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traffic_gym.py
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traffic_gym.py
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import bisect
import pygame, pdb, torch
import math, numpy
import random
import numpy as np
import scipy.misc
import sys, pickle
# from skimage import measure, transform
# from matplotlib.image import imsave
import PIL
from PIL import Image
from custom_graphics import draw_dashed_line, draw_text, draw_rect
from gym import core, spaces
import os
from imageio import imwrite
# from skimage.transform import rescale
# Conversion LANE_W from real world to pixels
# A US highway lane width is 3.7 metres, here 50 pixels
LANE_W = 24 # pixels / 3.7 m, lane width
SCALE = LANE_W / 3.7 # pixels per metre
STATE_C = 3
STATE_H, STATE_W = 117, 24
STATE_D = 4
colours = {
'w': (255, 255, 255),
'k': (000, 000, 000),
'r': (255, 000, 000),
'g': (000, 255, 000),
'm': (255, 000, 255),
'b': (000, 000, 255),
'c': (000, 255, 255),
'y': (255, 255, 000),
}
# Car coordinate system, origin under the centre of the rear axis
#
# ^ y (x, y, x., y.)
# |
# +--=-------=--+
# | | z |
# -----o-------------->
# | | | x
# +--=-------=--+
# |
#
# Will approximate this as having the rear axis on the back of the car!
#
# Car sizes:
# type | width [m] | length [m]
# ---------------------------------
# Sedan | 1.8 | 4.8
# SUV | 2.0 | 5.3
# Compact | 1.7 | 4.5
MAX_SPEED = 130 # km/h
class Car:
# Global constants
SCALE = SCALE
LANE_W = LANE_W
def __init__(self, lanes, free_lanes, dt, car_id, look_ahead, screen_w, font, policy_type, policy_network=None):
"""
Initialise a sedan on a random lane
:param lanes: tuple of lanes, with ``min`` and ``max`` y coordinates
:param dt: temporal updating interval
"""
self._length = round(4.8 * self.SCALE)
self._width = round(1.8 * self.SCALE)
self.id = car_id
lane = random.choice(tuple(free_lanes))
if lane == 6 and type(self).__name__ == 'PatchedCar':
self._position = np.array((0, lanes[-1]['max'] + 42), np.float)
self._direction = np.array((1, -0.035), np.float) / np.sqrt(1 + 0.035 ** 2)
else:
self._position = np.array((
-self._length,
lanes[lane]['mid']
), np.float)
self._direction = np.array((1, 0), np.float)
self._target_speed = max(
0,
(MAX_SPEED - random.randrange(0, 15) - 10 * lane)
) * 1000 / 3600 * self.SCALE # m / s
self._speed = self._target_speed
self._dt = dt
self._colour = colours['c']
self._braked = False
self._passing = False
self._target_lane = self._position[1]
self._noisy_target_lane = self._target_lane
self.crashed = False
self._error = 0
self._states = list()
self._states_image = list()
self._ego_car_image = None
self._actions = list()
self._safe_factor = random.gauss(1.5, 0) # 0.9 Germany, 2 safe
self.pid_k1 = np.random.normal(1e-4, 1e-5)
self.pid_k2 = np.random.normal(1e-3, 1e-4)
self.look_ahead = look_ahead
self.screen_w = screen_w
self._text = self.get_text(self.id, font)
self._policy_type = policy_type
self.policy_network = policy_network
self.is_controlled = False
self.collisions_per_frame = 0
@staticmethod
def get_text(n, font):
text = font.render(str(n), True, colours['b'])
text_rect = text.get_rect()
return text, text_rect
def get_state(self):
state = torch.zeros(4)
state[0] = self._position[0] # x
state[1] = self._position[1] # y
state[2] = self._direction[0] * self._speed # dx/dt
state[3] = self._direction[1] * self._speed # dy/dt
return state
def compute_cost(self, other):
"""
Computes the cost associated with distance to the preceding vehicle
:param other: the guy in front of me
:return: cost
"""
d = self._direction
d_o = np.array((self._direction[1], -self._direction[0])) # ortho direction, pointing left
# max(0, .) required because my.front can > other.back
cost_ahead = max(0, 1 - max(0, (other - self) @ d) / self.safe_distance)
# abs() required because there are cars on the right too
cost_sideways = max(0, 1 - abs((other - self) @ d_o) / self.LANE_W)
return cost_ahead * cost_sideways
def _get_obs(self, left_vehicles, mid_vehicles, right_vehicles):
n_cars = 1 + 6 # this car + 6 neighbors
obs = torch.zeros(n_cars, 2, 2)
mask = torch.zeros(n_cars)
obs = obs.view(n_cars, 4)
cost = 0
v_state = self.get_state()
obs[0].copy_(v_state)
if left_vehicles:
if left_vehicles[0] is not None:
s = left_vehicles[0].get_state()
obs[1].copy_(s)
mask[1] = 1
cost = max(cost, left_vehicles[0].compute_cost(self))
else:
# for bag-of-cars this will be ignored by the mask,
# but fill in with a similar value to not mess up batch norm
obs[1].copy_(v_state)
if left_vehicles[1] is not None:
s = left_vehicles[1].get_state()
obs[2].copy_(s)
mask[2] = 1
cost = max(cost, self.compute_cost(left_vehicles[1]))
else:
obs[2].copy_(v_state)
else:
obs[1].copy_(v_state)
obs[2].copy_(v_state)
if mid_vehicles[0] is not None:
s = mid_vehicles[0].get_state()
obs[3].copy_(s)
mask[3] = 1
cost = max(cost, mid_vehicles[0].compute_cost(self))
else:
obs[3].copy_(v_state)
if mid_vehicles[1] is not None:
s = mid_vehicles[1].get_state()
obs[4].copy_(s)
mask[4] = 1
cost = max(cost, self.compute_cost(mid_vehicles[1]))
else:
obs[4].copy_(v_state)
if right_vehicles:
if right_vehicles[0] is not None:
s = right_vehicles[0].get_state()
obs[5].copy_(s)
mask[5] = 1
cost = max(cost, right_vehicles[0].compute_cost(self))
else:
obs[5].copy_(v_state)
if right_vehicles[1] is not None:
s = right_vehicles[1].get_state()
obs[6].copy_(s)
mask[6] = 1
cost = max(cost, self.compute_cost(right_vehicles[1]))
else:
obs[6].copy_(v_state)
else:
obs[5].copy_(v_state)
obs[6].copy_(v_state)
# self._colour = (255 * cost, 0, 255 * (1 - cost))
# if cost and cost > 0.95:
# print(f'Car {self.id} prox cost: {cost:.2f}')
return obs, mask, cost
def draw(self, surface, mode='human', offset=0):
"""
Draw current car on screen with a specific colour
:param surface: PyGame ``Surface`` where to draw
:param mode: human or machine
:param offset: for representation cropping
"""
x, y = self._position + offset
rectangle = (int(x), int(y), self._length, self._width)
d = self._direction
if mode == 'human':
if self.is_controlled:
pygame.draw.rect(surface, (0, 255, 0),
(int(x - 10), int(y - 15), self._length + 10 + 10, 30), 2)
# # Highlight colliding vehicle / debugging purpose
# if self.collisions_per_frame > 0:
# larger_rectangle = (*((x, y) - self._direction * 10), self._length + 10 + 10, self._width + 10 + 10,)
# draw_rect(surface, colours['g'], larger_rectangle, d, 2)
# # # Remove collision, if reading it from file
# # self.collisions_per_frame = 0
# # Pick one out
# if self.id == 738: self._colour = colours['r']
# # Green / red -> left-to-right / right-to-left
# if d[0] > 0: self._colour = (0, 255, 0) # green: vehicles moving to the right
# if d[0] < 0: self._colour = (255, 0, 0) # red: vehicles moving to the left
_r = draw_rect(surface, self._colour, rectangle, d)
# Drawing vehicle number
if x < self.front[0]:
self._text[1].left = x
else:
self._text[1].right = x
self._text[1].top = y - self._width // 2
surface.blit(self._text[0], self._text[1])
if self._braked: self._colour = colours['g']
return _r
if mode == 'machine':
return draw_rect(surface, colours['g'], rectangle, d)
if mode == 'ego-car':
return draw_rect(surface, colours['b'], rectangle, d)
if mode == 'ghost':
return draw_rect(surface, colours['y'], rectangle, d)
def step(self, action): # takes also the parameter action = state temporal derivative
"""
Update current position, given current velocity and acceleration
"""
# Actions: acceleration (a), steering (b)
a, b = action
# State integration
self._position += self._speed * self._direction * self._dt
ortho_direction = np.array((self._direction[1], -self._direction[0]))
direction_vector = self._direction + ortho_direction * b * self._speed * self._dt
self._direction = direction_vector / (np.linalg.norm(direction_vector) + 1e-3)
self._speed += a * self._dt
# Deal with latent variable and visual indicator
if self._passing and abs(self._error) < 0.5:
self._passing = False
self._colour = colours['c']
def get_lane_set(self, lanes):
"""
Returns the set of lanes currently occupied
:param lanes: tuple of lanes, with ``min`` and ``max`` y coordinates
:return: busy lanes set
"""
busy_lanes = set()
y = self._position[1]
half_w = self._width // 2
for lane_idx, lane in enumerate(lanes):
if lane['min'] <= y - half_w <= lane['max'] or lane['min'] <= y + half_w <= lane['max']:
busy_lanes.add(lane_idx)
return busy_lanes
@property
def safe_distance(self):
return abs(self._speed) * self._safe_factor + 1 * self.SCALE # plus one metre
@property
def front(self):
return self._position + self._length * self._direction
@property
def back(self):
return self._position
def _brake(self, fraction):
if self._passing: return 0
# Maximum braking acceleration, eq. (1) from
# http://www.tandfonline.com/doi/pdf/10.1080/16484142.2007.9638118
g, mu = 9.81, 0.9 # gravity and friction coefficient
acceleration = -fraction * g * mu * self.SCALE
self._colour = colours['y']
self._braked = True
return acceleration
def _pass_left(self):
self._target_lane = self._position[1] - self.LANE_W
self._noisy_target_lane = self._noisy_target_lane
self._passing = True
self._colour = colours['m']
self._braked = False
def _pass_right(self):
self._target_lane = self._position[1] + self.LANE_W
self._noisy_target_lane = self._noisy_target_lane
self._passing = True
self._colour = colours['m']
self._braked = False
def __gt__(self, other):
"""
Check if self is in front of other: self.front[0] > other.front[0]
"""
return self.front[0] > other.front[0]
def __lt__(self, other):
"""
Check if self is behind of other: self.front[0] < other.front[0]
"""
return self.front[0] < other.front[0]
def __sub__(self, other):
"""
Return the distance between self.back and other.front
"""
return self.back - other.front
def policy(self, observation, policy_type):
if policy_type == 'hardcoded':
return self.policy_hardcoded(observation)
elif policy_type == 'imitation':
return self.policy_imitation(observation)
def policy_hardcoded(self, observation):
"""
Bring together _pass, brake
:return: acceleration, d_theta
"""
a = 0
car_ahead = observation[1][1]
if car_ahead:
distance = (car_ahead - self)[0]
if self.safe_distance > distance > 0:
if random.random() < 0.5:
if self._safe_left(observation):
self._pass_left()
elif self._safe_right(observation):
self._pass_right()
else:
a = self._brake(min((self.safe_distance / distance) ** 0.2 - 1, 1))
else:
if self._safe_right(observation):
self._pass_right()
elif self._safe_left(observation):
self._pass_left()
else:
a = self._brake(min((self.safe_distance / distance) ** 0.2 - 1, 1))
elif distance <= 0:
self._colour = colours['r']
self.crashed = True
if random.random() < 0.05:
if self._safe_right(observation):
self._pass_right()
self._target_speed *= 0.95
if a == 0:
a = 1 * (self._target_speed - self._speed)
# if random.random() < 0.1:
# self._noisy_target_lane = self._target_lane + np.random.normal(0, LANE_W * 0.1)
# error = -(self._noisy_target_lane - self._position[1])
# if random.random() < 0.05 and not self._passing:
# self._target_speed *= (1 + np.random.normal(0, 0.05))
error = -(self._target_lane - self._position[1])
d_error = error - self._error
d_clip = 2
if abs(d_error) > d_clip:
d_error *= d_clip / abs(d_error)
self._error = error
b = self.pid_k1 * error + self.pid_k2 * d_error
action = np.array((a, b)) # dx/dt, car state temporal derivative
return action
def _safe_left(self, state):
if self.back[0] < self.safe_distance: return False # Cannot see in the future
if self._passing: return False
if state[0] is None: return False # On the leftmost lane
if state[0][0] and (self - state[0][0])[0] < state[0][0].safe_distance: return False
if state[0][1] and (state[0][1] - self)[0] < self.safe_distance: return False
return True
def _safe_right(self, state):
if self.back[0] < self.safe_distance: return False # Cannot see in the future
if self._passing: return False
if state[2] is None: return False # On the rightmost lane
if state[2][0] and (self - state[2][0])[0] < state[2][0].safe_distance: return False
if state[2][1] and (state[2][1] - self)[0] < self.safe_distance: return False
return True
def _get_observation_image(self, m, screen_surface, width_height, scale, global_frame):
d = self._direction
x_y = np.ceil(np.array((abs(d) @ width_height, abs(d) @ width_height[::-1])))
centre = self._position + (d * self._length) // 2
try:
sub_surface = screen_surface.subsurface((*(centre + m - x_y / 2), *x_y))
except ValueError as ex: # if the agent fucks up
print(f'{self} fucked up') # notify about the event
self.off_screen = True # we're off_screen
return self._states_image[-1] # return last state
theta = np.arctan2(*d[::-1]) * 180 / np.pi # in degrees
rot_surface = pygame.transform.rotate(sub_surface, theta)
width_height = np.floor(np.array(width_height))
surf_w = rot_surface.get_width()
surf_h = rot_surface.get_height()
x = (surf_w - width_height[0]) // 2
y = (surf_h - width_height[1]) // 2
sub_rot_surface = rot_surface.subsurface(x, y, *width_height)
sub_rot_array = pygame.surfarray.array3d(sub_rot_surface).transpose(1, 0, 2) # flip x and y
# sub_rot_array_scaled = rescale(sub_rot_array, scale, mode='constant') # output not consistent with below
new_h = int(scale*sub_rot_array.shape[0])
new_w = int(scale*sub_rot_array.shape[1])
sub_rot_array_scaled = np.array(PIL.Image.fromarray(sub_rot_array).resize((new_w, new_h), resample=2)) #bilinear
sub_rot_array_scaled_up = np.rot90(sub_rot_array_scaled) # facing upward, not flipped
sub_rot_array_scaled_up[:, :, 0] *= 4
assert sub_rot_array_scaled_up.max() <= 255
# Compute cost relative to position within the lane
x = np.ceil((surf_w - self._length) / 2)
y = np.ceil((surf_h - self.LANE_W) / 2)
neighbourhood = rot_surface.subsurface(x, y, self._length, self.LANE_W)
neighbourhood_array = pygame.surfarray.array3d(neighbourhood).transpose(1, 0, 2) # flip x and y
lanes = neighbourhood_array[:, :, 0]
lane_mask = np.broadcast_to((1 - abs(np.linspace(-1, 1, self.LANE_W))).reshape(-1, 1), lanes.shape)
lane_cost = (lanes * lane_mask).max() / 255
# Compute x/y minimum distance to other vehicles (pixel version)
# Account for 1 metre overlap (low data accuracy)
alpha = 1 * self.SCALE # 1 m overlap collision
# Create separable proximity mask
crop_h, crop_w, _ = sub_rot_array.shape
max_x = np.ceil((crop_w - max(self._length - alpha, 0)) / 2)
max_y = np.ceil((crop_h - max(self._width - alpha, 0)) / 2)
min_x = max(np.ceil(max_x - self.safe_distance), 0)
min_y = np.ceil(crop_h / 2 - self._width) # assumes other._width / 2 = self._width / 2
x_filter = (1 - abs(np.linspace(-1, 1, crop_w))) * crop_w / 2 # 45 degree
x_filter[x_filter > max_x] = max_x # chop off top
x_filter[x_filter < min_x] = min_x # chop off bottom
x_filter = (x_filter - min_x) / (max_x - min_x) # normalise
y_filter = (1 - abs(np.linspace(-1, 1, crop_h))) * crop_h / 2 # 45 degree
y_filter[y_filter > max_y] = max_y # chop off top
y_filter[y_filter < min_y] = min_y # chop off bottom
y_filter = (y_filter - min_y) / (max_y - min_y) # normalise
proximity_mask = y_filter.reshape(-1, 1) @ x_filter.reshape(1, -1)
# Compute cost
vehicles = sub_rot_array[:, :, 1] # flip x and y, get green
proximity_cost = (vehicles * proximity_mask).max() / 255
# Inspecting collisions
# if proximity_cost > 0.99:
# with open(f'scratch/collisions/{self}-{self._frame}.pkl', 'wb') as f:
# pickle.dump({
# 'vehicles': vehicles,
# 'proximity_mask': proximity_mask,
# 'proximity_cost': proximity_cost,
# 'sub_rot_array': sub_rot_array,
# }, f)
# # Draw boxes, for visualisation purpose
# # init as: env.reset(time_interval=1, frame=2510, control=False)
# if self.id in (1033, 987, 992, 958, 961):
# w, h = width_height
# points = np.array(((w, -h), (-w, -h), (-w, h), (w, h))) / 2
# c, s = d
# rot = np.array(((c, -s), (s, c)))
# rot_points = (rot @ points.T).T + centre + m
# pygame.draw.polygon(screen_surface, colours['c'], rot_points, 1)
# imsave(f'car {self.id}.png', sub_rot_array_scaled_up)
# self._colour = (255 * lane_cost, 0, 255 * (1 - lane_cost))
# return state_image, lane_cost, proximity_cost, frame
return torch.from_numpy(sub_rot_array_scaled_up.copy()), lane_cost, proximity_cost, global_frame
def store(self, object_name, object_):
if object_name == 'action':
self._actions.append(torch.Tensor(object_))
elif object_name == 'state':
self._states.append(self._get_obs(*object_))
elif object_name == 'state_image':
self._states_image.append(self._get_observation_image(*object_))
elif object_name == 'ego_car_image' and self._ego_car_image is None:
self._ego_car_image = self._get_observation_image(*object_)[0]
def get_last(self, n, done, norm_state=False, return_reward=False, gamma=0.99):
if len(self._states_image) < n: return None # no enough samples
# n × (state_image, lane_cost, proximity_cost, frame) ->
# -> (n × state_image, n × lane_cost, n × proximity_cost, n × frame)
transpose = list(zip(*self._states_image))
state_images = transpose[0]
state_images = torch.stack(state_images).permute(0, 3, 1, 2)[-n:]
ego_car_new_shape = list(state_images.shape)
ego_car_new_shape[1] = 1
ego_car_channel = self._ego_car_image[:, :, 2][None, None, :].expand(ego_car_new_shape)
state_images = torch.cat((state_images, ego_car_channel), 1)
zip_ = list(zip(*self._states)) # n × (obs, mask, cost) -> (n × obs, n × mask, n × cost)
states = torch.stack(zip_[0])[:, 0][-n:] # select the ego-state (of 1 + 6 states we keep track)
if norm_state is not False: # normalise the states, if requested
states = states.sub(norm_state['s_mean']).div(norm_state['s_std']) # N(0, 1) range
state_images = state_images.float().div(255) # [0, 1] range
observation = dict(context=state_images, state=states)
cost = dict(
proximity_cost=self._states[-1][2],
lane_cost=self._states_image[-1][1],
pixel_proximity_cost=self._states_image[-1][2],
collisions_per_frame=self.collisions_per_frame,
arrived_to_dst=self.arrived_to_dst,
)
if return_reward: # if we're playing with model free RL, have fun with reward shaping
arrived = self.arrived_to_dst
collision = self.collisions_per_frame > 0
done = done or collision # die if collide
lambda_lane = 0.2
max_rew = 1 + lambda_lane
win = max_rew / (1 - gamma)
reward = max_rew - cost['pixel_proximity_cost'] - lambda_lane * cost['lane_cost'] + win * arrived
# So, observation must be just one damn numpy thingy
observation = torch.cat((
states.view(n, -1),
state_images.view(n, -1),
), dim=1).numpy()
return observation, reward, self.off_screen or done, dict(v=str(self), a=self.arrived_to_dst)
return observation, cost, self.off_screen or done, self
def dump_state_image(self, save_dir='scratch/', mode='img'):
os.system('mkdir -p ' + save_dir)
transpose = list(zip(*self._states_image))
if len(transpose) == 0:
print(f'failure, {save_dir}')
# print(transpose)
return
im = transpose[0]
if mode == 'tensor':
lane_cost = torch.Tensor(transpose[1])
pixel_proximity_cost = torch.Tensor(transpose[2])
frames = np.array(transpose[3])
zip_ = list(zip(*self._states))
proximity_cost = torch.Tensor(zip_[2])
states = torch.stack(zip_[0])
mask = torch.stack(zip_[1])
# save in torch format
im_pth = torch.stack(im).permute(0, 3, 1, 2)
with open(os.path.join(save_dir, f'car{self.id}.pkl'), 'wb') as f:
pickle.dump({
'images': im_pth,
'actions': torch.stack(self._actions),
'lane_cost': lane_cost,
'pixel_proximity_cost': pixel_proximity_cost,
'states': states,
'proximity_cost': proximity_cost,
'mask': mask,
'frames': frames,
'ego_car': self._ego_car_image.permute(2, 0, 1),
}, f)
elif mode == 'img':
save_dir = os.path.join(save_dir, str(self.id))
os.system('mkdir -p ' + save_dir)
for t in range(len(im)):
imwrite(f'{save_dir}/im{t:05d}.png', im[t].numpy())
@property
def valid(self):
return self.back[0] > self.look_ahead and self.front[0] < self.screen_w - 1.75 * self.look_ahead
def __repr__(self) -> str:
cls = self.__class__
return f'{cls.__module__}.{cls.__name__}.{self.id}'
@property
def shape(self):
return self._length, self._width
class Simulator(core.Env):
# Environment's car class
EnvCar = Car
# Global constants
SCALE = SCALE
LANE_W = LANE_W
DUMP_NAME = 'data_ai_v0'
# Action space definition
action_space = spaces.Box(low=-1, high=1, shape=(2,), dtype=np.float32) # brake / accelerate, right / left
def __init__(self, display=True, nb_lanes=4, fps=30, delta_t=None, traffic_rate=15, state_image=False, store=False,
policy_type='hardcoded', nb_states=0, data_dir='', normalise_action=False, normalise_state=False,
return_reward=False, gamma=0.99, show_frame_count=True, store_simulator_video=False):
# Observation spaces definition
self.observation_space = spaces.Box(low=-1, high=1, shape=(nb_states, STATE_D + STATE_C * STATE_H * STATE_W), dtype=np.float32)
self.offset = int(1.5 * self.LANE_W)
self.screen_size = (80 * self.LANE_W, nb_lanes * self.LANE_W + self.offset + self.LANE_W // 2)
self.fps = fps # updates per second
self.delta_t = delta_t or 1 / fps # simulation timing interval
self.nb_lanes = nb_lanes # total number of lanes
self.frame = 0 # frame index
self.lanes = self.build_lanes(nb_lanes) # create lanes object, list of dicts
self.vehicles = None # vehicles list
self.traffic_rate = traffic_rate # new cars per second
self.lane_occupancy = None # keeps track of what vehicle are in each lane
self.collision = None # an accident happened
self.episode = 0 # episode counter
self.car_id = None # car counter init
self.state_image = state_image or policy_type == 'imitation'
self.mean_fps = None
self.store = store or policy_type == 'imitation'
self.next_car_id = None
self.photos = None
self.look_ahead = MAX_SPEED * 1000 / 3600 * self.SCALE
self.look_sideways = 2 * self.LANE_W
self.policy_type = policy_type
self.actions_buffer = []
self.policy_network = None
self._lane_surfaces = dict()
self.time_counter = None
self.controlled_car = None
self.nb_states = nb_states
self.data_dir = data_dir
self.user_is_done = None
self.display = display
if self.display: # if display is required
pygame.init() # init PyGame
self.screen = pygame.display.set_mode(self.screen_size) # set screen size
self.clock = pygame.time.Clock() # set up timing
self.font = {
20: pygame.font.SysFont(None, 20),
30: pygame.font.SysFont(None, 30),
}
self.random = random.Random()
self.normalise_action = normalise_action
self.normalise_state = normalise_state
self.return_reward = return_reward
self.gamma = gamma
self.done = None
self.show_frame_count = show_frame_count
self.ghost = None
self.store_sim_video = store_simulator_video
def seed(self, seed=None):
self.random.seed(seed)
def build_lanes(self, nb_lanes):
return tuple(
{'min': self.offset + n * self.LANE_W,
'mid': self.offset + self.LANE_W / 2 + n * self.LANE_W,
'max': self.offset + (n + 1) * self.LANE_W}
for n in range(nb_lanes)
)
def set_policy(self, policy_network):
self.policy_network = policy_network
def reset(self, control=True, **kwargs):
# Initialise environment state
self.frame = 0
self.vehicles = list()
self.lane_occupancy = [[] for _ in range(self.nb_lanes)]
self.episode += 1
# keep track of the car we are controlling
self.next_car_id = 0
self.mean_fps = None
self.time_counter = 0
pygame.display.set_caption(f'Traffic simulator, episode {self.episode}, start from frame {self.frame}')
if control:
self.controlled_car = {
'locked': False,
}
self.user_is_done = False
self.done = False
def policy_imitation(self, observation):
s_mean = torch.Tensor([891.5662, 116.9270, 39.2255, -0.2574])
s_std = torch.Tensor([391.5376, 43.8825, 25.1841, 1.0992])
# observation is a tuple (images, states)
images = observation[0].contiguous()
states = observation[1].contiguous()
images.div_(255.0)
bsize = images.size(0)
states -= s_mean.view(1, 1, 4).expand(states.size())
states /= (1e-8 + s_std.view(1, 1, 4).expand(states.size()))
images = images.float()
states = states.float()
_, _, _, actions = self.policy_network(images, states, sample=True, unnormalize=True)
actions = actions.view(bsize, -1, 2)
return actions
def step(self, policy_action=None):
self.collision = False
# Free lane beginnings
# free_lanes = set(range(self.nb_lanes))
free_lanes = set(range(1, self.nb_lanes))
# For every vehicle
# t <- t + dt
# leave or enter lane
# remove itself if out of screen
# update free lane beginnings
for v in self.vehicles[:]:
lanes_occupied = v.get_lane_set(self.lanes)
# Check for any passing and update lane_occupancy
for l in range(self.nb_lanes):
if l in lanes_occupied and v not in self.lane_occupancy[l]:
# Enter lane
bisect.insort(self.lane_occupancy[l], v)
elif l not in lanes_occupied and v in self.lane_occupancy[l]:
# Leave lane
self.lane_occupancy[l].remove(v)
# Remove from the environment cars outside the screen
if v.back[0] > self.screen_size[0]:
for l in lanes_occupied: self.lane_occupancy[l].remove(v)
self.vehicles.remove(v)
# Update available lane beginnings
if v.back[0] < v.safe_distance: # at most safe_distance ahead
free_lanes -= lanes_occupied
# Randomly add vehicles, up to 1 / dt per second
if random.random() < self.traffic_rate * np.sin(2 * np.pi * self.frame * self.delta_t) * self.delta_t:
if free_lanes:
car = self.EnvCar(self.lanes, free_lanes, self.delta_t, self.next_car_id,
self.look_ahead, self.screen_size[0], self.font[20], policy_type=self.policy_type,
policy_network=self.policy_network)
self.next_car_id += 1
self.vehicles.append(car)
for l in car.get_lane_set(self.lanes):
# Prepend the new car to each lane it can be found
self.lane_occupancy[l].insert(0, car)
if self.state_image:
self.render(mode='machine', width_height=(2 * self.look_ahead, 2 * self.look_sideways), scale=0.25)
# Generate state representation for each vehicle
# remove vehicles that need to be removed first
for v in self.vehicles:
lane_set = v.get_lane_set(self.lanes)
if len(lane_set) == 0:
lanes_occupied = v.get_lane_set(self.lanes)
for l in lanes_occupied: self.lane_occupancy[l].remove(v)
self.vehicles.remove(v)
states_images, states_raw, update = [], [], []
# print(len(self.vehicles))
for v in self.vehicles:
lane_set = v.get_lane_set(self.lanes)
# If v is in one lane only
# Provide a list of (up to) 6 neighbouring vehicles
if len(lane_set) == 0:
lanes_occupied = v.get_lane_set(self.lanes)
for l in lanes_occupied: self.lane_occupancy[l].remove(v)
self.vehicles.remove(v)
continue
current_lane_idx = lane_set.pop()
# Given that I'm not in the left/right-most lane
left_vehicles = self._get_neighbours(current_lane_idx, - 1, v) \
if current_lane_idx > 0 and len(lane_set) == 0 else None
mid_vehicles = self._get_neighbours(current_lane_idx, 0, v)
right_vehicles = self._get_neighbours(current_lane_idx, + 1, v) \
if current_lane_idx < len(self.lanes) - 1 else None
state = left_vehicles, mid_vehicles, right_vehicles
if self.policy_type == 'imitation':
if len(v._states_image) > 10: # and v.id == self.policy_car_id:
state_image, state_raw = v.get_last(10)
v.update = 1
else:
state_image, state_raw = torch.zeros(10, 3, 117, 24), torch.zeros(10, 4)
v.update = 0
states_images.append(state_image.float())
states_raw.append(state_raw.float())
v.store('state', state)
if self.policy_type == 'hardcoded':
# Compute the action
if v.is_controlled and policy_action is not None:
action = policy_action
else:
# if len(v._states_image) >= 10 and self.policy_type == 'imitation':
# state_ = v.get_last_state_image(10)
# action = v.policy(state_, 'imitation')
# # print('here')
# else:
# # if len(v._states_image) > 15:
# # pdb.set_trace()
action = v.policy(state, 'hardcoded')
# Check for accident
if v.crashed: self.collision = v
if (self.store or v.is_controlled) and v.valid:
v.store('state', state)
v.store('action', action)
# update the cars
v.step(action)
if self.policy_type == 'imitation' and len(self.vehicles) > 0:
# update the cars
predictions_nb = 20
if self.time_counter == 0 or len(self.vehicles) != self.actions_buffer.size(0):
print('new actions')
states_images = torch.stack(states_images)
states_raw = torch.stack(states_raw)
self.actions_buffer = self.policy_imitation([states_images, states_raw])
self.time_counter = 0
car_counter = 0
for v in self.vehicles:
if v.update == 1:
if car_counter >= self.actions_buffer.size(0):
pdb.set_trace()
action = self.actions_buffer[car_counter][self.time_counter].numpy()
else:
action = np.array([0, 0])
# print(action)
# action = np.array([0, 0])
b = action[1]
action[1] = min(abs(b), v._speed / MAX_SPEED / SCALE * .01) * np.sign(b)
v.step(action)
# if v.id == 2:
# print(v.id, *action, v._speed / SCALE, v._target_speed / SCALE)
# v.store('action', action)
car_counter += 1
self.time_counter += 1
if self.time_counter >= predictions_nb:
self.time_counter = 0
self.frame += 1
# return observation, reward, done, info
return None, None, False, self.vehicles
def _get_neighbours(self, current_lane_idx, d_lane, v):
# Shallow copy the target lane
target_lane = self.lane_occupancy[current_lane_idx + d_lane][:]
# If I find myself in the target list, remove me
if v in target_lane: target_lane.remove(v)
# Find me in the lane
my_idx = bisect.bisect(target_lane, v)
behind = target_lane[my_idx - 1] if my_idx > 0 else None
ahead = target_lane[my_idx] if my_idx < len(target_lane) else None
return behind, ahead
def render(self, mode='human', width_height=None, scale=1.):
if mode == 'human' and self.display:
# if self.frame % 1000 == 0:
# pygame.image.save(self.screen, "Peachtree/ghosts.png")
# self.screen.fill(colours['k'])
# self._pause()
# measure time elapsed, enforce it to be >= 1/fps
fps = int(1 / self.clock.tick(self.fps) * 1e3)
self.mean_fps = 0.9 * self.mean_fps + 0.1 * fps if self.mean_fps is not None else fps
# clear the screen
self.screen.fill(colours['k'])
# background pictures
if self.photos:
for i in range(len(self.photos)):
self.screen.blit(self.photos[i], self.photos_rect[i])
# draw lanes
self._draw_lanes(self.screen)
for v in self.vehicles:
v.draw(self.screen)
draw_text(self.screen, f'# cars: {len(self.vehicles)}', (10, 2), font=self.font[30])
draw_text(self.screen, f'frame #: {self.frame}', (120, 2), font=self.font[30])
draw_text(self.screen, f'fps: {self.mean_fps:.0f}', (270, 2), font=self.font[30])
pygame.display.flip()
# # save surface as image, for visualisation only
# pygame.image.save(self.screen, "screen_surface.png")
# pygame.image.save(self.screen, f'screen-dumps/{self.dump_folder}/{self.frame:08d}.png')
# capture the closing window and mouse-button-up event
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONUP:
self._pause()
elif event.type == pygame.KEYDOWN and event.key == pygame.K_d:
self.user_is_done = True
# if self.collision:
# self._pause()
# self.collision = False
if mode == 'machine':
max_extension = int(np.linalg.norm(width_height) / 2)
machine_screen_size = np.array(self.screen_size) + 2 * max_extension
vehicle_surface = pygame.Surface(machine_screen_size)
# draw lanes
try:
lane_surface = self._lane_surfaces[mode]
except KeyError:
lane_surface = pygame.Surface(machine_screen_size)
self._draw_lanes(lane_surface, mode=mode, offset=max_extension)
# # draw vehicles
# for v in self.vehicles:
# v.draw(vehicle_surface, mode=mode, offset=max_extension)
#
# vehicle_surface.blit(lane_surface, (0, 0), special_flags=pygame.BLEND_MAX)
# extract states
ego_surface = pygame.Surface(machine_screen_size)
for i, v in enumerate(self.vehicles):
if (self.store or v.is_controlled) and v.valid:
# For every vehicle we want to extract the state, start with a black surface
vehicle_surface.fill((0, 0, 0))
# Draw all the other vehicles (in green)
for vv in set(self.vehicles) - {v}:
vv.draw(vehicle_surface, mode=mode, offset=max_extension)
# Superimpose the lanes
vehicle_surface.blit(lane_surface, (0, 0), special_flags=pygame.BLEND_MAX)
# Empty ego-surface
ego_surface.fill((0, 0, 0))
# Draw myself blue on the ego_surface
ego_rect = v.draw(ego_surface, mode='ego-car', offset=max_extension)
# Add me on top of others without shadowing
# vehicle_surface.blit(ego_surface, ego_rect, ego_rect, special_flags=pygame.BLEND_MAX)
v.store('state_image', (max_extension, vehicle_surface, width_height, scale, self.frame))
v.store('ego_car_image', (max_extension, ego_surface, width_height, scale, self.frame))
# Store whole history, if requested
if self.store_sim_video:
if self.ghost:
self.ghost.draw(vehicle_surface, mode='ghost', offset=max_extension)
v.frames.append(pygame.surfarray.array3d(vehicle_surface).transpose(1, 0, 2)) # flip x and y
# # save surface as image, for visualisation only