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ArmPlugin.cpp
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ArmPlugin.cpp
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/*
* Author - Dustin Franklin (Nvidia Jetson Developer)
* Modified by - Sahil Juneja, Kyle Stewart-Frantz
*
*/
#include "ArmPlugin.h"
#include "PropPlugin.h"
#include "cudaMappedMemory.h"
#include "cudaPlanar.h"
#define PI 3.141592653589793238462643383279502884197169f
#define JOINT_MIN -0.75f
#define JOINT_MAX 2.0f
// Turn on velocity based control
#define VELOCITY_CONTROL false
#define VELOCITY_MIN -0.2f
#define VELOCITY_MAX 0.2f
// Set Debug Mode
#define DEBUG false
// Define whether ARM or GRIPPER only is considered a win
#define GRIP_ONLY 1
// Define DQN API Settings
#define INPUT_CHANNELS 3
#define ALLOW_RANDOM true
#define DEBUG_DQN false
#define GAMMA 0.9f
#define EPS_START 0.9f
#define EPS_END 0.0f
#define EPS_DECAY 250
// TODO - Tune the following hyperparameters
#define INPUT_WIDTH 64
#define INPUT_HEIGHT 64
#define OPTIMIZER "RMSprop"
#define LEARNING_RATE 0.9f
#define REPLAY_MEMORY 10000
#define BATCH_SIZE 128 //93%
#define USE_LSTM true
#define LSTM_SIZE 256
// TODO - Define Reward Parameters
#define REWARD_WIN 30.0f
#define REWARD_LOSS -30.0f
#define REWARD_INTERIM 5.0f
#define TIME_PENALTY 0.4f
#define ALPHA 0.6f
// Define Object Names
#define WORLD_NAME "arm_world"
#define PROP_NAME "tube"
#define GRIP_NAME "gripper_middle"
// Define Collision Parameters
#define COLLISION_FILTER "ground_plane::link::collision"
#define COLLISION_ITEM "tube::tube_link::tube_collision"
#define COLLISION_POINT "arm::gripperbase::gripper_link"
// Animation Steps
#define ANIMATION_STEPS 1000
// Lock base rotation DOF (Add dof in header file if off)
#define LOCKBASE true
namespace gazebo
{
// register this plugin with the simulator
GZ_REGISTER_MODEL_PLUGIN(ArmPlugin)
// constructor
ArmPlugin::ArmPlugin() : ModelPlugin(), cameraNode(new gazebo::transport::Node()), collisionNode(new gazebo::transport::Node())
{
printf("ArmPlugin::ArmPlugin()\n");
for( uint32_t n=0; n < DOF; n++ )
resetPos[n] = 0.0f;
resetPos[1] = 0.25;
for( uint32_t n=0; n < DOF; n++ )
{
ref[n] = resetPos[n]; //JOINT_MIN;
vel[n] = 0.0f;
}
agent = NULL;
inputState = NULL;
inputBuffer[0] = NULL;
inputBuffer[1] = NULL;
inputBufferSize = 0;
inputRawWidth = 0;
inputRawHeight = 0;
actionJointDelta = 0.15f;
actionVelDelta = 0.1f;
maxEpisodeLength = 100;
episodeFrames = 0;
newState = false;
newReward = false;
endEpisode = false;
rewardHistory = 0.0f;
testAnimation = true;
loopAnimation = false;
animationStep = 0;
lastGoalDistance = 0.0f;
avgGoalDelta = 0.0f;
successfulGrabs = 0;
totalRuns = 0;
}
// Load
void ArmPlugin::Load(physics::ModelPtr _parent, sdf::ElementPtr /*_sdf*/)
{
printf("ArmPlugin::Load('%s')\n", _parent->GetName().c_str());
// Store the pointer to the model
this->model = _parent;
this->j2_controller = new physics::JointController(model);
// Create our node for camera communication
cameraNode->Init();
//#############################################################################
/*
/ TODO - Subscribe to camera topic
gazebo::transport::SubscriberPtr sub = node->Subscribe("topic_name", callback_function, class_instance);
Node - cameraNode
Topic Name - /gazebo/arm_world/camera/link/camera/image
Callback Function - ArmPlugin::onCameraMsg (this should be a reference parameter)
Class Instance - refer to the same class, using the “this” pointer or keyword.
*/
cameraSub = cameraNode->Subscribe("/gazebo/arm_world/camera/link/camera/image",&ArmPlugin::onCameraMsg, this);
// Create our node for collision detection
collisionNode->Init();
/*
/ TODO - Subscribe to prop collision topic
/Node - collisionNode
Topic Name - /gazebo/arm_world/tube/tube_link/my_contact
Callback Function - ArmPlugin::onCollisionMsg (this should be a reference parameter)
Class Instance - refer to the same class, using the “this” pointer or keyword.
*/
collisionSub = collisionNode->Subscribe("/gazebo/arm_world/tube/tube_link/my_contact", &ArmPlugin::onCollisionMsg, this);
//#############################################################################
// Listen to the update event. This event is broadcast every simulation iteration.
this->updateConnection = event::Events::ConnectWorldUpdateBegin(boost::bind(&ArmPlugin::OnUpdate, this, _1));
}
// CreateAgent
bool ArmPlugin::createAgent()
{
if( agent != NULL )
return true;
//#############################################################################
/*
/ TODO - Create DQN Agent
dqnAgent* dqnAgent::Create(
uint32_t width, uint32_t height, uint32_t channels, uint32_t numActions,
const char* optimizer, float learning_rate, uint32_t replay_mem, uint32_t batch_size,
float gamma, float epsilon_start, float epsilon_end, float epsilon_decay,
bool use_lstm, int lstm_size, bool allow_random, bool debug_mode)
*/
agent = dqnAgent::Create(INPUT_WIDTH, INPUT_HEIGHT, INPUT_CHANNELS , DOF*2, OPTIMIZER, LEARNING_RATE, REPLAY_MEMORY, BATCH_SIZE, GAMMA, EPS_START, EPS_END, EPS_DECAY, USE_LSTM, LSTM_SIZE, ALLOW_RANDOM, DEBUG_DQN);
//#############################################################################
if( !agent )
{
printf("ArmPlugin - failed to create DQN agent\n");
return false;
}
// Allocate the python tensor for passing the camera state
inputState = Tensor::Alloc(INPUT_WIDTH, INPUT_HEIGHT, INPUT_CHANNELS);
if( !inputState )
{
printf("ArmPlugin - failed to allocate %ux%ux%u Tensor\n", INPUT_WIDTH, INPUT_HEIGHT, INPUT_CHANNELS);
return false;
}
return true;
}
// onCameraMsg
void ArmPlugin::onCameraMsg(ConstImageStampedPtr &_msg)
{
// don't process the image if the agent hasn't been created yet
if( !agent )
return;
// check the validity of the message contents
if( !_msg )
{
printf("ArmPlugin - recieved NULL message\n");
return;
}
// retrieve image dimensions
const int width = _msg->image().width();
const int height = _msg->image().height();
const int bpp = (_msg->image().step() / _msg->image().width()) * 8; // bits per pixel
const int size = _msg->image().data().size();
if( bpp != 24 )
{
printf("ArmPlugin - expected 24BPP uchar3 image from camera, got %i\n", bpp);
return;
}
// allocate temp image if necessary
if( !inputBuffer[0] || size != inputBufferSize )
{
if( !cudaAllocMapped(&inputBuffer[0], &inputBuffer[1], size) )
{
printf("ArmPlugin - cudaAllocMapped() failed to allocate %i bytes\n", size);
return;
}
printf("ArmPlugin - allocated camera img buffer %ix%i %i bpp %i bytes\n", width, height, bpp, size);
inputBufferSize = size;
inputRawWidth = width;
inputRawHeight = height;
}
memcpy(inputBuffer[0], _msg->image().data().c_str(), inputBufferSize);
newState = true;
// if(DEBUG){printf("camera %i x %i %i bpp %i bytes\n", width, height, bpp, size);}
}
// onCollisionMsg
void ArmPlugin::onCollisionMsg(ConstContactsPtr &contacts)
{
// if(DEBUG){printf("collision callback (%u contacts)\n", contacts->contact_size());}
if( testAnimation )
return;
for (unsigned int i = 0; i < contacts->contact_size(); ++i)
{
// Check if collision with ground
bool collisionFilterCheck = ( strcmp(contacts->contact(i).collision2().c_str(), COLLISION_FILTER) == 0 );
if(collisionFilterCheck)
continue;
// if(DEBUG){std::cout << "Collision between[" << contacts->contact(i).collision1()
// << "] and [" << contacts->contact(i).collision2() << "]\n";}
//#############################################################################
/*
/ TODO - Check if there is collision between the arm and object, then issue learning reward
*/
bool collisionItemCheck = ( strcmp(contacts->contact(i).collision1().c_str(), COLLISION_ITEM) == 0 );
if (collisionItemCheck)
{
// Reward for any part of arm given only when GRIP_ONLY == 0
rewardHistory = GRIP_ONLY ? REWARD_LOSS*REWARD_LOSS*REWARD_LOSS : REWARD_WIN;
// rewardHistory = REWARD_WIN;
bool collisionPointCheck = ( strcmp(contacts->contact(i).collision2().c_str(), COLLISION_POINT) == 0 );
// rewardHistory += collisionPointCheck ? REWARD_WIN : REWARD_LOSS ;
if (collisionPointCheck)
{
rewardHistory = REWARD_WIN * REWARD_WIN;
if(DEBUG){printf("+ GRIPPER CONTACT ");}
// printf("+ GRIPPER CONTACT\n");
} else {
if(DEBUG){printf("ARM CONTACT ");}
// printf("ARM CONTACT ");
}
newReward = true;
endEpisode = true;
return;
}
//#############################################################################
}
}
// upon recieving a new frame, update the AI agent
bool ArmPlugin::updateAgent()
{
// convert uchar3 input from camera to planar BGR
if( CUDA_FAILED(cudaPackedToPlanarBGR((uchar3*)inputBuffer[1], inputRawWidth, inputRawHeight,
inputState->gpuPtr, INPUT_WIDTH, INPUT_HEIGHT)) )
{
printf("ArmPlugin - failed to convert %zux%zu image to %ux%u planar BGR image\n",
inputRawWidth, inputRawHeight, INPUT_WIDTH, INPUT_HEIGHT);
return false;
}
// select the next action
int action = 0;
if( !agent->NextAction(inputState, &action) )
{
printf("ArmPlugin - failed to generate agent's next action\n");
return false;
}
// make sure the selected action is in-bounds
if( action < 0 || action >= DOF * 2 )
{
printf("ArmPlugin - agent selected invalid action, %i\n", action);
return false;
}
// if(DEBUG){printf("ArmPlugin - agent selected action %i\n", action);}
//#############################################################################
// Evaluating if action is even or odd
const int actionSign = 1 - 2 * (action % 2);
#if VELOCITY_CONTROL
// if the action is even, increase the joint position by the delta parameter
// if the action is odd, decrease the joint position by the delta parameter
/*
/ TODO - Increase or decrease the joint velocity based on whether the action is even or odd
*/
// TODO - Set joint velocity based on whether action is even or odd.
const float velocity = vel[action/2] + actionSign * actionVelDelta;
//#############################################################################
if( velocity < VELOCITY_MIN )
velocity = VELOCITY_MIN;
if( velocity > VELOCITY_MAX )
velocity = VELOCITY_MAX;
vel[action/2] = velocity;
for( uint32_t n=0; n < DOF; n++ )
{
ref[n] += vel[n];
if( ref[n] < JOINT_MIN )
{
ref[n] = JOINT_MIN;
vel[n] = 0.0f;
}
else if( ref[n] > JOINT_MAX )
{
ref[n] = JOINT_MAX;
vel[n] = 0.0f;
}
}
#else // POSITION CONTROL
//#############################################################################
/*
/ TODO - Increase or decrease the joint position based on whether the action is even or odd
*/
// TODO - Set joint position based on whether action is even or odd.
float joint = ref[action/2] + actionSign * actionJointDelta;
//#############################################################################
// limit the joint to the specified range
if( joint < JOINT_MIN )
joint = JOINT_MIN;
if( joint > JOINT_MAX )
joint = JOINT_MAX;
ref[action/2] = joint;
#endif
return true;
}
// update joint reference positions, returns true if positions have been modified
bool ArmPlugin::updateJoints()
{
if( testAnimation ) // test sequence
{
const float step = (JOINT_MAX - JOINT_MIN) * (float(1.0f) / float(ANIMATION_STEPS));
#if 0
// range of motion
if( animationStep < ANIMATION_STEPS )
{
animationStep++;
printf("animation step %u\n", animationStep);
for( uint32_t n=0; n < DOF; n++ )
ref[n] = JOINT_MIN + step * float(animationStep);
}
else if( animationStep < ANIMATION_STEPS * 2 )
{
animationStep++;
printf("animation step %u\n", animationStep);
for( uint32_t n=0; n < DOF; n++ )
ref[n] = JOINT_MAX - step * float(animationStep-ANIMATION_STEPS);
}
else
{
animationStep = 0;
}
#else
// return to base position
for( uint32_t n=0; n < DOF; n++ )
{
if( ref[n] < resetPos[n] )
ref[n] += step;
else if( ref[n] > resetPos[n] )
ref[n] -= step;
if( ref[n] < JOINT_MIN )
ref[n] = JOINT_MIN;
else if( ref[n] > JOINT_MAX )
ref[n] = JOINT_MAX;
}
animationStep++;
#endif
// reset and loop the animation
if( animationStep > ANIMATION_STEPS )
{
animationStep = 0;
if( !loopAnimation )
testAnimation = false;
}
else if( animationStep == ANIMATION_STEPS / 2 )
{
ResetPropDynamics();
}
return true;
}
else if( newState && agent != NULL )
{
// update the AI agent when new camera frame is ready
episodeFrames++;
// if(DEBUG){printf("episode frame = %i\n", episodeFrames);}
// reset camera ready flag
newState = false;
if( updateAgent() )
return true;
}
return false;
}
// get the servo center for a particular degree of freedom
float ArmPlugin::resetPosition( uint32_t dof )
{
return resetPos[dof];
}
// compute the distance between two bounding boxes
static float BoxDistance(const math::Box& a, const math::Box& b)
{
float sqrDist = 0;
if( b.max.x < a.min.x )
{
float d = b.max.x - a.min.x;
sqrDist += d * d;
}
else if( b.min.x > a.max.x )
{
float d = b.min.x - a.max.x;
sqrDist += d * d;
}
if( b.max.y < a.min.y )
{
float d = b.max.y - a.min.y;
sqrDist += d * d;
}
else if( b.min.y > a.max.y )
{
float d = b.min.y - a.max.y;
sqrDist += d * d;
}
if( b.max.z < a.min.z )
{
float d = b.max.z - a.min.z;
sqrDist += d * d;
}
else if( b.min.z > a.max.z )
{
float d = b.min.z - a.max.z;
sqrDist += d * d;
}
return sqrtf(sqrDist);
}
// called by the world update start event
void ArmPlugin::OnUpdate(const common::UpdateInfo& updateInfo)
{
// deferred loading of the agent (this is to prevent Gazebo black/frozen display)
if( !agent && updateInfo.simTime.Float() > 1.5f )
{
if( !createAgent() )
return;
}
// verify that the agent is loaded
if( !agent )
return;
// determine if we have new camera state and need to update the agent
const bool hadNewState = newState && !testAnimation;
// update the robot positions with vision/DQN
if( updateJoints() )
{
double angle(1);
#if LOCKBASE
j2_controller->SetJointPosition(this->model->GetJoint("base"), 0);
j2_controller->SetJointPosition(this->model->GetJoint("joint1"), ref[0]);
j2_controller->SetJointPosition(this->model->GetJoint("joint2"), ref[1]);
#else
j2_controller->SetJointPosition(this->model->GetJoint("base"), ref[0]);
j2_controller->SetJointPosition(this->model->GetJoint("joint1"), ref[1]);
j2_controller->SetJointPosition(this->model->GetJoint("joint2"), ref[2]);
#endif
}
// episode timeout
if( maxEpisodeLength > 0 && episodeFrames > maxEpisodeLength )
{
printf("ArmPlugin - triggering EOE, episode has exceeded %i frames\n", maxEpisodeLength);
rewardHistory = REWARD_LOSS;
newReward = true;
endEpisode = true;
}
// if an EOE reward hasn't already been issued, compute an intermediary reward
if( hadNewState && !newReward )
{
PropPlugin* prop = GetPropByName(PROP_NAME);
if( !prop )
{
printf("ArmPlugin - failed to find Prop '%s'\n", PROP_NAME);
return;
}
// get the bounding box for the prop object
const math::Box& propBBox = prop->model->GetBoundingBox();
physics::LinkPtr gripper = model->GetLink(GRIP_NAME);
if( !gripper )
{
printf("ArmPlugin - failed to find Gripper '%s'\n", GRIP_NAME);
return;
}
// get the bounding box for the gripper
const math::Box& gripBBox = gripper->GetBoundingBox();
// threshold for z value indicacting ground contact
const float groundContact = 0.05f;
//#############################################################################
/*
/ TODO - set appropriate Reward for robot hitting the ground.
*/
const bool checkGroundContact = (gripBBox.min.z <= groundContact || gripBBox.max.z <= groundContact);
if(checkGroundContact)
{
if(DEBUG){printf("GROUND CONTACT, EOE\n");}
rewardHistory = REWARD_LOSS*REWARD_LOSS*REWARD_LOSS;
newReward = true;
endEpisode = true;
}
/*
/ TODO - Issue an interim reward based on the distance to the object
*/
if(!checkGroundContact)
{
const float distGoal = BoxDistance(gripBBox,propBBox); // compute the reward from distance to the goal
if(DEBUG){printf("distance('%s', '%s') = %f ", gripper->GetName().c_str(), prop->model->GetName().c_str(), distGoal);}
if( episodeFrames > 1 )
{
const float distDelta = lastGoalDistance - distGoal;
// compute the smoothed moving average of the delta of the distance to the goal
avgGoalDelta = (avgGoalDelta * ALPHA) + (distDelta * (1.0f - ALPHA));
if(DEBUG){printf("distDelta: %7.5f avgGoalDelta: %7.5f ", distDelta, avgGoalDelta);}
// if(avgGoalDelta > 0){
// rewardHistory = REWARD_INTERIM * (1.0f - avgGoalDelta);
rewardHistory = REWARD_INTERIM * avgGoalDelta - TIME_PENALTY;
// } else {
// rewardHistory = -1.0f * REWARD_LOSS * avgGoalDelta;
// }
newReward = true;
if(DEBUG){printf("INTERIM_REWARD: %8.5f\n", rewardHistory);}
//#############################################################################
}
lastGoalDistance = distGoal;
}
}
// issue rewards and train DQN
if( newReward && agent != NULL )
{
// if(DEBUG){printf("ArmPlugin - issuing reward %f, EOE=%s %s\n", rewardHistory, endEpisode ? "true" : "false", (rewardHistory > 0.1f) ? "POS+" :(rewardHistory > 0.0f) ? "POS" : (rewardHistory < 0.0f) ? " NEG" : " ZERO");}
agent->NextReward(rewardHistory, endEpisode);
// reset reward indicator
newReward = false;
// reset for next episode
if( endEpisode )
{
testAnimation = true; // reset the robot to base position
loopAnimation = false;
endEpisode = false;
episodeFrames = 0;
lastGoalDistance = 0.0f;
avgGoalDelta = 0.0f;
// track the number of wins and agent accuracy
if( rewardHistory >= REWARD_WIN )
successfulGrabs++;
totalRuns++;
printf("Current Accuracy: %0.4f (%03u of %03u) (reward=%+0.2f %s)\n", float(successfulGrabs)/float(totalRuns), successfulGrabs, totalRuns, rewardHistory, (rewardHistory >= REWARD_WIN ? "WIN" : "LOSS"));
for( uint32_t n=0; n < DOF; n++ )
vel[n] = 0.0f;
}
}
}
}