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4f3f5e7 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 | // The planar pushing environment, ported to JavaScript.
//
// A port of `models/envs/planar_push.py`. MuJoCo, Box2D and Chipmunk cannot run in a browser,
// so those three domains are replayed from recorded states -- but the planar environment is
// ours and is a few hundred lines of arithmetic, so here it runs live. That is what makes the
// sandbox real rather than a video: the viewer drives the pusher, this integrates the true
// physics, and the model predicts against a ground truth that did not exist until the viewer
// created it.
//
// Constants and the resolution order are kept identical to the Python. In particular contact
// resolution runs AFTER integration within each substep, so objects never end a substep
// overlapping, and the pusher is infinitely massive so it never yields.
export const OBJECT_RADIUS = 0.025;
export const PUSHER_RADIUS = 0.02;
export const DEFAULT_CONFIG = {
numObjects: 3,
actionScale: 0.04,
pusherBounds: [-0.26, 0.26],
objectBounds: [-0.26, 0.26],
minObjectSeparation: 0.09,
goalClearance: 0.1,
goalXY: [0.18, 0.18],
targetObject: 0,
linearDamping: 0.45,
angularDamping: 0.7,
restitution: 0.0,
solverIterations: 4,
substeps: 4,
torqueGain: 2383.0,
};
const clamp = (value, low, high) => Math.min(high, Math.max(low, value));
/** Deterministic PRNG so a scene can be reproduced from its seed, as the Python does with
* `np.random.default_rng(seed)`. Values will not match numpy's stream -- only the physics
* needs to agree, and the layout is resampled in the browser anyway. */
function mulberry32(seed) {
let a = seed >>> 0;
return () => {
a = (a + 0x6d2b79f5) >>> 0;
let t = Math.imul(a ^ (a >>> 15), 1 | a);
t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
}
export class PlanarPushEnv {
constructor(config = {}) {
this.config = { ...DEFAULT_CONFIG, ...config };
this.random = mulberry32(this.config.seed ?? 1);
this.reset();
}
reset(seed) {
if (seed !== undefined) this.random = mulberry32(seed);
const n = this.config.numObjects;
this.pusher = [0.0, -0.22];
this.objectXY = [];
this.objectYaw = new Array(n).fill(0);
this.objectVel = Array.from({ length: n }, () => [0, 0]);
this.objectOmega = new Array(n).fill(0);
this.stepCount = 0;
for (let i = 0; i < n; i += 1) {
this.objectXY.push(this.sampleFreeXY());
this.objectYaw[i] = (this.random() * 2 - 1) * Math.PI;
}
return this.observation();
}
sampleFreeXY() {
const [lower, upper] = this.config.objectBounds;
const goal = this.config.goalXY;
for (let attempt = 0; attempt < 4000; attempt += 1) {
const xy = [
lower + this.random() * (upper - lower),
lower + this.random() * (upper - lower),
];
if (Math.hypot(xy[0] - 0.0, xy[1] + 0.22) < 0.1) continue;
if (Math.hypot(xy[0] - goal[0], xy[1] - goal[1]) < this.config.goalClearance) continue;
const clear = this.objectXY.every(
(other) => Math.hypot(xy[0] - other[0], xy[1] - other[1]) > this.config.minObjectSeparation,
);
if (clear) return xy;
}
// Falling back rather than throwing: in the browser a crowded layout should degrade to a
// slightly tighter scene, not to a blank page.
return [lower + this.random() * (upper - lower), lower + this.random() * (upper - lower)];
}
step(action) {
const [low, high] = this.config.pusherBounds;
const clipped = [clamp(action[0], -1, 1), clamp(action[1], -1, 1)];
const target = [
clamp(this.pusher[0] + clipped[0] * this.config.actionScale, low, high),
clamp(this.pusher[1] + clipped[1] * this.config.actionScale, low, high),
];
// Substepping matters: one jump can tunnel the pusher through a disc, which would break
// the "only touched objects move" property the whole study is about.
const stride = [
(target[0] - this.pusher[0]) / this.config.substeps,
(target[1] - this.pusher[1]) / this.config.substeps,
];
const drive = [target[0] - this.pusher[0], target[1] - this.pusher[1]];
for (let sub = 0; sub < this.config.substeps; sub += 1) {
this.pusher = [this.pusher[0] + stride[0], this.pusher[1] + stride[1]];
this.integrate(1 / this.config.substeps);
this.resolveContacts(drive);
}
this.stepCount += 1;
return this.observation();
}
integrate(fraction) {
const decayLinear = this.config.linearDamping ** fraction;
const decayAngular = this.config.angularDamping ** fraction;
for (let i = 0; i < this.objectXY.length; i += 1) {
this.objectXY[i][0] += this.objectVel[i][0] * fraction;
this.objectXY[i][1] += this.objectVel[i][1] * fraction;
let yaw = this.objectYaw[i] + this.objectOmega[i] * fraction + Math.PI;
yaw = ((yaw % (2 * Math.PI)) + 2 * Math.PI) % (2 * Math.PI) - Math.PI;
this.objectYaw[i] = yaw;
this.objectVel[i][0] *= decayLinear;
this.objectVel[i][1] *= decayLinear;
this.objectOmega[i] *= decayAngular;
// Snap sub-threshold drift to rest, so numerical noise never registers as change.
if (Math.hypot(this.objectVel[i][0], this.objectVel[i][1]) < 1e-5) {
this.objectVel[i] = [0, 0];
}
if (Math.abs(this.objectOmega[i]) < 1e-5) this.objectOmega[i] = 0;
}
}
resolveContacts(drive) {
const [lower, upper] = this.config.objectBounds;
for (let iteration = 0; iteration < this.config.solverIterations; iteration += 1) {
this.resolvePusherContacts(drive);
this.resolveObjectContacts();
}
for (const xy of this.objectXY) {
xy[0] = clamp(xy[0], lower, upper);
xy[1] = clamp(xy[1], lower, upper);
}
}
resolvePusherContacts(drive) {
for (let i = 0; i < this.objectXY.length; i += 1) {
const offset = [this.objectXY[i][0] - this.pusher[0], this.objectXY[i][1] - this.pusher[1]];
const distance = Math.hypot(offset[0], offset[1]);
const overlap = PUSHER_RADIUS + OBJECT_RADIUS - distance;
if (overlap <= 0) continue;
const normal = [offset[0] / Math.max(distance, 1e-9), offset[1] / Math.max(distance, 1e-9)];
// The pusher never yields: the object takes the whole positional correction. That is
// what makes the pusher an exogenous driver.
this.objectXY[i][0] += normal[0] * overlap;
this.objectXY[i][1] += normal[1] * overlap;
// Velocity is set by the pusher's advance along the normal, and only raised: an object
// already moving away faster is not slowed by being caught up with.
const approach = Math.max(normal[0] * drive[0] + normal[1] * drive[1], 0);
const alongNormal = this.objectVel[i][0] * normal[0] + this.objectVel[i][1] * normal[1];
const gain = Math.max(approach - alongNormal, 0);
this.objectVel[i][0] += normal[0] * gain;
this.objectVel[i][1] += normal[1] * gain;
// A disc has no lever arm, so a central impulse would leave yaw constant forever and
// silently make a third of the prediction target trivial. The tabletop's objects are
// boxes, whose contact point is off-centre except face-on; this models that lever with
// the 4-fold symmetry of a square.
const contactAngle = Math.atan2(normal[1], normal[0]);
const lever = OBJECT_RADIUS * Math.sin(2 * (contactAngle - this.objectYaw[i]));
this.objectOmega[i] += this.config.torqueGain * lever * approach;
}
}
resolveObjectContacts() {
const n = this.objectXY.length;
if (n < 2) return;
// Jacobi-style: every pair resolved against the pre-update positions, so a push
// propagates along a chain of touching objects one link per solver pass.
const correction = Array.from({ length: n }, () => [0, 0]);
const impulse = Array.from({ length: n }, () => [0, 0]);
for (let i = 0; i < n; i += 1) {
for (let j = 0; j < n; j += 1) {
if (i === j) continue;
const offset = [this.objectXY[j][0] - this.objectXY[i][0],
this.objectXY[j][1] - this.objectXY[i][1]];
const distance = Math.hypot(offset[0], offset[1]);
const overlap = 2 * OBJECT_RADIUS - distance;
if (overlap <= 0) continue;
const safe = Math.max(distance, 1e-9);
const normal = [offset[0] / safe, offset[1] / safe];
correction[i][0] -= normal[0] * overlap * 0.5;
correction[i][1] -= normal[1] * overlap * 0.5;
const relative = (this.objectVel[j][0] - this.objectVel[i][0]) * normal[0]
+ (this.objectVel[j][1] - this.objectVel[i][1]) * normal[1];
if (relative < 0) {
// Equal-mass split, so momentum is conserved and the push carries down the chain.
const magnitude = -(1 + this.config.restitution) * relative * 0.5;
impulse[i][0] -= normal[0] * magnitude;
impulse[i][1] -= normal[1] * magnitude;
}
}
}
for (let i = 0; i < n; i += 1) {
this.objectXY[i][0] += correction[i][0];
this.objectXY[i][1] += correction[i][1];
this.objectVel[i][0] += impulse[i][0];
this.objectVel[i][1] += impulse[i][1];
}
}
/** The flat state vector the model consumes: pusher(2), poses(N*3), velocities(N*6), goal(2).
* Layout and velocity-column placement match `generate_transitions.flatten_state`. */
state() {
const flat = [this.pusher[0], this.pusher[1]];
for (let i = 0; i < this.objectXY.length; i += 1) {
flat.push(this.objectXY[i][0], this.objectXY[i][1], this.objectYaw[i]);
}
for (let i = 0; i < this.objectXY.length; i += 1) {
// Six components to match the tabletop's cvel layout; only the planar entries are
// meaningful, and columns 3:5 are the linear ones every rule reads.
flat.push(0, 0, this.objectOmega[i], this.objectVel[i][0], this.objectVel[i][1], 0);
}
flat.push(this.config.goalXY[0], this.config.goalXY[1]);
return flat;
}
observation() {
return {
pusher: [...this.pusher],
poses: this.objectXY.map((xy, i) => [xy[0], xy[1], this.objectYaw[i]]),
goal: [...this.config.goalXY],
};
}
snapshot() {
return {
pusher: [...this.pusher],
objectXY: this.objectXY.map((xy) => [...xy]),
objectYaw: [...this.objectYaw],
objectVel: this.objectVel.map((v) => [...v]),
objectOmega: [...this.objectOmega],
stepCount: this.stepCount,
};
}
restore(snapshot) {
this.pusher = [...snapshot.pusher];
this.objectXY = snapshot.objectXY.map((xy) => [...xy]);
this.objectYaw = [...snapshot.objectYaw];
this.objectVel = snapshot.objectVel.map((v) => [...v]);
this.objectOmega = [...snapshot.objectOmega];
this.stepCount = snapshot.stepCount;
}
}
/** Ground-truth change labels between two frames, using the same thresholds the datasets
* were built with (`generate_transitions.POSITION_EPS` / `YAW_EPS`). */
export const POSITION_EPS = 1e-3;
export const YAW_EPS = 1e-2;
export function changedMask(before, after) {
return before.map((pose, i) => {
const dx = after[i][0] - pose[0];
const dy = after[i][1] - pose[1];
let dyaw = after[i][2] - pose[2];
dyaw = ((dyaw + Math.PI) % (2 * Math.PI) + 2 * Math.PI) % (2 * Math.PI) - Math.PI;
return (Math.hypot(dx, dy) > POSITION_EPS || Math.abs(dyaw) > YAW_EPS) ? 1 : 0;
});
}
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