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o_train_evasion_vs_random_pursuit.py
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o_train_evasion_vs_random_pursuit.py
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import os
import time
import argparse
import copy
import random
import numpy as np
import torch
from lib.environment.pursuit_evasion_o import MatrixWorld as Environment
from lib.utils.experiment_logger import ExperimentLogger
from lib.utils.models import ModelMLP
from lib.utils.models import ModelPolicySafe
from lib.utils.models import ModelPolicy
from lib.utils.models import ModelActorCritic
from lib.actor_critic.trainer_agent import TrainerAgent
def parse_args():
parser = argparse.ArgumentParser()
##################################################
# Log parameters.
data_log_folder = os.path.join("data", os.path.basename(__file__)[:-3])
os.makedirs(data_log_folder, exist_ok=True)
parser.add_argument("--data_log_folder", type=str, default=data_log_folder)
parser.add_argument("--resume_model", action="store_true", default=False)
parser.add_argument("--resume_model_name_actor", type=str,
default=os.path.join(data_log_folder, 'model_actor.pth'))
parser.add_argument("--resume_model_name_critic", type=str,
default=os.path.join(data_log_folder, 'model_critic.pth'))
##################################################
# Environment parameters.
parser.add_argument("--world_size", type=int, default=40)
parser.add_argument("--n_pursuers", type=int, default=8)
parser.add_argument("--n_evaders", type=int, default=30)
##################################################
# General experiment parameters.
parser.add_argument("--seed", type=int, default=0)
parser.add_argument("--render", type=bool, default=False)
parser.add_argument("--n_epochs", type=int, default=5000,
help="Epoch is different from episode. "
"An epoch can collect experiences of more than one or less than one episodes.")
parser.add_argument("--steps_per_epoch", type=int, default=500,
help="steps_per_epoch is different from max_episode_length.")
parser.add_argument("--max_episode_length", type=int, default=500)
if torch.cuda.device_count() > 1:
device = torch.device('cuda:1')
elif torch.cuda.is_available():
device = torch.device('cuda:0')
else:
device = torch.device('cpu')
parser.add_argument("--device", type=torch.device, default=device)
parser.add_argument("--save_model_frequency", type=int, default=100)
parser.add_argument("--model_name_frequency", type=int, default=500)
parser.add_argument("--log_performance_frequency", type=int, default=1,
help="time duration between successive log printing.")
##################################################
# Model parameters.
parser.add_argument("--use_initialization", action='store_false', default=True,
help="True if not specified. Use it will converge faster without loss of final performance.")
parser.add_argument("--with_layer_normalization", action='store_false', default=False,
help="True if not specified. Generally, with it, learning is more stable and better. "
"But not good for pursuit-evasion-o (inefficient learning, unstable).")
parser.add_argument("--with_obstacle_avoidance_mask", action='store_false', default=False,
help="True if not specified. Perfect obstacle avoidance. "
"But not good for pursuit-evasion-o (less stable).")
##################################################
# Algorithm parameters.
parser.add_argument("--gamma", type=float, default=0.99)
parser.add_argument("--gae_lam", type=float, default=0.97,
help="General advantage estimation (GAE) parameter.")
parser.add_argument("--lr_policy", type=float, default=3e-4)
parser.add_argument("--lr_value", type=float, default=1e-3)
parser.add_argument("--train_iterations_policy", type=int, default=1)
parser.add_argument("--train_iterations_value", type=int, default=5)
parser.add_argument("--entropy_coefficient", type=float, default=0, help="or try 0.01")
parser.add_argument("--use_gradient_norm", action='store_true', default=False, help="Trick")
parser.add_argument("--max_gradient_norm", type=float, default=10, help="Trick")
return parser.parse_args()
class RunExperiment:
def __init__(self, args):
self.args = args
self.logger = ExperimentLogger(self.args.data_log_folder)
# Share parameters.
# Value may change with time.
self.n_evaders = self.args.n_evaders
self.n_pursuers = self.args.n_pursuers
# step_1_create_environment.
self.env = None
self.dim_observation = None
self.dim_action = None
# step_3_create_trainer_agent
self.evader = None
self.pursuer = None
# step_4_experiment_over_epoch
self.epoch_counter = 0
self.episode_timestep_counter = 0
self.dim_observation_actor = 0
self.dim_observation_critic = 0
# step_4_2_update_model
self.loss_value_evader = 0
self.loss_policy_evader = 0
pass
def run(self):
self.step_1_create_environment()
self.step_2_set_random_seed()
self.step_3_create_trainer_agent()
self.step_4_experiment_over_epoch()
def step_1_create_environment(self):
self.env = Environment(world_rows=self.args.world_size, world_columns=self.args.world_size,
n_evaders=self.args.n_evaders, n_pursuers=self.args.n_pursuers,
fov_scope=11,
max_env_cycles=self.args.max_episode_length,
save_path=os.path.join(self.args.data_log_folder, "frames"))
self.dim_observation_actor = (self.env.fov_scope, self.env.fov_scope, 3)
self.dim_observation_critic = self.env.fov_scope * self.env.fov_scope * 3
self.dim_action = self.env.n_actions
def step_2_set_random_seed(self):
"""
- First, create an environment instance.
- Second, set random seed, including that for the environment.
- Third, do all the other things.
"""
seed = self.args.seed + 10000
random.seed(seed)
np.random.seed(seed)
torch.manual_seed(seed)
self.env.reset(seed=seed)
def step_3_create_trainer_agent(self):
# Use args parameter to initialize.
self.evader = self.step_3_1_create_trainer_agent(self.args.n_evaders)
self.pursuer = self.step_3_1_create_trainer_agent(self.args.n_pursuers)
def step_3_1_create_trainer_agent(self, n_agents):
model_actor_critic = self.step_3_1_1_initialize_model_actor_critic(dim_input_actor=self.dim_observation_actor,
dim_input_critic=self.dim_observation_critic,
dim_output=self.dim_action)
agents = TrainerAgent(model_actor_critic=model_actor_critic,
buffer_size=self.args.steps_per_epoch,
n_agents=n_agents,
dim_observation_actor=self.dim_observation_actor,
dim_observation_critic=self.dim_observation_critic,
configuration=self.args)
return agents
def step_3_1_1_initialize_model_actor_critic(self, dim_input_actor, dim_input_critic, dim_output):
# Policy.
if self.args.with_obstacle_avoidance_mask:
model_policy = ModelPolicySafe(dim_input=dim_input_actor,
dim_output=dim_output,
hidden_sizes=(400, 300),
with_layer_normalization=self.args.with_layer_normalization,
use_initialization=self.args.use_initialization,
obstacle_channel=[2])
else:
model_policy = ModelPolicy(dim_input=dim_input_actor,
dim_output=dim_output,
hidden_sizes=(400, 300),
with_layer_normalization=self.args.with_layer_normalization,
use_initialization=self.args.use_initialization)
# Value.
model_value = ModelMLP(dim_input=dim_input_critic, dim_output=1, hidden_sizes=(400, 300),
with_layer_normalization=self.args.with_layer_normalization,
use_initialization=self.args.use_initialization)
if self.args.resume_model:
model_policy.load_state_dict(torch.load(self.args.resume_model_name_actor, map_location=self.args.device))
model_value.load_state_dict(torch.load(self.args.resume_model_name_critic, map_location=self.args.device))
# Actor critic.
model_actor_critic = ModelActorCritic(model_policy=model_policy,
model_value=model_value).to(self.args.device)
return model_actor_critic
def step_4_experiment_over_epoch(self):
for i_epoch in range(self.args.n_epochs):
start_epoch_time = time.time()
self.step_4_1_experiment_of_an_epoch()
self.step_4_2_update_model()
self.step_4_3_log_info_of_epoch(time.time() - start_epoch_time)
# Update.
self.epoch_counter += 1
pass
def step_4_1_experiment_of_an_epoch(self):
observations, rewards, game_done, info = self.env.reset()
for timestep in range(self.args.steps_per_epoch):
if self.args.render:
self.env.render()
# 1. Agents make decisions.
observations_actor_evader, observations_critic_evader = \
self.step_4_1_1_preprocessing_observation(observations["evader"])
actions_evader, values_evader, actions_log_probability_evader = \
self.evader.model_actor_critic(observations_actor_evader, observations_critic_evader)
observations_actor_pursuer, observations_critic_pursuer = \
self.step_4_1_1_preprocessing_observation(observations["pursuer"])
actions_pursuer, values_pursuer, actions_log_probability_pursuer = \
self.pursuer.model_actor_critic(observations_actor_pursuer, observations_critic_pursuer)
# 2. Env update and get observation.
next_observations, rewards, dones, info = self.env.step(actions_pursuer=actions_pursuer,
actions_evader=actions_evader)
# 3. Update episode process record.
self.episode_timestep_counter += 1
self.logger.update_episode_additive_performance(key="reward_evader", value=np.mean(rewards["evader"]))
self.logger.update_episode_additive_performance(key="n_collisions_evaders_with_obstacles",
value=info["n_collisions_evaders_with_obstacles"])
self.logger.update_episode_additive_performance(key="n_collisions_evaders_with_pursuers",
value=info["n_collisions_evaders_with_pursuers"])
self.logger.update_episode_additive_performance(key="n_collisions_evaders_with_evaders",
value=info["n_collisions_evaders_with_evaders"])
# 4. Store agents' experience in buffer.
self.evader.buffer.store(swarm_observations_actor=observations_actor_evader,
swarm_observations_critic=observations_critic_evader,
swarm_actions=actions_evader,
swarm_rewards=torch.tensor(rewards["evader"], device=self.args.device),
swarm_values=values_evader,
swarm_actions_log_probability=actions_log_probability_evader,
swarm_agent_active_index=info["evaders_last_active_index"])
# 5. Update the observation memory.
observations = next_observations
# 6. Identify the game status and post-processing if done.
observations = self.step_4_1_2_identify_and_terminate_an_episode(timestep, dones, observations, info)
pass
def step_4_1_1_preprocessing_observation(self, observations):
# (n_agents, fov, fov, 3).
observations_actor = torch.as_tensor(observations, dtype=torch.double, device=self.args.device)
# (n_agents, fov * fov * 3).
flatten_dim = observations.shape[-3] * observations.shape[-2] * observations.shape[-1]
n_dim = len(observations.shape)
if n_dim > 4:
observations = observations.reshape(*observations.shape[:-3], flatten_dim)
elif n_dim == 4:
observations = observations.reshape(observations.shape[0], flatten_dim)
else:
observations = observations.reshape(flatten_dim)
observations_critic = observations
observations_critic = torch.as_tensor(observations_critic, dtype=torch.double, device=self.args.device)
return observations_actor, observations_critic
def step_4_1_2_identify_and_terminate_an_episode(self, timestep, dones, observations, info):
# 6. Identify the game status.
episode_timeout = (self.episode_timestep_counter == self.args.max_episode_length)
episode_terminal = dones["game_done"] or episode_timeout
# Specific number of experiences in an epoch have already been collected,
# terminate this epoch (and prepare to start the next one).
epoch_ended = (timestep == (self.args.steps_per_epoch - 1))
# 7. Finish the experience collecting process if conditions are satisfied.
for idx_evader, done_evader in enumerate(dones["evader"]):
last_global_idx_active_evader = info["evaders_last_active_index"][idx_evader]
if done_evader:
last_value_evader = torch.zeros((1,), dtype=torch.double, device=self.args.device)
self.evader.buffer.finish_path_by_index(last_value_evader, last_global_idx_active_evader)
elif episode_timeout or epoch_ended:
idx_active_evader = info["evaders_active_index"].tolist().index(last_global_idx_active_evader)
observation_actor_evader, observation_critic_evader = \
self.step_4_1_1_preprocessing_observation(observations["evader"][idx_active_evader])
_, last_value_evader, _ = self.evader.model_actor_critic(observation_actor_evader,
observation_critic_evader)
self.evader.buffer.finish_path_by_index(last_value_evader, last_global_idx_active_evader)
if episode_terminal or epoch_ended:
if self.args.render:
self.env.render()
# 9. When a complete episode is finished, log info and reset episode logger.
# Otherwise, just reset the episode performance logger.
if episode_terminal:
self.logger.update_episode_additive_performance(key="capture_rate", value=info["capture_rate"])
self.logger.update_episode_additive_performance(key="episode_length",
value=self.episode_timestep_counter)
self.logger.end_episode_additive_performance()
else:
self.logger.reset_episode_additive_performance()
# Reset.
self.episode_timestep_counter = 0
observations, rewards, game_done, info = self.env.reset()
return observations
def step_4_2_update_model(self):
self.loss_policy_evader, self.loss_value_evader = self.evader.update_model()
self.logger.update_epoch_performance(key="loss_value_evader", value=self.loss_value_evader)
self.logger.update_epoch_performance(key="loss_policy_evader", value=self.loss_policy_evader)
if (self.epoch_counter % self. args.save_model_frequency == 0) or \
(self.epoch_counter == self.args.n_epochs - 1):
model_name_prefix = os.path.join(self.args.data_log_folder,
"Epoch" + str(self.args.model_name_frequency) + "x" +
str(self.epoch_counter // self.args.model_name_frequency))
model_name_actor_prefix = model_name_prefix + "model_actor"
model_name_critic_prefix = model_name_prefix + "model_critic"
model_filename_actor_evader = model_name_actor_prefix + "_evader.pth"
model_filename_critic_evader = model_name_critic_prefix + "_evader.pth"
torch.save(self.evader.model_actor_critic.model_policy.state_dict(), model_filename_actor_evader)
torch.save(self.evader.model_actor_critic.model_value.state_dict(), model_filename_critic_evader)
def step_4_3_log_info_of_epoch(self, epoch_time):
self.logger.update_epoch_performance(key="epoch_time_s", value=epoch_time)
if (self.epoch_counter % self.args.log_performance_frequency == 0) or \
(self.epoch_counter == self.args.n_epochs - 1):
self.logger.log_dump_epoch_performance(epoch_counter=self.epoch_counter)
else:
self.logger.reset_epoch_performance()
if __name__ == "__main__":
all_args = parse_args()
run_an_experiment = RunExperiment(all_args)
run_an_experiment.run()
print("COMPLETE!")