Add exact two-stage collision checking method
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@@ -5,6 +5,7 @@ import stable_baselines3
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import torch.utils.data
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import torch.utils.data
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import numpy as np
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import numpy as np
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from intersim.envs.intersimple import NRasterized
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from intersim.envs.intersimple import NRasterized
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from intersim.collisions import state_to_polygon
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import itertools
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import itertools
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from torch.distributions import Categorical
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from torch.distributions import Categorical
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import gym
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import gym
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@@ -179,7 +180,14 @@ def target_velocity_plan(current_v: float, target_v: float, t: int, dt: float):
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return a*np.ones((t,))
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return a*np.ones((t,))
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def generate_plan(env, i):
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def generate_plan(env, i):
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"""Generate input profile for high-level action `i`."""
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"""Generate input profile for high-level action `i`.
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Args:
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env (gym.Env): current environment state
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i (int): high-level action `i`
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Returns:
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plan (np.array): length T array of acceleration values
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"""
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assert i < len(ALL_OPTIONS), "Invalid option index {i}"
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assert i < len(ALL_OPTIONS), "Invalid option index {i}"
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target_v, t = ALL_OPTIONS[i]
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target_v, t = ALL_OPTIONS[i]
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current_v = env._env.state[env._agent, 1].item() # extract from env
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current_v = env._env.state[env._agent, 1].item() # extract from env
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@@ -187,16 +195,16 @@ def generate_plan(env, i):
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assert len(plan) == t, "incorrect plan length"
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assert len(plan) == t, "incorrect plan length"
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return plan
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return plan
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def check_future_collisions_fast(env, actions):
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def check_future_collisions_circle(env, actions):
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"""Checks whether `env._agent` would collide with other agents assuming `actions` as input.
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"""Compute collision information for circular vehicle approximations
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Vehicles are (over-)approximated by single circles.
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Args:
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Args:
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env (gym.Env): current environment state
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env (gym.Env): current environment state
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actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles
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actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles
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Returns:
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Returns:
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feasible (torch.Tensor): tensor of shape (B,) indicating whether the respective action profiles are collision-free
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states (torch.Tensor): tensor of shape (B, T, nv, 5) of future states based on the action profiles
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collision_tensor (torch.Tensor): tensor of shape (B, T, nv) of bools indicating which plan collides with which vehicles in which time frame
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false: colliding, true: not colliding
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"""
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"""
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B, (T, nv, _) = len(actions), actions[0].shape
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B, (T, nv, _) = len(actions), actions[0].shape
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@@ -213,7 +221,64 @@ def check_future_collisions_fast(env, actions):
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min_distance = min_distance.unsqueeze(0).unsqueeze(0)
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min_distance = min_distance.unsqueeze(0).unsqueeze(0)
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assert min_distance.shape == (1, 1, nv)
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assert min_distance.shape == (1, 1, nv)
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return (distance > min_distance).all(-1).all(-1)
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collision_tensor = distance > min_distance
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assert collision_tensor.shape == (B, T, nv)
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return states, collision_tensor
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def check_future_collisions_fast(env, actions):
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"""Checks whether `env._agent` would collide with other agents assuming `actions` as input.
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Vehicles are (over-)approximated by single circles.
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Args:
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env (gym.Env): current environment state
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actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles
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Returns:
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feasible (torch.Tensor): tensor of shape (B,) indicating whether the respective action profiles are collision-free
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"""
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_, collision_tensor = check_future_collisions_circle(env, actions)
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return collision_tensor.all(-1).all(-1)
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def check_future_collisions_exact(env, actions):
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"""
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Checks whether `env._agent` would collide with other agents assuming `actions` as input.
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Args:
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env (gym.Env): current environment state
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actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles
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Returns:
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feasible (torch.Tensor): tensor of shape (B,) indicating whether the respective action profiles are collision-free
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"""
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# First check with simple circle collision check
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states, collision_tensor = check_future_coqllisions_circle(env, actions)
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(B, T, nv, _) = states.shape
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# For those that have colliding circles, check exactly
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colliding_mask = ~collision_tensor
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ego_states = states[:, :, env._agent:env._agent+1, :].expand(states.shape)
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assert ego_states.shape == states.shape
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# get dimensions
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lengths = env._env._lengths.expand(states.shape[:3])
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widths = env._env._widths.expand(states.shape[:3])
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ego_lengths = lengths[:, :, env._agent:env._agent+1].expand(lengths.shape)
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ego_widths = widths[:, :, env._agent:env._agent+1].expand(widths.shape)
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assert lengths.shape == widths.shape == ego_lengths.shape == ego_widths.shape == (B, T, nv)
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# For every collision instance between ego and other vehicle, check whether rectangles intersect
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exact_collisions = torch.zeros_like(collision_tensor[colliding_mask])
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for i, (ego_state, ego_length, ego_width, other_state, other_length, other_width) in enumerate(zip(
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ego_states[colliding_mask], ego_lengths[colliding_mask], ego_widths[colliding_mask],
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states[colliding_mask], lengths[colliding_mask], widths[colliding_mask]
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)):
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assert ego_state.shape == other_state.shape == (5,)
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assert ego_length.shape == ego_width.shape == other_length.shape == other_width.shape == ()
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p_ego = state_to_polygon(ego_state, ego_length, ego_width)
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p_other = state_to_polygon(other_state, other_length, other_width)
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exact_collisions[i] = p_ego.intersects(p_other)
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collision_tensor[colliding_mask] = ~exact_collisions
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return collision_tensor.all(-1).all(-1)
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def feasible(env, plan, ch):
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def feasible(env, plan, ch):
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"""Check if input profile is feasible given current `env` state. Action `ch=0` is safe fallback."""
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"""Check if input profile is feasible given current `env` state. Action `ch=0` is safe fallback."""
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