Esempio n. 1
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def get_scene_to_obj_name_to_seen_positions():
    scene_to_task_spec_dicts = compress_pickle.load(
        os.path.join(STARTER_DATA_DIR, f"train.pkl.gz"))
    assert len(scene_to_task_spec_dicts) == 80 and all(
        len(v) == 50 for v in scene_to_task_spec_dicts.values())

    scene_to_obj_name_to_positions = {}
    for scene in tqdm.tqdm(scene_to_task_spec_dicts):
        obj_name_to_positions = defaultdict(lambda: [])
        for task_spec_dict in scene_to_task_spec_dicts[scene]:
            for od in task_spec_dict["openable_data"]:
                obj_name_to_positions[od["name"]].extend(
                    (od["start_openness"], od["target_openness"]))

            for sp, tp in zip(task_spec_dict["starting_poses"],
                              task_spec_dict["target_poses"]):
                assert sp["name"] == tp["name"]

                position_dist = IThorEnvironment.position_dist(
                    sp["position"], tp["position"])
                rotation_dist = IThorEnvironment.angle_between_rotations(
                    sp["rotation"], tp["rotation"])
                if position_dist >= 1e-2 or rotation_dist >= 5:
                    obj_name_to_positions[sp["name"]].append(
                        [sp["position"][k] for k in ["x", "y", "z"]])
                    obj_name_to_positions[sp["name"]].append(
                        [tp["position"][k] for k in ["x", "y", "z"]])
        scene_to_obj_name_to_positions[scene] = {
            k: np.array(v)
            for k, v in obj_name_to_positions.items()
        }

    return scene_to_obj_name_to_positions
Esempio n. 2
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def hand_in_initial_position(controller: ai2thor.controller.Controller):
    metadata = controller.last_event.metadata
    return (IThorEnvironment.position_dist(
        metadata["hand"]["localPosition"],
        {
            "x": 0,
            "y": -0.16,
            "z": 0.38
        },
    ) < 1e-4 and IThorEnvironment.angle_between_rotations(
        metadata["hand"]["localRotation"], {
            "x": 0,
            "y": 0,
            "z": 0
        }) < 1e-2)
Esempio n. 3
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    def _step(self, action: Union[int, Sequence[int]]) -> RLStepResult:
        assert isinstance(action, int)
        action = cast(int, action)

        action_str = self.action_names()[action]

        if action_str == END:
            self._took_end_action = True
            self._success = self._is_goal_in_range()
            self.last_action_success = self._success
        else:
            self.env.step({"action": action_str})
            self.last_action_success = self.env.last_action_success
            pose = self.env.agent_state()
            self.path.append({k: pose[k] for k in ["x", "y", "z"]})
            self.task_info["followed_path"].append(pose)
        if len(self.path) > 1:
            self.travelled_distance += IThorEnvironment.position_dist(
                p0=self.path[-1], p1=self.path[-2], ignore_y=True)
        step_result = RLStepResult(
            observation=self.get_observations(),
            reward=self.judge(),
            done=self.is_done(),
            info={
                "last_action_success": self.last_action_success,
                "action": action
            },
        )
        return step_result
 def _create_environment(self) -> IThorEnvironment:
     env = IThorEnvironment(
         make_agents_visible=False,
         object_open_speed=0.05,
         restrict_to_initially_reachable_points=True,
         **self.env_args,
     )
     return env
Esempio n. 5
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def hand_in_initial_position(controller: ai2thor.controller.Controller,
                             ignore_rotation: bool = False):
    metadata = controller.last_event.metadata
    return IThorEnvironment.position_dist(
        metadata["heldObjectPose"]["localPosition"],
        {
            "x": 0,
            "y": -0.16,
            "z": 0.38
        },
    ) < 1e-4 and (ignore_rotation or IThorEnvironment.angle_between_rotations(
        metadata["heldObjectPose"]["localRotation"],
        {
            "x": -metadata["agent"]["cameraHorizon"],
            "y": 0,
            "z": 0
        },
    ) < 1e-2)
Esempio n. 6
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 def get_observation(self, env: IThorEnvironment, task: Task, *args: Any,
                     **kwargs: Any) -> Any:
     object_id = task.task_info["objectId"]
     current_object_state = env.get_object_by_id(object_id)
     relative_current_obj = convert_world_to_agent_coordinate(
         current_object_state, env.controller.last_event.metadata["agent"])
     result = convert_state_to_tensor(
         dict(
             position=relative_current_obj["position"],
             rotation=relative_current_obj["rotation"],
         ))
     return result
    def _generate_expert_action_dict(self) -> Dict[str, Any]:
        """Generate a dictionary describing the next greedy expert action."""
        env = self.task.unshuffle_env

        if env.mode != RearrangeMode.SNAP:
            raise NotImplementedError(
                f"Expert only defined for 'easy' mode (current mode: {env.mode}"
            )

        held_object = env.held_object

        agent_loc = env.get_agent_location()

        if held_object is not None:
            self._last_to_interact_object_pose = None

            # Should navigate to a position where the held object can be placed
            expert_nav_action = self._expert_nav_action_to_obj(obj={
                **held_object,
                **{
                    k: env.obj_name_to_walkthrough_start_pose[held_object["name"]][k]
                    for k in ["position", "rotation"]
                },
            }, )

            if expert_nav_action is None:
                # Could not find a path to the target, let's just immediately drop the held object
                return dict(action="DropHeldObjectWithSnap")
            elif expert_nav_action is "Pass":
                # We are in a position where we can drop the object, let's do that
                return dict(action="DropHeldObjectWithSnap")
            else:
                return dict(action=expert_nav_action)
        else:
            _, goal_poses, cur_poses = env.poses

            assert len(goal_poses) == len(cur_poses)

            failed_places_and_min_dist = (float("inf"), float("inf"))
            obj_pose_to_go_to = None
            goal_obj_pos = None
            for gp, cp in zip(goal_poses, cur_poses):
                if ((gp["broken"] == cp["broken"] == False)
                        and self.object_name_to_priority[gp["name"]] <=
                        self.max_priority_per_object and
                        not RearrangeTHOREnvironment.are_poses_equal(gp, cp)):
                    priority = self.object_name_to_priority[gp["name"]]
                    priority_and_dist_to_object = (
                        priority,
                        IThorEnvironment.position_dist(agent_loc,
                                                       gp["position"],
                                                       ignore_y=True,
                                                       l1_dist=True),
                    )
                    if (self._last_to_interact_object_pose is not None
                            and self._last_to_interact_object_pose["name"]
                            == gp["name"]):
                        # Set distance to -1 for the currently targeted object
                        priority_and_dist_to_object = (
                            priority_and_dist_to_object[0],
                            -1,
                        )

                    if priority_and_dist_to_object < failed_places_and_min_dist:
                        failed_places_and_min_dist = priority_and_dist_to_object
                        obj_pose_to_go_to = cp
                        goal_obj_pos = gp

            self._last_to_interact_object_pose = obj_pose_to_go_to

            if obj_pose_to_go_to is None:
                # There are no objects we need to change
                return dict(action="Done")

            expert_nav_action = self._expert_nav_action_to_obj(
                obj=obj_pose_to_go_to)
            if expert_nav_action is None:
                interactable_positions = self.task.env._interactable_positions_cache.get(
                    scene_name=env.scene,
                    obj=obj_pose_to_go_to,
                    controller=env.controller,
                )
                if len(interactable_positions) != 0:
                    # Could not find a path to the object, increment the place count of the object and
                    # try generating a new action.
                    get_logger().debug(
                        f"Could not find a path to {obj_pose_to_go_to}"
                        f" in scene {self.task.unshuffle_env.scene}"
                        f" when at position {self.task.unshuffle_env.get_agent_location()}."
                    )
                else:
                    get_logger().debug(
                        f"Object {obj_pose_to_go_to} in scene {self.task.unshuffle_env.scene}"
                        f" has no interactable positions.")
                self.object_name_to_priority[obj_pose_to_go_to["name"]] += 1
                return self._generate_expert_action_dict()
            elif expert_nav_action == "Pass":
                with include_object_data(env.controller):
                    visible_objects = {
                        o["name"]
                        for o in env.last_event.metadata["objects"]
                        if o["visible"]
                    }

                if obj_pose_to_go_to["name"] not in visible_objects:
                    if self._invalidate_interactable_loc_for_pose(
                            location=agent_loc, obj_pose=obj_pose_to_go_to):
                        return self._generate_expert_action_dict()

                    raise RuntimeError("This should not be possible.")

                # The object of interest is interactable at the moment
                if (obj_pose_to_go_to["openness"] is not None
                        and obj_pose_to_go_to["openness"] !=
                        goal_obj_pos["openness"]):
                    return dict(
                        action="OpenByType",
                        objectId=obj_pose_to_go_to["objectId"],
                        openness=goal_obj_pos["openness"],
                    )
                elif obj_pose_to_go_to["pickupable"]:
                    return dict(
                        action="Pickup",
                        objectId=obj_pose_to_go_to["objectId"],
                    )
                else:
                    # We (likely) have an openable object which has been moved somehow but is not
                    # pickupable. We don't know what to do with such an object so we'll set its
                    # place count to a large value and try again.
                    get_logger().warning(
                        f"{obj_pose_to_go_to['name']} has moved but is not pickupable."
                    )
                    self.object_name_to_priority[goal_obj_pos["name"]] = (
                        self.max_priority_per_object + 1)
                    return self._generate_expert_action_dict()
            else:
                # If we are not looking at the object to change, then we should navigate to it
                return dict(action=expert_nav_action)
Esempio n. 8
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    def get(
        self,
        scene_name: str,
        obj: Dict[str, Any],
        controller: ai2thor.controller.Controller,
        reachable_positions: Optional[Sequence[Dict[str, float]]] = None,
        force_cache_refresh: bool = False,
    ) -> List[Dict[str, Union[float, int, bool]]]:
        scene_name = scene_name.replace("_physics", "")
        obj_key = self._get_key(scene_name=scene_name, obj=obj)

        if force_cache_refresh or obj_key not in self._key_to_positions:
            with include_object_data(controller):
                metadata = controller.last_event.metadata

            cur_scene_name = metadata["sceneName"].replace("_physics", "")
            assert (
                scene_name == cur_scene_name
            ), f"Scene names must match when filling a cache miss ({scene_name} != {cur_scene_name})."

            obj_in_scene = next(
                (o for o in metadata["objects"] if o["name"] == obj["name"]),
                None,
            )
            if obj_in_scene is None:
                raise RuntimeError(
                    f"Object with name {obj['name']} must be in the scene when filling a cache miss"
                )

            desired_pos = obj["position"]
            desired_rot = obj["rotation"]

            cur_pos = obj_in_scene["position"]
            cur_rot = obj_in_scene["rotation"]

            should_teleport = (
                IThorEnvironment.position_dist(desired_pos, cur_pos) >= 1e-3
                or IThorEnvironment.rotation_dist(desired_rot, cur_rot) >= 1)

            object_held = obj_in_scene["isPickedUp"]
            physics_was_unpaused = controller.last_event.metadata.get(
                "physicsAutoSimulation", True)
            if should_teleport:
                if object_held:
                    if not hand_in_initial_position(controller=controller):
                        raise NotImplementedError

                    if physics_was_unpaused:
                        controller.step("PausePhysicsAutoSim")
                        assert controller.last_event.metadata[
                            "lastActionSuccess"]

                event = controller.step(
                    "TeleportObject",
                    objectId=obj_in_scene["objectId"],
                    rotation=desired_rot,
                    **desired_pos,
                    forceAction=True,
                    allowTeleportOutOfHand=True,
                    forceKinematic=True,
                )
                assert event.metadata["lastActionSuccess"]

            metadata = controller.step(
                action="GetInteractablePoses",
                objectId=obj["objectId"],
                positions=reachable_positions,
            ).metadata
            assert metadata["lastActionSuccess"]
            self._key_to_positions[obj_key] = metadata["actionReturn"]

            if should_teleport:
                if object_held:
                    if hand_in_initial_position(controller=controller):
                        controller.step(
                            "PickupObject",
                            objectId=obj_in_scene["objectId"],
                            forceAction=True,
                        )
                        assert controller.last_event.metadata[
                            "lastActionSuccess"]

                        if physics_was_unpaused:
                            controller.step("UnpausePhysicsAutoSim")
                            assert controller.last_event.metadata[
                                "lastActionSuccess"]
                    else:
                        raise NotImplementedError
                else:
                    event = controller.step(
                        "TeleportObject",
                        objectId=obj_in_scene["objectId"],
                        rotation=cur_rot,
                        **cur_pos,
                        forceAction=True,
                    )
                    assert event.metadata["lastActionSuccess"]

        return self._key_to_positions[obj_key]