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unrealcv_tracking_1vn.py
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unrealcv_tracking_1vn.py
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import os
import time
import gym
import numpy as np
from gym import spaces
from gym_unrealcv.envs.tracking import reward, baseline
from gym_unrealcv.envs.utils import env_unreal, misc
from gym_unrealcv.envs.tracking.interaction import Tracking
import gym_unrealcv
import cv2
import random
import sys
'''
It is an env for active object tracking.
State : raw color image and depth
Action: (linear velocity ,angle velocity)
Done : the relative distance or angle to target is larger than the threshold.
Task: Learn to follow the target object(moving person) in the scene
'''
# 0: tracker 1:target 2~n:others
# cam_id 0:global 1:tracker 2:target 3:others
class UnrealCvTracking_1vn(gym.Env):
def __init__(self,
setting_file,
reset_type=0,
action_type='Discrete', # 'discrete', 'continuous'
observation_type='Color', # 'color', 'depth', 'rgbd', 'Gray'
reward_type='distance', # distance
docker=False,
resolution=(320, 240),
target='Nav', # Ram, Nav, Internal
):
self.docker = docker
self.reset_type = reset_type
self.roll = 0
self.target = target
setting = misc.load_env_setting(setting_file)
self.env_name = setting['env_name']
self.cam_id = setting['cam_id']
self.player_list = setting['players']
self.discrete_actions = setting['discrete_actions']
self.discrete_actions_player = setting['discrete_actions_player']
self.continous_actions = setting['continous_actions']
self.continous_actions_player = setting['continous_actions_player']
self.max_steps = setting['max_steps']
self.max_distance = setting['max_distance']
self.min_distance = setting['min_distance']
self.max_direction = setting['max_direction']
self.height = setting['height']
self.pitch = setting['pitch']
self.objects_list = setting['objects_list']
self.reset_area = setting['reset_area']
self.background_list = setting['backgrounds']
self.light_list = setting['lights']
self.max_player_num = setting['max_player_num'] # the max players number
self.exp_distance = setting['exp_distance']
texture_dir = setting['imgs_dir']
gym_path = os.path.dirname(gym_unrealcv.__file__)
texture_dir = os.path.join(gym_path, 'envs', 'UnrealEnv', texture_dir)
self.textures_list = os.listdir(texture_dir)
self.safe_start = setting['safe_start']
self.interval = setting['interval']
self.start_area = self.get_start_area(self.safe_start[0], 500)
self.top = False
self.person_id = 0
self.count_eps = 0
self.count_steps = 0
self.count_close = 0
self.direction = None
self.freeze_list = []
self.resolution = resolution
for i in range(len(self.textures_list)):
if self.docker:
self.textures_list[i] = os.path.join('/unreal', setting['imgs_dir'], self.textures_list[i])
else:
self.textures_list[i] = os.path.join(texture_dir, self.textures_list[i])
# start unreal env
if 'linux' in sys.platform:
env_bin = setting['env_bin']
elif 'win' in sys.platform:
env_bin = setting['env_bin_win']
self.unreal = env_unreal.RunUnreal(ENV_BIN=env_bin)
env_ip, env_port = self.unreal.start(docker, resolution)
# connect UnrealCV
self.unrealcv = Tracking(cam_id=self.cam_id[0], port=env_port, ip=env_ip,
env=self.unreal.path2env, resolution=resolution)
# define action
self.action_type = action_type
assert self.action_type == 'Discrete' or self.action_type == 'Continuous'
if self.action_type == 'Discrete':
self.action_space = [spaces.Discrete(len(self.discrete_actions)) for i in range(self.max_player_num)]
player_action_space = spaces.Discrete(len(self.discrete_actions_player))
self.discrete_actions = np.array(self.discrete_actions)
self.discrete_actions_player = np.array(self.discrete_actions_player)
elif self.action_type == 'Continuous':
self.action_space = [spaces.Box(low=np.array(self.continous_actions['low']),
high=np.array(self.continous_actions['high'])) for i in range(self.max_player_num)]
player_action_space = spaces.Discrete(len(self.continous_actions_player))
self.count_steps = 0
# define observation space,
# color, depth, rgbd,...
self.observation_type = observation_type
assert self.observation_type in ['Color', 'Depth', 'Rgbd', 'Gray', 'CG', 'Mask']
self.observation_space = [self.unrealcv.define_observation(self.cam_id[0], self.observation_type, 'fast')
for i in range(self.max_player_num)]
self.unrealcv.pitch = self.pitch
# define reward type: distance
self.reward_type = reward_type
self.rendering = False
if self.reset_type >= 4:
self.unrealcv.init_objects(self.objects_list)
self.count_close = 0
self.unrealcv.set_random(self.player_list[0], 0)
self.unrealcv.set_random(self.player_list[1], 0)
self.person_id = 0
if 'Ram' in self.target:
self.random_agents = [baseline.RandomAgent(player_action_space) for i in range(self.max_player_num)]
elif 'Nav' in self.target:
self.random_agents = [baseline.GoalNavAgent(self.continous_actions_player, self.reset_area, self.target, 0
) for i in range(self.max_player_num)]
for player in self.player_list:
self.unrealcv.set_interval(self.interval, player)
self.unrealcv.build_color_dic(self.player_list)
self.player_num = self.max_player_num
self.action_factor = np.array([1.0, 1.0])
self.smooth_factor = 0.6
self.random_height = False
self.early_stop = True
self.get_bbox = False
self.bbox = []
def step(self, actions):
info = dict(
Collision=0,
Done=False,
Trigger=0.0,
Reward=0.0,
Action=actions,
Pose=[],
Steps=self.count_steps,
Direction=None,
Distance=None,
Color=None,
Depth=None,
Relative_Pose=[]
)
actions2player = []
for i in range(len(self.player_list)):
if i < self.controable_agent:
if self.action_type == 'Discrete':
act_now = self.discrete_actions[actions[i]]*self.action_factor
self.act_smooth[i] = self.act_smooth[i]*self.smooth_factor + act_now*(1-self.smooth_factor)
actions2player.append(self.act_smooth[i])
else:
actions2player.append(actions[i])
else:
if 'Ram' in self.target:
if self.action_type == 'Discrete':
actions2player.append(self.discrete_actions_player[self.random_agents[i].act(self.obj_pos[i])])
else:
actions2player.append(self.random_agents[i].act(self.obj_pos[i]))
if 'Nav' in self.target:
if i == 1:
actions2player.append(self.random_agents[i].act(self.obj_pos[i])*self.action_factor)
else:
actions2player.append(self.random_agents[i].act(self.obj_pos[i], self.random_agents[1].goal)*self.action_factor)
self.unrealcv.set_move_batch(self.player_list, actions2player)
self.count_steps += 1
# get relative distance
cam_id_max = self.controable_agent+1
if 'Adv' in self.target:
cam_id_max = 3
states, self.obj_pos, depth_list = self.unrealcv.get_pose_img_batch(self.player_list, self.cam_id[1:cam_id_max],
self.observation_type, 'bmp')
self.obj_pos[0] = self.unrealcv.get_pose(self.cam_id[1])
# for recording demo
if self.get_bbox:
mask = self.unrealcv.read_image(self.cam_id[1], 'object_mask', 'fast')
mask, bbox = self.unrealcv.get_bbox(mask, self.player_list[1], normalize=False)
self.bbox = bbox
# im_disp = states[0][:, :, :3].copy()
# cv2.rectangle(im_disp, (int(bbox[0]), int(bbox[1])), (int(bbox[2] + bbox[0]), int(bbox[3] + bbox[1])), (0, 255, 0), 5)
# cv2.imshow('track_res', im_disp)
# cv2.waitKey(1)
states = np.array(states)
if cam_id_max < self.controable_agent + 1:
states = np.repeat(states, self.controable_agent, axis=0)
pose_obs = []
relative_pose = np.zeros((self.player_num, self.player_num, 2))
# cauclate relative poses
for j in range(self.player_num):
vectors = []
for i in range(self.player_num):
obs, distance, direction = self.get_relative(self.obj_pos[j], self.obj_pos[i])
yaw = self.obj_pos[j][4]/180*np.pi
abs_loc = [self.obj_pos[i][0]/self.exp_distance, self.obj_pos[i][1]/self.exp_distance,
self.obj_pos[i][2]/self.exp_distance, np.cos(yaw), np.sin(yaw)]
obs = obs + abs_loc
vectors.append(obs)
relative_pose[j, i] = np.array([distance, direction])
pose_obs.append(vectors)
info['Pose'] = self.obj_pos[0]
info['Distance'], info['Direction'] = relative_pose[0][1]
info['Relative_Pose'] = relative_pose
self.pose_obs = np.array(pose_obs)
info['Pose_Obs'] = self.pose_obs
# set top_down camera
if self.top:
self.set_topview(info['Pose'], self.cam_id[0])
info['Color'] = self.img_color = states[0][:, :, :3]
metrics, score4tracker = self.relative_metrics(relative_pose)
self.mis_lead = metrics['mislead']
if 'distance' in self.reward_type:
r_tracker = score4tracker[1] - metrics['collision'][0][1:].max() # not clip for navigation
rewards = []
for i in range(len(self.player_list)):
if i == 0:
rewards.append(r_tracker)
elif i == 1: # target, try to run away
r_target = - r_tracker - metrics['collision'][0][i]
rewards.append(r_target)
else: # distractors, try to mislead tracker, and improve the target's reward.
if 'Share' in self.target:
r_d = r_target - metrics['collision'][0][i]
else:
r_d = r_target + score4tracker[i] - metrics['collision'][0][i]
rewards.append(r_d)
info['Reward'] = np.array(rewards)[:self.controable_agent]
if r_tracker <= -0.99 or not metrics['target_viewed']: # lost/mislead
info['in_area'] = np.array([1])
else:
info['in_area'] = np.array([0])
info['metrics'] = metrics
info['d_in'] = metrics['d_in']
if not metrics['target_viewed']:
self.count_close += 1
else:
self.count_close = 0
self.live_time = time.time()
lost_time = time.time() - self.live_time
if (self.early_stop and lost_time > 5) or self.count_steps > self.max_steps:
info['Done'] = True
return states, info['Reward'], info['Done'], info
def reset(self, ):
self.C_reward = 0
self.count_close = 0
self.pose_obs_his = []
if 'PZR' in self.target:
self.w_p = 1
else:
self.w_p = 0
self.count_steps = 0
# stop move
for i, obj in enumerate(self.player_list):
self.unrealcv.set_move(obj, 0, 0)
self.unrealcv.set_speed(obj, 0)
# reset target location
self.unrealcv.set_obj_location(self.player_list[1], random.sample(self.safe_start, 1)[0])
if self.reset_type >= 1:
for obj in self.player_list[1:]:
if self.env_name == 'MPRoom':
map_id = [2, 3, 6, 7, 9]
spline = False
app_id = np.random.choice(map_id)
else:
map_id = [1, 2, 3, 4]
spline = True
app_id = map_id[self.person_id % len(map_id)]
self.person_id += 1
self.unrealcv.set_appearance(obj, app_id, spline)
# target appearance
if self.reset_type >= 2:
if self.env_name == 'MPRoom': # random target texture
for obj in self.player_list[1:]:
self.unrealcv.random_player_texture(obj, self.textures_list, 3)
self.unrealcv.random_lit(self.light_list)
# texture
if self.reset_type >= 3:
self.unrealcv.random_texture(self.background_list, self.textures_list, 3)
# obstacle
if self.reset_type >= 4:
self.unrealcv.clean_obstacles()
self.unrealcv.random_obstacles(self.objects_list, self.textures_list,
15, self.reset_area, self.start_area)
# init target location and get expected tracker location
res = []
# sample a target pose from reset area
if self.env_name == 'MPRoom':
target_loc, _ = self.unrealcv.get_startpoint(reset_area=self.reset_area, exp_height=self.height)
self.unrealcv.set_obj_location(self.player_list[1], target_loc)
time.sleep(0.5)
target_pos = self.unrealcv.get_obj_pose(self.player_list[1])
res = self.unrealcv.get_startpoint(target_pos, self.exp_distance, self.reset_area, self.height)
# reset at fix point
while len(res) == 0:
target_pos = random.sample(self.safe_start, 1)[0]
self.unrealcv.set_obj_location(self.player_list[1], target_pos)
time.sleep(0.5)
target_pos = self.unrealcv.get_obj_pose(self.player_list[1])
res = self.unrealcv.get_startpoint(target_pos, self.exp_distance, self.reset_area, self.height)
# set tracker location
cam_pos_exp, yaw_exp = res
self.unrealcv.set_obj_location(self.player_list[0], cam_pos_exp)
time.sleep(0.5)
self.rotate2exp(yaw_exp, self.player_list[0])
# get tracker's pose
tracker_pos = self.unrealcv.get_pose(self.cam_id[1])
self.obj_pos = [tracker_pos, target_pos]
# new obj
# self.player_num is set by env.seed()
while len(self.player_list) < self.player_num:
name = 'target_C_{0}'.format(len(self.player_list)+1)
if name in self.freeze_list:
self.freeze_list.remove(name)
else:
self.unrealcv.new_obj('target_C', name, random.sample(self.safe_start, 1)[0])
self.unrealcv.set_obj_color(name, np.random.randint(0, 255, 3))
self.unrealcv.set_random(name, 0)
self.player_list.append(name)
self.unrealcv.set_interval(self.interval, name)
self.cam_id.append(self.cam_id[-1]+1)
while len(self.player_list) > self.player_num:
name = self.player_list.pop()
self.cam_id.pop()
self.freeze_list.append(name)
# self.unrealcv.destroy_obj(name)
for i, obj in enumerate(self.player_list[2:]):
# reset and get new pos
res = self.unrealcv.get_startpoint(target_pos, np.random.randint(self.exp_distance*1.5, self.max_distance*2),
self.reset_area, self.height, None)
if len(res)==0:
res = self.unrealcv.get_startpoint(reset_area=self.reset_area, exp_height=self.height)
elif len(res) == 2:
cam_pos_exp, yaw_exp = res
self.unrealcv.set_obj_location(obj, cam_pos_exp)
self.rotate2exp(yaw_exp, obj, 10)
# cam on top of tracker
center_pos = [(self.reset_area[0]+self.reset_area[1])/2, (self.reset_area[2]+self.reset_area[3])/2, 2000]
self.set_topview(center_pos, self.cam_id[0])
time.sleep(0.5)
# set controllable agent number
self.controable_agent = 1
if 'Adv' in self.target or 'PZR' in self.target:
self.controable_agent = self.player_num
if 'Nav' in self.target or 'Ram' in self.target:
self.controable_agent = 2
# set view point
height = 50
pitch = - 5
self.unrealcv.set_cam(self.player_list[0], [30, 0, height],
[0, pitch, 0])
# get state
for _ in range(2):
states, self.obj_pos, depth_list = self.unrealcv.get_pose_img_batch(self.player_list, self.cam_id[1:self.controable_agent+1],
self.observation_type, 'bmp')
time.sleep(0.5)
states = np.array(states)
self.img_color = states[0][:, :, :3]
# get pose state
pose_obs = []
for j in range(self.player_num):
vectors = []
for i in range(self.player_num):
obs, distance, direction = self.get_relative(self.obj_pos[j], self.obj_pos[i])
yaw = self.obj_pos[j][4]/180*np.pi
abs_loc = [self.obj_pos[i][0]/self.exp_distance, self.obj_pos[i][1]/self.exp_distance,
self.obj_pos[i][2]/self.exp_distance, np.cos(yaw), np.sin(yaw)]
obs = obs + abs_loc
vectors.append(obs)
pose_obs.append(vectors)
self.pose_obs = np.array(pose_obs)
self.count_freeze = [0 for i in range(self.player_num)]
if 'Nav' in self.target or 'Ram' in self.target:
for i in range(len(self.random_agents)):
self.random_agents[i].reset()
self.bbox_init = []
mask = self.unrealcv.read_image(self.cam_id[1], 'object_mask', 'fast')
mask, bbox = self.unrealcv.get_bbox(mask, self.player_list[1], normalize=False)
self.mask_percent = mask.sum()/(255 * self.resolution[0] * self.resolution[1])
self.bbox_init.append(bbox)
self.pose = []
self.act_smooth = [np.zeros(2) for i in range(self.controable_agent)]
self.live_time = time.time()
return states
def close(self):
self.unreal.close()
def render(self, mode='rgb_array', close=False):
if close==True:
self.unreal.close()
return self.img_color
def seed(self, seed=None):
if seed is not None:
self.player_num = seed % (self.max_player_num-2) + 2
def set_action_factors(self, action_factor = np.array([np.random.uniform(0.8, 1.5), np.random.uniform(0.5, 1.2)]),
smooth_factor = 0.6):
self.action_factor = action_factor
self.smooth_factor = smooth_factor
def set_random_height(self, random=True):
self.random_height = random
def get_start_area(self, safe_start, safe_range):
start_area = [safe_start[0]-safe_range, safe_start[0]+safe_range,
safe_start[1]-safe_range, safe_start[1]+safe_range]
return start_area
def set_early_stop(self, do=True):
self.early_stop = do
def set_topview(self, current_pose, cam_id):
cam_loc = current_pose[:3]
cam_loc[-1] = current_pose[-1]+800
cam_rot = [0, 0, -90]
self.unrealcv.set_location(cam_id, cam_loc)
self.unrealcv.set_rotation(cam_id, cam_rot)
def get_relative(self, pose0, pose1): # pose0-centric
delt_yaw = pose1[4] - pose0[4]
angle = misc.get_direction(pose0, pose1)
distance = self.unrealcv.get_distance(pose1, pose0, 2)
distance_norm = distance / self.exp_distance
obs_vector = [np.sin(delt_yaw/180*np.pi), np.cos(delt_yaw/180*np.pi),
np.sin(angle/180*np.pi), np.cos(angle/180*np.pi),
distance_norm]
return obs_vector, distance, angle
def rotate2exp(self, yaw_exp, obj, th=1):
yaw_pre = self.unrealcv.get_obj_rotation(obj)[1]
delta_yaw = yaw_exp - yaw_pre
while abs(delta_yaw) > th:
self.unrealcv.set_move(obj, delta_yaw, 0)
yaw_pre = self.unrealcv.get_obj_rotation(obj)[1]
delta_yaw = (yaw_exp - yaw_pre) % 360
if delta_yaw > 180:
delta_yaw = 360 - delta_yaw
return delta_yaw
def relative_metrics(self, relative_pose):
info = dict()
relative_dis = relative_pose[:, :, 0]
relative_ori = relative_pose[:, :, 1]
collision_mat = np.zeros_like(relative_dis)
collision_mat[np.where(relative_dis < 100)] = 1
collision_mat[np.where(np.fabs(relative_ori) > 45)] = 0 # collision should be at the front view
info['collision'] = collision_mat
info['dis_ave'] = relative_dis.mean() # average distance among players, regard as a kind of density metric
# if in the tracker's view
view_mat = np.zeros_like(relative_ori)
view_mat[np.where(np.fabs(relative_ori) < 45)] = 1
view_mat[np.where(relative_dis > self.max_distance)] = 0
view_mat_tracker = view_mat[0]
# how many distractors are observed
info['d_in'] = view_mat_tracker[2:].sum()
info['target_viewed'] = view_mat_tracker[1] # target in the observable area
relative_oir_norm = np.fabs(relative_ori) / 45.0
relation_norm = np.fabs(relative_dis - self.exp_distance)/self.exp_distance + relative_oir_norm
reward_tracker = 1 - relation_norm[0] # measuring the quality among tracker to others
info['tracked_id'] = np.argmax(reward_tracker) # which one is tracked
info['perfect'] = info['target_viewed'] * (info['d_in'] == 0) * (reward_tracker[1] > 0.5)
info['mislead'] = 0
if info['tracked_id'] > 1 and reward_tracker[info['tracked_id']] > 0.5: # only when target is far away to the center and distracotr is close
advantage = reward_tracker[info['tracked_id']] - reward_tracker[1]
if advantage > 1:
info['mislead'] = info['tracked_id']
return info, reward_tracker