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game_state.py
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game_state.py
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import pdb
import copy
import time
import random
import numpy as np
import h5py
import glob
import os
from graph import graph_obj
from utils import game_util
from utils import action_util
from utils import bb_util
import tensorflow as tf
from darknet_object_detection import detector
import constants
assert(constants.SCENE_PADDING == 5)
class GameState(object):
def __init__(self, sess=None, depth_scope=None):
self.env = game_util.create_env()
self.action_util = action_util.ActionUtil()
self.local_random = random.Random()
if constants.PREDICT_DEPTH:
from depth_estimation_network import depth_estimator
if depth_scope is not None:
with tf.variable_scope(depth_scope, reuse=True):
self.depth_estimator = depth_estimator.get_depth_estimator(sess)
else:
self.depth_estimator = depth_estimator.get_depth_estimator(sess)
if constants.OBJECT_DETECTION:
self.object_detector = detector.get_detector()
self.im_count = 0
self.times = np.zeros((4, 2))
def process_frame(self, run_object_detection=False):
self.im_count += 1
self.pose = game_util.get_pose(self.event)
self.s_t_orig = self.event.frame
self.s_t = game_util.imresize(self.event.frame, (constants.SCREEN_HEIGHT, constants.SCREEN_WIDTH), rescale=False)
if constants.DRAWING:
self.detection_image = self.s_t_orig.copy()
if constants.PREDICT_DEPTH:
t_start = time.time()
self.s_t_depth = self.depth_estimator.get_depth(self.s_t)
self.times[0, 0] += time.time() - t_start
self.times[0, 1] += 1
if self.times[0, 1] % 100 == 0:
print('depth time %.3f' % (self.times[0, 0] / self.times[0, 1]))
elif constants.RENDER_DEPTH_IMAGE:
self.s_t_depth = game_util.imresize(self.event.depth_frame, (constants.SCREEN_HEIGHT, constants.SCREEN_WIDTH), rescale=False)
if (constants.GT_OBJECT_DETECTION or constants.OBJECT_DETECTION or
(constants.END_TO_END_BASELINE and constants.USE_OBJECT_DETECTION_AS_INPUT) and
not run_object_detection):
if constants.OBJECT_DETECTION and not run_object_detection:
# Get detections.
t_start = time.time()
boxes, scores, class_names = self.object_detector.detect(game_util.imresize(self.event.frame, (608, 608), rescale=False))
self.times[1, 0] += time.time() - t_start
self.times[1, 1] += 1
if self.times[1, 1] % 100 == 0:
print('detection time %.3f' % (self.times[1, 0] / self.times[1, 1]))
mask_dict = {}
used_inds = []
inds = list(range(len(boxes)))
for (ii, box, score, class_name) in zip(inds, boxes, scores, class_names):
if class_name in constants.OBJECT_CLASS_TO_ID:
if class_name not in mask_dict:
mask_dict[class_name] = np.zeros((constants.SCREEN_HEIGHT, constants.SCREEN_WIDTH), dtype=np.float32)
mask_dict[class_name][box[1]:box[3] + 1, box[0]:box[2] + 1] += score
used_inds.append(ii)
mask_dict = {k : np.minimum(v, 1) for k,v in mask_dict.items()}
used_inds = np.array(used_inds)
if len(used_inds) > 0:
boxes = boxes[used_inds]
scores = scores[used_inds]
class_names = class_names[used_inds]
else:
boxes = np.zeros((0, 4))
scores = np.zeros(0)
class_names = np.zeros(0)
masks = [mask_dict[class_name] for class_name in class_names]
if constants.END_TO_END_BASELINE:
self.detection_mask_image = np.zeros((constants.SCREEN_HEIGHT, constants.SCREEN_WIDTH, len(constants.OBJECTS)), dtype=np.float32)
for cls in constants.OBJECTS:
if cls not in mask_dict:
continue
self.detection_mask_image[:, :, constants.OBJECT_CLASS_TO_ID[cls]] = mask_dict[cls]
else:
scores = []
class_names = []
masks = []
for (k, v) in self.event.class_masks.items():
if k in constants.OBJECT_CLASS_TO_ID and len(v) > 0:
scores.append(1)
class_names.append(k)
masks.append(v)
if constants.END_TO_END_BASELINE:
self.detection_mask_image = np.zeros((constants.SCREEN_HEIGHT, constants.SCREEN_WIDTH, constants.NUM_CLASSES), dtype=np.uint8)
for cls in constants.OBJECTS:
if cls not in self.event.class_detections2D:
continue
for box in self.event.class_detections2D[cls]:
self.detection_mask_image[box[1]:box[3] + 1, box[0]:box[2] + 1, constants.OBJECT_CLASS_TO_ID[cls]] = 1
if constants.RENDER_DEPTH_IMAGE or constants.PREDICT_DEPTH:
xzy = game_util.depth_to_world_coordinates(self.s_t_depth, self.pose, self.camera_height / constants.AGENT_STEP_SIZE)
max_depth_mask = self.s_t_depth >= constants.MAX_DEPTH
for ii in range(len(masks)):
mask = masks[ii]
mask_locs = (mask > 0)
locations = xzy[mask_locs, :2]
max_depth_locs = max_depth_mask[mask_locs]
depth_locs = np.logical_not(max_depth_locs)
locations = locations[depth_locs]
score = mask[mask_locs]
score = score[depth_locs]
# remove outliers:
locations = locations.reshape(-1, 2)
locations = np.round(locations).astype(np.int32)
locations -= np.array(self.bounds)[[0, 1]]
locations[:, 0] = np.clip(locations[:, 0], 0, self.bounds[2] - 1)
locations[:, 1] = np.clip(locations[:, 1], 0, self.bounds[3] - 1)
locations, unique_inds = game_util.unique_rows(locations, return_index=True)
score = score[unique_inds]
curr_score = self.graph.memory[locations[:, 1], locations[:, 0], constants.OBJECT_CLASS_TO_ID[class_names[ii]] + 1]
avg_locs = np.logical_and(curr_score > 0, curr_score < 1)
curr_score[avg_locs] = curr_score[avg_locs] * .5 + score[avg_locs] * .5
curr_score[curr_score == 0] = score[curr_score == 0]
self.graph.memory[locations[:, 1], locations[:, 0], constants.OBJECT_CLASS_TO_ID[class_names[ii]] + 1] = curr_score
# inverse marked as empty
locations = xzy[np.logical_not(mask_locs), :2]
max_depth_locs = max_depth_mask[np.logical_not(mask_locs)]
depth_locs = np.logical_not(max_depth_locs)
locations = locations[depth_locs]
locations = locations.reshape(-1, 2)
locations = np.round(locations).astype(np.int32)
locations[:, 0] = np.clip(locations[:, 0], self.bounds[0], self.bounds[0] + self.bounds[2] - 1)
locations[:, 1] = np.clip(locations[:, 1], self.bounds[1], self.bounds[1] + self.bounds[3] - 1)
locations = game_util.unique_rows(locations)
locations -= np.array(self.bounds)[[0, 1]]
curr_score = self.graph.memory[locations[:, 1], locations[:, 0],
constants.OBJECT_CLASS_TO_ID[class_names[ii]] + 1]
replace_locs = np.logical_and(curr_score > 0, curr_score < 1)
curr_score[replace_locs] = curr_score[replace_locs] * .8
self.graph.memory[locations[:, 1], locations[:, 0],
constants.OBJECT_CLASS_TO_ID[class_names[ii]] + 1] = curr_score
if constants.DRAWING:
if constants.GT_OBJECT_DETECTION:
boxes = []
scores = []
class_names = []
for k,v in self.event.class_detections2D.items():
if k in constants.OBJECT_CLASS_TO_ID and len(v) > 0:
boxes.extend(v)
scores.extend([1] * len(v))
class_names.extend([k] * len(v))
boxes = np.array(boxes)
scores = np.array(scores)
self.detection_image = detector.visualize_detections(self.event.frame, boxes, class_names, scores)
def reset(self, scene_name=None, use_gt=True, seed=None):
if scene_name is None:
# Do half reset
action_ind = self.local_random.randint(0, constants.STEPS_AHEAD ** 2 - 1)
action_x = action_ind % constants.STEPS_AHEAD - int(constants.STEPS_AHEAD / 2)
action_z = int(action_ind / constants.STEPS_AHEAD) + 1
x_shift = 0
z_shift = 0
if self.pose[2] == 0:
x_shift = action_x
z_shift = action_z
elif self.pose[2] == 1:
x_shift = action_z
z_shift = -action_x
elif self.pose[2] == 2:
x_shift = -action_x
z_shift = -action_z
elif self.pose[2] == 3:
x_shift = -action_z
z_shift = action_x
action_x = self.pose[0] + x_shift
action_z = self.pose[1] + z_shift
self.end_point = (action_x, action_z, self.pose[2])
else:
# Do full reset
self.scene_name = scene_name
grid_file = 'layouts/%s-layout.npy' % scene_name
self.graph = graph_obj.Graph(grid_file, use_gt=use_gt)
if seed is not None:
self.local_random.seed(seed)
lastActionSuccess = False
self.bounds = [self.graph.xMin, self.graph.yMin,
self.graph.xMax - self.graph.xMin + 1,
self.graph.yMax - self.graph.yMin + 1]
while not lastActionSuccess:
self.event = game_util.reset(self.env, self.scene_name)
self.agent_height = self.event.metadata['agent']['position']['y']
self.camera_height = self.agent_height + constants.CAMERA_HEIGHT_OFFSET
self.event = self.env.random_initialize(seed)
start_point = self.local_random.randint(0, self.graph.points.shape[0] - 1)
start_point = self.graph.points[start_point, :].copy()
self.start_point = (start_point[0], start_point[1], self.local_random.randint(0, 3))
self.end_point = self.start_point
while self.end_point[0] == self.start_point[0] and self.end_point[1] == self.start_point[1]:
end_point = self.local_random.randint(0, self.graph.points.shape[0] - 1)
end_point = self.graph.points[end_point, :].copy()
self.end_point = [end_point[0], end_point[1], self.local_random.randint(0, 3)]
self.end_point[0] += self.local_random.randint(-constants.TERMINAL_CHECK_PADDING, constants.TERMINAL_CHECK_PADDING)
self.end_point[1] += self.local_random.randint(-constants.TERMINAL_CHECK_PADDING, constants.TERMINAL_CHECK_PADDING)
self.end_point = tuple(self.end_point)
action = {'action': 'TeleportFull',
'x': self.start_point[0] * constants.AGENT_STEP_SIZE,
'y': self.agent_height,
'z': self.start_point[1] * constants.AGENT_STEP_SIZE,
'rotateOnTeleport': True,
'rotation': self.start_point[2] * 90,
'horizon': 60}
self.event = self.env.step(action)
lastActionSuccess = self.event.metadata['lastActionSuccess']
self.process_frame()
self.board = None
point_dists = np.sum(np.abs(self.graph.points - np.array(self.end_point[:2])), axis=1)
dist_min = np.min(point_dists)
self.is_possible_end_point = int(dist_min < 0.0001)
def step(self, action_or_ind):
if type(action_or_ind) == int:
action = self.action_util.actions[action_or_ind]
else:
action = action_or_ind
t_start = time.time()
# The object nearest the center of the screen is open/closed if none is provided.
if (action['action'] == 'OpenObject' or action['action'] == 'CloseObject') and 'objectId' not in action:
game_util.set_open_close_object(action, self.event)
self.event = self.env.step(action)
self.times[2, 0] += time.time() - t_start
self.times[2, 1] += 1
if self.times[2, 1] % 100 == 0:
print('env step time %.3f' % (self.times[2, 0] / self.times[2, 1]))
if self.event.metadata['lastActionSuccess']:
self.process_frame()
def draw_state(self):
from utils import drawing
scale = 8
if self.board is None:
locs = self.graph.points * scale
self.board = np.zeros(((self.graph.yMax - self.graph.yMin) * scale, (self.graph.xMax - self.graph.xMin) * scale), dtype=np.uint8)
locs -= np.array([self.graph.xMin, self.graph.yMin]) * scale
for loc in locs:
drawing.drawRect(self.board, [loc[0], loc[1], loc[0], loc[1]], scale / 2, 4)
if type(self.end_point) == list:
for end_point in self.end_point:
goal_loc = (np.array(end_point) * np.array([scale, scale, 90]) -
np.array([self.graph.xMin, self.graph.yMin, 0]) * scale).astype(int)
drawing.drawRect(self.board, [goal_loc[0], goal_loc[1], goal_loc[0], goal_loc[1]], scale / 2, 5)
else:
goal_loc = (np.array(self.end_point) * np.array([scale, scale, 90]) -
np.array([self.graph.xMin, self.graph.yMin, 0]) * scale).astype(int)
goal_arrow = [goal_loc[0] + scale / 2 * (goal_loc[2] == 90) - scale / 2 * (goal_loc[2] == 270),
goal_loc[1] + scale / 2 * (goal_loc[2] == 0) - scale / 2 * (goal_loc[2] == 180)]
drawing.drawRect(self.board, [goal_loc[0], goal_loc[1], goal_loc[0], goal_loc[1]], scale / 2, 5)
drawing.drawRect(self.board, [goal_arrow[0], goal_arrow[1], goal_arrow[0], goal_arrow[1]], scale / 4, 6)
self.board[np.logical_or(self.board == 2, self.board == 3)] = 4
curr_point = np.array(self.pose[:3])
curr_loc = (curr_point * np.array([scale, scale, 90]) -
np.array([self.graph.xMin, self.graph.yMin, 0]) * scale).astype(int)
curr_arrow = [curr_loc[0] + scale / 2 * (curr_loc[2] == 90) - scale / 2 * (curr_loc[2] == 270),
curr_loc[1] + scale / 2 * (curr_loc[2] == 0) - scale / 2 * (curr_loc[2] == 180)]
drawing.drawRect(self.board, [curr_loc[0], curr_loc[1], curr_loc[0], curr_loc[1]], scale / 2, 2)
drawing.drawRect(self.board, [curr_arrow[0], curr_arrow[1], curr_arrow[0], curr_arrow[1]], scale / 4, 3)
self.board[0, 0] = 6
return np.flipud(self.board)
class QuestionGameState(GameState):
def __init__(self, sess=None, depth_scope=None):
super(QuestionGameState, self).__init__(sess, depth_scope)
self.question_types = ['existence', 'counting', 'contains']
self.datasets = []
self.test_datasets = []
for qq,question_type in enumerate(self.question_types):
prefix = 'questions/'
path = prefix + 'train/data' + '_' + question_type
print('path', path)
data_file = sorted(glob.glob(path + '/*.h5'), key=os.path.getmtime)
if len(data_file) > 0 and qq in constants.USED_QUESTION_TYPES:
dataset = h5py.File(data_file[-1])
dataset_np = dataset['questions/question'][...]
dataset = dataset_np
sums = np.sum(np.abs(dataset), axis=1)
self.datasets.append(dataset[sums > 0])
print('Type', question_type, 'num_questions', self.datasets[-1].shape)
else:
self.datasets.append([])
# test data
path = prefix + constants.TEST_SET + '/data' + '_' + question_type
print('path', path)
data_file = sorted(glob.glob(path + '/*.h5'), key=os.path.getmtime)
if len(data_file) > 0 and qq in constants.USED_QUESTION_TYPES:
dataset = h5py.File(data_file[-1])
dataset_np = dataset['questions/question'][...]
dataset.close()
test_dataset = dataset_np
sums = np.sum(np.abs(test_dataset), axis=1)
self.test_datasets.append(test_dataset[sums > 0])
print('Type', question_type, 'test num_questions', self.test_datasets[-1].shape)
else:
self.test_datasets.append([])
def reset(self, seed=None, test_ind=None):
self.board = None
self.seen_object = False
self.terminal = False
self.opened_receptacles = set()
self.closed_receptacles = set()
self.seen_obj1 = set()
self.seen_obj2 = set()
self.visited_locations = set()
self.can_end = False
if seed is not None:
self.local_random.seed(seed)
# Do equal number of each question type in train.
question_type_ind = self.local_random.sample(constants.USED_QUESTION_TYPES, 1)[0]
# get random row
if test_ind is not None:
question_row, question_type_ind = test_ind
question_type = self.question_types[question_type_ind]
question_data = self.test_datasets[question_type_ind][question_row, :]
test_ind = (question_row, question_type_ind)
else:
question_type = self.question_types[question_type_ind]
question_row = self.local_random.randint(0, len(self.datasets[question_type_ind]) - 1)
question_data = self.datasets[question_type_ind][question_row, :]
container_ind = None
if question_type_ind == 0 or question_type_ind == 1:
scene_num, scene_seed, object_ind, answer = question_data
self.question_target = object_ind
if question_type_ind == 0:
answer = bool(answer)
elif question_type_ind == 2:
scene_num, scene_seed, object_ind, container_ind, answer = question_data
answer = bool(answer)
self.question_target = (object_ind, container_ind)
else:
raise Exception('No question type found for type %d' % question_type_ind)
self.scene_seed = scene_seed
self.scene_num = scene_num
self.object_target = object_ind
self.parent_target = container_ind
self.container_target = np.zeros(constants.NUM_CLASSES)
self.direction_target = np.zeros(4)
if container_ind is not None:
self.container_target[container_ind] = 1
self.question_type_ind = question_type_ind
self.scene_name = 'FloorPlan%d' % scene_num
grid_file = 'layouts/%s-layout.npy' % self.scene_name
self.graph = graph_obj.Graph(grid_file, use_gt=False)
self.xray_graph = graph_obj.Graph(grid_file, use_gt=True)
self.bounds = [self.graph.xMin, self.graph.yMin,
self.graph.xMax - self.graph.xMin + 1,
self.graph.yMax - self.graph.yMin + 1]
max_num_repeats = 1
remove_prob = 0.5
if question_type == 'existence':
max_num_repeats = 10
remove_prob = 0.25
elif question_type == 'counting':
max_num_repeats = constants.MAX_COUNTING_ANSWER + 1
remove_prob = 0.5
elif question_type == 'contains':
max_num_repeats = 10
remove_prob = 0.25
self.event = game_util.reset(self.env, self.scene_name)
self.agent_height = self.event.metadata['agent']['position']['y']
self.camera_height = self.agent_height + constants.CAMERA_HEIGHT_OFFSET
self.event = self.env.random_initialize(self.scene_seed, max_num_repeats=max_num_repeats, remove_prob=remove_prob)
print('Type:', question_type, 'Row: ', question_row, 'Scene', self.scene_name, 'seed', scene_seed)
print('Question:', game_util.get_question_str(question_type_ind, object_ind, container_ind))
if self.question_type_ind == 2:
print('Answer:', constants.OBJECTS[object_ind], 'in', constants.OBJECTS[container_ind], 'is', answer)
else:
print('Answer:', constants.OBJECTS[object_ind], 'is', answer)
self.answer = answer
# Verify answer
if self.question_type_ind == 0:
objs = game_util.get_objects_of_type(constants.OBJECTS[object_ind], self.event.metadata)
computed_answer = len(objs) > 0
requires_interaction = True
for obj in objs:
parent = obj['parentReceptacle'].split('|')[0]
if parent not in {'Fridge', 'Cabinet', 'Microwave'}:
requires_interaction = False
break
elif self.question_type_ind == 1:
objs = game_util.get_objects_of_type(constants.OBJECTS[object_ind], self.event.metadata)
computed_answer = len(objs)
requires_interaction = True
elif self.question_type_ind == 2:
objs = game_util.get_objects_of_type(constants.OBJECTS[object_ind], self.event.metadata)
if len(objs) == 0:
computed_answer = False
requires_interaction = constants.OBJECTS[self.question_target[1]] in {'Fridge', 'Cabinet', 'Microwave'}
else:
obj = objs[0]
computed_answer = False
for obj in objs:
requires_interaction = True
parent = obj['parentReceptacle'].split('|')[0]
if parent in constants.OBJECT_CLASS_TO_ID:
parent_ind = constants.OBJECT_CLASS_TO_ID[parent]
computed_answer = parent_ind == self.question_target[1]
if computed_answer:
if parent not in {'Fridge', 'Cabinet', 'Microwave'}:
requires_interaction = False
break
else:
computed_answer = False
self.requires_interaction = requires_interaction
try:
assert self.answer == computed_answer, 'Answer does not match scene metadata'
except AssertionError:
print('Type:', question_type, 'Row: ', question_row, 'Scene', self.scene_name, 'seed', scene_seed)
print('Answer', computed_answer, 'does not match expected value', self.answer,', did randomization process change?')
pdb.set_trace()
self.answer = computed_answer
if constants.NUM_CLASSES > 1:
self.hidden_items = set()
objects = self.event.metadata['objects']
for obj in objects:
if obj['receptacle'] and obj['openable'] and not obj['isopen']:
for inside_obj in obj['receptacleObjectIds']:
self.hidden_items.add(inside_obj)
objects = self.event.metadata['objects']
for obj in objects:
if obj['objectType'] not in constants.OBJECT_CLASS_TO_ID:
continue
obj_bounds = game_util.get_object_bounds(obj, self.bounds)
self.xray_graph.memory[obj_bounds[1]:obj_bounds[3],
obj_bounds[0]:obj_bounds[2],
constants.OBJECT_CLASS_TO_ID[obj['objectType']] + 1] = 1
start_point = self.local_random.randint(0, self.graph.points.shape[0] - 1)
start_point = self.graph.points[start_point, :].copy()
self.start_point = (start_point[0], start_point[1], self.local_random.randint(0, 3))
action = {'action': 'TeleportFull',
'x': self.start_point[0] * constants.AGENT_STEP_SIZE,
'y': self.agent_height,
'z': self.start_point[1] * constants.AGENT_STEP_SIZE,
'rotateOnTeleport': True,
'rotation': self.start_point[2] * 90,
'horizon': 30,
}
self.event = self.env.step(action)
self.process_frame()
self.reward = 0
self.end_point = []
def get_action(self, action_or_ind):
teleport_failure = False
should_fail = False
if type(action_or_ind) == int:
action = copy.deepcopy(self.action_util.actions[action_or_ind])
else:
action = action_or_ind
if action['action'] == 'Teleport':
point_dists = np.sum(np.abs(self.graph.points - np.array([action['x'], action['z']])), axis=1)
dist_min = np.argmin(point_dists)
if point_dists[dist_min] < 0.0001 or constants.USE_NAVIGATION_AGENT:
point_x = action['x']
point_z = action['z']
else:
point_x = self.graph.points[dist_min][0]
point_z = self.graph.points[dist_min][1]
teleport_failure = True
action = {
'action': 'Teleport',
'x': point_x * constants.AGENT_STEP_SIZE,
'y': self.agent_height,
'z': point_z * constants.AGENT_STEP_SIZE,
'rotateOnTeleport': True,
'rotation': action['rotation'],
}
elif action['action'] == 'OpenObject' or action['action'] == 'CloseObject':
openable = [obj for obj in self.event.metadata['objects']
if (obj['visible'] and obj['openable'] and
(obj['isopen'] == (action['action'] == 'CloseObject')) and
obj['objectId'] in self.event.instance_detections2D)]
if len(openable) > 0:
boxes = np.array([self.event.instance_detections2D[obj['objectId']] for obj in openable])
boxes_xywh = bb_util.xyxy_to_xywh(boxes.T).T
mids = boxes_xywh[:, :2]
dists = np.sqrt(np.sum(np.square(
(mids - np.array([constants.SCREEN_WIDTH / 2, constants.SCREEN_HEIGHT / 2]))), axis=1))
obj_ind = np.argmin(dists)
action['objectId'] = openable[obj_ind]['objectId']
else:
should_fail = True
return action, teleport_failure, should_fail
def step(self, action_or_ind):
self.reward = -0.01
action, teleport_failure, should_fail = self.get_action(action_or_ind)
t_start = time.time()
if should_fail or teleport_failure:
self.event.metadata['lastActionSuccess'] = False
else:
if action['action'] != 'Teleport' or not constants.USE_NAVIGATION_AGENT:
self.event = self.env.step(action)
else:
# Action is teleport and I should do low level navigation.
pass
new_pose = game_util.get_pose(self.event)
point_dists = np.sum(np.abs(self.graph.points - np.array(new_pose)[:2]), axis=1)
if np.min(point_dists) > 0.0001:
print('Point teleport failure')
closest_point = self.graph.points[np.argmin(point_dists)]
self.event = self.env.step({
'action': 'Teleport',
'x': closest_point[0] * constants.AGENT_STEP_SIZE,
'y': self.agent_height,
'z': closest_point[1] * constants.AGENT_STEP_SIZE,
'rotateOnTeleport': True,
'rotation': self.pose[2] * 90,
})
else:
closest_point = np.argmin(point_dists)
if closest_point not in self.visited_locations:
self.visited_locations.add(closest_point)
self.times[2, 0] += time.time() - t_start
self.times[2, 1] += 1
if self.times[2, 1] % 100 == 0:
print('env step time %.3f' % (self.times[2, 0] / self.times[2, 1]))
if self.event.metadata['lastActionSuccess']:
self.process_frame()
if action['action'] == 'OpenObject':
if self.question_type_ind == 2 and action['objectId'].split('|')[0] != constants.OBJECTS[self.question_target[1]]:
self.reward -= 1.0
elif action['objectId'] not in self.opened_receptacles:
if self.question_type_ind == 2 and action['objectId'].split('|')[0] == constants.OBJECTS[self.question_target[1]]:
self.reward += 5.0
else:
self.reward += 0.1
self.opened_receptacles.add(action['objectId'])
elif action['action'] == 'CloseObject' and self.question_type_ind != 2:
if action['objectId'] not in self.closed_receptacles:
self.reward += 0.1
self.closed_receptacles.add(action['objectId'])
# Update seen objects related to question
objs = game_util.get_objects_of_type(constants.OBJECTS[self.object_target], self.event.metadata)
objs = [obj for obj in objs if (obj['objectId'] in self.event.instance_detections2D and
game_util.check_object_size(self.event.instance_detections2D[obj['objectId']]))]
for obj in objs:
self.seen_obj1.add(obj['objectId'])
if self.question_type_ind in {2, 3}:
objs = game_util.get_objects_of_type(constants.OBJECTS[self.question_target[1]], self.event.metadata)
objs = [obj for obj in objs if (obj['objectId'] in self.event.instance_detections2D and
game_util.check_object_size(self.event.instance_detections2D[obj['objectId']]))]
for obj in objs:
self.seen_obj2.add(obj['objectId'])
if not self.can_end:
if self.question_type_ind == 0:
self.can_end = len(self.seen_obj1) > 0
elif self.question_type_ind == 1:
self.can_end = len(self.seen_obj1) == self.answer
elif self.question_type_ind == 2:
objs = game_util.get_objects_of_type(constants.OBJECTS[self.question_target[1]], self.event.metadata)
if not self.answer:
if objs[0]['openable']:
if all([obj['objectId'] in self.opened_receptacles for obj in objs]):
self.can_end = True
else:
if all([obj['objectId'] in self.seen_obj2 for obj in objs]):
self.can_end = True
else:
objs = [obj for obj in objs if (obj['objectId'] in self.event.instance_detections2D and
game_util.check_object_size(self.event.instance_detections2D[obj['objectId']]))]
for obj in objs:
for contained_obj in obj['pivotSimObjs']:
if contained_obj['objectId'] in self.seen_obj1:
self.can_end = True
else:
self.reward -= 0.05