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evaluateModel.py
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435 lines (382 loc) · 19.4 KB
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from model.ModelUtil import *
# import cPickle
import dill
import sys
# from theano.compile.io import Out
sys.setrecursionlimit(50000)
from multiprocessing import Process, Queue
# from pathos.multiprocessing import Pool
import threading
import time
import copy
from actor.ActorInterface import *
import OpenGL
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import numpy as np
# np.set_printoptions(threshold=np.nan)
exp=None
fps=30
class SimContainer(object):
def __init__(self, exp, agent, settings, expected_value_viz, movieWriter=None):
self._exp = exp
self._agent = agent
self._episode=0
self._settings = settings
self._grad_sum=0
self._num_actions=0
self._expected_value_viz = expected_value_viz
self._viz_q_values_ = []
self._action=None
self._paused=False
self._movieWriter = movieWriter
def animate(self, callBackVal=-1):
# print ("Animating: ", callBackVal)
current_time = glutGet(GLUT_ELAPSED_TIME);
if (self._movieWriter is not None):
### If the size of the window is changed at any time this will probably get messed up...
vizData = self._exp.getEnvironment().getFullViewData()
image_ = np.zeros((vizData.shape))
for row in range(len(vizData)):
image_[row] = vizData[len(vizData)-row - 1]
# print ("Writing image to video")
image_ = np.array(image_, dtype="uint8")
self._movieWriter.append_data(image_)
if (self._paused):
pass
else:
print ("Current sim time: ", current_time)
state_ = self._exp.getState()
num_substeps = 1
for i in range(num_substeps):
# print ("End of Epoch: ", self._exp.getEnvironment().endOfEpoch())
"""
if (self._exp.getEnvironment().endOfEpoch() and
self._exp.needUpdatedAction()):
self._exp.getActor().initEpoch()
self._exp.generateValidation(10, self._episode)
self._exp.getEnvironment().initEpoch()
self._episode += 1
print("*******")
print("New eposide: ")
print("*******")
"""
"""
simData = self._exp.getEnvironment().getActor().getSimData()
# print("Average Speed: ", simData.avgSpeed)
vel_sum = simData.avgSpeed
torque_sum = simData.avgTorque
"""
if (self._exp.needUpdatedAction()):
state_ = self._exp.getState()
print ("State: ", np.array(state_).shape)
## Update value function visualization
if ( False and (self._expected_value_viz is not None)):
self._viz_q_values_.extend(self._agent.q_value(state_)[0])
# self._viz_q_values_.append(0)
if (len(self._viz_q_values_)>100):
self._viz_q_values_.pop(0)
print ("self._viz_q_values_: ", self._viz_q_values_ )
# print ("np.zeros(len(viz_q_values_)): ", np.zeros(len(viz_q_values_)))
self._expected_value_viz.updateLoss(self._viz_q_values_, np.zeros(len(self._viz_q_values_)))
self._expected_value_viz.redraw()
# visualizeEvaluation.setInteractiveOff()
# visualizeEvaluation.saveVisual(directory+"criticLossGraph")
# visualizeEvaluation.setInteractive()
"""
position_root = self._exp.getEnvironment().getActor().getStateEuler()[0:][:3]
root_orientation = self._exp.getEnvironment().getActor().getStateEuler()[3:][:3]
print("Root position: ", position_root)
print("Root orientation: ", root_orientation)
"""
(self._action, exp_action, entropy_, state_) = self._agent.sample(state_, evaluation_=True)
# self._action = np.array([0.0, 0.0, 0.0, -1.0, 0.0], dtype='float64')
# grad_ = self._agent.getPolicy().getGrads(state_)[0]
grad_ = [0]
self._grad_sum += np.abs(grad_)
self._num_actions +=1
print ("Input grad: ", repr(self._grad_sum/self._num_actions))
# print ("Input grad: ", str(self._grad_sum/self._num_actions))
# print ("Input grad: ", self._grad_sum/self._num_actions)
# action_[1] = 1.0
self._action = self._action
print( "New action: ", self._action)
self._exp.updateAction(self._action)
### For multi agent sim only
# print ("Fallen: ", self._exp.getEnvironment().agentHasFallenMultiAgent())
if ( self._settings['environment_type'] == 'terrainRLHLCBiped3D'
or (self._settings['environment_type'] == 'GymMultiChar') ):
self._exp.getActor().updateActor(self._exp, self._action)
print (self._exp.getEnvironment().calcRewards())
else:
self._exp.update()
self._exp.display()
dur_time = (glutGet(GLUT_ELAPSED_TIME) - current_time)
next_time = int((1000/fps)) - dur_time
# print("duration to perform update: ", dur_time, " next time: ", next_time)
# anim_time = int(gDisplayAnimTime * GetNumTimeSteps() / gPlaybackSpeed);
# anim_time = np.abs(anim_time);
# return anim_time;
next_time = np.max([next_time, 0]);
glutTimerFunc(int(next_time), self.animate, 0) # 30 fps?
def onKey(self, c, x, y):
"""GLUT keyboard callback."""
global SloMo, Paused
print ("onKey type: ", type(list(c)[0]))
print ("onKey type: ", type(c))
print ("onKey type: ", c)
print ("onKey type: ", c.decode("utf-8"))
# set simulation speed
c = c.decode("utf-8")
if c >= '0' and c <= '9':
SloMo = 4 * int(c) + 1
print ("SLowmo")
# pause/unpause simulation
elif c == 'P':
if ( self._settings["use_parameterized_control"] ):
self._exp.getActor()._target_lean += 0.025
print ("Target Height: ", self._exp.getActor()._target_lean)
elif c == 'p':
if ( self._settings["use_parameterized_control"] ):
self._exp.getActor()._target_lean -= 0.025
print ("Target Height: ", self._exp.getActor()._target_lean)
# quit
elif c == 'q' or c == 'Q':
sys.exit(0)
elif c == 'r':
print("Resetting Epoch")
# self._exp.initEpoch()
self._exp.initEpoch()
# print (self._exp._num_updates_since_last_action)
if ( settings['environment_type'] == 'terrainRLHLCBiped3D' or
(settings['environment_type'] == 'GymMultiChar') ):
self._exp._num_updates_since_last_action=1000000
elif c == 'M':
if ( self._settings["use_parameterized_control"] ):
# self._exp.getActor()._target_vel += 0.1
self._exp.getActor().setTargetVelocity(self._exp, self._exp.getActor()._target_vel + 0.1)
print ("Target Velocity: ", self._exp.getActor()._target_vel)
elif c == 'm':
if ( self._settings["use_parameterized_control"] ):
self._exp.getActor().setTargetVelocity(self._exp, self._exp.getActor()._target_vel - 0.1)
print ("Target Velocity: ", self._exp.getActor()._target_vel)
elif c == 'H':
if ( self._settings["use_parameterized_control"] ):
self._exp.getActor()._target_root_height += 0.02
print ("Target Height: ", self._exp.getActor()._target_root_height)
elif c == 'h':
if ( self._settings["use_parameterized_control"] ):
self._exp.getActor()._target_root_height -= 0.02
print ("Target Height: ", self._exp.getActor()._target_root_height)
elif c == 'N':
if ( self._settings["use_parameterized_control"] ):
self._exp.getActor()._target_hand_pos += 0.02
print ("_target_hand_pos: ", self._exp.getActor()._target_hand_pos)
elif c == 'n':
if ( self._settings["use_parameterized_control"] ):
self._exp.getActor()._target_hand_pos -= 0.02
print ("_target_hand_pos: ", self._exp.getActor()._target_hand_pos)
elif c == ' ':
self._paused = self._paused != True
print("Paused: ", self._paused)
## ord converts the string to the corresponding integer value for the character...
self._exp.getEnvironment().onKeyEvent(ord(c), x, y)
def evaluateModelRender(settings_file_name, runLastModel=False, settings=None):
from util.SimulationUtil import setupEnvironmentVariable, setupLearningBackend
if ( settings is None):
settings = getSettings(settings_file_name)
# settings['shouldRender'] = True
setupEnvironmentVariable(settings, eval=True)
setupLearningBackend(settings)
from util.SimulationUtil import validateSettings, createEnvironment, createRLAgent, createActor, getAgentName, createNewFDModel
from util.SimulationUtil import getDataDirectory, createForwardDynamicsModel, getAgentName, processBounds
from util.ExperienceMemory import ExperienceMemory
from model.LearningAgent import LearningAgent, LearningWorker
from RLVisualize import RLVisualize
from NNVisualize import NNVisualize
import imageio
model_type= settings["model_type"]
directory= getDataDirectory(settings)
rounds = settings["rounds"]
epochs = settings["epochs"]
# num_states=settings["num_states"]
epsilon = settings["epsilon"]
discount_factor=settings["discount_factor"]
# max_reward=settings["max_reward"]
batch_size=settings["batch_size"]
state_bounds = np.array(settings['state_bounds'])
action_space_continuous=settings["action_space_continuous"]
discrete_actions = np.array(settings['discrete_actions'])
num_actions= discrete_actions.shape[0]
reward_bounds=np.array(settings["reward_bounds"])
action_space_continuous=settings['action_space_continuous']
if action_space_continuous:
action_bounds = settings["action_bounds"]
print ("Sim config file name: " + str(settings["sim_config_file"]))
# this is the process that selects which game to play
sim_index=0
if ( 'override_sim_env_id' in settings and (settings['override_sim_env_id'] != False)):
sim_index = settings['override_sim_env_id']
exp = createEnvironment(settings["sim_config_file"], settings['environment_type'], settings, render=True, index=sim_index)
(state_bounds, action_bounds, settings) = processBounds(state_bounds, action_bounds, settings, exp)
### Using a wrapper for the type of actor now
"""
if action_space_continuous:
experience = ExperienceMemory(len(state_bounds[0]), len(action_bounds[0]), settings['experience_length'], continuous_actions=True, settings=settings)
else:
experience = ExperienceMemory(len(state_bounds[0]), 1, settings['experience_length'])
"""
experience=None
# actor = ActorInterface(discrete_actions)
actor = createActor(str(settings['environment_type']),settings, experience)
if ( "perform_multiagent_training" in settings):
from model.LearningMultiAgent import LearningMultiAgent
masterAgent = LearningMultiAgent(settings_=settings)
else:
masterAgent = LearningAgent(settings_=settings)
# c = characterSim.Configuration("../data/epsilon0Config.ini")
if (runLastModel == True):
file_name=directory+getAgentName()+".pkl"
else:
file_name=directory+getAgentName()+"_Best.pkl"
settings["load_saved_model"] = True
# settings["load_saved_model"] = "network_and_scales"
model = createRLAgent(settings['agent_name'], state_bounds, discrete_actions, reward_bounds, settings)
save_copy_in_theano = False
if (save_copy_in_theano):
import dill
file_name="agent_Best.pkl"
f = open(file_name, 'wb')
dill.dump(model, f)
f.close()
if (settings['train_forward_dynamics']):
if (runLastModel == True):
# createNewFDModel(settings, exp_val, model)
forwardDynamicsModel = createNewFDModel(settings, exp, model)
# forwardDynamicsModel = createForwardDynamicsModel(settings, state_bounds, action_bounds, None, None, agentModel=None, print_info=True)
else:
forwardDynamicsModel = createNewFDModel(settings, exp, model)
# forwardDynamicsModel = createForwardDynamicsModel(settings, state_bounds, action_bounds, None, None, agentModel=None, print_info=True)
print ("Loaded fd", forwardDynamicsModel)
# forwardDynamicsModel.setActor(actor)
masterAgent.setForwardDynamics(forwardDynamicsModel)
movieWriter = None
if ("save_video_to_file" in settings):
movieWriter = imageio.get_writer(settings["save_video_to_file"], mode='I', fps=30)
"""
if (settings['train_forward_dynamics']):
file_name_dynamics=directory+"forward_dynamics"+"_Best.pkl"
# file_name=directory+getAgentName()+".pkl"
f = open(file_name_dynamics, 'rb')
forwardDynamicsModel = dill.load(f)
f.close()
if (settings['train_forward_dynamics']):
# actor.setForwardDynamicsModel(forwardDynamicsModel)
forwardDynamicsModel.setActor(actor)
masterAgent.setForwardDynamics(forwardDynamicsModel)
# forwardDynamicsModel.setEnvironment(exp)
"""
if ( settings["use_transfer_task_network"] ):
task_directory = getTaskDataDirectory(settings)
file_name=directory+getAgentName()+"_Best.pkl"
f = open(file_name, 'rb')
taskModel = dill.load(f)
f.close()
# copy the task part from taskModel to model
print ("Transferring task portion of model.")
model.setTaskNetworkParameters(taskModel)
# actor.setPolicy(model)
if ("replace_entropy_state_with_vae" in settings
and (settings["replace_entropy_state_with_vae"])):
print ("setting encoder ", masterAgent.getForwardDynamics())
actor.setEncoder(masterAgent.getForwardDynamics())
exp.setActor(actor)
exp.getActor().init()
exp.init()
exp.generateValidationEnvironmentSample(0)
expected_value_viz=None
if (settings['visualize_expected_value'] == True):
expected_value_viz = NNVisualize(title=str("Expected Value") + " with " + str(settings["model_type"]), settings=settings)
expected_value_viz.setInteractive()
expected_value_viz.init()
criticLosses = []
masterAgent.setSettings(settings)
# masterAgent.setExperience(experience)
masterAgent.setPolicy(model)
"""
mean_reward, std_reward, mean_bellman_error, std_bellman_error, mean_discount_error, std_discount_error, mean_eval, std_eval = evalModel(actor, exp, masterAgent, discount_factor, anchors=_anchors[:settings['eval_epochs']],
action_space_continuous=action_space_continuous, settings=settings, print_data=True, evaluation=True,
visualizeEvaluation=expected_value_viz)
# simEpoch(exp, model, discount_factor=discount_factor, anchors=_anchors[:settings['eval_epochs']][9], action_space_continuous=True, settings=settings, print_data=True, p=0.0, validation=True)
"""
"""
workers = []
input_anchor_queue = Queue(settings['queue_size_limit'])
output_experience_queue = Queue(settings['queue_size_limit'])
for process in range(settings['num_available_threads']):
# this is the process that selects which game to play
exp = characterSim.Experiment(c)
if settings['environment_type'] == 'pendulum_env_state':
print ("Using Environment Type: " + str(settings['environment_type']))
exp = PendulumEnvState(exp)
elif settings['environment_type'] == 'pendulum_env':
print ("Using Environment Type: " + str(settings['environment_type']))
exp = PendulumEnv(exp)
else:
print ("Invalid environment type: " + str(settings['environment_type']))
sys.exit()
exp.getActor().init()
exp.init()
w = SimWorker(input_anchor_queue, output_experience_queue, exp, model, discount_factor, action_space_continuous=action_space_continuous,
settings=settings, print_data=False, p=0.0, validation=True)
w.start()
workers.append(w)
mean_reward, std_reward, mean_bellman_error, std_bellman_error, mean_discount_error, std_discount_error = evalModelParrallel(
input_anchor_queue, output_experience_queue, discount_factor, anchors=_anchors[:settings['eval_epochs']], action_space_continuous=action_space_continuous, settings=settings)
for w in workers:
input_anchor_queue.put(None)
"""
# print ("Average Reward: " + str(mean_reward))
exp.getActor().initEpoch()
exp.initEpoch()
fps=30
if ( settings['environment_type'] == 'terrainRLHLCBiped3D' or
(settings['environment_type'] == 'GymMultiChar') ):
exp._num_updates_since_last_action=1000000
# state_ = exp.getState()
# action_ = np.array(masterAgent.predict(state_, evaluation_=True), dtype='float64')
# exp.updateAction(action_)
sim = SimContainer(exp, masterAgent, settings, expected_value_viz, movieWriter=movieWriter)
# sim._grad_sum = np.zeros_like(state_)
# glutInitWindowPosition(x, y);
# glutInitWindowSize(width, height);
# glutCreateWindow("PyODE Ragdoll Simulation")
# set GLUT callbacks
glutKeyboardFunc(sim.onKey)
## This works because GLUT in C++ uses the same global context (singleton) as the one in python
glutTimerFunc(int(1000.0/fps), sim.animate, 0) # 30 fps?
# glutIdleFunc(animate)
# enter the GLUT event loop
glutMainLoop()
if __name__ == "__main__":
import time
import datetime
from util.simOptions import getOptions
options = getOptions(sys.argv)
options = vars(options)
print("options: ", options)
print("options['configFile']: ", options['configFile'])
file = open(options['configFile'])
settings = json.load(file)
file.close()
for option in options:
if ( not (options[option] is None) ):
print ("Updateing option: ", option, " = ", options[option])
settings[option] = options[option]
if ( options[option] == 'true'):
settings[option] = True
elif ( options[option] == 'false'):
settings[option] = False
# settings['num_available_threads'] = options['num_available_threads']
evaluateModelRender(sys.argv[1], runLastModel=True, settings=settings)