Refactor options GAIL training script
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154
scratch/etienne/intersimple/gail/collisions.py
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154
scratch/etienne/intersimple/gail/collisions.py
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import torch
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import numpy as np
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from intersim.collisions import state_to_polygon
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def feasible(env, plan, ch, method='exact'):
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"""Check if input profile is feasible given current `env` state. Action `ch=0` is safe fallback."""
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if ch == 0:
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return True
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# zero pad plan - Take (T,) np plan and convert it to (T, nv, 1) torch.Tensor
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full_plan = torch.zeros(len(plan), env._env._nv, 1)
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full_plan[:, env._agent, 0] = torch.tensor(plan)
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# check_future_collisions_fast takes in B-list and outputs (B,) bool tensor
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if method=='circle':
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valid = check_future_collisions_fast(env, [full_plan])
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elif method=='ncircles':
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valid = check_future_collisions_ncircles(env, [full_plan])
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elif method=='exact':
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valid = check_future_collisions_exact(env, [full_plan])
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else:
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raise NotImplementedError('Invalid collision-checking method')
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return valid.item()
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def check_future_collisions_ncircles(env, actions, n_circles:int=2):
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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 multiple 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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assert n_circles >= 2
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B, (T, nv, _) = len(actions), actions[0].shape
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states = torch.stack(env._env.propagate_action_profile(actions), axis=0)
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assert states.shape == (B, T, nv, 5)
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centers = states[:, :, :, :2]
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psi = states[:, :, :, 3]
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lon = torch.stack([psi.cos(), psi.sin()],dim=-1) # (B, T, nv, 2)
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# offset between [-env._env.lengths+env._env.widths/2, env._env.lengths/2-env._env.widths/2]
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back = (-env._env._lengths/2+env._env._widths/2).unsqueeze(-1) # (nv, 1)
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length = (env._env._lengths-env._env._widths).unsqueeze(-1) # (nv, 1)
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diff_d = back + length*(torch.arange(n_circles)/(n_circles-1)).unsqueeze(0) # (nv, n_circles)
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assert diff_d.shape == (nv, n_circles)
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offsets = diff_d[None, None, :, :, None] * lon[:, :, :, None, :]
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assert offsets.shape == (B, T, nv, n_circles, 2)
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expanded_centers=centers.unsqueeze(-2) + offsets #(B, T, nv, n_circles, 2)
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assert expanded_centers.shape == (B, T, nv, n_circles, 2)
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agent_centers = expanded_centers[:,:,env._agent:env._agent+1,:,:] #(B, T, 1, n_circles, 2)
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ds = expanded_centers.reshape((B, T, nv*n_circles, 1, 2)) - agent_centers #(B, T, nv*nc,1, 2) - (B, T, 1, nc, 2) = (B, T, nv*nc, nc, 2)
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distance = (ds**2).sum(-1).sqrt().reshape((B, T, nv, n_circles, n_circles)) # (B, T, nv, nc, nc)
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distance = torch.where(distance.isnan(), np.inf*torch.ones_like(distance), distance) # only collide with spawned agents
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distance[:, :, env._agent] = np.inf # cannot collide with itself
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assert distance.shape == (B, T, nv, n_circles, n_circles)
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radius = env._env._widths*np.sqrt(2) / 2
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min_distance = radius[env._agent] + radius
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min_distance = min_distance[None, None, :, None, None]
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assert min_distance.shape == (1, 1, nv, 1, 1)
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return (distance > min_distance).all(-1).all(-1).all(-1).all(-1)
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def check_future_collisions_circle(env, actions):
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"""Compute collision information for circular vehicle approximations
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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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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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B, (T, nv, _) = len(actions), actions[0].shape
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states = torch.stack(env._env.propagate_action_profile(actions), axis=0)
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assert states.shape == (B, T, nv, 5)
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distance = ((states[:, :, :, :2] - states[:, :, env._agent:env._agent+1, :2])**2).sum(-1).sqrt()
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distance = torch.where(distance.isnan(), np.inf*torch.ones_like(distance), distance) # only collide with spawned agents
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distance[:, :, env._agent] = np.inf # cannot collide with itself
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assert distance.shape == (B, T, nv)
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radius = (env._env._lengths**2 + env._env._widths**2).sqrt() / 2
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min_distance = radius[env._agent] + radius
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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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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_collisions_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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