def build_tree(self): eva_behavior_tree = \ owyl.repeatAlways( owyl.selector( owyl.sequence( self.is_scripted_performance_system_on(), self.sync_variables(), ########## Main Events ########## owyl.selector( self.someone_arrived(), self.someone_left(), self.interact_with_people(), self.nothing_is_happening() ) ), # Turn on scripted performances # This point is reached only when scripting is turned off. owyl.sequence( self.idle_spin(), self.is_scripted_performance_system_off(), self.start_scripted_performance_system() ) ) ) return owyl.visit(eva_behavior_tree, blackboard=self.blackboard)
def someone_left(self) : tree = owyl.sequence( self.is_someone_left(), owyl.selector( ##### Was Interacting With That Person ##### owyl.sequence( self.was_interacting_with_that_person(), self.return_to_neutral_position(trigger="someone_left"), self.show_frustrated_expression(trigger="someone_left") ), ##### Is Interacting With Someone Else ##### owyl.sequence( self.is_interacting_with_someone(), self.dice_roll(event="glance_lost_face"), self.glance_at_lost_face(trigger="someone_left") ), ##### Does Nothing ##### owyl.sequence( self.print_status(str="----- Ignoring the lost face!"), self.log(behavior="ignore_face", trigger="someone_left"), owyl.succeed() ) ), self.clear_lost_face_target() ) return tree
def someone_arrived(self) : tree = owyl.sequence( self.is_someone_arrived(), owyl.selector( ##### There previously were no people in the scene ##### owyl.sequence( self.were_no_people_in_the_scene(), self.assign_face_target(variable="current_face_target", value="new_face"), self.record_start_time(variable="interact_with_face_target_since"), self.show_expression(emo_class="new_arrival_emotions", trigger="someone_arrived"), self.interact_with_face_target(id="current_face_target", new_face=True, trigger="someone_arrived") ), ##### Currently interacting with someone ##### owyl.sequence( self.is_interacting_with_someone(), self.dice_roll(event="glance_new_face"), self.glance_at_new_face(trigger="someone_arrived") ), ##### Does Nothing ##### owyl.sequence( self.print_status(str="----- Ignoring the new face!"), self.log(behavior="ignore_face", trigger="someone_arrived"), owyl.succeed() ) ), self.clear_new_face_target() ) return tree
def interact_with_people(self) : tree = owyl.sequence( self.is_face_target(), owyl.selector( ##### Start A New Interaction ##### owyl.sequence( owyl.selector( self.is_not_interacting_with_someone(), owyl.sequence( self.is_more_than_one_face_target(), self.is_time_to_change_face_target() ) ), self.select_a_face_target(), self.record_start_time(variable="interact_with_face_target_since"), self.interact_with_face_target(id="current_face_target", new_face=False) ), ##### Glance At Other Faces & Continue With The Last Interaction ##### owyl.sequence( self.print_status(str="----- Continue interaction"), owyl.selector( owyl.sequence( self.is_more_than_one_face_target(), self.dice_roll(event="group_interaction"), self.select_a_glance_target(), self.glance_at(id="current_glance_target") ), owyl.succeed() ), self.interact_with_face_target(id="current_face_target", new_face=False) ) ) ) return tree
def testParallel_AllSucceed_Failure(self): """Can we visit a failing parallel (all succeed)? """ tree = owyl.parallel(owyl.sequence(owyl.succeed(), owyl.fail()), owyl.sequence(owyl.succeed(), owyl.succeed()), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ALL) v = owyl.visit(tree) results = [x for x in v if x is not None] self.assertEqual(results, [False])
def testParallel_OneSucceeds_Success(self): """Can we visit a suceeding parallel (one succeeds)? """ tree = owyl.parallel(owyl.sequence(owyl.succeed(), owyl.succeed()), owyl.sequence(owyl.succeed(), owyl.fail()), policy=owyl.PARALLEL_SUCCESS.REQUIRE_ONE) v = owyl.visit(tree) results = [x for x in v if x is not None] self.assertEqual(results, [True]) v = owyl.visit(tree) results = [x for x in v if x is not None] self.assertEqual(results, [True])
def create_main_tree(self): ''' creates the main tree for owyl behavior tree Args: self The tree looks like this: root | owyl.repeatAlways | owyl.sequence | -------------------------------------------------------- | | | owyl.selector self.TurnToBall self.WalkToBall() ------------------------- | | self.CheckIfBall() self.walkBackwards Returns: Creates a tree and returns owyl.visit method to visit next nodes in the tree. ''' tree = owyl.repeatAlways( owyl.sequence( owyl.selector(self.CheckIfBall(), self.walkBackwards()), self.TurnToBall(), self.WalkToBall())) return owyl.visit(tree, blackboard=self.blackboard)
def create_main_tree(self): tree = owyl.repeatAlways( owyl.sequence( self.poll_tracking(), self.is_stt_on(), self.poll_gesture(), self.is_stt_done(), owyl.selector(self.run_stt_command(), self.run_stt_chat()))) return owyl.visit(tree, blackboard=self.blackboard)
def audioInputCallback(self, data): # self.speechActive = data.data audioTree = \ owyl.sequence( self.isCommand(commandName=self.commandName), owyl.visit(self.selectBasicCommandSubtree, blackboard=self.blackboard) ) return owyl.visit(self.audioTree, blackboard=self.blackboard)
def build_tree(self): eva_breath_tree = \ owyl.repeatAlways( owyl.sequence( # TODO: Behaviors of breath (TBC) self.breathe() ) ) return owyl.visit(eva_breath_tree, blackboard=self.blackboard)
def testStructure(self): tree = owyl.sequence(owyl.succeed(), owyl.fail()) viztree = OwylTree(tree) structure = truncate(viztree.get_structure(), ['name', 'children']) self.assertEquals(structure, {'name': 'sequence', 'children': [{'name': 'succeed', 'children': []}, {'name': 'fail', 'children': []}]})
def create_main_tree(self): tree = owyl.repeatAlways( owyl.sequence( self.poll_tracking(), self.is_stt_on(), self.is_stt_done(), owyl.selector(self.run_stt_command(), self.run_stt_chat()), ) ) return owyl.visit(tree, blackboard=self.blackboard)
def testDescriptionSmallTree(self): tree = owyl.sequence(owyl.failAfter(after=10), owyl.log('How did you execute me?')) viztree = OwylTree(tree) structure = truncate(viztree.get_structure(), ['name', 'desc', 'children']) self.assertEquals(structure, {'name': 'sequence', 'desc': '', 'children': [{'name': 'failAfter', 'desc': '10', 'children': []}, {'name': 'log', 'desc': 'How did you execute me?', 'children': []}]})
def testYieldHookSmallTree(self): tree = owyl.sequence(owyl.succeed(), owyl.fail()) viztree = OwylTree(tree) structure = viztree.get_structure() mock = Mock() viztree.on_yield += [mock] tree = viztree.tree_with_hooks [x for x in owyl.visit(tree)] mock.assert_has_calls([call(structure['children'][0]['id'], True), call(structure['children'][1]['id'], False), call(structure['id'], False)])
def testVisitSequenceSuccess(self): """Can we visit a successful sequence? """ tree = owyl.sequence(owyl.succeed(), owyl.succeed(), owyl.succeed()) v = owyl.visit(tree) results = [x for x in v if x is not None] self.assertEqual(results, [True, True, True, True]) v = owyl.visit(tree) results = [x for x in v if x is not None] self.assertEqual(results, [True, True, True, True])
def testVisitSequenceFailure(self): """Can we visit a failing sequence? """ tree = owyl.sequence(owyl.succeed(), owyl.succeed(), owyl.fail(), owyl.succeed()) v = owyl.visit(tree) results = [x for x in v if x is not None] self.assertEqual(results, [True, True, False, False]) v = owyl.visit(tree) results = [x for x in v if x is not None] self.assertEqual(results, [True, True, False, False])
def buildTree(self): """ Build the behavior tree. """ tree = owyl.selector( owyl.sequence(self.is_win_move_available(), self.play_win_move()), owyl.sequence(self.is_block_move_available(), self.play_block_move()), owyl.sequence(self.is_fork_available(), self.play_fork_move()), owyl.sequence(self.is_block_fork_available(), self.play_block_fork_move()), owyl.sequence(self.is_center_available(), self.play_center()), owyl.sequence(self.is_opposite_corner_available(), self.play_opposite_corner_move()), owyl.sequence(self.is_corner_available(), self.play_corner_move()), owyl.sequence(self.is_edge_available(), self.play_edge_move())) return owyl.visit(tree)
def testCatch(self): """Can we catch an exception thrown within the tree? """ tree = owyl.sequence( owyl.succeed(), owyl.succeed(), owyl.catch(owyl.throw(throws=ValueError, throws_message="AUGH!!"), caught=ValueError, branch=owyl.succeed())) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True)
def testThrow(self): """Can we throw an exception within the tree? """ tree = owyl.sequence( owyl.succeed(), owyl.succeed(), owyl.throw(throws=ValueError, throws_message="AUGH!!"), ) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next)
def testCatchIgnoresOthers(self): """Does catch ignore other exceptions thrown within the tree? """ tree = owyl.sequence( owyl.succeed(), owyl.succeed(), owyl.catch(owyl.throw(throws=ValueError, throws_message="AUGH!!"), caught=IndexError, branch=owyl.succeed())) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next)
def testThrow(self): """Can we throw an exception within the tree? """ tree = owyl.sequence(owyl.succeed(), owyl.succeed(), owyl.throw(throws=ValueError, throws_message="AUGH!!"), ) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next)
def testCatch(self): """Can we catch an exception thrown within the tree? """ tree = owyl.sequence(owyl.succeed(), owyl.succeed(), owyl.catch(owyl.throw(throws=ValueError, throws_message="AUGH!!"), caught=ValueError, branch=owyl.succeed()) ) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True)
def testCatchIgnoresOthers(self): """Does catch ignore other exceptions thrown within the tree? """ tree = owyl.sequence(owyl.succeed(), owyl.succeed(), owyl.catch(owyl.throw(throws=ValueError, throws_message="AUGH!!"), caught=IndexError, branch=owyl.succeed()) ) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next) v = owyl.visit(tree) self.assertEqual(v.next(), True) self.assertEqual(v.next(), True) self.assertRaises(ValueError, v.next)
def build_tree(self): eva_behavior_tree = \ owyl.repeatAlways( owyl.selector( owyl.sequence( self.is_behavior_tree_on(), self.sync_variables(), ########## Main Events ########## owyl.selector( self.someone_arrived(), self.someone_left(), self.interact_with_people(), self.nothing_is_happening() ) ), self.idle_spin() ) ) return owyl.visit(eva_behavior_tree, blackboard=self.blackboard)
def testSetBB(self): """Can we set a value on a blackboard? """ value = 'foo' checker = lambda x: x == value bb = blackboard.Blackboard('test', value='bar') tree = owyl.sequence(blackboard.setBB(key="value", value=value), blackboard.checkBB(key='value', check=checker)) # Note that we can pass in the blackboard at run-time. v = owyl.visit(tree, blackboard=bb) # Sequence will succeed if the check succeeds. result = [x for x in v][-1] self.assertEqual(result, True) v = owyl.visit(tree, blackboard=bb) result = [x for x in v][-1] self.assertEqual(result, True)
def __init__(self, block): super(RiverGod, self).__init__() logger.debug('Initializing RiverGod...') self.block = block rows, columns = block.shape # Constrain the river source and end to the middle third rows_1_3 = rows // 3 rows_2_3 = (rows * 2) // 3 start_row = self.start_row = self.block.random.randint(rows_1_3, rows_2_3) end_row = self.end_row = self.block.random.randint(rows_1_3, rows_2_3) self.path = [] self.schedule_visit( owyl.sequence( self.draw_river( start = (start_row, 0), end = (end_row, columns - 1), scale = 50 ), owyl.wrap(self.stop) ) )
def testStructureBig(self): tree = owyl.parallel(owyl.sequence(owyl.repeatAlways(blackboard.setBB()), owyl.log()), owyl.selector(owyl.repeatUntilSucceed(blackboard.checkBB())), owyl.repeatUntilFail(owyl.fail())) viztree = OwylTree(tree) structure = truncate(viztree.get_structure(), ['name', 'children']) self.assertEquals(structure, {'name': 'parallel', 'children': [{'name': 'sequence', 'children': [{'name': 'repeatAlways', 'children': [{'name': 'setBB', 'children': []}]}, {'name': 'log', 'children': []}]}, {'name': 'selector', 'children': [{'name': 'repeatUntilSucceed', 'children': [{'name': 'checkBB', 'children': []}]}]}, {'name': 'repeatUntilFail', 'children': [{'name': 'fail', 'children': []}]}]})
def create_main_tree(self): ''' creates the main tree for owyl behavior tree Args: self The tree looks like this: root | owyl.repeatAlways | owyl.sequence | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | | | | owyl.selector owyl.repeatUntilSucceed self.isCameraTrackDone() owyl.repeatUntilSucceed self.isWalkForward() | | | ------------------------------------------------------------------------- self.cameraTrack() self.isBodyTrack() | | | | | self.checkIfBall() self.search85() self.search60() self.search35() self.turnBody() Returns: Creates a tree and returns owyl.visit method to visit next nodes in the tree. ''' # tree=owyl.repeatAlways(self.cameraTrack()) # For testing only the camera tracker ... see method cameraTrack() for details tree = owyl.repeatAlways( owyl.sequence( owyl.selector( self.checkIfBall(), owyl.selector(self.search85(), self.search60(), self.search35(), self.turnBody())), owyl.repeatUntilSucceed(self.cameraTrack()), self.isCameraTrackDone(), owyl.repeatUntilSucceed(self.isBodyTrack()), self.isWalkForward())) return owyl.visit(tree, blackboard=self.blackboard)
def nothing_is_happening(self) : tree = owyl.sequence( owyl.selector( ##### Is Not Sleeping ##### owyl.sequence( self.is_not_sleeping(), owyl.selector( ##### Go To Sleep ##### owyl.sequence( self.dice_roll(event="go_to_sleep"), self.record_start_time(variable="sleep_since"), self.print_status(str="----- Go to sleep!"), self.go_to_sleep(trigger="nothing_is_happening") ), ##### Search For Attention ##### self.search_for_attention(trigger="nothing_is_happening") ) ), ##### Is Sleeping ##### owyl.selector( ##### Wake Up ##### owyl.sequence( self.dice_roll(event="wake_up"), self.is_time_to_wake_up(), self.wake_up(trigger="time_to_wake_up"), ), ##### Continue To Sleep ##### owyl.sequence( self.print_status(str="----- Continue to sleep."), self.go_to_sleep(trigger="nothing_is_happening") ) ) ), ##### If Interruption && Sleeping -> Wake Up ##### owyl.sequence( self.is_interruption(), self.is_sleeping(), self.wake_up(trigger="interruption"), self.print_status(str="----- Interruption: Wake up!"), ) ) return tree
def create_main_tree(self): ''' creates the main tree for owyl behavior tree Args: self The tree looks like this: root | owyl.repeatAlways | owyl.sequence | --------------------------------------------------------------------------------------------------------------------------------------------------------- | | | | | owyl.selector owyl.repeatUntilSucceed self.isCameraTrackDone() owyl.repeatUntilSucceed self.isWalkForward() | | | ------------------------------------------------------------------------- self.cameraTrack() self.isBodyTrack() | | | | | self.checkIfBall() self.search85() self.search60() self.search35() self.turnBody() 60() 35() 10() Returns: Creates a tree and returns owyl.visit method to visit next nodes in the tree. ''' # tree=owyl.repeatAlways(self.cameraTrack()) # For testing only the camera tracker ... see method cameraTrack() for details tree=owyl.repeatAlways( owyl.sequence( owyl.selector(self.checkIfBall(),owyl.selector(self.search85(),self.search60(),self.search35(),self.turnBody())) ,owyl.repeatUntilSucceed(self.cameraTrack()) ,self.isCameraTrackDone() ,owyl.repeatUntilSucceed(self.isBodyTrack()) ,self.isWalkForward() ) ) return owyl.visit(tree,blackboard=self.blackboard)
def testSetBB(self): """Can we set a value on a blackboard? """ value = 'foo' checker = lambda x: x == value bb = blackboard.Blackboard('test', value='bar') tree = owyl.sequence(blackboard.setBB(key="value", value=value), blackboard.checkBB(key='value', check=checker) ) # Note that we can pass in the blackboard at run-time. v = owyl.visit(tree, blackboard=bb) # Sequence will succeed if the check succeeds. result = [x for x in v][-1] self.assertEqual(result, True) v = owyl.visit(tree, blackboard=bb) result = [x for x in v][-1] self.assertEqual(result, True)
def buildTree(self): '''as simple as nesting thr behavior constructor calls''' tree = parallel( limit(repeatAlways(self.checkMyBody(), debug=True), limit_period=1), #*children, **kwargs ### Look & See ############################ repeatAlways( sequence( self.seeSomethingNew( ), #*children, **kwargs. run until fails self.headtrack(), self.recogThat()), ), self.sayRecog(), ### Mutter ############################# self.mutter(), ### Chatterbox ############################# self.chat(), policy=PARALLEL_SUCCESS.REQUIRE.ALL) return visit(tree, blackboard=self.bb)
def interact_with_people(self) : tree = owyl.sequence( self.is_face_target(), owyl.selector( ##### Start A New Interaction ##### owyl.sequence( owyl.selector( self.is_not_interacting_with_someone(), owyl.sequence( self.is_more_than_one_face_target(), self.is_time_to_change_face_target() ) ), self.select_a_face_target(), self.record_start_time(variable="interact_with_face_target_since"), self.interact_with_face_target(id="current_face_target", new_face=False, trigger="people_in_scene") ), ##### Glance At Other Faces & Continue With The Last Interaction ##### owyl.sequence( self.print_status(str="----- Continue interaction"), owyl.selector( owyl.sequence( self.is_more_than_one_face_target(), self.dice_roll(event="group_interaction"), self.select_a_glance_target(), self.glance_at(id="current_glance_target", trigger="people_in_scene") ), owyl.succeed() ), self.interact_with_face_target(id="current_face_target", new_face=False, trigger="people_in_scene"), owyl.selector( owyl.sequence( self.dice_roll(event="face_study_saccade"), self.face_study_saccade(id="current_face_target", trigger="people_in_scene") ), owyl.succeed() ) ) ) ) return tree
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)
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 create_main_tree(self): tree = owyl.repeatAlways( owyl.sequence(self.isCameraTrack(), self.isBodyTrack())) return owyl.visit(tree, blackboard=self.blackboard)
def create_main_tree(self): tree=owyl.repeatAlways(owyl.sequence(self.isCameraTrack(),self.isBodyTrack())) return owyl.visit(tree,blackboard=self.blackboard)
def build_tree(self): eva_behavior_tree = \ owyl.repeatAlways( owyl.selector( owyl.sequence( self.is_scripted_performance_system_off(), self.sync_variables(), ########## Main Events ########## owyl.selector( ##### When Someone Arrived ##### owyl.sequence( self.is_someone_arrived(), self.set_emotion(variable="boredom_engagement", value=0.5), owyl.selector( ##### Were No People In The Scene ##### owyl.sequence( self.were_no_people_in_the_scene(), self.update_emotion(variable="sadness_happiness", lower_limit=0.0, min=1.2, max=1.4), self.update_emotion(variable="boredom_engagement", lower_limit=0.0, min=1.2, max=1.4), self.assign_face_target(variable="current_face_target", value="new_face"), self.record_start_time(variable="interact_with_face_target_since"), self.interact_with_face_target(id="current_face_target", new_face=True) ), ##### Is Interacting With Someone ##### owyl.sequence( self.is_interacting_with_someone(), self.is_random_smaller_than(val1="newRandom", val2="glance_probability_for_new_faces"), self.update_emotion(variable="sadness_happiness", lower_limit=0.0, min=1.05, max=1.1), self.update_emotion(variable="boredom_engagement", lower_limit=0.0, min=1.05, max=1.1), self.glance_at_new_face() ), ##### Does Nothing ##### owyl.sequence( self.print_status(str="----- Ignoring The New Face!"), self.does_nothing() ) ), self.clear_new_face_target() ), ##### When Someone Left ##### owyl.sequence( self.is_someone_left(), owyl.selector( ##### Was Interacting With That Person ##### owyl.sequence( self.was_interacting_with_that_person(), self.update_emotion(variable="confusion_comprehension", lower_limit=0.0, min=0.4, max=0.6), self.update_emotion(variable="recoil_surprise", lower_limit=0.0, min=1.8, max=2.2), self.update_emotion(variable="sadness_happiness", lower_limit=0.0, min=0.4, max=0.6), self.update_emotion(variable="irritation_amusement", lower_limit=0.0, min=0.95, max=1.0), self.show_frustrated_expression() ), ##### Is Interacting With Someone Else ##### owyl.sequence( self.is_interacting_with_someone(), self.is_random_smaller_than(val1="newRandom", val2="glance_probability_for_lost_faces"), self.glance_at_lost_face() ), ##### Does Nothing ##### owyl.sequence( self.print_status(str="----- Ignoring The Lost Face!"), self.does_nothing() ) ), self.clear_lost_face_target() ), ##### People Interaction ##### owyl.sequence( self.is_face_target(), self.update_emotion(variable="sadness_happiness", lower_limit=0.0, min=1.001, max=1.005), self.update_emotion(variable="boredom_engagement", lower_limit=0.0, min=1.005, max=1.01), owyl.selector( ##### Start A New Interaction ##### owyl.sequence( owyl.selector( self.is_not_interacting_with_someone(), owyl.sequence( self.is_more_than_one_face_target(), self.is_time_to_change_face_target() ) ), self.select_a_face_target(), self.record_start_time(variable="interact_with_face_target_since"), self.interact_with_face_target(id="current_face_target", new_face=False) ), ##### Glance At Other Faces & Continue With The Last Interaction ##### owyl.sequence( self.print_status(str="----- Continue The Interaction"), owyl.selector( owyl.sequence( self.is_more_than_one_face_target(), self.is_random_smaller_than(val1="newRandom", val2="glance_probability"), self.select_a_glance_target(), self.glance_at(id="current_glance_target") ), self.does_nothing() ), self.interact_with_face_target(id="current_face_target", new_face=False) ) ) ), ##### Nothing Interesting Is Happening ##### owyl.sequence( self.update_emotion(variable="boredom_engagement", lower_limit=0.0, min=0.8, max=0.9), self.update_emotion(variable="sadness_happiness", lower_limit=0.0, min=0.995, max=1.0), owyl.selector( ##### Is Not Sleeping ##### owyl.sequence( self.is_not_sleeping(), owyl.selector( ##### Go To Sleep ##### owyl.sequence( self.is_random_smaller_than(val1="newRandom_plus_boredom", val2="sleep_probability"), self.record_start_time(variable="sleep_since"), self.print_status(str="----- Go To Sleep!"), self.go_to_sleep() ), ##### Search For Attention ##### self.search_for_attention() ) ), ##### Is Sleeping ##### owyl.selector( ##### Wake Up ##### owyl.sequence( self.is_random_smaller_than(val1="newRandom", val2="wake_up_probability"), self.is_time_to_wake_up(), self.wake_up(), self.update_emotion(variable="boredom_engagement", lower_limit=0.3, min=1.5, max=2.0) ), ##### Continue To Sleep ##### owyl.sequence( self.print_status(str="----- Continue To Sleep!"), self.go_to_sleep() ) ) ), ##### If Interruption && Sleeping -> Wake Up ##### owyl.sequence( self.is_interruption(), self.is_sleeping(), self.wake_up(), self.print_status(str="----- Interruption: Wake Up!"), self.update_emotion(variable="boredom_engagement", lower_limit=0.3, min=1.5, max=2.0) ) ) ) ), ############### Scripted Performance System ############### owyl.sequence( self.is_scripted_performance_system_on(), self.start_scripted_performance_system() ) ) ) return owyl.visit(eva_behavior_tree, blackboard=self.blackboard)
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")