(config=self.cfg, rl_device=rl_device, sim_device=sim_device, graphics_device_id=graphics_device_id, headless=headless, virtual_screen_capture=virtual_screen_capture, force_render=force_render) dt = self.cfg["sim"]["dt"] self.dt = self.control_freq_inv * dt # get gym GPU state tensors actor_root_state = self.gym.acquire_actor_root_state_tensor(self.sim) dof_state_tensor = self.gym.acquire_dof_state_tensor(self.sim) sensor_tensor = self.gym.acquire_force_sensor_tensor(self.sim) rigid_body_state = self.gym.acquire_rigid_body_state_tensor(self.sim) contact_force_tensor = self.gym.acquire_net_contact_force_tensor(self.sim) sensors_per_env = 2 self.vec_sensor_tensor = gymtorch.wrap_tensor(sensor_tensor).view(self.num_envs, sensors_per_env * 6) dof_force_tensor = self.gym.acquire_dof_force_tensor(self.sim) self.dof_force_tensor = gymtorch.wrap_tensor(dof_force_tensor).view(self.num_envs, self.num_dof) self.gym.refresh_dof_state_tensor(self.sim) self.gym.refresh_actor_root_state_tensor(self.sim) self.gym.refresh_rigid_body_state_tensor(self.sim) self.gym.refresh_net_contact_force_tensor(self.sim) self._root_states = gymtorch.wrap_tensor(actor_root_state) self._initial_root_states = self._root_states.clone() self._initial_root_states[:, 7:13] = 0 # create some wrapper tensors for different slices self._dof_state = gymtorch.wrap_tensor(dof_state_tensor) self._dof_pos = self._dof_state.view(self.num_envs, self.num_dof, 2)[..., 0] self._dof_vel = self._dof_state.view(self.num_envs, self.num_dof, 2)[..., 1] self._initial_dof_pos = torch.zeros_like(self._dof_pos, device=self.device, dtype=torch.float) right_shoulder_x_handle = self.gym.find_actor_dof_handle(self.envs[0], self.humanoid_handles[0], "right_shoulder_x") left_shoulder_x_handle = self.gym.find_actor_dof_handle(self.envs[0], self.humanoid_handles[0], "left_shoulder_x") self._initial_dof_pos[:, right_shoulder_x_handle] = 0.5 * np.pi self._initial_dof_pos[:, left_shoulder_x_handle] = -0.5 * np.pi self._initial_dof_vel = torch.zeros_like(self._dof_vel, device=self.device, dtype=torch.float) self._rigid_body_state = gymtorch.wrap_tensor(rigid_body_state) self._rigid_body_pos = self._rigid_body_state.view(self.num_envs, self.num_bodies, 13)[..., 0:3] self._rigid_body_rot = self._rigid_body_state.view(self.num_envs, self.num_bodies, 13)[..., 3:7] self._rigid_body_vel = self._rigid_body_state.view(self.num_envs, self.num_bodies, 13)[..., 7:10] self._rigid_body_ang_vel = self._rigid_body_state.view(self.num_envs, self.num_bodies, 13)[..., 10:13] self._contact_forces = gymtorch.wrap_tensor(contact_force_tensor).view(self.num_envs, self.num_bodies, 3) self._terminate_buf = torch.ones(self.num_envs, device=self.device, dtype=torch.long) if self.viewer != None: self._init_camera() return
[docs] def get_obs_size(self): return NUM_OBS
[docs] def get_action_size(self): return NUM_ACTIONS
[docs] def create_sim(self): self.up_axis_idx = 2 # index of up axis: Y=1, Z=2 self.sim = super().create_sim(self.device_id, self.graphics_device_id, self.physics_engine, self.sim_params) self._create_ground_plane() self._create_envs(self.num_envs, self.cfg["env"]['envSpacing'], int(np.sqrt(self.num_envs))) # If randomizing, apply once immediately on startup before the fist sim step if self.randomize: self.apply_randomizations(self.randomization_params) return
[docs] def reset_idx(self, env_ids): self._reset_actors(env_ids) self._refresh_sim_tensors() self._compute_observations(env_ids) return
[docs] def set_char_color(self, col): for i in range(self.num_envs): env_ptr = self.envs[i] handle = self.humanoid_handles[i] for j in range(self.num_bodies): self.gym.set_rigid_body_color(env_ptr, handle, j, gymapi.MESH_VISUAL, gymapi.Vec3(col[0], col[1], col[2])) return
def _create_ground_plane(self): plane_params = gymapi.PlaneParams() plane_params.normal = gymapi.Vec3(0.0, 0.0, 1.0) plane_params.static_friction = self.plane_static_friction plane_params.dynamic_friction = self.plane_dynamic_friction plane_params.restitution = self.plane_restitution self.gym.add_ground(self.sim, plane_params) return def _create_envs(self, num_envs, spacing, num_per_row): lower = gymapi.Vec3(-spacing, -spacing, 0.0) upper = gymapi.Vec3(spacing, spacing, spacing) # get rofunc path from rofunc package metadata rofunc_path = get_rofunc_path() asset_root = os.path.join(rofunc_path, "simulator/assets") asset_file = "mjcf/amp_humanoid.xml" asset_options = gymapi.AssetOptions() asset_options.angular_damping = 0.01 asset_options.max_angular_velocity = 100.0 asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE humanoid_asset = self.gym.load_asset(self.sim, asset_root, asset_file, asset_options) actuator_props = self.gym.get_asset_actuator_properties(humanoid_asset) motor_efforts = [prop.motor_effort for prop in actuator_props] # create force sensors at the feet right_foot_idx = self.gym.find_asset_rigid_body_index(humanoid_asset, "right_foot") left_foot_idx = self.gym.find_asset_rigid_body_index(humanoid_asset, "left_foot") sensor_pose = gymapi.Transform() self.gym.create_asset_force_sensor(humanoid_asset, right_foot_idx, sensor_pose) self.gym.create_asset_force_sensor(humanoid_asset, left_foot_idx, sensor_pose) self.max_motor_effort = max(motor_efforts) self.motor_efforts = to_torch(motor_efforts, device=self.device) self.torso_index = 0 self.num_bodies = self.gym.get_asset_rigid_body_count(humanoid_asset) self.num_dof = self.gym.get_asset_dof_count(humanoid_asset) self.num_joints = self.gym.get_asset_joint_count(humanoid_asset) start_pose = gymapi.Transform() start_pose.p = gymapi.Vec3(*get_axis_params(0.89, self.up_axis_idx)) start_pose.r = gymapi.Quat(0.0, 0.0, 0.0, 1.0) self.start_rotation = torch.tensor([start_pose.r.x, start_pose.r.y, start_pose.r.z, start_pose.r.w], device=self.device) self.humanoid_handles = [] self.envs = [] self.dof_limits_lower = [] self.dof_limits_upper = [] for i in range(self.num_envs): # create env instance env_ptr = self.gym.create_env( self.sim, lower, upper, num_per_row ) contact_filter = 0 handle = self.gym.create_actor(env_ptr, humanoid_asset, start_pose, "humanoid", i, contact_filter, 0) self.gym.enable_actor_dof_force_sensors(env_ptr, handle) for j in range(self.num_bodies): self.gym.set_rigid_body_color( env_ptr, handle, j, gymapi.MESH_VISUAL, gymapi.Vec3(0.4706, 0.549, 0.6863)) self.envs.append(env_ptr) self.humanoid_handles.append(handle) if (self._pd_control): dof_prop = self.gym.get_asset_dof_properties(humanoid_asset) dof_prop["driveMode"] = gymapi.DOF_MODE_POS self.gym.set_actor_dof_properties(env_ptr, handle, dof_prop) dof_prop = self.gym.get_actor_dof_properties(env_ptr, handle) for j in range(self.num_dof): if dof_prop['lower'][j] > dof_prop['upper'][j]: self.dof_limits_lower.append(dof_prop['upper'][j]) self.dof_limits_upper.append(dof_prop['lower'][j]) else: self.dof_limits_lower.append(dof_prop['lower'][j]) self.dof_limits_upper.append(dof_prop['upper'][j]) self.dof_limits_lower = to_torch(self.dof_limits_lower, device=self.device) self.dof_limits_upper = to_torch(self.dof_limits_upper, device=self.device) self._key_body_ids = self._build_key_body_ids_tensor(env_ptr, handle) self._contact_body_ids = self._build_contact_body_ids_tensor(env_ptr, handle) if (self._pd_control): self._build_pd_action_offset_scale() return def _build_pd_action_offset_scale(self): num_joints = len(DOF_OFFSETS) - 1 lim_low = self.dof_limits_lower.cpu().numpy() lim_high = self.dof_limits_upper.cpu().numpy() for j in range(num_joints): dof_offset = DOF_OFFSETS[j] dof_size = DOF_OFFSETS[j + 1] - DOF_OFFSETS[j] if (dof_size == 3): lim_low[dof_offset:(dof_offset + dof_size)] = -np.pi lim_high[dof_offset:(dof_offset + dof_size)] = np.pi elif (dof_size == 1): curr_low = lim_low[dof_offset] curr_high = lim_high[dof_offset] curr_mid = 0.5 * (curr_high + curr_low) # extend the action range to be a bit beyond the joint limits so that the motors # don't lose their strength as they approach the joint limits curr_scale = 0.7 * (curr_high - curr_low) curr_low = curr_mid - curr_scale curr_high = curr_mid + curr_scale lim_low[dof_offset] = curr_low lim_high[dof_offset] = curr_high self._pd_action_offset = 0.5 * (lim_high + lim_low) self._pd_action_scale = 0.5 * (lim_high - lim_low) self._pd_action_offset = to_torch(self._pd_action_offset, device=self.device) self._pd_action_scale = to_torch(self._pd_action_scale, device=self.device) return def _compute_reward(self, actions): self.rew_buf[:] = compute_humanoid_reward(self.obs_buf) return def _compute_reset(self): self.reset_buf[:], self._terminate_buf[:] = compute_humanoid_reset(self.reset_buf, self.progress_buf, self._contact_forces, self._contact_body_ids, self._rigid_body_pos, self.max_episode_length, self._enable_early_termination, self._termination_height) return def _refresh_sim_tensors(self): self.gym.refresh_dof_state_tensor(self.sim) self.gym.refresh_actor_root_state_tensor(self.sim) self.gym.refresh_rigid_body_state_tensor(self.sim) self.gym.refresh_force_sensor_tensor(self.sim) self.gym.refresh_dof_force_tensor(self.sim) self.gym.refresh_net_contact_force_tensor(self.sim) return def _compute_observations(self, env_ids=None): obs = self._compute_humanoid_obs(env_ids) if (env_ids is None): self.obs_buf[:] = obs else: self.obs_buf[env_ids] = obs return def _compute_humanoid_obs(self, env_ids=None): if (env_ids is None): root_states = self._root_states dof_pos = self._dof_pos dof_vel = self._dof_vel key_body_pos = self._rigid_body_pos[:, self._key_body_ids, :] else: root_states = self._root_states[env_ids] dof_pos = self._dof_pos[env_ids] dof_vel = self._dof_vel[env_ids] key_body_pos = self._rigid_body_pos[env_ids][:, self._key_body_ids, :] obs = compute_humanoid_observations(root_states, dof_pos, dof_vel, key_body_pos, self._local_root_obs) return obs def _reset_actors(self, env_ids): self._dof_pos[env_ids] = self._initial_dof_pos[env_ids] self._dof_vel[env_ids] = self._initial_dof_vel[env_ids] env_ids_int32 = env_ids.to(dtype=torch.int32) self.gym.set_actor_root_state_tensor_indexed(self.sim, gymtorch.unwrap_tensor(self._initial_root_states), gymtorch.unwrap_tensor(env_ids_int32), len(env_ids_int32)) self.gym.set_dof_state_tensor_indexed(self.sim, gymtorch.unwrap_tensor(self._dof_state), gymtorch.unwrap_tensor(env_ids_int32), len(env_ids_int32)) self.progress_buf[env_ids] = 0 self.reset_buf[env_ids] = 0 self._terminate_buf[env_ids] = 0 return
[docs] def pre_physics_step(self, actions): self.actions = actions.to(self.device).clone() if (self._pd_control): pd_tar = self._action_to_pd_targets(self.actions) pd_tar_tensor = gymtorch.unwrap_tensor(pd_tar) self.gym.set_dof_position_target_tensor(self.sim, pd_tar_tensor) else: forces = self.actions * self.motor_efforts.unsqueeze(0) * self.power_scale force_tensor = gymtorch.unwrap_tensor(forces) self.gym.set_dof_actuation_force_tensor(self.sim, force_tensor) return
[docs] def post_physics_step(self): self.progress_buf += 1 self._refresh_sim_tensors() self._compute_observations() self._compute_reward(self.actions) self._compute_reset() self.extras["terminate"] = self._terminate_buf # debug viz if self.viewer and self.debug_viz: self._update_debug_viz() return
[docs] def render(self): if self.viewer and self.camera_follow: self._update_camera() super().render() return
def _build_key_body_ids_tensor(self, env_ptr, actor_handle): body_ids = [] for body_name in KEY_BODY_NAMES: body_id = self.gym.find_actor_rigid_body_handle(env_ptr, actor_handle, body_name) assert (body_id != -1) body_ids.append(body_id) body_ids = to_torch(body_ids, device=self.device, dtype=torch.long) return body_ids def _build_contact_body_ids_tensor(self, env_ptr, actor_handle): body_ids = [] for body_name in self._contact_bodies: body_id = self.gym.find_actor_rigid_body_handle(env_ptr, actor_handle, body_name) assert (body_id != -1) body_ids.append(body_id) body_ids = to_torch(body_ids, device=self.device, dtype=torch.long) return body_ids def _action_to_pd_targets(self, action): pd_tar = self._pd_action_offset + self._pd_action_scale * action return pd_tar def _init_camera(self): self.gym.refresh_actor_root_state_tensor(self.sim) self._cam_prev_char_pos = self._root_states[0, 0:3].cpu().numpy() cam_pos = gymapi.Vec3(self._cam_prev_char_pos[0], self._cam_prev_char_pos[1] - 3.0, 1.0) cam_target = gymapi.Vec3(self._cam_prev_char_pos[0], self._cam_prev_char_pos[1], 1.0) self.gym.viewer_camera_look_at(self.viewer, None, cam_pos, cam_target) return def _update_camera(self): self.gym.refresh_actor_root_state_tensor(self.sim) char_root_pos = self._root_states[0, 0:3].cpu().numpy() cam_trans = self.gym.get_viewer_camera_transform(self.viewer, None) cam_pos = np.array([cam_trans.p.x, cam_trans.p.y, cam_trans.p.z]) cam_delta = cam_pos - self._cam_prev_char_pos new_cam_target = gymapi.Vec3(char_root_pos[0], char_root_pos[1], 1.0) new_cam_pos = gymapi.Vec3(char_root_pos[0] + cam_delta[0], char_root_pos[1] + cam_delta[1], cam_pos[2]) self.gym.viewer_camera_look_at(self.viewer, None, new_cam_pos, new_cam_target) self._cam_prev_char_pos[:] = char_root_pos return def _update_debug_viz(self): self.gym.clear_lines(self.viewer) return
##################################################################### ###=========================jit functions=========================### ##################################################################### @torch.jit.script def dof_to_obs(pose): # type: (Tensor) -> Tensor # dof_obs_size = 64 # dof_offsets = [0, 3, 6, 9, 12, 13, 16, 19, 20, 23, 24, 27, 30, 31, 34] dof_obs_size = 52 dof_offsets = [0, 3, 6, 9, 10, 13, 14, 17, 18, 21, 24, 25, 28] num_joints = len(dof_offsets) - 1 dof_obs_shape = pose.shape[:-1] + (dof_obs_size,) dof_obs = torch.zeros(dof_obs_shape, device=pose.device) dof_obs_offset = 0 for j in range(num_joints): dof_offset = dof_offsets[j] dof_size = dof_offsets[j + 1] - dof_offsets[j] joint_pose = pose[:, dof_offset:(dof_offset + dof_size)] # assume this is a spherical joint if (dof_size == 3): joint_pose_q = exp_map_to_quat(joint_pose) joint_dof_obs = quat_to_tan_norm(joint_pose_q) dof_obs_size = 6 else: joint_dof_obs = joint_pose dof_obs_size = 1 dof_obs[:, dof_obs_offset:(dof_obs_offset + dof_obs_size)] = joint_dof_obs dof_obs_offset += dof_obs_size return dof_obs @torch.jit.script def compute_humanoid_observations(root_states, dof_pos, dof_vel, key_body_pos, local_root_obs): # type: (Tensor, Tensor, Tensor, Tensor, bool) -> Tensor root_pos = root_states[:, 0:3] root_rot = root_states[:, 3:7] root_vel = root_states[:, 7:10] root_ang_vel = root_states[:, 10:13] root_h = root_pos[:, 2:3] heading_rot = calc_heading_quat_inv(root_rot) if (local_root_obs): root_rot_obs = quat_mul(heading_rot, root_rot) else: root_rot_obs = root_rot root_rot_obs = quat_to_tan_norm(root_rot_obs) local_root_vel = my_quat_rotate(heading_rot, root_vel) local_root_ang_vel = my_quat_rotate(heading_rot, root_ang_vel) root_pos_expand = root_pos.unsqueeze(-2) local_key_body_pos = key_body_pos - root_pos_expand heading_rot_expand = heading_rot.unsqueeze(-2) heading_rot_expand = heading_rot_expand.repeat((1, local_key_body_pos.shape[1], 1)) flat_end_pos = local_key_body_pos.view(local_key_body_pos.shape[0] * local_key_body_pos.shape[1], local_key_body_pos.shape[2]) flat_heading_rot = heading_rot_expand.view(heading_rot_expand.shape[0] * heading_rot_expand.shape[1], heading_rot_expand.shape[2]) local_end_pos = my_quat_rotate(flat_heading_rot, flat_end_pos) flat_local_key_pos = local_end_pos.view(local_key_body_pos.shape[0], local_key_body_pos.shape[1] * local_key_body_pos.shape[2]) dof_obs = dof_to_obs(dof_pos) obs = torch.cat((root_h, root_rot_obs, local_root_vel, local_root_ang_vel, dof_obs, dof_vel, flat_local_key_pos), dim=-1) return obs @torch.jit.script def compute_humanoid_reward(obs_buf): # type: (Tensor) -> Tensor reward = torch.ones_like(obs_buf[:, 0]) return reward @torch.jit.script def compute_humanoid_reset(reset_buf, progress_buf, contact_buf, contact_body_ids, rigid_body_pos, max_episode_length, enable_early_termination, termination_height): # type: (Tensor, Tensor, Tensor, Tensor, Tensor, float, bool, float) -> Tuple[Tensor, Tensor] terminated = torch.zeros_like(reset_buf) if (enable_early_termination): masked_contact_buf = contact_buf.clone() masked_contact_buf[:, contact_body_ids, :] = 0 fall_contact = torch.any(masked_contact_buf > 0.1, dim=-1) fall_contact = torch.any(fall_contact, dim=-1) body_height = rigid_body_pos[..., 2] fall_height = body_height < termination_height fall_height[:, contact_body_ids] = False fall_height = torch.any(fall_height, dim=-1) has_fallen = torch.logical_and(fall_contact, fall_height) # first timestep can sometimes still have nonzero contact forces # so only check after first couple of steps has_fallen *= (progress_buf > 1) terminated = torch.where(has_fallen, torch.ones_like(reset_buf), terminated) reset = torch.where(progress_buf >= max_episode_length - 1, torch.ones_like(reset_buf), terminated) return reset, terminated