def create_dump(): time_str = py_util.get_time_str() prefix = 'questions/' if not os.path.exists(prefix + dataset_type + '/data_counting'): os.makedirs(prefix + dataset_type + '/data_counting') h5 = h5py.File( prefix + dataset_type + '/data_counting/Counting_Questions_' + time_str + '.h5', 'w') h5.create_dataset('questions/question', (num_record, 4), dtype=np.int32) print('Generating %d counting questions' % num_record) # Generate counting questions data_ind = 0 episode = Episode() scene_number = random.randint(0, len(scene_numbers) - 1) while data_ind < num_record: k = 0 scene_number += 1 scene_num = scene_numbers[scene_number % len(scene_numbers)] scene_name = 'FloorPlan%d' % scene_num episode.initialize_scene(scene_name) num_tries = 0 while num_tries < num_samples_per_scene: # randomly pick a pickable object in the scene object_class = random.choice(all_object_classes) question = CountQuestion( object_class ) # randomly generate a general counting question generated = [None] * (constants.MAX_COUNTING_ANSWER + 1) generated_counts = set() num_tries += 1 grid_file = 'layouts/%s-layout.npy' % scene_name xray_graph = graph_obj.Graph(grid_file, use_gt=True, construct_graph=False) scene_bounds = [ xray_graph.xMin, xray_graph.yMin, xray_graph.xMax - xray_graph.xMin + 1, xray_graph.yMax - xray_graph.yMin + 1 ] for i in range(100): if DEBUG: print('starting try ', i) scene_seed = random.randint(0, 999999999) episode.initialize_episode( scene_seed=scene_seed, max_num_repeats=constants.MAX_COUNTING_ANSWER + 1, remove_prob=0.5) answer = question.get_answer(episode) object_target = constants.OBJECT_CLASS_TO_ID[object_class] if answer > 0 and answer not in generated_counts: if DEBUG: print('target', str(question), object_target, answer) event = episode.event # Make sure findable try: objs = { obj['objectId']: obj for obj in event.metadata['objects'] if obj['objectType'] == object_class } xray_graph.memory[:, :, 1:] = 0 for obj in objs.values(): obj_point = game_util.get_object_point( obj, scene_bounds) xray_graph.memory[obj_point[1], obj_point[0], object_target + 1] = 1 start_graph = xray_graph.memory.copy() graph_points = xray_graph.points.copy() graph_points = graph_points[np.random.permutation( graph_points.shape[0]), :] num_checked_points = 0 point_ind = 0 # Initial check to make sure all objects are visible on the grid. while point_ind < len(graph_points): start_point = graph_points[point_ind] headings = np.random.permutation(4) for heading in headings: start_point = (start_point[0], start_point[1], heading) patch = xray_graph.get_graph_patch( start_point)[0][:, :, object_target + 1] if patch.max() > 0: point_ind = 0 xray_graph.update_graph( (np.zeros((constants.STEPS_AHEAD, constants.STEPS_AHEAD, 1)), 0), start_point, [object_target + 1]) point_ind += 1 if np.max(xray_graph.memory[:, :, object_target + 1]) > 0: if DEBUG: print('some points could not be reached') answer = None raise AssertionError xray_graph.memory = start_graph point_ind = 0 seen_objs = set() while point_ind < len(graph_points): start_point = graph_points[point_ind] headings = np.random.permutation(4) for heading in headings: start_point = (start_point[0], start_point[1], heading) patch = xray_graph.get_graph_patch( start_point)[0] if patch[:, :, object_target + 1].max() > 0: action = { 'action': 'TeleportFull', 'x': start_point[0] * constants.AGENT_STEP_SIZE, 'y': episode.agent_height, 'z': start_point[1] * constants.AGENT_STEP_SIZE, 'rotateOnTeleport': True, 'rotation': start_point[2] * 90, 'horizon': -30, } event = episode.env.step(action) num_checked_points += 1 if num_checked_points > 20: if DEBUG: print('timeout') answer = None raise AssertionError changed = False for jj in range(4): open_success = True opened_objects = set() parents = [ game_util.get_object( obj['parentReceptacle'], event.metadata) for obj in objs.values() ] openable_parents = [ parent for parent in parents if parent['visible'] and parent['openable'] and not parent['isopen'] ] while open_success: obj_list = list(objs.values()) for obj in obj_list: if obj['objectId'] in event.instance_detections2D: if game_util.check_object_size( event. instance_detections2D[ obj['objectId']] ): seen_objs.add( obj['objectId'] ) if DEBUG: print( 'seen', seen_objs) del objs[obj[ 'objectId']] changed = True num_checked_points = 0 if len(seen_objs ) == answer: raise AssertionError if len(openable_parents) > 0: action = { 'action': 'OpenObject' } game_util.set_open_close_object( action, event) event = episode.env.step( action) open_success = event.metadata[ 'lastActionSuccess'] if open_success: opened_objects.add( episode.env. last_action[ 'objectId']) else: open_success = False for opened in opened_objects: event = episode.env.step({ 'action': 'CloseObject', 'objectId': opened, 'forceVisible': True }) if not event.metadata[ 'lastActionSuccess']: answer = None raise AssertionError if jj < 3: event = episode.env.step( {'action': 'LookDown'}) if changed: point_ind = 0 num_checked_points = 0 xray_graph.memory[:, :, object_target + 1] = 0 for obj in objs.values(): obj_point = game_util.get_object_point( obj, scene_bounds) xray_graph.memory[ obj_point[1], obj_point[0], object_target + 1] = 1 point_ind += 1 if DEBUG: print('ran out of points') answer = None except AssertionError: if answer is not None: if DEBUG: print('success') pass print(str(question), object_target, answer) if answer is not None and answer < len( generated) and answer not in generated_counts: generated[answer] = [ scene_num, scene_seed, constants.OBJECT_CLASS_TO_ID[object_class], answer ] generated_counts.add(answer) print('\tcounts', sorted(list(generated_counts))) if len(generated_counts) == len(generated): for q in generated: if data_ind >= h5['questions/question'].shape[0]: num_tries = 2**32 break h5['questions/question'][data_ind, :] = np.array(q) data_ind += 1 k += 1 h5.flush() break print("# generated samples: {}".format(data_ind)) h5.close() episode.env.stop_unity()
def create_dump(): time_str = py_util.get_time_str() prefix = 'questions/' if not os.path.exists(prefix + dataset_type + '/data_contains'): os.makedirs(prefix + dataset_type + '/data_contains') h5 = h5py.File(prefix + dataset_type + '/data_contains/Contains_Questions_' + time_str + '.h5', 'w') h5.create_dataset('questions/question', (num_record, 5), dtype=np.int32) print('Generating %d contains questions' % num_record) # Generate contains questions data_ind = 0 episode = Episode() scene_number = -1 while data_ind < num_record: k = 0 scene_number += 1 scene_num = scene_numbers[scene_number % len(scene_numbers)] scene_name = 'FloorPlan%d' % scene_num episode.initialize_scene(scene_name) num_tries = 0 while k < num_samples_per_scene and num_tries < 10 * num_samples_per_scene: # randomly pick a pickable object in the scene object_class = random.choice(all_object_classes) generated_no, generated_yes = False, False question = None temp_data = [] num_tries += 1 grid_file = 'layouts/%s-layout.npy' % scene_name xray_graph = graph_obj.Graph(grid_file, use_gt=True, construct_graph=False) scene_bounds = [xray_graph.xMin, xray_graph.yMin, xray_graph.xMax - xray_graph.xMin + 1, xray_graph.yMax - xray_graph.yMin + 1] for i in range(20): # try 20 times scene_seed = random.randint(0, 999999999) episode.initialize_episode(scene_seed=scene_seed) # randomly initialize the scene if not question: question = ExistenceQuestion.get_true_contain_question(episode, all_object_classes, receptacles) if DEBUG: print(str(question)) if not question: continue object_class = question.object_class parent_class = question.parent_object_class answer = question.get_answer(episode) object_target = constants.OBJECT_CLASS_TO_ID[object_class] if answer and not generated_yes: event = episode.event xray_graph.memory[:, :, 1:] = 0 objs = {obj['objectId']: obj for obj in event.metadata['objects'] if obj['objectType'] == object_class and obj['parentReceptacle'].split('|')[0] == parent_class} for obj in objs.values(): if obj['objectType'] != object_class: continue obj_point = game_util.get_object_point(obj, scene_bounds) xray_graph.memory[obj_point[1], obj_point[0], constants.OBJECT_CLASS_TO_ID[obj['objectType']] + 1] = 1 # Make sure findable try: graph_points = xray_graph.points.copy() graph_points = graph_points[np.random.permutation(graph_points.shape[0]), :] num_checked_points = 0 for start_point in graph_points: headings = np.random.permutation(4) for heading in headings: start_point = (start_point[0], start_point[1], heading) patch = xray_graph.get_graph_patch(start_point)[0] if patch[:, :, object_target + 1].max() > 0: action = {'action': 'TeleportFull', 'x': start_point[0] * constants.AGENT_STEP_SIZE, 'y': episode.agent_height, 'z': start_point[1] * constants.AGENT_STEP_SIZE, 'rotateOnTeleport': True, 'rotation': start_point[2] * 90, 'horizon': -30, } event = episode.env.step(action) num_checked_points += 1 if num_checked_points > 1000: answer = None raise AssertionError for jj in range(4): open_success = True opened_objects = set() parents = [game_util.get_object(obj['parentReceptacle'], event.metadata) for obj in objs.values()] openable_parents = [parent for parent in parents if parent['visible'] and parent['openable'] and not parent['isopen']] while open_success: for obj in objs.values(): if obj['objectId'] in event.instance_detections2D: if game_util.check_object_size(event.instance_detections2D[obj['objectId']]): raise AssertionError if len(openable_parents) > 0: action = {'action': 'OpenObject'} game_util.set_open_close_object(action, event) event = episode.env.step(action) open_success = event.metadata['lastActionSuccess'] if open_success: opened_objects.add(episode.env.last_action['objectId']) else: open_success = False for opened in opened_objects: event = episode.env.step({ 'action': 'CloseObject', 'objectId': opened, 'forceVisible': True}) if not event.metadata['lastActionSuccess']: answer = None raise AssertionError if jj < 3: event = episode.env.step({'action': 'LookDown'}) answer = None except AssertionError: if answer is None and DEBUG: print('failed to generate') print(str(question), answer) if answer == False and not generated_no: generated_no = True temp_data.append([scene_num, scene_seed, constants.OBJECT_CLASS_TO_ID[object_class], constants.OBJECT_CLASS_TO_ID[parent_class], answer]) elif answer == True and not generated_yes: generated_yes = True temp_data.append([scene_num, scene_seed, constants.OBJECT_CLASS_TO_ID[object_class], constants.OBJECT_CLASS_TO_ID[parent_class], answer]) if generated_no and generated_yes: h5['questions/question'][data_ind, :] = np.array(temp_data[0]) h5['questions/question'][data_ind + 1, :] = np.array(temp_data[1]) h5.flush() data_ind += 2 k += 2 break print("# generated samples: {}".format(data_ind)) h5.close() episode.env.stop_unity()
def create_dump(): episode = Episode() count = 0 #for i in range(len(scene_numbers)): while count > -1: scene_name = 'FloorPlan%d' % scene_numbers[count] print('scene is %s' % scene_name) grid_file = 'layouts/%s-layout.npy' % scene_name graph = graph_obj.Graph(grid_file) #, use_gt=use_gt) print("graph: ", graph) scene_bounds = [ graph.xMin, graph.yMin, graph.xMax - graph.xMin + 1, graph.yMax - graph.yMin + 1 ] print("bounds: ", scene_bounds) episode.initialize_scene(scene_name) #scene_seed = random.randint(0, 999999999) #episode.initialize_episode(scene_seed=scene_seed) # randomly initialize the scene prefix = 'object_semantic_map/maps/' for index in range(1, 11): #memory = np.zeros((graph.yMax - graph.yMin + 1, graph.xMax - graph.xMin + 1, 1 + constants.NUM_CLASSES)) npy_path = os.path.join(prefix, str(index) + '.npy') memory = np.load(npy_path) print(memory.shape) """ for _ in range(SIM_TIMES): scene_seed = random.randint(0, 999999999) episode.initialize_episode(scene_seed=scene_seed) for obj in episode.get_objects(): if obj['objectType'] not in constants.OBJECTS: continue y, x = game_util.get_object_point(obj, scene_bounds) #print("object %s at " % obj['objectType'], game_util.get_object_point(obj, scene_bounds)) obj_id = constants.OBJECT_CLASS_TO_ID[obj['objectType']] memory[y][x][obj_id] += 1 memory = np.divide(memory, SIM_TIMES) """ print(memory.shape[:2]) #print (constants.OBJECTS[test_id]) #plt.figure(figsize=list(memory.shape[:2])) #plt.pcolor(memory[:,:,test_id],cmap=plt.get_cmap('Reds'), vmin=0.0, vmax=1.0)#,edgecolors='k', linewidths=1) #plt.colorbar() #print (memory[:,:,test_id]) #plt.show() fig, axs = plt.subplots(4, 7) #a1 for (i, j) in list(itertools.product("0123", "23456")): #print (i, j) obj_id = (int(i)) * 5 + int(j) - 1 #if obj_id > 20: break ax = axs[int(i), int(j)] pcm = ax.pcolor(memory[:, :, obj_id], cmap=plt.get_cmap('Reds'), vmin=-0, vmax=1) ax.set_title(constants.OBJECTS[obj_id]) ax.axis('off') gs = axs[0, 0].get_gridspec() for ax in axs[:, :2].flatten(): ax.remove() ax_frame = fig.add_subplot(gs[:, :2]) ax_frame.axis('off') new_frame = get_agent_map_data(episode.env) new_frame = new_frame[:, ::-1] new_frame = np.rot90(new_frame, -1) plt.imshow(new_frame) #fig.tight_layout() #fig.colorbar(pcm, ax=axs[:]) fig_path = os.path.join(prefix, str(index) + '.png') plt.savefig(fig_path) """ objs = [obj['objectType'] for obj in episode.get_objects()] objjs = [obj['objectId'] for obj in episode.get_objects()] objjspos = [obj['position'] for obj in episode.get_objects()] for ii in range(len(episode.get_objects())): print("object%d at " % ii, game_util.get_object_point(episode.get_objects()[ii], scene_bounds)) print("objs: ", objs) print("objjs: ", objjs) print("objjs: ", len(objjs)) print("objjspos: ", objjspos) print("objjspos: ", len(objjspos)) """ #event = episode.get_env_top_view() #print (event.metadata) #image = drawing.subplot() break