GraSIF / validator.py
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import networkx as nx
import copy
MAX_OBJECTS_DEEP = 10
def validate_plan(init_graph, goal_graph, actions, print_results=False):
#Find nodes changed betwee initial and goal graph.
important_nodes = find_important_nodes(init_graph, goal_graph, add_assets=False)
if print_results:
print("Important nodes:\n",important_nodes)
#Run actions in graph simulation
final_graph, errors = simulate_on_graph(init_graph, actions)
#Classes of important objects
important_node_names = []
for node in important_nodes:
if node[0] not in important_node_names:
important_node_names.append(node[0])
correct_obj, total_obj = validate_objects(final_graph, goal_graph, important_node_names, print_results)
correct_assets, total_asets = validate_assets(final_graph, goal_graph, important_nodes)
object_success_rate = 1.0 if total_obj == 0 else correct_obj / total_obj
asset_success_rate = 1.0 if total_asets == 0 else correct_assets / total_asets
total_count = total_obj + total_asets
partial_success = 1.0 if total_count == 0 else (correct_obj + correct_assets) / total_count
if print_results:
print("Object Success Rate:", object_success_rate)
print("Asset Success Rate:", asset_success_rate)
print("Partial Success:", partial_success)
print(errors)
if len(errors) == 0 and partial_success == 1.0:
success = True
else:
success = False
return success, partial_success, errors
def simulate_on_graph(init_graph, actions):
simulator = ValidatorSceneSimulator(init_graph)
errors = []
for action in actions:
feedback = simulator.action(action[0], action[1])
if feedback:
errors.append((action, feedback))
final_graph = simulator.graph
return final_graph, errors
def validate_objects(final_graph, goal_graph, important_node_names, print_results=False):
object_count = 0
goal_state_counts = {}
final_state_counts = {}
# Find all objects with same name as relevant node names. (Objects of same class)
for node_name in goal_graph:
goal_node = goal_graph.nodes[node_name]
final_node = final_graph.nodes[node_name]
if node_name[0] in important_node_names and goal_node['type'] == 'object':
object_count += 1
goal_state = (node_name[0], tuple(goal_node['states']), goal_node['relation'], goal_node['related_to'])
final_state = (node_name[0], tuple(final_node['states']), final_node['relation'], final_node['related_to'])
goal_state_counts[goal_state] = goal_state_counts.get(goal_state, 0) + 1
final_state_counts[final_state] = final_state_counts.get(final_state, 0) + 1
state_difference = 0
# Count objects in correct states
for key in goal_state_counts:
if key in final_state_counts:
goal_state_counts[key] -= final_state_counts[key]
if goal_state_counts[key] < 0:
goal_state_counts[key] = 0
state_difference += goal_state_counts[key]
correct_objects = object_count - state_difference
if print_results:
print("Goal state count:")
for goal in goal_state_counts:
print(goal, goal_state_counts[goal], sep=': ')
print("Final state count:")
for goal in final_state_counts:
print(goal, final_state_counts[goal], sep=': ')
return correct_objects, object_count
def validate_assets(final_graph, goal_graph, important_nodes):
# Check Asset states
asset_count = 0
correct_states = 0
for node_name in important_nodes:
final_node = final_graph.nodes[node_name]
goal_node = goal_graph.nodes[node_name]
if final_node['type'] == 'asset':
asset_count += 1
if set(final_node['states']) == set(goal_node['states']):
correct_states += 1
return correct_states, asset_count
class ValidatorSceneSimulator():
def __init__(self, graph: nx.Graph):
self.graph = copy.deepcopy(graph)
self._reset_edges()
def _reset_edges(self):
self.graph.remove_edges_from(list(self.graph.edges))
for node_name in self.graph.nodes:
self._add_edge(node_name)
def _add_edge(self, node_name):
node = self.graph.nodes[node_name]
try:
match node['type']:
case 'place':
self.graph.add_edge(node_name,('scene',1))
case 'asset':
self.graph.add_edge(node_name,node['place'])
case 'object':
self.graph.add_edge(node_name,node['related_to'])
case 'unseen_object':
self.graph.add_edge(node_name,node['related_to'])
case 'agent':
self.graph.add_edge(node_name,node['location'])
case 'scene':
pass
case _:
print(f"Unknown node type: {node['type']}")
except:
raise ValueError(f"Error during edges resetting with {node_name} {node}. Check relations.")
def is_accessible(self, node):
if node['type'] != 'object':
return True, ''
for _ in range(MAX_OBJECTS_DEEP):
parent_name = node['related_to']
parent = self.graph.nodes[parent_name]
if parent['type'] == 'agent':
return True, ''
if 'closed' in parent['states'] and node['relation'] == 'inside_of':
return False, parent_name
if parent['type'] != 'object':
return True, ''
node = parent
return True, ''
def find_place(self, node):
for _ in range(MAX_OBJECTS_DEEP+1):
if node['type'] == 'asset':
return node['place']
if node['type'] == 'agent':
return node['location']
parent_name = node['related_to']
node = self.graph.nodes[parent_name]
def action(self, action, node_name):
G = self.graph
if action in ['done', 'discover_objects']:
return 0
if node_name not in G:
return f"Node {node_name} not found in the graph. Try look on or inside assets."
if action not in ['put_on', 'put_inside', 'pick_up', 'open', 'close', 'turn_on', 'turn_off', 'discover_objects', 'go_to']:
return f"Action {action} is wrong. No such action as {action}."
node = G.nodes[node_name]
agent = G.nodes[('agent',1)]
sayplan_name = node_name[0] +'-'+ str(node_name[1])
if action in ['put_on', 'put_inside', 'pick_up', 'open', 'close', 'turn_on', 'turn_off', 'discover_objects'] and node['type'] not in ['asset', 'object']:
return f"Action {action}({sayplan_name}) is wrong. You can interact only with asset and object nodes."
accesible, parent_name = self.is_accessible(node)
if not accesible:
return f"Action {action}({sayplan_name}) is wrong.{sayplan_name} in not accesible because {parent_name} is closed."
if node['type'] in ['asset', 'object'] and action not in node['affordances']:
return f"Action {action}({sayplan_name}) is wrong. It is not possible to {action} {sayplan_name}"
if action not in ['go_to', 'done'] and agent['location'] != self.find_place(node):
return f"Action {action}({sayplan_name}) is wrong. Agent not in the same room with node."
match action:
case 'go_to':
if node['type'] != 'place':
return f"Action {action}({sayplan_name}) is wrong. {sayplan_name} is not a room to go."
agent['location'] = node_name
case 'pick_up':
if agent['holding'] != '':
return f"Action {action}({sayplan_name}) is wrong. Agent can hold only one object. Agent aldeady holding {agent['holding']}"
if (node['type'] != 'object'):
return f"Action {action}({sayplan_name}) is wrong. Agent can pick_up only object nodes."
agent['holding'] = node_name
node['relation'] = 'inside_hand'
node['related_to'] = ('agent',1)
case 'put_on':
if agent['holding'] == '':
return f"Action {action}({sayplan_name}) is wrong. Agent don't holding something to put"
if 'put_on' not in node['affordances']:
return f"Action {action}({sayplan_name}) is wrong. Agent cant put objects on {sayplan_name}"
G.nodes[agent['holding']]['relation'] = 'ontop_of'
G.nodes[agent['holding']]['related_to'] = node_name
agent['holding'] = ''
case 'put_inside':
if agent['holding'] == '':
return f"Action {action}({sayplan_name}) is wrong. Agent don't holding something to put"
if agent['holding'] == node:
return f"Action {action}({sayplan_name}) is wrong. An object cannot be placed inside itself."
if 'closed' in node['states']:
return f"Action {action}({sayplan_name}) is wrong. Agent cant put objects inside of closed {sayplan_name}"
G.nodes[agent['holding']]['relation'] = 'inside_of'
G.nodes[agent['holding']]['related_to'] = node_name
agent['holding'] = ''
case 'open':
if 'open' in node['states']:
return f"Action {action}({sayplan_name}) is wrong. {sayplan_name} already open"
node['states'].remove('closed')
node['states'].append('open')
case 'close':
if 'closed' in node['states']:
return f"Action {action}({sayplan_name}) is wrong. {sayplan_name} already closed"
node['states'].remove('open')
node['states'].append('closed')
case 'turn_on':
if 'on' in node['states']:
return f"Action {action}({sayplan_name}) is wrong. {sayplan_name} already turned on"
if 'off' in node['states']:
node['states'].remove('off')
node['states'].append('on')
#Adding states for dynamic tasks from SayPlan
if node_name[0] in ['microwave'] and 'closed' in node['states']:
for obj, attr in G.nodes(data=True):
if attr['type'] == 'object' and attr['related_to'] == node_name and attr['relation'] == 'inside_of':
attr['states'].append('hot')
if node_name[0] in ['coffee_machine']:
for obj, attr in G.nodes(data=True):
if attr['type'] == 'object' and attr['related_to'] == node_name and attr['relation'] == 'inside_of':
attr['states'].append('filled_coffee')
case 'turn_off':
if 'off' in node['states']:
return f"Action {action}({sayplan_name}) is wrong. {sayplan_name} already off"
node['states'].remove('on')
node['states'].append('off')
case 'discover_objects':
pass
case 'done':
pass
case _:
return f"Action {action} is wrong. No such action as {action}."
self._reset_edges()
return 0
def find_important_nodes(init_graph, goal_graph, add_assets=False):
"""
Function that return list of objects and assets changed between initial and goal graph.
"""
def add_parent_nodes(node_name, graph):
node = graph.nodes[node_name]
for _ in range(MAX_OBJECTS_DEEP):
parent_name = node.get('related_to')
if not parent_name:
break
parent = graph.nodes[parent_name]
important_nodes.add(parent_name)
if parent['type'] != 'object':
break
node = parent
important_nodes = set()
for node_name in init_graph.nodes:
if init_graph.nodes[node_name] != goal_graph.nodes[node_name]:
important_nodes.add(node_name)
if init_graph.nodes[node_name]['type'] == 'object' and add_assets:
add_parent_nodes(node_name, init_graph)
add_parent_nodes(node_name, goal_graph)
return list(important_nodes)