Source code for rofunc.learning.RofuncRL.tasks.isaacgymenv.ase.humanoid_strike

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import os

from isaacgym import gymapi
from isaacgym import gymtorch
from isaacgym.torch_utils import *

from rofunc.utils.oslab.path import get_rofunc_path
from rofunc.learning.RofuncRL.tasks.isaacgymenv.ase.humanoid_amp_task import HumanoidAMPTask
from rofunc.learning.RofuncRL.tasks.utils import torch_jit_utils as torch_utils


[docs]class HumanoidStrikeTask(HumanoidAMPTask): def __init__(self, cfg, rl_device, sim_device, graphics_device_id, headless, virtual_screen_capture, force_render): super().__init__(cfg=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) self.cfg = cfg self._tar_dist_min = 0.5 self._tar_dist_max = 10.0 self._near_dist = 1.5 self._near_prob = 0.5 self._prev_root_pos = torch.zeros([self.num_envs, 3], device=self.device, dtype=torch.float) strike_body_names = cfg["env"]["strikeBodyNames"] self._strike_body_ids = self._build_strike_body_ids_tensor(self.envs[0], self.humanoid_handles[0], strike_body_names) self._build_target_tensors()
[docs] def get_task_obs_size(self): obs_size = 0 if self._enable_task_obs: obs_size = 15 return obs_size
def _create_envs(self, num_envs, spacing, num_per_row): self._target_handles = [] self._load_target_asset() super()._create_envs(num_envs, spacing, num_per_row) def _build_env(self, env_id, env_ptr, humanoid_asset): super()._build_env(env_id, env_ptr, humanoid_asset) self._build_target(env_id, env_ptr) def _load_target_asset(self): asset_root = os.path.join(get_rofunc_path(), "simulator/assets") asset_file = "mjcf/strike_target.urdf" asset_options = gymapi.AssetOptions() asset_options.angular_damping = 0.01 asset_options.linear_damping = 0.01 asset_options.max_angular_velocity = 100.0 asset_options.density = 30.0 asset_options.default_dof_drive_mode = gymapi.DOF_MODE_NONE self._target_asset = self.gym.load_asset(self.sim, asset_root, asset_file, asset_options) def _build_target(self, env_id, env_ptr): col_group = env_id col_filter = 0 segmentation_id = 0 default_pose = gymapi.Transform() default_pose.p.x = 1.0 target_handle = self.gym.create_actor(env_ptr, self._target_asset, default_pose, "target", col_group, col_filter, segmentation_id) self._target_handles.append(target_handle) def _build_strike_body_ids_tensor(self, env_ptr, actor_handle, body_names): env_ptr = self.envs[0] actor_handle = self.humanoid_handles[0] body_ids = [] for body_name in 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_target_tensors(self): num_actors = self.get_num_actors_per_env() self._target_states = self._root_states.view(self.num_envs, num_actors, self._root_states.shape[-1])[..., 1, :] self._tar_actor_ids = to_torch(num_actors * np.arange(self.num_envs), device=self.device, dtype=torch.int32) + 1 bodies_per_env = self._rigid_body_state.shape[0] // self.num_envs contact_force_tensor = self.gym.acquire_net_contact_force_tensor(self.sim) contact_force_tensor = gymtorch.wrap_tensor(contact_force_tensor) self._tar_contact_forces = contact_force_tensor.view(self.num_envs, bodies_per_env, 3)[..., self.num_bodies, :] def _reset_actors(self, env_ids): super()._reset_actors(env_ids) self._reset_target(env_ids) def _reset_target(self, env_ids): n = len(env_ids) init_near = torch.rand([n], dtype=self._target_states.dtype, device=self._target_states.device) < self._near_prob dist_max = self._tar_dist_max * torch.ones([n], dtype=self._target_states.dtype, device=self._target_states.device) dist_max[init_near] = self._near_dist rand_dist = (dist_max - self._tar_dist_min) * torch.rand([n], dtype=self._target_states.dtype, device=self._target_states.device) + self._tar_dist_min rand_theta = 2 * np.pi * torch.rand([n], dtype=self._target_states.dtype, device=self._target_states.device) self._target_states[env_ids, 0] = rand_dist * torch.cos(rand_theta) + self._humanoid_root_states[env_ids, 0] self._target_states[env_ids, 1] = rand_dist * torch.sin(rand_theta) + self._humanoid_root_states[env_ids, 1] self._target_states[env_ids, 2] = 0.9 rand_rot_theta = 2 * np.pi * torch.rand([n], dtype=self._target_states.dtype, device=self._target_states.device) axis = torch.tensor([0.0, 0.0, 1.0], dtype=self._target_states.dtype, device=self._target_states.device) rand_rot = quat_from_angle_axis(rand_rot_theta, axis) self._target_states[env_ids, 3:7] = rand_rot self._target_states[env_ids, 7:10] = 0.0 self._target_states[env_ids, 10:13] = 0.0 def _reset_env_tensors(self, env_ids): super()._reset_env_tensors(env_ids) env_ids_int32 = self._tar_actor_ids[env_ids] self.gym.set_actor_root_state_tensor_indexed(self.sim, gymtorch.unwrap_tensor(self._root_states), gymtorch.unwrap_tensor(env_ids_int32), len(env_ids_int32))
[docs] def pre_physics_step(self, actions): super().pre_physics_step(actions) self._prev_root_pos[:] = self._humanoid_root_states[..., 0:3]
def _compute_task_obs(self, env_ids=None): if (env_ids is None): root_states = self._humanoid_root_states tar_states = self._target_states else: root_states = self._humanoid_root_states[env_ids] tar_states = self._target_states[env_ids] obs = compute_strike_observations(root_states, tar_states) return obs def _compute_reward(self, actions): tar_pos = self._target_states[..., 0:3] tar_rot = self._target_states[..., 3:7] char_root_state = self._humanoid_root_states strike_body_vel = self._rigid_body_vel[..., self._strike_body_ids[0], :] self.rew_buf[:] = compute_strike_reward(tar_pos, tar_rot, char_root_state, self._prev_root_pos, strike_body_vel, self.dt, self._near_dist) 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._tar_contact_forces, self._strike_body_ids, self.max_episode_length, self._enable_early_termination, self._termination_heights) def _draw_task(self): cols = np.array([[0.0, 1.0, 0.0]], dtype=np.float32) self.gym.clear_lines(self.viewer) starts = self._humanoid_root_states[..., 0:3] ends = self._target_states[..., 0:3] verts = torch.cat([starts, ends], dim=-1).cpu().numpy() for i, env_ptr in enumerate(self.envs): curr_verts = verts[i] curr_verts = curr_verts.reshape([1, 6]) self.gym.add_lines(self.viewer, env_ptr, curr_verts.shape[0], curr_verts, cols)
##################################################################### ###=========================jit functions=========================### ##################################################################### @torch.jit.script def compute_strike_observations(root_states, tar_states): # type: (Tensor, Tensor) -> Tensor root_pos = root_states[:, 0:3] root_rot = root_states[:, 3:7] tar_pos = tar_states[:, 0:3] tar_rot = tar_states[:, 3:7] tar_vel = tar_states[:, 7:10] tar_ang_vel = tar_states[:, 10:13] heading_rot = torch_utils.calc_heading_quat_inv(root_rot) local_tar_pos = tar_pos - root_pos local_tar_pos[..., -1] = tar_pos[..., -1] local_tar_pos = quat_rotate(heading_rot, local_tar_pos) local_tar_vel = quat_rotate(heading_rot, tar_vel) local_tar_ang_vel = quat_rotate(heading_rot, tar_ang_vel) local_tar_rot = quat_mul(heading_rot, tar_rot) local_tar_rot_obs = torch_utils.quat_to_tan_norm(local_tar_rot) obs = torch.cat([local_tar_pos, local_tar_rot_obs, local_tar_vel, local_tar_ang_vel], dim=-1) return obs @torch.jit.script def compute_strike_reward(tar_pos, tar_rot, root_state, prev_root_pos, strike_body_vel, dt, near_dist): # type: (Tensor, Tensor, Tensor, Tensor, Tensor, float, float) -> Tensor tar_speed = 1.0 vel_err_scale = 4.0 tar_rot_w = 0.6 vel_reward_w = 0.4 up = torch.zeros_like(tar_pos) up[..., -1] = 1 tar_up = quat_rotate(tar_rot, up) tar_rot_err = torch.sum(up * tar_up, dim=-1) tar_rot_r = torch.clamp_min(1.0 - tar_rot_err, 0.0) root_pos = root_state[..., 0:3] tar_dir = tar_pos[..., 0:2] - root_pos[..., 0:2] tar_dir = torch.nn.functional.normalize(tar_dir, dim=-1) delta_root_pos = root_pos - prev_root_pos root_vel = delta_root_pos / dt tar_dir_speed = torch.sum(tar_dir * root_vel[..., :2], dim=-1) tar_vel_err = tar_speed - tar_dir_speed tar_vel_err = torch.clamp_min(tar_vel_err, 0.0) vel_reward = torch.exp(-vel_err_scale * (tar_vel_err * tar_vel_err)) speed_mask = tar_dir_speed <= 0 vel_reward[speed_mask] = 0 reward = tar_rot_w * tar_rot_r + vel_reward_w * vel_reward succ = tar_rot_err < 0.2 reward = torch.where(succ, torch.ones_like(reward), reward) return reward @torch.jit.script def compute_humanoid_reset(reset_buf, progress_buf, contact_buf, contact_body_ids, rigid_body_pos, tar_contact_forces, strike_body_ids, max_episode_length, enable_early_termination, termination_heights): # type: (Tensor, Tensor, Tensor, Tensor, Tensor, Tensor, Tensor, float, bool, Tensor) -> Tuple[Tensor, Tensor] contact_force_threshold = 1.0 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(torch.abs(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_heights fall_height[:, contact_body_ids] = False fall_height = torch.any(fall_height, dim=-1) has_fallen = torch.logical_and(fall_contact, fall_height) tar_has_contact = torch.any(torch.abs(tar_contact_forces[..., 0:2]) > contact_force_threshold, dim=-1) # strike_body_force = contact_buf[:, strike_body_id, :] # strike_body_has_contact = torch.any(torch.abs(strike_body_force) > contact_force_threshold, dim=-1) nonstrike_body_force = masked_contact_buf nonstrike_body_force[:, strike_body_ids, :] = 0 nonstrike_body_has_contact = torch.any(torch.abs(nonstrike_body_force) > contact_force_threshold, dim=-1) nonstrike_body_has_contact = torch.any(nonstrike_body_has_contact, dim=-1) tar_fail = torch.logical_and(tar_has_contact, nonstrike_body_has_contact) has_failed = torch.logical_or(has_fallen, tar_fail) # first timestep can sometimes still have nonzero contact forces # so only check after first couple of steps has_failed *= (progress_buf > 1) terminated = torch.where(has_failed, torch.ones_like(reset_buf), terminated) reset = torch.where(progress_buf >= max_episode_length - 1, torch.ones_like(reset_buf), terminated) return reset, terminated