1317 lines
40 KiB
C++
Executable File
1317 lines
40 KiB
C++
Executable File
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2015 Google Inc. http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "NN3DWalkers.h"
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// not allowed declarations
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#include <time.h>
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class btBroadphaseInterface;
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class btCollisionShape;
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class btOverlappingPairCache;
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class btCollisionDispatcher;
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class btConstraintSolver;
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struct btCollisionAlgorithmCreateFunc;
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class btDefaultCollisionConfiguration;
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class NNWalker;
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#include "btBulletDynamicsCommon.h"
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#include "LinearMath/btIDebugDraw.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btHashMap.h"
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#include "../CommonInterfaces/CommonParameterInterface.h"
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#include "../Utils/b3ReferenceFrameHelper.hpp"
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#include "../RenderingExamples/TimeSeriesCanvas.h"
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#include "NN3DWalkersTimeWarpBase.h"
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// #### configurable parameters ####
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#ifndef NUM_WALKER_LEGS
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#define NUM_WALKER_LEGS 6 // the number of walker legs
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#endif
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#ifndef POPULATION_SIZE
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#define POPULATION_SIZE 10 // number of walkers in the population
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#endif
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#ifndef EVALUATION_DURATION
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#define EVALUATION_DURATION 10 // s (duration of one single evaluation)
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#endif
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#ifndef TIME_SERIES_MAX_Y
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#define TIME_SERIES_MAX_Y 20.0f
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#endif
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#ifndef TIME_SERIES_MIN_Y
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#define TIME_SERIES_MIN_Y 0.0f
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#endif
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// Evaluation configurable parameters
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#ifndef REAP_QTY
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#define REAP_QTY 0.3f // number of walkers reaped based on their bad performance
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#endif
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#ifndef SOW_CROSSOVER_QTY
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#define SOW_CROSSOVER_QTY 0.2f // number of walkers recreated via crossover
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#endif
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// this means the rest of them is randomly created: REAP_QTY-SOW_CROSSOVER_QTY = NEW_RANDOM_BREED_QTY
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#ifndef SOW_ELITE_QTY
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#define SOW_ELITE_QTY 0.2f // number of walkers kept using an elitist strategy (the best performing creatures are NOT mutated at all)
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#endif
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#ifndef SOW_MUTATION_QTY
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#define SOW_MUTATION_QTY 0.5f // SOW_ELITE_QTY + SOW_MUTATION_QTY + REAP_QTY = 1
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#endif
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#ifndef MUTATION_RATE
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#define MUTATION_RATE 0.5f // the mutation rate of for the walker with the worst performance
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#endif
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#ifndef SOW_ELITE_PARTNER
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#define SOW_ELITE_PARTNER 0.8f // the chance an elite partner is chosen for breeding
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#endif
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// #### debugging ####
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#ifndef DRAW_INTERPENETRATIONS
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#define DRAW_INTERPENETRATIONS false // DEBUG toggle: draw interpenetrations of a walker body
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#endif
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#ifndef REBUILD_WALKER
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#define REBUILD_WALKER true // if the walker should be rebuilt on mutation
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#endif
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#ifndef RANDOM_WALKER_MOVEMENT
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#define RANDOM_WALKER_MOVEMENT false // movement is chosen randomly and not via neural network
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#endif
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#ifndef RANDOMIZE_WALKER_DIMENSIONS
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#define RANDOMIZE_WALKER_DIMENSIONS false // if the walker dimensions should be mutated or not
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#endif
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#ifndef TIMESTAMP_TIME
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#define TIMESTAMP_TIME 2000.0f // delay between speed up timestamps
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#endif
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// #### not to be reconfigured ####
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#define BODYPART_COUNT (2 * NUM_WALKER_LEGS + 1)
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#define JOINT_COUNT (BODYPART_COUNT - 1)
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void* GROUND_ID = (void*)1;
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#ifndef SIMD_PI_4
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#define SIMD_PI_4 0.5 * SIMD_HALF_PI
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#endif
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#ifndef SIMD_PI_8
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#define SIMD_PI_8 0.25 * SIMD_HALF_PI
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#endif
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class NN3DWalkersExample : public NN3DWalkersTimeWarpBase
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{
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btScalar m_SimulationTime; // the current simulation time
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btScalar m_LastSpeedupPrintTimestamp;
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btScalar m_bestWalkerFitness; // to keep track of the best fitness
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btVector3 m_resetPosition; // initial position of an evaluation
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// configurable via slider
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btScalar m_walkerLegTargetFrequency;
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btScalar m_walkerMotorStrength;
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btScalar m_rootBodyRadius;
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btScalar m_rootBodyHeight;
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btScalar m_legRadius;
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btScalar m_legLength;
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btScalar m_foreLegLength;
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btScalar m_foreLegRadius;
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btScalar m_parallelEvaluations;
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int m_walkersInEvaluation; // number of walkers in evaluation
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int m_nextReapedIndex; // index of the next reaped walker
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btAlignedObjectArray<class NNWalker*> m_walkersInPopulation;
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TimeSeriesCanvas* m_timeSeriesCanvas; // A plotting canvas for the walker fitnesses
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public:
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NN3DWalkersExample(struct GUIHelperInterface* helper)
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:NN3DWalkersTimeWarpBase(helper),
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// configurable via sliders, defaults
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m_walkerMotorStrength(0.5f),
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m_walkerLegTargetFrequency(3),
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m_rootBodyRadius(0.25f),
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m_rootBodyHeight(0.1f),
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m_legRadius(0.1f),
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m_legLength(0.45f),
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m_foreLegLength(0.75f),
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m_foreLegRadius(0.08f),
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m_parallelEvaluations(1.0f),
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// others
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m_resetPosition(0,0,0),
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m_SimulationTime(0),
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m_bestWalkerFitness(0),
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m_LastSpeedupPrintTimestamp(0),
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m_walkersInEvaluation(0),
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m_nextReapedIndex(0),
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m_timeSeriesCanvas(NULL)
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{
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srand(time(NULL));
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}
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virtual ~NN3DWalkersExample()
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{
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//m_walkersInPopulation deallocates itself
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delete m_timeSeriesCanvas;
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}
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/**
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* Setup physics scene.
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*/
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void initPhysics();
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/**
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* Shutdown physics scene.
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*/
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virtual void exitPhysics();
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/**
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* Spawn a walker at startPosition.
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* @param index
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* @param startPosition
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* @param fixedRootBodyPosition
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*/
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void spawnWalker(int index, const btVector3& startPosition, bool fixedRootBodyPosition);
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virtual bool keyboardCallback(int key, int state);
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/**
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* Detect collisions within simulation. Used to avoid collisions happening at startup.
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* @return
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*/
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bool detectCollisions();
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/**
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* Reset the camera to a certain position and orientation.
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*/
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void resetCamera()
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{
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float dist = 11;
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float pitch = 52;
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float yaw = 35;
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float targetPos[3]={0,0.46,0};
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m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
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}
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// Evaluation
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/**
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* Update the simulation.
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* @param timeSinceLastTick
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*/
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void update(const btScalar timeSinceLastTick);
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/**
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* Update all evaluations.
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* @param timeSinceLastTick
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*/
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void updateEvaluations(const btScalar timeSinceLastTick);
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/**
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* Schedule new evaluations and tear down old ones.
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*/
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void scheduleEvaluations();
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/**
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* Draw distance markings on ground.
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*/
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void drawMarkings();
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/**
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* Reset a walker by deleting and rebuilding it.
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* @param i
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* @param resetPosition
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*/
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void resetWalkerAt(int i, const btVector3& resetPosition);
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// Reaper
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/**
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* Rate all evaluations via fitness function.
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*/
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void rateEvaluations();
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/**
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* Reap the worst performing walkers.
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*/
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void reap();
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/**
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* Sow new walkers.
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*/
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void sow();
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/**
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* Crossover two walkers to create an offspring.
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* @param mother
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* @param father
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* @param offspring
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*/
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void crossover(NNWalker* mother, NNWalker* father, NNWalker* offspring);
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/**
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* Mutate a walker.
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* @param mutant
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* @param mutationRate
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*/
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void mutate(NNWalker* mutant, btScalar mutationRate);
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/**
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* Get a random elite walker.
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* @return
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*/
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NNWalker* getRandomElite();
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/**
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* Get a random non elite walker.
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* @return
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*/
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NNWalker* getRandomNonElite();
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/**
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* Get the next walker to be reaped.
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* @return
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*/
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NNWalker* getNextReaped();
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/**
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* Print walker configurations to console.
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*/
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void printWalkerConfigs();
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btScalar getForeLegLength() const {
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return m_foreLegLength;
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}
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btScalar getForeLegRadius() const {
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return m_foreLegRadius;
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}
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btScalar getLegLength() const {
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return m_legLength;
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}
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btScalar getLegRadius() const {
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return m_legRadius;
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}
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btScalar getParallelEvaluations() const {
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return m_parallelEvaluations;
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}
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btScalar getRootBodyHeight() const {
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return m_rootBodyHeight;
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}
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btScalar getRootBodyRadius() const {
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return m_rootBodyRadius;
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}
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btScalar getWalkerMotorStrength() const {
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return m_walkerMotorStrength;
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}
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void setParallelEvaluations(btScalar parallelEvaluations) {
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m_parallelEvaluations = parallelEvaluations;
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}
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};
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static NN3DWalkersExample* nn3DWalkers = NULL;
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class NNWalker
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{
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btDynamicsWorld* m_ownerWorld;
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btCollisionShape* m_shapes[BODYPART_COUNT];
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btRigidBody* m_bodies[BODYPART_COUNT];
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btTransform m_bodyRelativeTransforms[BODYPART_COUNT];
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btTypedConstraint* m_joints[JOINT_COUNT];
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btHashMap<btHashPtr,int> m_bodyTouchSensorIndexMap;
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bool m_touchSensors[BODYPART_COUNT];
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btScalar m_sensoryMotorWeights[BODYPART_COUNT*JOINT_COUNT];
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bool m_inEvaluation;
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btScalar m_evaluationTime;
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bool m_reaped;
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btVector3 m_startPosition;
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int m_index;
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btScalar m_legUpdateAccumulator;
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btRigidBody* localCreateRigidBody (btScalar mass, const btTransform& startTransform, btCollisionShape* shape)
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{
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bool isDynamic = (mass != 0.f);
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btVector3 localInertia(0,0,0);
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if (isDynamic)
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shape->calculateLocalInertia(mass,localInertia);
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btDefaultMotionState* motionState = new btDefaultMotionState(startTransform);
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btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,motionState,shape,localInertia);
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btRigidBody* body = new btRigidBody(rbInfo);
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return body;
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}
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public:
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void randomizeSensoryMotorWeights(){
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//initialize random weights
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for(int i = 0;i < BODYPART_COUNT;i++){
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for(int j = 0;j < JOINT_COUNT;j++){
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//TODO: clean this up
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m_sensoryMotorWeights[i+j*BODYPART_COUNT] = ((double) rand() / (RAND_MAX))*2.0f-1.0f;
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//m_sensoryMotorWeights[i+j*BODYPART_COUNT] = 1;
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}
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}
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}
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NNWalker(int index, btDynamicsWorld* ownerWorld, const btVector3& startingPosition,
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const btScalar& rootBodyRadius,
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const btScalar& rootBodyHeight,
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const btScalar& legRadius,
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const btScalar& legLength,
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const btScalar& foreLegRadius,
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const btScalar& foreLegLength,
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bool fixedBodyPosition)
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: m_ownerWorld (ownerWorld), // the world the walker walks in
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m_inEvaluation(false), // the walker is not in evaluation
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m_evaluationTime(0), // reset evaluation time
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m_reaped(false), // the walker is not reaped
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m_startPosition(startingPosition), // the starting position of the walker
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m_legUpdateAccumulator(0)
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{
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m_index = index;
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btVector3 vUp(0, 1, 0); // up in local reference frame
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NN3DWalkersExample* nnWalkersDemo = (NN3DWalkersExample*)m_ownerWorld->getWorldUserInfo();
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clearTouchSensors(); // set touch sensors to zero
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randomizeSensoryMotorWeights(); // set random sensory motor weights for neural network layer
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//
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// Setup geometry
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m_shapes[0] = new btCapsuleShape(rootBodyRadius, rootBodyHeight); // root body capsule
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int i;
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for ( i = 0; i < NUM_WALKER_LEGS; i++)
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{
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m_shapes[1 + 2*i] = new btCapsuleShape(legRadius, legLength); // leg capsule
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m_shapes[2 + 2*i] = new btCapsuleShape(foreLegRadius, foreLegLength); // fore leg capsule
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}
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//
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// Setup rigid bodies
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btScalar rootAboveGroundHeight = foreLegLength;
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btTransform bodyOffset; bodyOffset.setIdentity();
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bodyOffset.setOrigin(startingPosition);
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// root body
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btVector3 localRootBodyPosition = btVector3(btScalar(0.), rootAboveGroundHeight, btScalar(0.)); // root body position in local reference frame
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btTransform transform;
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transform.setIdentity();
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transform.setOrigin(localRootBodyPosition);
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btTransform originTransform = transform;
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m_bodies[0] = localCreateRigidBody(btScalar(fixedBodyPosition?0.:1.), bodyOffset*transform, m_shapes[0]);
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m_ownerWorld->addRigidBody(m_bodies[0]);
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m_bodyRelativeTransforms[0] = btTransform::getIdentity();
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m_bodies[0]->setUserPointer(this);
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m_bodyTouchSensorIndexMap.insert(btHashPtr(m_bodies[0]), 0);
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btHingeConstraint* hingeC;
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//btConeTwistConstraint* coneC;
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btTransform localA, localB, localC;
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// legs
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for (i = 0; i < NUM_WALKER_LEGS; i++)
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{
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float footAngle = 2 * SIMD_PI * i / NUM_WALKER_LEGS; // legs are uniformly distributed around the root body
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float footYUnitPosition = sin(footAngle); // y position of the leg on the unit circle
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float footXUnitPosition = cos(footAngle); // x position of the leg on the unit circle
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transform.setIdentity();
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btVector3 legCOM = btVector3(btScalar(footXUnitPosition*(rootBodyRadius+0.5*legLength)), btScalar(rootAboveGroundHeight), btScalar(footYUnitPosition*(rootBodyRadius+0.5*legLength)));
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transform.setOrigin(legCOM);
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// thigh
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btVector3 legDirection = (legCOM - localRootBodyPosition).normalize();
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btVector3 kneeAxis = legDirection.cross(vUp);
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transform.setRotation(btQuaternion(kneeAxis, SIMD_HALF_PI));
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m_bodies[1+2*i] = localCreateRigidBody(btScalar(1.), bodyOffset*transform, m_shapes[1+2*i]);
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m_bodyRelativeTransforms[1+2*i] = transform;
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m_bodies[1+2*i]->setUserPointer(this);
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m_bodyTouchSensorIndexMap.insert(btHashPtr(m_bodies[1+2*i]),1+2*i);
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// shin
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transform.setIdentity();
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transform.setOrigin(btVector3(btScalar(footXUnitPosition*(rootBodyRadius+legLength)), btScalar(rootAboveGroundHeight-0.5*foreLegLength), btScalar(footYUnitPosition*(rootBodyRadius+legLength))));
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m_bodies[2+2*i] = localCreateRigidBody(btScalar(1.), bodyOffset*transform, m_shapes[2+2*i]);
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m_bodyRelativeTransforms[2+2*i] = transform;
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m_bodies[2+2*i]->setUserPointer(this);
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m_bodyTouchSensorIndexMap.insert(btHashPtr(m_bodies[2+2*i]),2+2*i);
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// hip joints
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localA.setIdentity(); localB.setIdentity();
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localA.getBasis().setEulerZYX(0,-footAngle,0); localA.setOrigin(btVector3(btScalar(footXUnitPosition*rootBodyRadius), btScalar(0.), btScalar(footYUnitPosition*rootBodyRadius)));
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localB = b3ReferenceFrameHelper::getTransformWorldToLocal(m_bodies[1+2*i]->getWorldTransform(), b3ReferenceFrameHelper::getTransformLocalToWorld(m_bodies[0]->getWorldTransform(),localA));
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hingeC = new btHingeConstraint(*m_bodies[0], *m_bodies[1+2*i], localA, localB);
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hingeC->setLimit(btScalar(-0.75 * SIMD_PI_4), btScalar(SIMD_PI_8));
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//hingeC->setLimit(btScalar(-0.1), btScalar(0.1));
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m_joints[2*i] = hingeC;
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// knee joints
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localA.setIdentity(); localB.setIdentity(); localC.setIdentity();
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localA.getBasis().setEulerZYX(0,-footAngle,0); localA.setOrigin(btVector3(btScalar(footXUnitPosition*(rootBodyRadius+legLength)), btScalar(0.), btScalar(footYUnitPosition*(rootBodyRadius+legLength))));
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localB = b3ReferenceFrameHelper::getTransformWorldToLocal(m_bodies[1+2*i]->getWorldTransform(), b3ReferenceFrameHelper::getTransformLocalToWorld(m_bodies[0]->getWorldTransform(),localA));
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localC = b3ReferenceFrameHelper::getTransformWorldToLocal(m_bodies[2+2*i]->getWorldTransform(), b3ReferenceFrameHelper::getTransformLocalToWorld(m_bodies[0]->getWorldTransform(),localA));
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hingeC = new btHingeConstraint(*m_bodies[1+2*i], *m_bodies[2+2*i], localB, localC);
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//hingeC->setLimit(btScalar(-0.01), btScalar(0.01));
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hingeC->setLimit(btScalar(-SIMD_PI_8), btScalar(0.2));
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m_joints[1+2*i] = hingeC;
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//test if we cause a collision with priorly inserted bodies. This prevents the walkers to have to resolve collisions on startup
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m_ownerWorld->addRigidBody(m_bodies[1+2*i]); // add thigh bone
|
|
m_ownerWorld->addConstraint(m_joints[2*i], true); // connect thigh bone with root
|
|
|
|
if(nnWalkersDemo->detectCollisions()){ // if thigh bone causes collision, remove it again
|
|
m_ownerWorld->removeConstraint(m_joints[2*i]); // disconnect thigh bone from root
|
|
m_ownerWorld->removeRigidBody(m_bodies[1+2*i]);
|
|
}
|
|
else{
|
|
m_ownerWorld->addRigidBody(m_bodies[2+2*i]); // add shin bone
|
|
m_ownerWorld->addConstraint(m_joints[1+2*i], true); // connect shin bone with thigh
|
|
|
|
if(nnWalkersDemo->detectCollisions()){ // if shin bone causes collision, remove it again
|
|
m_ownerWorld->removeConstraint(m_joints[1+2*i]); // disconnect shin bone from thigh
|
|
m_ownerWorld->removeRigidBody(m_bodies[2+2*i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Setup some damping on the m_bodies
|
|
for (i = 0; i < BODYPART_COUNT; ++i)
|
|
{
|
|
m_bodies[i]->setDamping(0.05, 0.85);
|
|
m_bodies[i]->setDeactivationTime(0.8);
|
|
m_bodies[i]->setSleepingThresholds(0.5f, 0.5f);
|
|
m_bodies[i]->setActivationState(DISABLE_DEACTIVATION);
|
|
}
|
|
|
|
removeFromWorld(); // the walker should not yet be in the world
|
|
}
|
|
|
|
virtual ~NNWalker ()
|
|
{
|
|
int i;
|
|
|
|
// Remove all constraints
|
|
for ( i = 0; i < JOINT_COUNT; ++i)
|
|
{
|
|
m_ownerWorld->removeConstraint(m_joints[i]);
|
|
delete m_joints[i]; m_joints[i] = 0;
|
|
}
|
|
|
|
// Remove all bodies and shapes
|
|
for ( i = 0; i < BODYPART_COUNT; ++i)
|
|
{
|
|
m_ownerWorld->removeRigidBody(m_bodies[i]);
|
|
|
|
delete m_bodies[i]->getMotionState();
|
|
|
|
delete m_bodies[i]; m_bodies[i] = 0;
|
|
delete m_shapes[i]; m_shapes[i] = 0;
|
|
}
|
|
}
|
|
|
|
btTypedConstraint** getJoints() {
|
|
return &m_joints[0];
|
|
}
|
|
|
|
void setTouchSensor(void* bodyPointer){
|
|
m_touchSensors[*m_bodyTouchSensorIndexMap.find(btHashPtr(bodyPointer))] = true;
|
|
}
|
|
|
|
void clearTouchSensors(){
|
|
for(int i = 0 ; i < BODYPART_COUNT;i++){
|
|
m_touchSensors[i] = false;
|
|
}
|
|
}
|
|
|
|
bool getTouchSensor(int i){
|
|
return m_touchSensors[i];
|
|
}
|
|
|
|
btScalar* getSensoryMotorWeights() {
|
|
return m_sensoryMotorWeights;
|
|
}
|
|
|
|
void copySensoryMotorWeights(btScalar* sensoryMotorWeights){
|
|
for(int i = 0;i < BODYPART_COUNT;i++){
|
|
for(int j = 0;j < JOINT_COUNT;j++){
|
|
m_sensoryMotorWeights[i+j*BODYPART_COUNT] = sensoryMotorWeights[i+j*BODYPART_COUNT];
|
|
}
|
|
}
|
|
}
|
|
|
|
void addToWorld() {
|
|
int i;
|
|
// add all bodies and shapes
|
|
for ( i = 0; i < BODYPART_COUNT; ++i)
|
|
{
|
|
m_ownerWorld->addRigidBody(m_bodies[i]);
|
|
}
|
|
|
|
// add all constraints
|
|
for ( i = 0; i < JOINT_COUNT; ++i)
|
|
{
|
|
m_ownerWorld->addConstraint(m_joints[i], true); // important! If you add constraints back, you must set bullet physics to disable collision between constrained bodies
|
|
}
|
|
}
|
|
|
|
void removeFromWorld(){
|
|
int i;
|
|
|
|
// Remove all constraints
|
|
for ( i = 0; i < JOINT_COUNT; ++i)
|
|
{
|
|
m_ownerWorld->removeConstraint(m_joints[i]);
|
|
}
|
|
|
|
// Remove all bodies
|
|
for ( i = 0; i < BODYPART_COUNT; ++i)
|
|
{
|
|
m_ownerWorld->removeRigidBody(m_bodies[i]);
|
|
}
|
|
}
|
|
|
|
btVector3 getPosition() const {
|
|
btVector3 finalPosition(0,0,0);
|
|
|
|
for(int i = 0; i < BODYPART_COUNT;i++)
|
|
{
|
|
finalPosition += m_bodies[i]->getCenterOfMassPosition();
|
|
}
|
|
|
|
finalPosition /= btScalar(BODYPART_COUNT);
|
|
return finalPosition;
|
|
}
|
|
|
|
btScalar getDistanceFitness() const
|
|
{
|
|
btScalar distance = 0;
|
|
|
|
distance = (getPosition() - m_startPosition).length2();
|
|
|
|
return distance;
|
|
}
|
|
|
|
btScalar getFitness() const
|
|
{
|
|
return getDistanceFitness(); // for now it is only distance
|
|
}
|
|
|
|
void resetAt(const btVector3& position) {
|
|
btTransform resetPosition(btQuaternion::getIdentity(), position);
|
|
|
|
for (int i = 0; i < 2*NUM_WALKER_LEGS; i++)
|
|
{
|
|
btHingeConstraint* hingeC = static_cast<btHingeConstraint*>(getJoints()[i]);
|
|
hingeC->enableAngularMotor(false,0,0);
|
|
}
|
|
|
|
for (int i = 0; i < BODYPART_COUNT; ++i)
|
|
{
|
|
m_bodies[i]->clearForces();
|
|
m_bodies[i]->setAngularVelocity(btVector3(0,0,0));
|
|
m_bodies[i]->setLinearVelocity(btVector3(0,0,0));
|
|
|
|
m_bodies[i]->setWorldTransform(resetPosition*m_bodyRelativeTransforms[i]);
|
|
if(m_bodies[i]->getMotionState()){
|
|
m_bodies[i]->getMotionState()->setWorldTransform(resetPosition*m_bodyRelativeTransforms[i]);
|
|
}
|
|
}
|
|
|
|
m_startPosition = getPosition();
|
|
|
|
m_legUpdateAccumulator = 0;
|
|
|
|
clearTouchSensors();
|
|
}
|
|
|
|
btScalar getEvaluationTime() const {
|
|
return m_evaluationTime;
|
|
}
|
|
|
|
void setEvaluationTime(btScalar evaluationTime) {
|
|
m_evaluationTime = evaluationTime;
|
|
}
|
|
|
|
bool isInEvaluation() const {
|
|
return m_inEvaluation;
|
|
}
|
|
|
|
void setInEvaluation(bool inEvaluation) {
|
|
m_inEvaluation = inEvaluation;
|
|
}
|
|
|
|
bool isReaped() const {
|
|
return m_reaped;
|
|
}
|
|
|
|
void setReaped(bool reaped) {
|
|
m_reaped = reaped;
|
|
}
|
|
|
|
int getIndex() const {
|
|
return m_index;
|
|
}
|
|
|
|
btScalar getLegUpdateAccumulator() const {
|
|
return m_legUpdateAccumulator;
|
|
}
|
|
|
|
void setLegUpdateAccumulator(btScalar legUpdateAccumulator) {
|
|
m_legUpdateAccumulator = legUpdateAccumulator;
|
|
}
|
|
};
|
|
|
|
void evaluationUpdatePreTickCallback(btDynamicsWorld *world, btScalar timeStep);
|
|
|
|
bool legContactProcessedCallback(btManifoldPoint& cp, void* body0, void* body1)
|
|
{
|
|
btCollisionObject* o1 = static_cast<btCollisionObject*>(body0);
|
|
btCollisionObject* o2 = static_cast<btCollisionObject*>(body1);
|
|
|
|
void* ID1 = o1->getUserPointer();
|
|
void* ID2 = o2->getUserPointer();
|
|
|
|
if (ID1 != GROUND_ID || ID2 != GROUND_ID) {
|
|
// Make a circle with a 0.9 radius at (0,0,0)
|
|
// with RGB color (1,0,0).
|
|
if(nn3DWalkers->m_dynamicsWorld->getDebugDrawer() != NULL){
|
|
if(!nn3DWalkers->mIsHeadless){
|
|
nn3DWalkers->m_dynamicsWorld->getDebugDrawer()->drawSphere(cp.getPositionWorldOnA(), 0.1, btVector3(1., 0., 0.));
|
|
}
|
|
}
|
|
|
|
if(ID1 != GROUND_ID && ID1){
|
|
((NNWalker*)ID1)->setTouchSensor(o1);
|
|
}
|
|
|
|
if(ID2 != GROUND_ID && ID2){
|
|
((NNWalker*)ID2)->setTouchSensor(o2);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
struct WalkerFilterCallback : public btOverlapFilterCallback
|
|
{
|
|
// return true when pairs need collision
|
|
virtual bool needBroadphaseCollision(btBroadphaseProxy* proxy0, btBroadphaseProxy* proxy1) const
|
|
{
|
|
btCollisionObject* obj0 = static_cast<btCollisionObject*>(proxy0->m_clientObject);
|
|
btCollisionObject* obj1 = static_cast<btCollisionObject*>(proxy1->m_clientObject);
|
|
|
|
if (obj0->getUserPointer() == GROUND_ID || obj1->getUserPointer() == GROUND_ID) { // everything collides with ground
|
|
return true;
|
|
}
|
|
else if((NNWalker*)obj0->getUserPointer() && (NNWalker*)obj1->getUserPointer()){
|
|
return ((NNWalker*)obj0->getUserPointer())->getIndex() == ((NNWalker*)obj1->getUserPointer())->getIndex();
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
void floorNNSliderValue(float notUsed) {
|
|
nn3DWalkers->setParallelEvaluations(floor(nn3DWalkers->getParallelEvaluations()));
|
|
}
|
|
|
|
void NN3DWalkersExample::initPhysics()
|
|
{
|
|
|
|
setupBasicParamInterface(); // parameter interface to use timewarp
|
|
|
|
gContactProcessedCallback = legContactProcessedCallback;
|
|
|
|
m_guiHelper->setUpAxis(1);
|
|
|
|
// Setup the basic world
|
|
|
|
m_SimulationTime = 0;
|
|
|
|
createEmptyDynamicsWorld();
|
|
|
|
m_dynamicsWorld->setInternalTickCallback(evaluationUpdatePreTickCallback, this, true);
|
|
m_guiHelper->createPhysicsDebugDrawer(m_dynamicsWorld);
|
|
|
|
m_walkerLegTargetFrequency = 3; // Hz
|
|
|
|
// new SIMD solver for joints clips accumulated impulse, so the new limits for the motor
|
|
// should be (numberOfsolverIterations * oldLimits)
|
|
m_walkerMotorStrength = 0.05f * m_dynamicsWorld->getSolverInfo().m_numIterations;
|
|
|
|
|
|
{ // create a slider to change the motor update frequency
|
|
SliderParams slider("Motor update frequency", &m_walkerLegTargetFrequency);
|
|
slider.m_minVal = 0;
|
|
slider.m_maxVal = 10;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
{ // create a slider to change the motor torque
|
|
SliderParams slider("Motor force", &m_walkerMotorStrength);
|
|
slider.m_minVal = 1;
|
|
slider.m_maxVal = 50;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
{ // create a slider to change the root body radius
|
|
SliderParams slider("Root body radius", &m_rootBodyRadius);
|
|
slider.m_minVal = 0.01f;
|
|
slider.m_maxVal = 10;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
{ // create a slider to change the root body height
|
|
SliderParams slider("Root body height", &m_rootBodyHeight);
|
|
slider.m_minVal = 0.01f;
|
|
slider.m_maxVal = 10;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
{ // create a slider to change the leg radius
|
|
SliderParams slider("Leg radius", &m_legRadius);
|
|
slider.m_minVal = 0.01f;
|
|
slider.m_maxVal = 10;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
{ // create a slider to change the leg length
|
|
SliderParams slider("Leg length", &m_legLength);
|
|
slider.m_minVal = 0.01f;
|
|
slider.m_maxVal = 10;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
{ // create a slider to change the fore leg radius
|
|
SliderParams slider("Fore Leg radius", &m_foreLegRadius);
|
|
slider.m_minVal = 0.01f;
|
|
slider.m_maxVal = 10;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
{ // create a slider to change the fore leg length
|
|
SliderParams slider("Fore Leg length", &m_foreLegLength);
|
|
slider.m_minVal = 0.01f;
|
|
slider.m_maxVal = 10;
|
|
slider.m_clampToNotches = false;
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
if(POPULATION_SIZE > 1)
|
|
{ // create a slider to change the number of parallel evaluations
|
|
SliderParams slider("Parallel evaluations", &m_parallelEvaluations);
|
|
slider.m_minVal = 1;
|
|
slider.m_maxVal = POPULATION_SIZE;
|
|
slider.m_clampToNotches = false;
|
|
slider.m_callback = floorNNSliderValue; // hack to get integer values
|
|
m_guiHelper->getParameterInterface()->registerSliderFloatParameter(
|
|
slider);
|
|
}
|
|
|
|
|
|
// Setup a big ground box
|
|
{
|
|
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(200.),btScalar(10.),btScalar(200.)));
|
|
m_collisionShapes.push_back(groundShape);
|
|
btTransform groundTransform;
|
|
groundTransform.setIdentity();
|
|
groundTransform.setOrigin(btVector3(0,-10,0));
|
|
btRigidBody* ground = createRigidBody(btScalar(0.),groundTransform,groundShape);
|
|
ground->setFriction(5);
|
|
ground->setUserPointer(GROUND_ID);
|
|
}
|
|
|
|
for(int i = 0; i < POPULATION_SIZE ; i++){
|
|
if(RANDOMIZE_WALKER_DIMENSIONS){
|
|
float maxDimension = 0.2f;
|
|
|
|
// randomize the dimensions
|
|
m_rootBodyRadius = ((double) rand() / (RAND_MAX)) * (maxDimension-0.01f) + 0.01f;
|
|
m_rootBodyHeight = ((double) rand() / (RAND_MAX)) * (maxDimension-0.01f) + 0.01f;
|
|
m_legRadius = ((double) rand() / (RAND_MAX)) * (maxDimension-0.01f) + 0.01f;
|
|
m_legLength = ((double) rand() / (RAND_MAX)) * (maxDimension-0.01f) + 0.01f;
|
|
m_foreLegLength = ((double) rand() / (RAND_MAX)) * (maxDimension-0.01f) + 0.01f;
|
|
m_foreLegRadius = ((double) rand() / (RAND_MAX)) * (maxDimension-0.01f) + 0.01f;
|
|
}
|
|
|
|
// Spawn one walker
|
|
spawnWalker(i, m_resetPosition, false);
|
|
}
|
|
|
|
// add walker filter making the walkers never collide with each other
|
|
btOverlapFilterCallback * filterCallback = new WalkerFilterCallback();
|
|
m_dynamicsWorld->getPairCache()->setOverlapFilterCallback(filterCallback);
|
|
|
|
|
|
// setup data sources for walkers in time series canvas
|
|
m_timeSeriesCanvas = new TimeSeriesCanvas(m_guiHelper->getAppInterface()->m_2dCanvasInterface,400,300, "Fitness Performance");
|
|
m_timeSeriesCanvas->setupTimeSeries(TIME_SERIES_MIN_Y, TIME_SERIES_MAX_Y, 10, 0);
|
|
for(int i = 0; i < POPULATION_SIZE ; i++){
|
|
m_timeSeriesCanvas->addDataSource(" ", 100*i/POPULATION_SIZE,100*(POPULATION_SIZE-i)/POPULATION_SIZE,100*(i)/POPULATION_SIZE);
|
|
}
|
|
}
|
|
|
|
|
|
void NN3DWalkersExample::spawnWalker(int index, const btVector3& resetPosition, bool fixedBodyPosition)
|
|
{
|
|
NNWalker* walker = new NNWalker(index, m_dynamicsWorld, resetPosition, m_rootBodyRadius,m_rootBodyHeight,m_legRadius,m_legLength,m_foreLegRadius,m_foreLegLength, fixedBodyPosition);
|
|
m_walkersInPopulation.push_back(walker);
|
|
}
|
|
|
|
bool NN3DWalkersExample::detectCollisions()
|
|
{
|
|
bool collisionDetected = false;
|
|
if(m_dynamicsWorld){
|
|
m_dynamicsWorld->performDiscreteCollisionDetection(); // let the collisions be calculated
|
|
}
|
|
|
|
int numManifolds = m_dynamicsWorld->getDispatcher()->getNumManifolds();
|
|
for (int i = 0;i < numManifolds;i++)
|
|
{
|
|
btPersistentManifold* contactManifold = m_dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
|
|
const btCollisionObject* obA = contactManifold->getBody0();
|
|
const btCollisionObject* obB = contactManifold->getBody1();
|
|
|
|
if(obA->getUserPointer() != GROUND_ID && obB->getUserPointer() != GROUND_ID){
|
|
|
|
int numContacts = contactManifold->getNumContacts();
|
|
for (int j=0;j<numContacts;j++)
|
|
{
|
|
collisionDetected = true;
|
|
btManifoldPoint& pt = contactManifold->getContactPoint(j);
|
|
if (pt.getDistance()<0.f)
|
|
{
|
|
const btVector3& ptA = pt.getPositionWorldOnA();
|
|
const btVector3& ptB = pt.getPositionWorldOnB();
|
|
const btVector3& normalOnB = pt.m_normalWorldOnB;
|
|
|
|
if(!DRAW_INTERPENETRATIONS){
|
|
return collisionDetected;
|
|
}
|
|
|
|
if(m_dynamicsWorld->getDebugDrawer()){ // draw self collisions
|
|
m_dynamicsWorld->getDebugDrawer()->drawSphere(pt.getPositionWorldOnA(), 0.1, btVector3(0., 0., 1.));
|
|
m_dynamicsWorld->getDebugDrawer()->drawSphere(pt.getPositionWorldOnB(), 0.1, btVector3(0., 0., 1.));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return collisionDetected;
|
|
}
|
|
|
|
bool NN3DWalkersExample::keyboardCallback(int key, int state)
|
|
{
|
|
switch (key)
|
|
{
|
|
case '[':
|
|
m_walkerMotorStrength /= 1.1f;
|
|
return true;
|
|
case ']':
|
|
m_walkerMotorStrength *= 1.1f;
|
|
return true;
|
|
case 'l':
|
|
printWalkerConfigs();
|
|
return true;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return NN3DWalkersTimeWarpBase::keyboardCallback(key,state);
|
|
}
|
|
|
|
void NN3DWalkersExample::exitPhysics()
|
|
{
|
|
|
|
gContactProcessedCallback = NULL; // clear contact processed callback on exiting
|
|
|
|
for (int i = 0;i < POPULATION_SIZE;i++)
|
|
{
|
|
NNWalker* walker = m_walkersInPopulation[i];
|
|
delete walker;
|
|
}
|
|
|
|
CommonRigidBodyBase::exitPhysics();
|
|
}
|
|
|
|
class CommonExampleInterface* ET_NN3DWalkersCreateFunc(struct CommonExampleOptions& options)
|
|
{
|
|
nn3DWalkers = new NN3DWalkersExample(options.m_guiHelper);
|
|
return nn3DWalkers;
|
|
}
|
|
|
|
bool fitnessComparator (const NNWalker* a, const NNWalker* b)
|
|
{
|
|
return a->getFitness() > b->getFitness(); // sort walkers descending
|
|
}
|
|
|
|
void NN3DWalkersExample::rateEvaluations(){
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|
|
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m_walkersInPopulation.quickSort(fitnessComparator); // Sort walkers by fitness
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|
|
|
b3Printf("Best performing walker: %f meters", btSqrt(m_walkersInPopulation[0]->getDistanceFitness()));
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|
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|
if(btSqrt(m_walkersInPopulation[0]->getDistanceFitness()) < m_bestWalkerFitness){
|
|
b3Printf("################Simulation not deterministic###########################");
|
|
}
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|
else{
|
|
m_bestWalkerFitness = btSqrt(m_walkersInPopulation[0]->getDistanceFitness());
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|
}
|
|
|
|
for(int i = 0; i < POPULATION_SIZE;i++){ // plot walker fitnesses for this round
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m_timeSeriesCanvas->insertDataAtCurrentTime(btSqrt(m_walkersInPopulation[i]->getDistanceFitness()),i,true);
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}
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m_timeSeriesCanvas->nextTick(); // move tick forward
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|
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for(int i = 0; i < POPULATION_SIZE;i++){ // reset all walkers
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m_walkersInPopulation[i]->setEvaluationTime(0);
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}
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|
m_nextReapedIndex = 0;
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|
}
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|
|
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void NN3DWalkersExample::reap() {
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|
int reaped = 0;
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for(int i = POPULATION_SIZE-1;i >=(POPULATION_SIZE-1)*(1-REAP_QTY); i--){ // reap a certain percentage of walkers to replace them afterwards
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m_walkersInPopulation[i]->setReaped(true);
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|
reaped++;
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|
}
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b3Printf("%i Walker(s) reaped.",reaped);
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|
}
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|
|
|
/**
|
|
* Return a random elitist walker (one that is not mutated at all because it performs well).
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* @return Random elitist walker.
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|
*/
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|
NNWalker* NN3DWalkersExample::getRandomElite(){
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return m_walkersInPopulation[((POPULATION_SIZE-1) * SOW_ELITE_QTY) * (rand()/RAND_MAX)];
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|
}
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|
|
|
/**
|
|
* Return a random non-elitist walker (a mutated walker).
|
|
* @return
|
|
*/
|
|
NNWalker* NN3DWalkersExample::getRandomNonElite(){
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|
return m_walkersInPopulation[(POPULATION_SIZE-1) * SOW_ELITE_QTY + (POPULATION_SIZE-1) * (1.0f-SOW_ELITE_QTY) * (rand()/RAND_MAX)];
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|
}
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|
|
|
/**
|
|
* Get the next reaped walker to be replaced.
|
|
* @return
|
|
*/
|
|
NNWalker* NN3DWalkersExample::getNextReaped() {
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|
if((POPULATION_SIZE-1) - m_nextReapedIndex >= (POPULATION_SIZE-1) * (1-REAP_QTY)){
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|
m_nextReapedIndex++;
|
|
}
|
|
|
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if(m_walkersInPopulation[(POPULATION_SIZE-1) - m_nextReapedIndex+1]->isReaped()){
|
|
return m_walkersInPopulation[(POPULATION_SIZE-1) - m_nextReapedIndex+1];
|
|
}
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|
else{
|
|
return NULL; // we asked for too many
|
|
}
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|
|
|
}
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|
|
|
/**
|
|
* Sow new walkers.
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|
*/
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|
void NN3DWalkersExample::sow() {
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|
int sow = 0;
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|
for(int i = 0; i < POPULATION_SIZE * (SOW_CROSSOVER_QTY);i++){ // create number of new crossover creatures
|
|
sow++;
|
|
NNWalker* mother = getRandomElite(); // Get elite partner (mother)
|
|
NNWalker* father = (SOW_ELITE_PARTNER < rand()/RAND_MAX)?getRandomElite():getRandomNonElite(); //Get elite or random partner (father)
|
|
NNWalker* offspring = getNextReaped();
|
|
crossover(mother,father, offspring);
|
|
}
|
|
|
|
for(int i = POPULATION_SIZE*SOW_ELITE_QTY; i < POPULATION_SIZE*(SOW_ELITE_QTY+SOW_MUTATION_QTY);i++){ // create mutants
|
|
mutate(m_walkersInPopulation[i], btScalar(MUTATION_RATE / (POPULATION_SIZE * SOW_MUTATION_QTY) * (i-POPULATION_SIZE*SOW_ELITE_QTY)));
|
|
}
|
|
|
|
for(int i = 0; i < (POPULATION_SIZE-1) * (REAP_QTY-SOW_CROSSOVER_QTY);i++){
|
|
sow++;
|
|
NNWalker* reaped = getNextReaped();
|
|
reaped->setReaped(false);
|
|
reaped->randomizeSensoryMotorWeights();
|
|
}
|
|
b3Printf("%i Walker(s) sown.",sow);
|
|
}
|
|
|
|
/**
|
|
* Crossover mother and father into the child.
|
|
* @param mother
|
|
* @param father
|
|
* @param child
|
|
*/
|
|
void NN3DWalkersExample::crossover(NNWalker* mother, NNWalker* father, NNWalker* child) {
|
|
for(int i = 0; i < BODYPART_COUNT*JOINT_COUNT;i++){
|
|
btScalar random = ((double) rand() / (RAND_MAX));
|
|
|
|
if(random >= 0.5f){
|
|
child->getSensoryMotorWeights()[i] = mother->getSensoryMotorWeights()[i];
|
|
}
|
|
else
|
|
{
|
|
child->getSensoryMotorWeights()[i] = father->getSensoryMotorWeights()[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Mutate the mutant.
|
|
* @param mutant
|
|
* @param mutationRate
|
|
*/
|
|
void NN3DWalkersExample::mutate(NNWalker* mutant, btScalar mutationRate) {
|
|
for(int i = 0; i < BODYPART_COUNT*JOINT_COUNT;i++){
|
|
btScalar random = ((double) rand() / (RAND_MAX));
|
|
|
|
if(random >= mutationRate){
|
|
mutant->getSensoryMotorWeights()[i] = ((double) rand() / (RAND_MAX))*2.0f-1.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update the demo via pretick callback to be precise.
|
|
* @param world
|
|
* @param timeStep
|
|
*/
|
|
void evaluationUpdatePreTickCallback(btDynamicsWorld *world, btScalar timeStep) {
|
|
NN3DWalkersExample* nnWalkersDemo = (NN3DWalkersExample*)world->getWorldUserInfo();
|
|
nnWalkersDemo->update(timeStep);
|
|
}
|
|
|
|
/**
|
|
* Update cycle.
|
|
* @param timeSinceLastTick
|
|
*/
|
|
void NN3DWalkersExample::update(const btScalar timeSinceLastTick) {
|
|
updateEvaluations(timeSinceLastTick); /**!< We update all evaluations that are in the loop */
|
|
|
|
scheduleEvaluations(); /**!< Start new evaluations and finish the old ones. */
|
|
|
|
drawMarkings(); /**!< Draw markings on the ground */
|
|
|
|
if(m_SimulationTime > m_LastSpeedupPrintTimestamp + TIMESTAMP_TIME){ // print effective speedup every 2 seconds
|
|
b3Printf("Avg Effective speedup: %f real time",calculatePerformedSpeedup());
|
|
m_LastSpeedupPrintTimestamp = m_SimulationTime;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Update the evaluations.
|
|
* @param timeSinceLastTick
|
|
*/
|
|
void NN3DWalkersExample::updateEvaluations(const btScalar timeSinceLastTick) {
|
|
btScalar delta = timeSinceLastTick;
|
|
btScalar minFPS = 1.f/60.f;
|
|
if (delta > minFPS){
|
|
delta = minFPS;
|
|
}
|
|
|
|
m_SimulationTime += delta;
|
|
|
|
for(int i = 0; i < POPULATION_SIZE;i++) // evaluation time passes
|
|
{
|
|
if(m_walkersInPopulation[i]->isInEvaluation()){
|
|
m_walkersInPopulation[i]->setEvaluationTime(m_walkersInPopulation[i]->getEvaluationTime()+delta); // increase evaluation time
|
|
}
|
|
}
|
|
|
|
for (int r = 0; r < POPULATION_SIZE; r++)
|
|
{
|
|
if(m_walkersInPopulation[r]->isInEvaluation())
|
|
{
|
|
m_walkersInPopulation[r]->setLegUpdateAccumulator(m_walkersInPopulation[r]->getLegUpdateAccumulator() + delta);
|
|
|
|
if(m_walkersInPopulation[r]->getLegUpdateAccumulator() >= btScalar(1.0f) /m_walkerLegTargetFrequency)
|
|
{
|
|
m_walkersInPopulation[r]->setLegUpdateAccumulator(0);
|
|
|
|
for (int i = 0; i < 2*NUM_WALKER_LEGS; i++)
|
|
{
|
|
btScalar targetAngle = 0; // angle in range [0,1]
|
|
btHingeConstraint* hingeC = static_cast<btHingeConstraint*>(m_walkersInPopulation[r]->getJoints()[i]);
|
|
|
|
if(RANDOM_WALKER_MOVEMENT){
|
|
targetAngle = ((double) rand() / (RAND_MAX));
|
|
}
|
|
else{ // neural network movement
|
|
|
|
for(int j = 0; j < JOINT_COUNT;j++){ // accumulate sensor inputs with weights (summate inputs)
|
|
targetAngle += m_walkersInPopulation[r]->getSensoryMotorWeights()[i+j*BODYPART_COUNT] * m_walkersInPopulation[r]->getTouchSensor(i);
|
|
}
|
|
|
|
targetAngle = (tanh(targetAngle)+1.0f)*0.5f; // apply the activation function (threshold) [0;1]
|
|
}
|
|
btScalar targetLimitAngle = hingeC->getLowerLimit() + targetAngle * (hingeC->getUpperLimit() - hingeC->getLowerLimit()); // [lowerLimit;upperLimit]
|
|
btScalar currentAngle = hingeC->getHingeAngle();
|
|
btScalar angleError = targetLimitAngle - currentAngle; // target current delta
|
|
btScalar desiredAngularVel = angleError/((delta>0)?delta:btScalar(0.0001f)); // division by zero safety
|
|
|
|
hingeC->enableAngularMotor(true, desiredAngularVel, m_walkerMotorStrength); // set new target velocity
|
|
}
|
|
}
|
|
|
|
// clear sensor signals after usage
|
|
m_walkersInPopulation[r]->clearTouchSensors();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Schedule the walker evaluations.
|
|
*/
|
|
void NN3DWalkersExample::scheduleEvaluations() {
|
|
for(int i = 0; i < POPULATION_SIZE;i++){
|
|
|
|
if(m_walkersInPopulation[i]->isInEvaluation() && m_walkersInPopulation[i]->getEvaluationTime() >= EVALUATION_DURATION){ /**!< tear down evaluations */
|
|
b3Printf("An evaluation finished at %f s. Distance: %f m", m_SimulationTime, btSqrt(m_walkersInPopulation[i]->getDistanceFitness()));
|
|
m_walkersInPopulation[i]->setInEvaluation(false);
|
|
m_walkersInPopulation[i]->removeFromWorld();
|
|
m_walkersInEvaluation--;
|
|
}
|
|
|
|
if(m_walkersInEvaluation < m_parallelEvaluations && !m_walkersInPopulation[i]->isInEvaluation() && m_walkersInPopulation[i]->getEvaluationTime() == 0){ /**!< Setup the new evaluations */
|
|
b3Printf("An evaluation started at %f s.",m_SimulationTime);
|
|
m_walkersInEvaluation++;
|
|
|
|
if(REBUILD_WALKER){ // deletes and recreates the walker in the position
|
|
resetWalkerAt(i, m_resetPosition);
|
|
}
|
|
else{ // resets the position of the walker without deletion
|
|
m_walkersInPopulation[i]->resetAt(m_resetPosition);
|
|
}
|
|
m_walkersInPopulation[i]->setInEvaluation(true);
|
|
m_walkersInPopulation[i]->addToWorld();
|
|
|
|
m_guiHelper->autogenerateGraphicsObjects(m_dynamicsWorld);
|
|
}
|
|
}
|
|
|
|
if(m_walkersInEvaluation == 0){ // if there are no more evaluations possible
|
|
rateEvaluations(); // rate evaluations by sorting them based on their fitness
|
|
|
|
reap(); // reap worst performing walkers
|
|
|
|
sow(); // crossover & mutate and sow new walkers
|
|
b3Printf("### A new generation started. ###");
|
|
}
|
|
}
|
|
|
|
void NN3DWalkersExample::resetWalkerAt(int i, const btVector3& resetPosition){
|
|
|
|
NNWalker* newWalker = new NNWalker(i, m_dynamicsWorld, resetPosition, m_rootBodyRadius,m_rootBodyHeight,m_legRadius,m_legLength,m_foreLegRadius,m_foreLegLength, false);
|
|
newWalker->copySensoryMotorWeights(m_walkersInPopulation[i]->getSensoryMotorWeights());
|
|
delete m_walkersInPopulation[i];
|
|
m_walkersInPopulation[i] = newWalker;
|
|
}
|
|
|
|
/**
|
|
* Draw distance markings on the ground.
|
|
*/
|
|
void NN3DWalkersExample::drawMarkings() {
|
|
if(!mIsHeadless){
|
|
for(int i = 0; i < POPULATION_SIZE;i++) // draw current distance plates of moving walkers
|
|
{
|
|
if(m_walkersInPopulation[i]->isInEvaluation()){
|
|
btVector3 walkerPosition = m_walkersInPopulation[i]->getPosition();
|
|
char performance[20];
|
|
sprintf(performance, "%.2f m", btSqrt(m_walkersInPopulation[i]->getDistanceFitness()));
|
|
m_guiHelper->drawText3D(performance,walkerPosition.x(),walkerPosition.y()+1,walkerPosition.z(),1);
|
|
}
|
|
}
|
|
|
|
for(int i = 2; i < 50; i+=2){ // draw distance circles
|
|
if(m_dynamicsWorld->getDebugDrawer()){
|
|
m_dynamicsWorld->getDebugDrawer()->drawArc(btVector3(0,0,0),btVector3(0,1,0),btVector3(1,0,0),btScalar(i), btScalar(i),btScalar(0),btScalar(SIMD_2_PI),btVector3(10*i,0,0),false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Print walker neural network layer configurations.
|
|
*/
|
|
void NN3DWalkersExample::printWalkerConfigs(){
|
|
char configString[25 + POPULATION_SIZE*BODYPART_COUNT*JOINT_COUNT*(3+15+1) + POPULATION_SIZE*4 + 1]; // 15 precision + [],\n
|
|
char* runner = configString;
|
|
sprintf(runner,"Population configuration:");
|
|
runner +=25;
|
|
for(int i = 0;i < POPULATION_SIZE;i++) {
|
|
runner[0] = '\n';
|
|
runner++;
|
|
runner[0] = '[';
|
|
runner++;
|
|
for(int j = 0; j < BODYPART_COUNT*JOINT_COUNT;j++) {
|
|
sprintf(runner,"%.15f", m_walkersInPopulation[i]->getSensoryMotorWeights()[j]);
|
|
runner +=15;
|
|
if(j + 1 < BODYPART_COUNT*JOINT_COUNT){
|
|
runner[0] = ',';
|
|
}
|
|
else{
|
|
runner[0] = ']';
|
|
}
|
|
runner++;
|
|
}
|
|
}
|
|
runner[0] = '\0';
|
|
b3Printf(configString);
|
|
}
|