// 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; }); }