-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathrandom_rollouter.py
171 lines (147 loc) · 4.8 KB
/
random_rollouter.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
import sys
import pygame
from pygame.locals import *
import pymunk
import pymunk.pygame_util
import random
from tqdm import trange
# INIT
pygame.init()
size = 256
screen = pygame.display.set_mode((size, size))
pygame.display.set_caption("Phyre Task 00002:015")
clock = pygame.time.Clock()
draw_options = pymunk.pygame_util.DrawOptions(screen)
# SETUP
# Space
def add_ball(space, radius, pos, color= (200, 0 , 0, 255)):
mass = radius / 5
moment = pymunk.moment_for_circle(mass, 0, radius)
body = pymunk.Body(mass, moment)
body.position = pos
shape = pymunk.Circle(body, radius)
shape.friction = 0.5
shape.color = color
space.add(body, shape)
return shape
def setup_space():
space = pymunk.Space()
space.gravity = (0.0, -1000.0)
# Walls
wall_body = pymunk.Body(body_type = pymunk.Body.STATIC)
wall_body.position = (0,0)
wall_width = 1
wd = pymunk.Segment(wall_body, (-1, 0), (size, 0), wall_width)
wu = pymunk.Segment(wall_body, (-1, 1+size), (size, 1+size), wall_width)
wl = pymunk.Segment(wall_body, (-1, 0), (-1, size), wall_width)
wr = pymunk.Segment(wall_body, (size, 0), (size, size), wall_width)
space.add(wall_body, wl, wr, wu, wd)
# Segments
segment_width = 5
floor_body = pymunk.Body(body_type = pymunk.Body.STATIC)
wall_body.position = (0, 0)
floor = pymunk.Segment(floor_body, (0, 3), (size, 3), segment_width)
floor.color = (0, 0, 180, 255)
floor.friction = 1
plank_body = pymunk.Body(body_type = pymunk.Body.STATIC)
plank_body.position = (0, 156)
plank = pymunk.Segment(plank_body, (0, 0), (3*size//5, 0), segment_width)
plank.color = (0, 0, 0, 255)
plank.friction = 1
space.add(floor_body, floor, plank_body, plank)
# Ball
ball = add_ball(space, 16, (size//3, 7.5*size//8), color = (0, 200, 0, 255))
#add_ball(space, 16, (size//3 - 5, 5.5*size//8)) # One Solution
return space
# Collision
colls = []
def pre_col(arbiter, space, data):
global tags, contact, colls
sh = space.shapes
tags = {1:sh[6], 2:sh[4], 6:sh[-1], 4:sh[5]}
objs = {sh[6]:1, sh[4]:2, sh[-1]:6, sh[5]:4, sh[1]:0, sh[2]:0, sh[3]:0, sh[0]:0}
a, b = arbiter.shapes
if a==tags[1] or b==tags[1]:
# Check goal condition
if b == tags[2] or a == tags[2]:
contact += 1
# Protocoll Collision
if a != tags[1]:
colls[-1] = (objs[a])
else:
colls[-1] = (objs[b])
return True
def sep_col(arbiter, space, data):
global tags, contact, colls
sh = space.shapes
tags = {1:sh[6], 2:sh[4], 6:sh[-1], 4:sh[5]}
objs = {sh[6]:1, sh[4]:2, sh[-1]:6, sh[5]:4, sh[1]:0, sh[2]:0, sh[3]:0, sh[0]:0}
a, b = arbiter.shapes
if a==tags[1] or b==tags[1]:
# Check goal condition
if b == tags[2] or a == tags[2]:
if contact <=100:
contact = 0
# Simulation
def find_solving_action(space):
global size
while True:
action_pos = (random.random()*size, random.random()*size)
action_radius = 5 + random.random()*size/4
if not space.point_query_nearest(action_pos, action_radius, []):
add_ball(space, action_radius, action_pos)
break
return action_radius, action_pos
def simulate(space, visual = False, apply_vel=None, apply_step=None):
global tags, contact, colls
sh = space.shapes
tags = {1:sh[6], 2:sh[4], 6:sh[-1], 4:sh[5]}
if not apply_step:
apply_vel = (random.random()*200-100, random.random()*200-100)
apply_step = random.randint(1,100)
rollout = {'pos':[], 'vel':[], 'apply_vel':apply_vel, 'apply_step':apply_step, 'collisions':[], 'solve_steps':None}
b = tags[1]
colls = []
for step in range(350):
for event in pygame.event.get():
if event.type == QUIT:
sys.exit(0)
elif event.type == KEYDOWN and event.key == K_ESCAPE:
sys.exit(0)
colls.append(0)
if step == apply_step:
b.body.velocity = apply_vel
if not visual:
rollout["pos"].append(b.body.position)
rollout["vel"].append(b.body.velocity)
if contact>100:
rollout["solve_steps"] = step - rollout["apply_step"]
space.step(1/70.0)
if visual:
screen.fill((255,255,255))
space.debug_draw(draw_options)
pygame.display.flip()
clock.tick(50)
rollout["collisions"] = colls
print(rollout)
return apply_vel, apply_step
space_init = setup_space()
handler = space_init.add_default_collision_handler()
handler.pre_solve = pre_col
# MAIN LOOP
count = 0
while True:
contact = 0
space = space_init.copy()
#action_radius, action_pos = find_solving_action(space)
# SIMULATION
print("simulating...", count)
apply_vel, apply_step = simulate(space, visual=False)
print(apply_step, apply_vel)
count += 1
if contact>100:
space = space_init.copy()
sh = space.shapes
tags = {1:sh[6], 2:sh[4], 6:sh[-1], 4:sh[5]}
#add_ball(space, action_radius, action_pos)
simulate(space, visual=True, apply_vel=apply_vel, apply_step= apply_step)