def grad_finite(force_x, force_y, steps=300, eps=dp.fraction(1, 10000)): cost = rollout(force_x, force_y, steps, False) cx = rollout(force_x + eps, force_y, steps, False) cy = rollout(force_x, force_y + eps, steps, False) d_force_x = (cx - cost) / eps d_force_y = (cy - cost) / eps return cost, d_force_x, d_force_y
def grad_dual(force_x, force_y, steps=300, eps=dp.fraction(1, 10000)): fx = dp.TinyDualDouble(force_x.real(), 1.) fy = dp.TinyDualDouble(force_y.real(), 0.) c = rollout(fx, fy, steps, False) cost = c.real() d_force_x = dp.TinyDualDouble(c.dual(), 0.) fx = dp.TinyDualDouble(force_x.real(), 0.) fy = dp.TinyDualDouble(force_y.real(), 1.0) c = rollout(fx, fy, steps, False) d_force_y = dp.TinyDualDouble(c.dual(), 0.) return cost, d_force_x, d_force_y
def rollout(force_x, force_y, step, render): if render: app.renderer.remove_all_instances() bodies = [] visuals = [] dt = dp.fraction(1, 60) gravity_z = dp.fraction(0, 1) world = dp.TinyWorld() world.gravity = dp.TinyVector3(dp.fraction(0, 1), dp.fraction(0, 1), dp.fraction(0, 1)) radius = dp.fraction(1, 2) mass = dp.fraction(1, 1) deg_60 = dp.pi() / dp.fraction(3, 1) #even triangle dx = dp.cos(deg_60) * radius * dp.fraction(2, 1) dy = dp.sin(deg_60) * radius * dp.fraction(2, 1) rx = dp.fraction(0, 1) y = dp.fraction(0, 1) target_pos = dp.TinyVector3(dp.fraction(35, 10), dp.fraction(8, 1), dp.fraction(0, 1)) ball_id = 0 target_id = 5 if render: orn = p.TinyQuaternionf(0., 0., 0., 1.) pos = p.TinyVector3f(dp.get_debug_double(target_pos[0]), dp.get_debug_double(target_pos[1]), dp.get_debug_double(target_pos[2])) color = p.TinyVector3f(0, 0, 1) opacity = 1 scaling = p.TinyVector3f(dp.get_debug_double(radius), dp.get_debug_double(radius), dp.get_debug_double(radius)) textureIndex = -1 shape = app.register_graphics_unit_sphere_shape( p.EnumSphereLevelOfDetail.SPHERE_LOD_HIGH, textureIndex) sphere_id = app.renderer.register_graphics_instance( shape, pos, orn, color, scaling, opacity) geoms = [] for column in [1, 2, 3]: x = dp.copy(rx) i = 0 while (i < column): geom = dp.TinySphere(radius) geoms.append(geom) body = dp.TinyRigidBody(mass, geom) body.world_pose.position = dp.TinyVector3(x, y, dp.fraction(0, 1)) bodies.append(body) if render: orn = p.TinyQuaternionf(0., 0., 0., 1.) pos = p.TinyVector3f( dp.get_debug_double(body.world_pose.position[0]), dp.get_debug_double(body.world_pose.position[1]), dp.get_debug_double(body.world_pose.position[2])) if ball_id == target_id: color = p.TinyVector3f(1, 0, 0) else: color = p.TinyVector3f(1, 1, 1) opacity = 1 scaling = p.TinyVector3f(dp.get_debug_double(radius), dp.get_debug_double(radius), dp.get_debug_double(radius)) textureIndex = -1 shape = app.register_graphics_unit_sphere_shape( p.EnumSphereLevelOfDetail.SPHERE_LOD_HIGH, textureIndex) sphere_id = app.renderer.register_graphics_instance( shape, pos, orn, color, scaling, opacity) visuals.append(sphere_id) ball_id += 1 x += radius * dp.fraction(2, 1) i += 1 rx = rx - dx y = y + dy #white player ball white = dp.TinyVector3(dp.fraction(0, 1), -dp.fraction(2, 1), dp.fraction(0, 1)) white_geom = dp.TinySphere(radius) white_ball = dp.TinyRigidBody(mass, white_geom) white_ball.world_pose.position = white bodies.append(white_ball) white_ball.apply_central_force( dp.TinyVector3(force_x, force_y, dp.fraction(0, 1))) if render: orn = p.TinyQuaternionf(0., 0., 0., 1.) pos = p.TinyVector3f( dp.get_debug_double(white_ball.world_pose.position[0]), dp.get_debug_double(white_ball.world_pose.position[1]), dp.get_debug_double(white_ball.world_pose.position[2])) color = p.TinyVector3f(1, 1, 1) opacity = 1 scaling = p.TinyVector3f(dp.get_debug_double(radius), dp.get_debug_double(radius), dp.get_debug_double(radius)) textureIndex = -1 shape = app.register_graphics_unit_sphere_shape( p.EnumSphereLevelOfDetail.SPHERE_LOD_HIGH, textureIndex) sphere_id = app.renderer.register_graphics_instance( shape, pos, orn, color, scaling, opacity) visuals.append(sphere_id) rb_solver = dp.TinyConstraintSolver() if render: app.renderer.write_transforms() #world.step(dt) for iter in range(step): for b in bodies: b.apply_gravity(world.gravity) b.apply_force_impulse(dt) b.clear_forces() dispatcher = world.get_collision_dispatcher() contacts = world.compute_contacts_rigid_body(bodies, dispatcher) #print("contacts=",contacts) num_solver_iterations = 50 for solver_iter in range(num_solver_iterations): for c in contacts: rb_solver.resolve_collision(c, dt) for b in bodies: b.integrate(dt) #sync visual transforms if render: for v in range(len(bodies)): #print("v=",v) b = bodies[v] pos = p.TinyVector3f( dp.get_debug_double(b.world_pose.position[0]), dp.get_debug_double(b.world_pose.position[1]), dp.get_debug_double(b.world_pose.position[2])) #print("pos=",pos) orn = p.TinyQuaternionf(0, 0, 0, 1) app.renderer.write_single_instance_transform_to_cpu( pos, orn, visuals[v]) app.renderer.write_transforms() app.renderer.update_camera(2) dg = p.DrawGridData() app.draw_grid(dg) app.renderer.render_scene() app.swap_buffer() #print("finished step!") diff = bodies[target_id].world_pose.position - target_pos cost = diff.sqnorm() print("cost=", cost) return cost
return cost, d_force_x, d_force_y sphere2red_path = dp.find_file("sphere2red.urdf") print("sphere2red_path=", sphere2red_path) render = True if render: app = p.TinyOpenGL3App("billiard_opt_example_gui") app.renderer.init() cam = p.TinyCamera() cam.set_camera_distance(4.) cam.set_camera_pitch(-30) app.renderer.set_camera(cam) init_force_x = dp.fraction(0, 1) init_force_y = dp.fraction(500, 1) steps = 300 #do a rollout before optimization rollout(init_force_x, init_force_y, steps, render) learning_rate = dp.fraction(100, 1) force_x = init_force_x force_y = init_force_y #gradient descent using gradients for iter in range(50): if use_auto_diff: cost, d_force_x, d_force_y = grad_dual(force_x, force_y, steps) else: cost, d_force_x, d_force_y = grad_finite(force_x, force_y, steps)