Esempio n. 1
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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
Esempio n. 2
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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
Esempio n. 3
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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
Esempio n. 4
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    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)