예제 #1
0
    def get_parent_receps(self, object_id):
        obj = game_util.get_object(object_id, self.env.last_event.metadata)
        if obj is None or obj['parentReceptacles'] is None:
            return None

        parent_receps = [game_util.get_object(recep, self.env.last_event.metadata) for recep in
                         obj['parentReceptacles']]
        parent_receps = [recep for recep in parent_receps if recep['objectType'] in constants.OPENABLE_CLASS_SET]

        if len(parent_receps) > 0:
            return parent_receps[0]
        else:
            return None
예제 #2
0
    def get_reward(self, state, prev_state, expert_plan, goal_idx):
        if state.metadata['lastAction'] not in self.valid_actions:
            reward, done = self.rewards['invalid_action'], False
            return reward, done

        subgoal = expert_plan[goal_idx]['planner_action']
        curr_pose = state.pose_discrete
        prev_pose = prev_state.pose_discrete
        tar_pose = tuple([int(i) for i in subgoal['location'].split('|')[1:]])

        prev_actions, _ = self.gt_graph.get_shortest_path(prev_pose, tar_pose)
        curr_actions, _ = self.gt_graph.get_shortest_path(curr_pose, tar_pose)

        prev_distance = len(prev_actions)
        curr_distance = len(curr_actions)
        reward = (prev_distance -
                  curr_distance) * 0.2  # distance reward factor?

        # Consider navigation a success if we can see the target object in the next step from here.
        assert len(expert_plan) > goal_idx + 1
        next_subgoal = expert_plan[goal_idx + 1]['planner_action']
        next_goal_object = get_object(next_subgoal['objectId'], state.metadata)
        done = next_goal_object[
            'visible'] and curr_distance < self.rewards['min_reach_distance']

        if done:
            reward += self.rewards['positive']

        return reward, done
예제 #3
0
 def check_clean(self, object_id):
     '''
     Handle special case when Faucet is toggled on.
     In this case, we need to execute a `CleanAction` in the simulator on every object in the corresponding
     basin. This is to clean everything in the sink rather than just things touching the stream.
     '''
     event = self.last_event
     if event.metadata['lastActionSuccess'] and 'Faucet' in object_id:
         # Need to delay one frame to let `isDirty` update on stream-affected.
         event = self.step({'action': 'Pass'})
         sink_basin_obj = game_util.get_obj_of_type_closest_to_obj("SinkBasin", object_id, event.metadata)
         for in_sink_obj_id in sink_basin_obj['receptacleObjectIds']:
             if (game_util.get_object(in_sink_obj_id, event.metadata)['dirtyable']
                     and game_util.get_object(in_sink_obj_id, event.metadata)['isDirty']):
                 event = self.step({'action': 'CleanObject', 'objectId': in_sink_obj_id})
     return event
예제 #4
0
    def get_reward(self, state, prev_state, expert_plan, goal_idx):
        if state.metadata['lastAction'] not in self.valid_actions:
            reward, done = self.rewards['invalid_action'], False
            return reward, done

        subgoal = expert_plan[goal_idx]['planner_action']
        reward, done = self.rewards['neutral'], False
        clean_object = get_object(subgoal['cleanObjectId'], state.metadata)
        if clean_object is not None:
            is_obj_clean = clean_object['objectId'] in self.env.cleaned_objects
            reward, done = (self.rewards['positive'], True) if is_obj_clean else (self.rewards['negative'], False)
        return reward, done
예제 #5
0
    def get_reward(self, state, prev_state, expert_plan, goal_idx):
        if state.metadata['lastAction'] not in self.valid_actions:
            reward, done = self.rewards['invalid_action'], False
            return reward, done

        subgoal = expert_plan[goal_idx]['planner_action']
        reward, done = self.rewards['neutral'], False
        target_object = get_object(subgoal['objectId'], state.metadata)
        if target_object is not None:
            is_target_sliced = target_object['isSliced']
            reward, done = (self.rewards['positive'], True) if is_target_sliced else (self.rewards['negative'], False)
        return reward, done
예제 #6
0
    def correct_slice_id(self, object_id):
        main_obj = game_util.get_object(object_id, self.env.last_event.metadata)
        if (main_obj is not None and
                main_obj['objectType'] in constants.VAL_ACTION_OBJECTS['Sliceable'] and main_obj['isSliced']):
            slice_obj_type = main_obj['objectType'] + "Sliced"

            # Iterate through slices and pick up the one closest to the agent according to the 'distance' metadata.
            min_d = None
            best_slice_id = None
            sidx = 1
            while True:
                slice_obj_id = main_obj['objectId'] + "|" + slice_obj_type + "_%d" % sidx
                slice_obj = game_util.get_object(slice_obj_id, self.env.last_event.metadata)
                if slice_obj is None:
                    break
                if min_d is None or slice_obj['distance'] < min_d:
                    min_d = slice_obj['distance']
                    best_slice_id = slice_obj_id
                sidx += 1
            return best_slice_id
        return object_id
예제 #7
0
    def get_reward(self, state, prev_state, expert_plan, goal_idx):
        if state.metadata['lastAction'] not in self.valid_actions:
            reward, done = self.rewards['invalid_action'], False
            return reward, done

        reward, done = self.rewards['neutral'], False
        subgoal = expert_plan[goal_idx]['planner_action']
        next_put_goal_idx = goal_idx + 2  # (+1) GotoLocation -> (+2) PutObject (get the objectId from the PutObject action)
        if next_put_goal_idx < len(expert_plan):
            cool_object_id = expert_plan[next_put_goal_idx]['planner_action'][
                'objectId']
            cool_object = get_object(cool_object_id, state.metadata)
            is_obj_cool = cool_object['objectId'] in self.env.cooled_objects

            # TODO(mohit): support dense rewards for all subgoals
            # intermediate reward if object is cooled
            if is_obj_cool and not self.env.cooled_reward:
                self.env.cooled_reward = True
                reward, done = self.rewards['positive'], False

            # intermediate reward for opening fridge after object is cooled
            elif is_obj_cool and state.metadata['lastAction'] == 'OpenObject':
                target_recep = get_object(subgoal['objectId'], state.metadata)
                if target_recep is not None and not self.env.reopen_reward:
                    if target_recep['isOpen']:
                        self.env.reopen_reward = True
                        reward, done = self.rewards['positive'], False

            # intermediate reward for picking up cooled object after reopening fridge
            elif is_obj_cool and state.metadata['lastAction'] == 'PickupObject':
                inventory_objects = state.metadata['inventoryObjects']
                if len(inventory_objects):
                    inv_object_id = state.metadata['inventoryObjects'][0][
                        'objectId']
                    if inv_object_id == cool_object_id:
                        reward, done = self.rewards[
                            'positive'], True  # Subgoal completed

        return reward, done
예제 #8
0
    def get_reward(self, state, prev_state, expert_plan, goal_idx):
        if state.metadata['lastAction'] not in self.valid_actions:
            reward, done = self.rewards['invalid_action'], False
            return reward, done

        reward, done = self.rewards['neutral'], False
        next_put_goal_idx = goal_idx+2 # (+1) GotoLocation -> (+2) PutObject (get the objectId from the PutObject action)
        if next_put_goal_idx < len(expert_plan):
            cool_object_id = expert_plan[next_put_goal_idx]['planner_action']['objectId']
            cool_object = get_object(cool_object_id, state.metadata)
            is_obj_cool = cool_object['objectId'] in self.env.cooled_objects
            reward, done = (self.rewards['positive'], True) if is_obj_cool else (self.rewards['negative'], False)
        return reward, done
예제 #9
0
    def step(self, action_or_ind, process_frame=True):
        if self.event is None:
            self.event = self.env.last_event
        self.current_frame_count += 1
        self.total_frame_count += 1
        action, should_fail = self.get_action(action_or_ind)
        if should_fail:
            self.env.last_event.metadata['lastActionSuccess'] = False
        else:
            t_start = time.time()
            start_pose = game_util.get_pose(self.event)
            if 'action' not in action or action['action'] is None or action['action'] == 'None':
                self.env.last_event.metadata['lastActionSuccess'] = True
            else:
                if constants.RECORD_VIDEO_IMAGES:
                    im_ind = len(glob.glob(constants.save_path + '/*.png'))
                    if 'Teleport' in action['action']:
                        position = self.env.last_event.metadata['agent']['position']
                        rotation = self.env.last_event.metadata['agent']['rotation']
                        start_horizon = self.env.last_event.metadata['agent']['cameraHorizon']
                        start_rotation = rotation['y']
                        if (np.abs(action['x'] - position['x']) > 0.001 or
                            np.abs(action['z'] - position['z']) > 0.001):
                            # Movement
                            for xx in np.arange(.1, 1, .1):
                                new_action = copy.deepcopy(action)
                                new_action['x'] = np.round(position['x'] * (1 - xx) + action['x'] * xx, 5)
                                new_action['z'] = np.round(position['z'] * (1 - xx) + action['z'] * xx, 5)
                                new_action['rotation'] = start_rotation
                                new_action['horizon'] = start_horizon
                                self.event = self.env.step(new_action)
                                cv2.imwrite(constants.save_path + '/%09d.png' % im_ind,
                                            self.event.frame[:, :, ::-1])
                                # #game_util.store_image_name('%09d.png' % im_ind)  # eww... seriously need to clean this up
                                im_ind += 1
                        if np.abs(action['horizon'] - self.env.last_event.metadata['agent']['cameraHorizon']) > 0.001:
                            end_horizon = action['horizon']
                            for xx in np.arange(.1, 1, .1):
                                new_action = copy.deepcopy(action)
                                new_action['horizon'] = np.round(start_horizon * (1 - xx) + end_horizon * xx, 3)
                                new_action['rotation'] = start_rotation
                                self.event = self.env.step(new_action)
                                cv2.imwrite(constants.save_path + '/%09d.png' % im_ind,
                                            self.event.frame[:, :, ::-1])
                                #game_util.store_image_name('%09d.png' % im_ind)
                                im_ind += 1
                        if np.abs(action['rotation'] - rotation['y']) > 0.001:
                            end_rotation = action['rotation']
                            for xx in np.arange(.1, 1, .1):
                                new_action = copy.deepcopy(action)
                                new_action['rotation'] = np.round(start_rotation * (1 - xx) + end_rotation * xx, 3)
                                self.event = self.env.step(new_action)
                                cv2.imwrite(constants.save_path + '/%09d.png' % im_ind,
                                            self.event.frame[:, :, ::-1])
                                #game_util.store_image_name('%09d.png' % im_ind)
                                im_ind += 1

                        self.event = self.env.step(action)

                    # elif 'MoveAhead' in action['action']:
                    #     # self.store_ll_action(action)
                    #     # self.save_image(1)
                    #     events = self.env.smooth_move_ahead(action)
                    #     # for event in events:
                    #     #     im_ind = len(glob.glob(constants.save_path + '/*.png'))
                    #     #     cv2.imwrite(constants.save_path + '/%09d.png' % im_ind, event.frame[:, :, ::-1])
                    #     #     #game_util.store_image_name('%09d.png' % im_ind)
                    #
                    # elif 'Rotate' in action['action']:
                    #     # self.store_ll_action(action)
                    #     # self.save_image(1)
                    #     events = self.env.smooth_rotate(action)
                    #     # for event in events:
                    #     #     im_ind = len(glob.glob(constants.save_path + '/*.png'))
                    #     #     cv2.imwrite(constants.save_path + '/%09d.png' % im_ind, event.frame[:, :, ::-1])
                    #     #     #game_util.store_image_name('%09d.png' % im_ind)
                    #
                    # elif 'Look' in action['action']:
                    #     # self.store_ll_action(action)
                    #     # self.save_image(1)
                    #     events = self.env.smooth_look(action)
                    #     # for event in events:
                    #     #     im_ind = len(glob.glob(constants.save_path + '/*.png'))
                    #     #     cv2.imwrite(constants.save_path + '/%09d.png' % im_ind, event.frame[:, :, ::-1])
                    #     #     #game_util.store_image_name('%09d.png' % im_ind)

                    elif 'OpenObject' in action['action']:
                        open_action = dict(action=action['action'],
                                           objectId=action['objectId'],
                                           moveMagnitude=1.0)
                        # self.store_ll_action(open_action)
                        # self.save_act_image(open_action, dir=constants.BEFORE)

                        self.event = self.env.step(open_action)

                        # self.save_act_image(open_action, dir=constants.AFTER)
                        self.check_action_success(self.event)

                    elif 'CloseObject' in action['action']:
                        close_action = dict(action=action['action'],
                                            objectId=action['objectId'])
                        # self.store_ll_action(close_action)
                        # self.save_act_image(close_action, dir=constants.BEFORE)

                        self.event = self.env.step(close_action)

                        # self.save_act_image(close_action, dir=constants.AFTER)
                        self.check_action_success(self.event)

                    elif 'PickupObject' in action['action']:
                        # [hack] correct object ids of slices
                        action['objectId'] = self.correct_slice_id(action['objectId'])

                        # open the receptacle if needed
                        parent_recep = self.get_parent_receps(action['objectId'])
                        if parent_recep is not None and parent_recep['objectType'] in constants.OPENABLE_CLASS_SET:
                            self.open_recep(parent_recep)  # stores LL action

                        # close/open the object if needed
                        pickup_obj = game_util.get_object(action['objectId'], self.env.last_event.metadata)
                        if pickup_obj['objectType'] in constants.FORCED_OPEN_STATE_ON_PICKUP:
                            if pickup_obj['isOpen'] != constants.FORCED_OPEN_STATE_ON_PICKUP[pickup_obj['objectType']]:
                                if pickup_obj['isOpen']:
                                    self.close_recep(pickup_obj)  # stores LL action
                                else:
                                    self.open_recep(pickup_obj)  # stores LL action

                        # pick up the object
                        self.check_obj_visibility(action, min_pixels=10)
                        pickup_action = dict(action=action['action'],
                                             objectId=action['objectId'])
                        # self.store_ll_action(pickup_action)
                        # self.save_act_image(pickup_action, dir=constants.BEFORE)

                        self.event = self.env.step(pickup_action)

                        # self.save_act_image(pickup_action, dir=constants.AFTER)
                        self.check_action_success(self.event)

                        # close the receptacle if needed
                        if parent_recep is not None:
                            parent_recep = game_util.get_object(parent_recep['objectId'], self.env.last_event.metadata)
                            self.close_recep(parent_recep)  # stores LL action

                    elif 'PutObject' in action['action']:
                        if len(self.env.last_event.metadata['inventoryObjects']) > 0:
                            inv_obj = self.env.last_event.metadata['inventoryObjects'][0]['objectId']
                        else:
                            raise RuntimeError("Taking 'PutObject' action with no held inventory object")
                        action['objectId'] = inv_obj

                        # open the receptacle if needed
                        parent_recep = game_util.get_object(action['receptacleObjectId'], self.env.last_event.metadata)
                        if parent_recep is not None and parent_recep['objectType'] in constants.OPENABLE_CLASS_SET:
                            self.open_recep(parent_recep)  # stores LL action

                        # Open the parent receptacle of the movable receptacle target.
                        elif parent_recep['objectType'] in constants.MOVABLE_RECEPTACLES_SET:
                            movable_parent_recep_ids = parent_recep['parentReceptacles']
                            if movable_parent_recep_ids is not None and len(movable_parent_recep_ids) > 0:
                                print(parent_recep['objectId'], movable_parent_recep_ids)  # DEBUG
                                movable_parent_recep = game_util.get_object(movable_parent_recep_ids[0],
                                                                            self.env.last_event.metadata)
                                if movable_parent_recep['objectType'] in constants.OPENABLE_CLASS_SET:
                                    self.open_recep(movable_parent_recep)  # stores LL action

                        # put the object
                        put_action = dict(action=action['action'],
                                          objectId=action['objectId'],
                                          receptacleObjectId=action['receptacleObjectId'],
                                          forceAction=True,
                                          placeStationary=True)
                        # self.store_ll_action(put_action)
                        # self.save_act_image(put_action, dir=constants.BEFORE)

                        self.event = self.env.step(put_action)

                        # self.save_act_image(put_action, dir=constants.AFTER)
                        self.check_obj_visibility(action)
                        self.check_action_success(self.event)

                        # close the receptacle if needed
                        if parent_recep is not None:
                            parent_recep = game_util.get_object(parent_recep['objectId'], self.env.last_event.metadata)
                            self.close_recep(parent_recep)  # stores LL action

                    elif 'CleanObject' in action['action']:
                        # put the object in the sink
                        sink_obj_id = self.get_some_visible_obj_of_name('SinkBasin')['objectId']
                        inv_obj = self.env.last_event.metadata['inventoryObjects'][0]
                        put_action = dict(action='PutObject',
                                          objectId=inv_obj['objectId'],
                                          receptacleObjectId=sink_obj_id,
                                          forceAction=True,
                                          placeStationary=True)
                        # self.store_ll_action(put_action)
                        # self.save_act_image(put_action, dir=constants.BEFORE)
                        self.event = self.env.step(put_action)
                        # self.save_act_image(put_action, dir=constants.AFTER)
                        self.check_obj_visibility(put_action)
                        self.check_action_success(self.event)

                        # turn on the tap
                        clean_action = copy.deepcopy(action)
                        clean_action['action'] = 'ToggleObjectOn'
                        clean_action['objectId'] = game_util.get_obj_of_type_closest_to_obj(
                            "Faucet", inv_obj['objectId'], self.env.last_event.metadata)['objectId']
                        # self.store_ll_action(clean_action)
                        # self.save_act_image(clean_action, dir=constants.BEFORE)
                        self.event = self.env.step({k: clean_action[k]
                                                    for k in ['action', 'objectId']})
                        # self.save_act_image(clean_action, dir=constants.AFTER)
                        self.check_action_success(self.event)
                        # Need to delay one frame to let `isDirty` update on stream-affected.
                        self.env.noop()

                        # Call built-in 'CleanObject' THOR action on every object in the SinkBasin.
                        # This means we clean everything in the sink, rather than just the things that happen to touch
                        # the water stream, which is the default simulator behavior but looks weird for our purposes.
                        sink_basin_obj = game_util.get_obj_of_type_closest_to_obj(
                            "SinkBasin", clean_action['objectId'], self.env.last_event.metadata)
                        for in_sink_obj_id in sink_basin_obj['receptacleObjectIds']:
                            if (game_util.get_object(in_sink_obj_id, self.env.last_event.metadata)['dirtyable']
                                    and game_util.get_object(in_sink_obj_id, self.env.last_event.metadata)['isDirty']):
                                self.event = self.env.step({'action': 'CleanObject',
                                                            'objectId': in_sink_obj_id})

                        # turn off the tap
                        close_action = copy.deepcopy(clean_action)
                        close_action['action'] = 'ToggleObjectOff'
                        # self.store_ll_action(close_action)
                        # self.save_act_image(close_action, dir=constants.BEFORE)
                        self.event = self.env.step({k: close_action[k]
                                                    for k in ['action', 'objectId']})
                        # self.save_act_image(action, dir=constants.AFTER)
                        self.check_action_success(self.event)

                        # pick up the object from the sink
                        pickup_action = dict(action='PickupObject',
                                             objectId=inv_obj['objectId'])
                        # self.store_ll_action(pickup_action)
                        # self.save_act_image(pickup_action, dir=constants.BEFORE)
                        self.event = self.env.step(pickup_action)
                        # self.save_act_image(pickup_action, dir=constants.AFTER)
                        self.check_obj_visibility(pickup_action)
                        self.check_action_success(self.event)

                    elif 'HeatObject' in action['action']:
                        # open the microwave
                        microwave_obj_id = self.get_some_visible_obj_of_name('Microwave')['objectId']
                        microwave_obj = game_util.get_object(microwave_obj_id, self.env.last_event.metadata)
                        self.open_recep(microwave_obj)

                        # put the object in the microwave
                        inv_obj = self.env.last_event.metadata['inventoryObjects'][0]
                        put_action = dict(action='PutObject',
                                          objectId=inv_obj['objectId'],
                                          receptacleObjectId=microwave_obj_id,
                                          forceAction=True,
                                          placeStationary=True)
                        # self.store_ll_action(put_action)
                        # self.save_act_image(put_action, dir=constants.BEFORE)
                        self.event = self.env.step(put_action)
                        # self.save_act_image(put_action, dir=constants.AFTER)
                        self.check_obj_visibility(put_action)
                        self.check_action_success(self.event)

                        # close the microwave
                        microwave_obj = game_util.get_object(microwave_obj_id, self.env.last_event.metadata)
                        self.close_recep(microwave_obj)

                        # turn on the microwave
                        heat_action = copy.deepcopy(action)
                        heat_action['action'] = 'ToggleObjectOn'
                        heat_action['objectId'] = microwave_obj_id
                        # self.store_ll_action(heat_action)
                        # self.save_act_image(heat_action, dir=constants.BEFORE)
                        self.event = self.env.step({k: heat_action[k]
                                                    for k in ['action', 'objectId']})
                        # self.save_act_image(heat_action, dir=constants.AFTER)

                        # turn off the microwave
                        stop_action = copy.deepcopy(heat_action)
                        stop_action['action'] = 'ToggleObjectOff'
                        # self.store_ll_action(stop_action)
                        # self.save_act_image(stop_action, dir=constants.BEFORE)
                        self.event = self.env.step({k: stop_action[k]
                                                    for k in ['action', 'objectId']})
                        # self.save_act_image(stop_action, dir=constants.AFTER)

                        # open the microwave
                        microwave_obj = game_util.get_object(microwave_obj_id, self.env.last_event.metadata)
                        self.open_recep(microwave_obj)

                        # pick up the object from the microwave
                        pickup_action = dict(action='PickupObject',
                                             objectId=inv_obj['objectId'])
                        # self.store_ll_action(pickup_action)
                        # self.save_act_image(pickup_action, dir=constants.BEFORE)
                        self.event = self.env.step(pickup_action)
                        # self.save_act_image(pickup_action, dir=constants.AFTER)
                        self.check_obj_visibility(pickup_action)
                        self.check_action_success(self.event)

                        # close the microwave again
                        microwave_obj = game_util.get_object(microwave_obj_id, self.env.last_event.metadata)
                        self.close_recep(microwave_obj)

                    elif 'CoolObject' in action['action']:
                        # open the fridge
                        fridge_obj_id = self.get_some_visible_obj_of_name('Fridge')['objectId']
                        fridge_obj = game_util.get_object(fridge_obj_id, self.env.last_event.metadata)
                        self.open_recep(fridge_obj)

                        # put the object in the fridge
                        inv_obj = self.env.last_event.metadata['inventoryObjects'][0]
                        put_action = dict(action='PutObject',
                                          objectId=inv_obj['objectId'],
                                          receptacleObjectId=fridge_obj_id,
                                          forceAction=True,
                                          placeStationary=True)
                        # self.store_ll_action(put_action)
                        # self.save_act_image(put_action, dir=constants.BEFORE)
                        self.event = self.env.step(put_action)
                        # self.save_act_image(put_action, dir=constants.AFTER)
                        self.check_obj_visibility(put_action)
                        self.check_action_success(self.event)

                        # close and cool the object inside the frige
                        cool_action = dict(action='CloseObject',
                                           objectId=action['objectId'])
                        # self.store_ll_action(cool_action)
                        # self.save_act_image(action, dir=constants.BEFORE)
                        self.event = self.env.step(cool_action)
                        # self.save_act_image(action, dir=constants.MIDDLE)
                        # self.save_act_image(action, dir=constants.AFTER)

                        # open the fridge again
                        fridge_obj = game_util.get_object(fridge_obj_id, self.env.last_event.metadata)
                        self.open_recep(fridge_obj)

                        # pick up the object from the fridge
                        pickup_action = dict(action='PickupObject',
                                             objectId=inv_obj['objectId'])
                        # self.store_ll_action(pickup_action)
                        # self.save_act_image(pickup_action, dir=constants.BEFORE)
                        self.event = self.env.step(pickup_action)
                        # self.save_act_image(pickup_action, dir=constants.AFTER)
                        self.check_obj_visibility(pickup_action)
                        self.check_action_success(self.event)

                        # close the fridge again
                        fridge_obj = game_util.get_object(fridge_obj_id, self.env.last_event.metadata)
                        self.close_recep(fridge_obj)

                    elif 'ToggleObject' in action['action']:
                        on_action = dict(action=action['action'],
                                         objectId=action['objectId'])

                        toggle_obj = game_util.get_object(action['objectId'], self.env.last_event.metadata)
                        on_action['action'] = 'ToggleObjectOff' if toggle_obj['isToggled'] else 'ToggleObjectOn'
                        # self.store_ll_action(on_action)
                        # self.save_act_image(on_action, dir=constants.BEFORE)
                        self.event = self.env.step(on_action)
                        # self.save_act_image(on_action, dir=constants.AFTER)
                        self.check_action_success(self.event)

                    elif 'SliceObject' in action['action']:
                        # open the receptacle if needed
                        parent_recep = self.get_parent_receps(action['objectId'])
                        if parent_recep is not None and parent_recep['objectType'] in constants.OPENABLE_CLASS_SET:
                            self.open_recep(parent_recep)

                        # slice the object
                        slice_action = dict(action=action['action'],
                                            objectId=action['objectId'])
                        # self.store_ll_action(slice_action)
                        # self.save_act_image(slice_action, dir=constants.BEFORE)
                        self.event = self.env.step(slice_action)
                        # self.save_act_image(action, dir=constants.AFTER)
                        self.check_action_success(self.event)

                        # close the receptacle if needed
                        if parent_recep is not None:
                            parent_recep = game_util.get_object(parent_recep['objectId'], self.env.last_event.metadata)
                            self.close_recep(parent_recep)  # stores LL action

                    else:
                        # check that the object to pick is visible in the camera frame
                        if action['action'] == 'PickupObject':
                            self.check_obj_visibility(action)

                        # self.store_ll_action(action)
                        # self.save_act_image(action, dir=constants.BEFORE)

                        self.event = self.env.step(action)

                        # self.save_act_image(action, dir=constants.AFTER)

                        if action['action'] == 'PutObject':
                            self.check_obj_visibility(action)
                else:
                    self.event = self.env.step(action)
                new_pose = game_util.get_pose(self.event)
                point_dists = np.sum(np.abs(self.gt_graph.points - np.array(new_pose)[:2]), axis=1)
                if np.min(point_dists) > 0.0001:
                    # print('Point teleport failure')
                    self.event = self.env.step({
                        'action': 'Teleport',
                        'x': start_pose[0] * constants.AGENT_STEP_SIZE,
                        'y': self.agent_height,
                        'z': start_pose[1] * constants.AGENT_STEP_SIZE,
                        'rotateOnTeleport': True,
                        'rotation': new_pose[2] * 90,
                    })
                    self.env.last_event.metadata['lastActionSuccess'] = False

            self.timers[0, 0] += time.time() - t_start
            self.timers[0, 1] += 1
            if self.timers[0, 1] % 100 == 0:
                # print('env step time %.3f' % (self.timers[0, 0] / self.timers[0, 1]))
                self.timers[0, :] = 0

        if self.env.last_event.metadata['lastActionSuccess']:
            if action['action'] == 'OpenObject':
                self.currently_opened_object_ids.add(action['objectId'])
            elif action['action'] == 'CloseObject':
                self.currently_opened_object_ids.remove(action['objectId'])
            elif action['action'] == 'PickupObject':
                self.inventory_ids.add(action['objectId'])
            elif action['action'] == 'PutObject':
                self.inventory_ids.remove(action['objectId'])

        if self.env.last_event.metadata['lastActionSuccess'] and process_frame:
            self.process_frame()
    def step(self, action_or_ind):
        # refresh every step

        self.update_receptacle_nearest_points()
        action, should_fail = self.get_action(action_or_ind)

        if 'objectId' in action:
            assert isinstance(action['objectId'], str)
        if 'receptacleObjectId' in action:
            assert isinstance(action['receptacleObjectId'], str)

        if action['action'] == 'PutObject' and self.env.last_event.metadata[
                'lastActionSuccess']:
            object_cls = constants.OBJECT_CLASS_TO_ID[action['objectId'].split(
                '|')[0]]
            receptacle_cls = constants.OBJECT_CLASS_TO_ID[
                action['receptacleObjectId'].split('|')[0]]
            if object_cls == self.object_target and receptacle_cls == self.parent_target:
                pass

        # if constants.DEBUG:
        #     print('step action', game_util.get_action_str(action))

        GameStateBase.step(self, action_or_ind)

        if action['action'] == 'PickupObject':
            if 'receptacleObjectId' in action:
                # Could be false in the case of slice
                if action['objectId'] in self.in_receptacle_ids[
                        action['receptacleObjectId']]:
                    self.in_receptacle_ids[
                        action['receptacleObjectId']].remove(
                            action['objectId'])

        elif action['action'] == 'PutObject':
            key = action['receptacleObjectId']
            assert isinstance(key, str)
            if key not in self.in_receptacle_ids:
                self.in_receptacle_ids[key] = set()
            self.in_receptacle_ids[key].add(action['objectId'])

        elif action['action'] == 'CleanObject':
            if self.env.last_event.metadata['lastActionSuccess']:
                self.cleaned_object_ids.add(action['objectId'])

        elif action['action'] == 'HeatObject':
            pass

        elif action['action'] == "ToggleObject":
            pass

        elif action['action'] == 'CoolObject':
            pass

        elif action['action'] == 'SliceObject':
            pass

        visible_objects = self.event.instance_detections2D.keys(
        ) if self.event.instance_detections2D != None else []
        for obj in visible_objects:
            obj = game_util.get_object(obj, self.env.last_event.metadata)
            if obj is None:
                continue
            cls = obj['objectType']
            obj_id = obj['objectId']
            if cls not in constants.OBJECTS_SET:
                continue

            # Instantiate list of the same shape as bounds3d but with min and max point set to obj position.
            if type(obj['parentReceptacles']) is list:
                if len(obj['parentReceptacles']) == 1:
                    parent = obj['parentReceptacles'][0]
                    if len(obj['parentReceptacles']) > 1:
                        print("Warning: selecting first parent of " +
                              str(obj_id) + " from list " +
                              str(obj['parentReceptacles']))
                else:
                    parent = None
            else:
                parent = obj['parentReceptacles']
            if parent is not None and len(parent) > 0:
                # TODO (cleanup): remove hack
                fix_basin = False
                if parent.startswith('Sink') and not parent.endswith('Basin'):
                    parent = parent + "|SinkBasin"
                    fix_basin = True
                elif parent.startswith(
                        'Bathtub') and not parent.endswith('Basin'):
                    parent = parent + "|BathtubBasin"
                    fix_basin = True

                if fix_basin:
                    try:
                        parent = game_util.get_object(
                            parent, self.env.last_event.metadata)
                    except KeyError:
                        raise Exception('No object named %s in scene %s' %
                                        (parent, self.scene_name))
                else:
                    parent = game_util.get_object(parent,
                                                  self.env.last_event.metadata)

                if not parent['openable'] or parent['isOpen']:
                    parent_receptacle = parent['objectId']
                    self.in_receptacle_ids[parent_receptacle].add(obj_id)
                    self.object_to_point[obj_id] = self.receptacle_to_point[
                        parent_receptacle]
                    self.point_to_object[tuple(
                        self.receptacle_to_point[parent_receptacle].tolist(
                        ))] = obj_id

        self.need_plan_update = True