def on_enter(self): self.block = models.Block(1000, 1000) self.addChild(self.block.land_agent) self.player = models.Player(self.block, (500, 20)) self.controls = player.Player(self.player) self.field = views.PlayField(self.block, self.player) self.main_frame = views.MainFrame(self.field) self.schedule_visit( owyl.repeatAlways( owyl.limit( owyl.wrap(self.block.update), limit_period = 0.1) ) )
def buildTree(self): """ Build the behaviour buildTree Building a behaviour tree is as simple as nesting behaviour constructor calls. Building the behaviour tree ============================ We use parallel to have many behaviour tree run at the same time - check the internet connection - check new tweets and reply - check for new emails Core Behaviours =============== The core behaviour are documented below in each method's docstring. They are : - Brain.query : queries all modules for a response to a question - Brain.checkinternet : check that internet connexion is available - Brain.checknewtweets : check that new tweets are available. - Brain.checknewemails : check that there are new emails """ tree = owyl.parallel( ### Check that internet is available #################################### owyl.limit( owyl.repeatAlways(self.checkinternet(), debug=True, limit_period=2.4) ), ### Check new tweets #################################### self.checknewtweets(), ### Check new emails #################################### self.checknewemails(), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ALL ) return owyl.visit(tree, blackboard=self.bb)
def buildTree(self): """Build the behavior tree. Building the behavior tree is as simple as nesting the behavior constructor calls. Building the Behavior Tree ========================== We'll use a L{parallel<owyl.core.parallel>} parent node as the root of our tree. Parallel is essentially a round-robin scheduler. That is, it will run one step on each its children sequentially, so that the children execute parallel to each other. Parallel is useful as a root behavior when we want multiple behaviors to run at the same time, as with Boids. The first call to a task node constructor returns another function. Calling I{that} function will return an iterable generator. (This behavior is provided by the "@task..." family of python decorators found in L{owyl.core}.) Generally, you won't have to worry about this unless you're writing new parent nodes, but keep it in mind. Also note that keyword arguments can be provided at construction time (call to task constructor) or at run-time (call to visit). The C{blackboard} keyword argument to C{visit} will be available to the entire tree. (This is also why all nodes should accept C{**kwargs}-style keyword arguments, and access. Skipping down to the end of the tree definition, we see the first use of L{visit<owyl.core.visit>}. L{visit<owyl.core.visit>} provides the external iterator interface to the tree. Technically, it's an implementation of the Visitor pattern. It visits each "node" of the behavior tree and iterates over it, descending into children as determined by the logic of the parent nodes. (In AI terminology, this is a depth-first search, but with the search logic embedded in the tree.) L{visit<owyl.core.visit>} is also used internally by several parent behaviors, including L{parallel<owyl.core.parallel>}, L{limit<owyl.decorators.limit>}, and L{repeatAlways<owyl.decorators.repeatAlways>} in order to gain more control over its children. L{limit<owyl.decorators.limit>} =============================== The next parent node we see is L{limit<owyl.decorators.limit>}. L{limit<owyl.decorators.limit>} is a decorator node designed to limit how often its child is run (given by the keyword argument C{limit_period} in seconds). This is useful for limiting the execution of expensive tasks. In the example below, we're using L{limit<owyl.decorators.limit>} to clear memoes once every 0.4 seconds. This implementation of Boids uses L{memojito<examples.memojito>} to cache (or "memoize") neighbor data for each Boid. Neighbor data is used by each of the core behaviors, and is fairly expensive to calculate. However, it's constantly changing, so adjusting the limit_period will affect the behavior of the flock (and the frame rate). L{repeatAlways<owyl.decorators.repeatAlways>} ============================================= We next see the L{repeatAlways<owyl.decorators.repeatAlways>} decorator node. This does exactly as you might expect: it takes a behavior that might only run once, and repeats it perpetually, ignoring return values and always yielding None (the special code for "I'm not done yet, give me another chance to run"). L{sequence<owyl.decorators.sequence>} ============================================= Runs a sequence of actions. If any action yields False, then the rest of the sequence is not executed (the sequence is halted). Otherwise, the next sequence item is run. In this example, a boid accelerates away only if it is too close to another boid. Core Behaviors ============== The core behaviors are documented below in each method's docstring. They are: - L{Boid.hasCloseNeighbors}: conditional to detect crowding - L{Boid.accelerate}: accelerate at a given rate - L{Boid.matchSpeed}: accelerate to match a given speed - L{Boid.move}: move straight ahead at current speed - L{Boid.seek}: seek a fixed goal position - L{Boid.steerToMatchHeading}: match neighbors' average heading - L{Boid.steerForSeparation}: steer away from close flockmates - L{Boid.steerForCohesion}: steer toward average position of neighbors. """ tree = owyl.parallel( owyl.limit(owyl.repeatAlways(self.clearMemoes(), debug=True), limit_period=0.4), ### Velocity and Acceleration ############################# owyl.repeatAlways( owyl.sequence( self.hasCloseNeighbors(), self.accelerate(rate=-.01), ), ), self.move(), self.matchSpeed(match_speed=300, rate=.01), ### Steering ############ self.seek(goal=(0, 0), rate=5), self.steerToMatchHeading(rate=2), self.steerForSeparation(rate=5), self.steerForCohesion(rate=2), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ALL) return owyl.visit(tree, blackboard=self.bb)
def buildTree(self): """Build the behavior tree. Building the behavior tree is as simple as nesting the behavior constructor calls. Building the Behavior Tree ========================== We'll use a L{parallel<owyl.core.parallel>} parent node as the root of our tree. Parallel is essentially a round-robin scheduler. That is, it will run one step on each its children sequentially, so that the children execute parallel to each other. Parallel is useful as a root behavior when we want multiple behaviors to run at teh same time, as with Boids. The first call to a task node constructor returns another function. Calling I{that} function will return an iterable generator. (This behavior is provided by the "@task..." family of python decorators found in L{owyl.core}.) Generally, you won't have to worry about this unless you're writing new parent nodes, but keep it in mind. Also note that keyword arguments can be provided at construction time (call to task constructor) or at run-time (call to visit). The C{blackboard} keyword argument to C{visit} will be available to the entire tree. (This is also why all nodes should accept C{**kwargs}-style keyword arguments, and access Skipping down to the end of the tree definition, we see the first use of L{visit<owyl.core.visit>}. L{visit<owyl.core.visit>} provides the external iterator interface to the tree. Technically, it's an implementation of the Visitor pattern. It visits each "node" of the behavior tree and iterates over it, descending into children as determined by the logic of the parent nodes. (In AI terminology, this is a depth-first search, but with the search logic embedded in the tree.) L{visit<owyl.core.visit>} is also used internally by several parent behaviors, including L{parallel<owyl.core.parallel>}, L{limit<owyl.decorators.limit>}, and L{repeatAlways<owyl.decorators.repeatAlways>} in order to gain more control over its children. L{limit<owyl.decorators.limit>} =============================== The next parent node we see is L{limit<owyl.decorators.limit>}. L{limit<owyl.decorators.limit>} is a decorator node designed to limit how often its child is run (given by the keyword argument C{limit_period} in seconds). This is useful for limiting the execution of expensive tasks. In the example below, we're using L{limit<owyl.decorators.limit>} to clear memoes once every second. This implementation of Boids uses L{memojito<examples.memojito>} to cache (or "memoize") neighbor data for each Boid. Neighbor data is used by each of the core behaviors, and is fairly expensive to calculate. However, it's constantly changing, so adjusting the limit_period will affect the behavior of the flock (and the frame rate). L{repeatAlways<owyl.decorators.repeatAlways>} ============================================= We next see the L{repeatAlways<owyl.decorators.repeatAlways>} decorator node. This does exactly as you might expect: it takes a behavior that might only run once, and repeats it perpetually, ignoring return values and always yielding None (the special code for "I'm not done yet, give me another chance to run"). Core Behaviors ============== The core behaviors are documented below in each method's docstring. They are: - L{Boid.hasCloseNeighbors}: conditional to detect crowding - L{Boid.accelerate}: accelerate at a given rate - L{Boid.matchSpeed}: accelerate to match a given speed - L{Boid.move}: move straight ahead at current speed - L{Boid.seek}: seek a fixed goal position - L{Boid.steerToMatchHeading}: match neighbors' average heading - L{Boid.steerForSeparation}: steer away from close flockmates - L{Boid.steerForCohesion}: steer toward average position of neighbors. """ tree = owyl.parallel( owyl.limit( owyl.repeatAlways(self.clearMemoes(), debug=True), limit_period=0.4), ### Velocity and Acceleration ############################# owyl.repeatAlways(owyl.sequence(self.hasCloseNeighbors(), self.accelerate(rate=-.01), ), ), self.move(), self.matchSpeed(match_speed=300, rate=.01), ### Steering ############ self.seek(goal=(0, 0), rate=5), self.steerToMatchHeading(rate=2), self.steerForSeparation(rate=5), self.steerForCohesion(rate=2), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ALL ) return owyl.visit(tree, blackboard=self.bb)
def __init__(self, tree_name): self.schedule(self.update) # self.BehaviorNode = rospy.init_node("behavior_tree") rospy.Subscriber("itf_listen", String, self.audioInputCallback) rospy.Subscriber("speech_active", Bool, self.isSpeakingCallback) rospy.Subscriber("facedetect", targets, self.faceDetectCallback) rospy.Subscriber("nmpt_saliency_point", targets, self.saliencyCallback) self.zenodial_listen_pub = rospy.Publisher("zenodial_listen", String, queue_size=1) self.robot_movement_pub = rospy.Publisher("robot_movement", String, queue_size=1) self.commandKeywords = { 'Stop': ['stop', 'halt', 'abort', 'kill', 'panic', 'off', 'freeze', 'shut down', 'turn off', 'help', 'help me', 'abhor', 'a w***e', 'a bore'], 'Walk Forward': ['forward', 'ahead', 'straight', 'forwards'], 'Walk Backward': ['back', 'backward', 'back up', 'backwards'], 'Turn Left': ['turn left', 'turn lefts', 'turns left'], 'Turn Right': ['turn right', 'turn rights', 'turns right']} ### Inputs self.saliencyTargetPos = [0.0, 0.0] # position of the current saliency target self.saliencyTargetVel = 0.0 # average velocity of the current saliency target over the last second self.saliencyTargetAge = 0 # time since the last significant change in the saliency target position self.faceTargetPos = [[0.0, 0.0]] # position of the current face target self.faceTargetVel = 0.0 # average velocity of the current face target over the last second self.faceTargetAge = 0 # time since the last significant change in the face target position self.bodyTargetPos = [[0.0, 0.0]] # position of the current body target self.bodyTargetVel = 0.0 # average velocity of the current body target over the last second self.bodyTargetAge = 0 # time since the last significant change in the body target position self.audioInput = "" # string output of speech-to-text algorithm, raw form self.audioInputAge = 0 # time since the last significant parse of the audio input self.audioInputVol = 0 # average volume or magnitude of the last audio input self.rosInput = "" # string representation of miscellaneous commands from other ros components, usually blender self.rosInputAge = 0 # time since the last ros command self.emotionInput = "" # string output of the audio-emotion-analysis algorithm self.emotionInputAge = 0 # time since the last significant chance in emotional state self.speechOutput = "" # string representation of the last speech output from the robot self.speechOutputAge = 0 # time since the last speech output from the robot self.animationOutput = "" # string representation of the last animation output from the robot self.animationOutputAge = "" # time since the last animation output from the robot self.animationOutputDur = 0 # for zeno body paint self.randomInput = 0 # a random percentile for random behaviors ### Globals self.blinkChance = 0.011 # @ 60 fps a 1.1% chance to start a blink each frame should give us a nice frequency self.highBodyVel = 1 # Not sure what would be considered a high velocity for the body - use 1 for now self.eyeFreedom = 0 self.neckFreedom = 0 self.HEAD_NECK = "headneck" self.UPPER_BODY = "ubody" self.LOWER_BODY = "lbody" ### Locals self.commandName = "" self.actionName = "" self.bodyOrFace = "" self.targetPos = [[0.0, 0.0]] self.glanceOrSaccadeTargetPos = [[0.0, 0.0]] self.firstGreeting = False self.speechActive = False self.idleSince = 0 self.blackboard = blackboard.Blackboard() ### Subtrees ## Blink Subtree. A small example of a tree to run in parallel with the other subtrees. # Assumes randomInput is recalculated each frame self.blinkSubtree = \ owyl.limit( owyl.repeatAlways( owyl.selector( owyl.sequence( self.isSwitchingTarget(), # blink 50% more often when switching targets self.isLess(num1=self.randomInput, num2=self.blinkChance*1.5), self.blink() ), owyl.sequence( owyl.selector( self.isGreater(num1=linalg.norm(self.bodyTargetVel), num2=1), self.isSpeaking() ), self.isLess(num1=self.randomInput, num2=self.blinkChance*1.2), self.blink() ), owyl.sequence( self.isLess(num1=self.randomInput, num2=self.blinkChance), self.blink() ) ) ), limit_period=0.4 # Yield to the other behaviors after every 400 milliseconds of processing ) ## Announce the action we're about to take and then reset the robot to a default stance. # Though we announce an action, this tree doesn't execute the action. # Assumes actionName has been set self.announceAndResetTree = \ owyl.sequence( # announce the action and then reset owyl.selector( # If we're not speaking, then speak self.isSpeaking(), self.sayStartAction(commandName=self.actionToPhrase(self.actionName)) ), owyl.selector( # If we're no in a default stance, reset (blend) to the default stance self.isDefaultStance(), self.resetToDefaultStance() ) ) ## Executes a basic command, such as to play an animation. # Assumes commandName has been set # Assumes bodyOrFace has been set # Will announce the command (if not already speaking) # before showing the associated animation self.executeBasicCommandSubtree = \ owyl.sequence( self.isCommand(commandName=self.commandName), self.setVariable(var=self.actionName, value=self.commandName), owyl.selector( # try the command sequence (subtree) or report failure owyl.sequence( owyl.visit(self.announceAndResetTree, blackboard=self.blackboard), self.showCommand(commandName=self.commandName, part=self.bodyOrFace), # Finally play the command's animation ), owyl.sequence( self.say(utterance="I'm sorry, Dave, I'm afraid I can't do that..."), owyl.fail() ) ) ) ## Select a basic command to execute, once we know that we've been given a command. # Assumes bodyOrFace has been set, to distinguish body actions from face actions self.selectBasicCommandSubtree = \ owyl.selector( # Select from one of several mutually exclusive behaviors owyl.sequence( # If we should be idling, then try to play the Idle animation... self.setVariable(var=self.commandName, value="Idle"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="StopSpeech"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( # If we're commanded to and can walk to target location, then play the walk animation until we reach the target self.setVariable(var=self.commandName, value="WalkForward"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="WalkBackward"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="TurnLeft"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="TurnRight"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="PointUp"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="PointDown"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="LookUp"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="LookDown"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="Wave"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( # If we should show an emotion, then select the right one and show it. self.setVariable(var=self.commandName, value="Smile"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="Frown"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="FrownMouth"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( self.setVariable(var=self.commandName, value="OpenMouth"), owyl.visit(self.executeBasicCommandSubtree, blackboard=self.blackboard) ) ) ## Tracks the target face or salient point # Assumes targetPos has been set to face, body, or salient position self.faceGaze = \ owyl.sequence( # TODO: Get clarification from Hanson and others on the conditions for tracking # owyl.selector( # self.isFaceNearestAudioSource(self.faceTargetPos), # Do we have the source of the audio? # self.isFaceMostSalient(self.faceTargetAge, self.saliencyTargetAge), # Do we know the degree/magnitude of saliency? # self.isFaceCentered(self.faceTargetPos), # Can we find the centroid of all the faces? # self.isLess(self.randomInput, self.blinkChance*2.0) # Should we really switch tracking targets this often? # ), # self.faceTrack(pos=targetPos, eyeFree=eyeFreedom, neckFree=neckFreedom, rand=-1) # -1 here indicating that we'll track this point until told to stop ) ## Displays the surprised emotional expression under certain conditions # Assumes targetPos has been set to face, body, or salient position self.startle = \ owyl.sequence( owyl.selector( self.isGreater(num1=self.audioInputVol, num2=1), # or whatever counts for a high volume self.isGreater(num1=linalg.norm(self.faceTargetVel), num2=1), self.isGreater(num1=linalg.norm(self.bodyTargetVel), num2=1), self.isGreater(num1=linalg.norm(self.saliencyTargetVel), num2=1) ), self.showAction(action="OpenMouth", part=self.HEAD_NECK) # self.showAction(action="Surprised", part="face") ) ## Random eye movements which are much faster and less pronounced than glances. # Assumes targetPos has been set to face or salient position # Assumes glanceOrSaccadeTargetPos has been set to face's body or salient point nearby # Assumes eyeFreedom and neckFreedom have been set to appropriate degrees of freedom self.saccade = \ owyl.selector( owyl.sequence( self.isGreater(num1=self.randomInput, num2=0.5), self.faceTrack(pos=self.glanceOrSaccadeTargetPos, eyeFree=self.randomInput*0.25*self.eyeFreedom, neckFree=self.randomInput*0.10*self.neckFreedom, rand=self.randomInput) ), owyl.sequence( self.faceTrack(pos=self.glanceOrSaccadeTargetPos, eyeFree=self.randomInput*0.75*self.eyeFreedom, neckFree=self.randomInput*0.30*self.neckFreedom, rand=self.randomInput) ) ) ## Random eye movements which signal recognition of targets. # Assumes targetPos has been set to face or salient position # Assumes glanceOrSaccadeTargetPos has been set to face's body or salient point nearby self.glance = \ owyl.selector( owyl.sequence( owyl.selector( self.isLess(num1=self.faceTargetAge, num2=1), self.isLess(num1=self.randomInput, num2=0.0025) ), self.faceTrack(pos=self.glanceOrSaccadeTargetPos, eyeFree=self.eyeFreedom, neckFree=self.neckFreedom, rand=self.randomInput*2.5) ), owyl.sequence( owyl.selector( self.isLess(num1=self.saliencyTargetAge, num2=1), self.isLess(num1=self.randomInput, num2=0.0025) ), self.faceTrack(pos=self.glanceOrSaccadeTargetPos, eyeFree=self.eyeFreedom, neckFree=self.neckFreedom, rand=self.randomInput*2.5) ) ) ## After tracking at a new target face, ZoidStein will execute a scripted greeting. # Be careful not to play this more than once in the same encounter. self.greeting = \ owyl.sequence( self.isVariable(var=self.firstGreeting, value=False), self.setVariable(var=self.firstGreeting, value=True), self.say(utterance="Hello!"), self.showAction(action="Wave", part=self.UPPER_BODY), self.showAction(action="Smile", part=self.HEAD_NECK) ) ## When people are too close, move head back and up while playing the afraid expression animation. self.awkward = \ owyl.sequence( self.showAction(action="LookUp", part=self.HEAD_NECK), # self.showAction(action="Afraid", part="face") self.showAction(action="Frown", part=self.HEAD_NECK) ) ## When people are very close, move head forward and down while playing the innoscent expression animation. self.shy = \ owyl.sequence( self.showAction(action="LookDown", part=self.HEAD_NECK), # self.showAction(action="Innocent", part=self.HEAD_NECK) self.showAction(action="Frown", part=self.HEAD_NECK) ) ## In general, ZoidStein's expressions should mimic the emotional input of its targets. self.mimic = \ owyl.selector( owyl.sequence( self.isVariable(var=self.emotionInput, value="Happy"), self.showAction(action="Happy", part=self.UPPER_BODY), self.showAction(action="Happy", part=self.HEAD_NECK) ) # TODO: Do we have to mimic all the emotionInput or just happy? ) """ Creating the tree """ for case in switch(tree_name): if case("BasicZenoTree"): # self.robot = Zeno() self.makeBasicZenoTree() break if case("BasicZoidSteinTree"): self.robot = Zoidstein() self.makeBasicZoidSteinTree() break if case(): rospy.loginfo("Unrecognized Tree Name!\n")
def makeBasicZenoTree(self): ## Zeno's Body Paint subtree zenoBodyPaint = \ owyl.selector( owyl.sequence( self.isNotSameBrushStroke(), self.isGreater(num1=self.animationOutputDur, num2=2), self.setVariable(var=self.actionName, value="BrushStrokeGesture"), owyl.selector( # try the action sequence (subtree) or report failure owyl.sequence( owyl.visit(self.announceAndResetTree, blackboard=self.blackboard), self.showAction(action=self.actionName, part=self.HEAD_NECK) # Finally play the action's animation ), owyl.sequence( self.say(utterance="I'm not feeling inspired today..."), owyl.fail() ) ) ), owyl.sequence( self.setVariable(var=self.actionName, value="Idle"), owyl.selector( # try the command sequence (subtree) or report failure owyl.sequence( owyl.visit(self.announceAndResetTree, blackboard=self.blackboard), self.showAction(action=self.actionName, part=self.HEAD_NECK) # Finally play the action's animation ), owyl.sequence( self.say(utterance="Why can't I stand?"), owyl.fail() ) ) ) ) ## body behavior subtree zenoBodySubtree = \ owyl.limit( owyl.repeatAlways( owyl.selector( # Select response to command or natural behavior owyl.sequence( # If the last audio or blender input is a command, then select a response self.isCommand(commandName=self.commandName), self.setVariable(var=self.bodyOrFace, value=self.UPPER_BODY), owyl.visit(self.selectBasicCommandSubtree, blackboard=self.blackboard) ), # It's not a command, so start checking for natural behaviors owyl.sequence( # self.isNoSalientTarget(), # self.isNoFaceTarget(), # self.isNoAudioInput(), # self.isNoRosInput(), # self.isNoEmotionInput(), self.isIdle(), # There's nothing to do, so let's paint! owyl.visit(zenoBodyPaint, blackboard=self.blackboard) ), owyl.sequence( # TODO: the other natural actions, once we have a saliency target, etc. ) ) ), limit_period=0.4 # Yield to the other behaviors after every 400 milliseconds of processing ) # face & neck behavior subtree zenoFaceSubtree = \ owyl.limit( owyl.repeatAlways( owyl.selector( # Select from one of several mutually exclusive face & neck behaviors owyl.sequence( # If the last audio or blender input is a command, then select a response self.isCommand(commandName=self.commandName), self.setVariable(var=self.bodyOrFace, value=self.HEAD_NECK), owyl.visit(self.selectBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( # self.isSalientTarget(), # self.isNoFaceTarget(), # self.isNoAudioInput(), # self.isNoRosInput(), # self.isNoEmotionInput(), self.isIdle(), owyl.visit(self.faceGaze, blackboard=self.blackboard) ), owyl.sequence( self.isFaceTarget() ) ) ), limit_period=0.4 # Yield to the other behaviors after every 400 milliseconds of processing ) # Zeno's root tree zenoTree = \ owyl.parallel( # At the highest level, run several parallel behaviors owyl.visit(zenoBodySubtree, blackboard=self.blackboard), owyl.visit(zenoFaceSubtree, blackboard=self.blackboard), owyl.limit( owyl.repeatAlways( owyl.sequence( # Poll for input coming from blender, for example buttons to stop movement, etc. # May move this logic out of the behavior tree... # self.pollForBlenderInput(), # Listen for audio input from people talking, etc. # Again, this might not be the best place for this... # self.listenForAudioInput() ) ), limit_period=0.4 # Yield to the other behaviors after every 400 milliseconds of processing ), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ALL ) return owyl.visit(zenoTree, blackboard=self.blackboard)
def makeBasicZoidSteinTree(self): ## The scripted dance of ZoidStein, used when no faces or salient targets are detected. # Assumes body state has been reset to starting state zoidSteinBodyDance = \ owyl.sequence( self.showCommand(commandName="WalkForward", part=self.LOWER_BODY), self.showCommand(commandName="WalkBackward", part=self.LOWER_BODY), self.showAction(commandName="PointUp", part=self.UPPER_BODY), self.showAction(commandName="PointDown", part=self.UPPER_BODY) ) ## body behavior subtree # TODO: Attach subtrees properly zoidSteinBodySubtree = \ owyl.limit( owyl.repeatAlways( owyl.selector( # Select response to command or natural behavior owyl.sequence( # If the last audio or blender input is a command, then select a response self.isCommand(commandName=self.commandName), self.setVariable(var=self.bodyOrFace, value="body"), owyl.visit(self.selectBasicCommandSubtree, blackboard=self.blackboard) ), # It's not a command, so start checking for natural behaviors owyl.sequence( # self.isNoSalientTarget(), # self.isNoFaceTarget(), # self.isNoAudioInput(), # self.isNoRosInput(), # self.isNoEmotionInput(), self.isIdle(), # There's nothing to do, so let's dance! owyl.visit(zoidSteinBodyDance, blackboard=self.blackboard) ), owyl.sequence( #TODO: the other natural actions, once we have a saliency target, etc. ) ) ), limit_period=0.4 # Yield to the other behaviors after every 400 milliseconds of processing ) ## face & neck behavior subtree # TODO: Attach subtrees properly zoidSteinFaceSubtree = \ owyl.limit( owyl.repeatAlways( owyl.selector( # Select from one of several mutually exclusive face & neck behaviors owyl.sequence( # If the last audio or blender input is a command, then select a response self.isCommand(commandName=self.commandName), self.setVariable(var=self.bodyOrFace, value=self.HEAD_NECK), owyl.visit(self.selectBasicCommandSubtree, blackboard=self.blackboard) ), owyl.sequence( # self.isSalientTarget(), # self.isNoFaceTarget(), # self.isNoAudioInput(), # self.isNoRosInput(), # self.isNoEmotionInput(), self.isIdle(), owyl.visit(self.faceGaze, blackboard=self.blackboard) ), owyl.sequence( self.isFaceTarget(), ) ) ), limit_period=0.4 # Yield to the other behaviors after every 400 milliseconds of processing ) ## ZoidStein's root tree zoidSteinTree = \ owyl.parallel( # At the highest level, run several parallel behaviors owyl.visit(zoidSteinBodySubtree, blackboard=self.blackboard), owyl.visit(zoidSteinFaceSubtree, blackboard=self.blackboard), owyl.limit( owyl.repeatAlways( owyl.sequence( # Poll for input coming from blender, for example buttons to stop movement, etc. # May move this logic out of the behavior tree... # self.pollForBlenderInput(), # Listen for audio input from people talking, etc. # Again, this might not be the best place for this... # self.listenForAudioInput() ) ), limit_period=0.4 # Yield to the other behaviors after every 400 milliseconds of processing ), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ALL ) return owyl.visit(zoidSteinTree, blackboard=self.blackboard)
def makeBasicTree(self): robotTree = \ owyl.parallel( ######################################## BodySubtree ######################################## owyl.limit( owyl.repeatAlways( owyl.sequence( self.updateFrontVariables(), self.determineCurrentTarget(), self.removeFace(), owyl.selector( # Gaze at face targets owyl.sequence( self.isFaceTarget(), self.isNoSalientTarget(), self.isNoAudioInput(), self.isNoRosInput(), self.isNoEmotionInput(), self.faceGaze() ), # Gaze at salient targets # owyl.sequence( # self.isSalientTarget(), # # self.isNoFaceTarget(), # self.isNoAudioInput(), # self.isNoRosInput(), # self.isNoEmotionInput(), # self.faceGaze() # ), # Handle commands owyl.sequence( owyl.selector( self.isAudioInput(), self.isRosInput() ), owyl.selector( self.isCommand(key="audioInput"), self.isCommand(key="rosInput") ), owyl.selector( owyl.sequence( owyl.selector( self.isCommandPhrase(commandName="StopSpeech", actionPhrase="actionName"), self.isCommandPhrase(commandName="WalkForward", actionPhrase="actionName"), self.isCommandPhrase(commandName="WalkBackward", actionPhrase="actionName"), self.isCommandPhrase(commandName="TurnLeft", actionPhrase="actionName"), self.isCommandPhrase(commandName="TurnRight", actionPhrase="actionName"), self.isCommandPhrase(commandName="StopSpeaking", actionPhrase="actionName"), self.isCommandPhrase(commandName="Smile", actionPhrase="actionName"), self.isCommandPhrase(commandName="Frown", actionPhrase="actionName"), # self.isCommandPhrase(commandName="FrownMouth", actionPhrase="actionName"), self.isCommandPhrase(commandName="Surprise", actionPhrase="actionName"), self.isCommandPhrase(commandName="TakeThis", actionPhrase="actionName"), self.isCommandPhrase(commandName="GiveBack", actionPhrase="actionName"), self.isCommandPhrase(commandName="Wave", actionPhrase="actionName"), ), self.isNotSpeaking(), # self.sayStartAction(key="actionName"), self.showAction(key="actionName") ), self.printStatus(msg="I'm sorry, Dave, I'm afraid I can't do that...") ) ), # Play emotion detection game owyl.sequence( owyl.selector( #TODO: change to sequence self.isAudioInput(), self.isEmotionInput(), ), self.isNotStopEmotionDetection(key="audioInput"), self.isEmotionDetection(key="audioInput"), self.isNotSpeaking(), self.startEmotionDetection(), ), # Play object recognition game owyl.sequence( owyl.selector( self.isAudioInput(), self.isObjInput(), ), self.isNotStopObjRecognition(key="audioInput"), self.isObjRecognition(key="audioInput"), self.isNotSpeaking(), self.startObjRecognition() ), # Send to the dialogue system owyl.sequence( self.isAudioInput(), self.isNotSpeaking(), self.toZenoDial(key="audioInput") ) ) ) ), limit_period=0.001 ), ######################################## General tree ######################################## owyl.limit( owyl.repeatAlways( owyl.sequence( self.test(), self.updateVariables() ) ), limit_period=0.001 ), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ALL ) return owyl.visit(robotTree, blackboard=self.blackboard)