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---
license: mit
task_categories:
- reinforcement-learning
- robotics
tags:
- world-model
- billiards
- jepa
- lewm
- pygame
- hdf5
pretty_name: Billiards World Model Training Dataset
size_categories:
- 100K<n<1M
---
# Billiards World-Model Training Environment
> **Author:** Santosh Jaiswal ([@hellojais](https://huggingface.co/hellojais))
> **GitHub:** [hellojais/billiards-worldmodel](https://github.com/hellojais/billiards-worldmodel)
> **Part of:** [LeWM Billiards Research](https://github.com/hellojais/le-wm)
A 2D billiards simulator built with **Pygame** that acts as a training
environment for a world model (LeWM). A scripted geometric agent plays
the game automatically and all episodes are saved to a compact HDF5 dataset.
---
## Project structure
```
billiards-worldmodel/
├── game.py # Gymnasium-compatible Pygame environment
├── agent.py # Scripted geometric agent (no ML)
├── collect_data.py # Runs agent, records data → HDF5
├── play.py # Interactive human play (no recording)
├── requirements.txt # Python dependencies
└── README.md # This file
```
---
## Installation
```bash
# (Recommended) create a virtual environment first
python -m venv .venv
source .venv/bin/activate # macOS / Linux
# .venv\Scripts\activate # Windows
pip install -r requirements.txt
```
---
## Running each file
### 1. `play.py` — Human interactive mode
```bash
python play.py
```
- **Left-click** anywhere on the table to shoot the cue ball toward the cursor.
- Press **R** to reset the episode.
- Press **ESC** or **Q** to quit.
- No data is saved.
---
### 2. `collect_data.py` — Collect expert dataset
```bash
# Default: 5000 episodes → billiards_expert_train.h5
python collect_data.py
# Custom number of episodes and output file
python collect_data.py --episodes 100 --out test_run.h5
# Fix random seed for reproducibility
python collect_data.py --seed 0
```
Progress is printed every 500 episodes. The script prints a final summary:
```
✓ Saved 5000 episodes (348212 frames) to 'billiards_expert_train.h5'
Success rate : 87.3%
Elapsed time : 142.0s (35.2 ep/s)
```
---
### 3. `game.py` — Gymnasium environment (import or quick smoke-test)
```bash
python game.py # runs a 10-step smoke test with random actions
```
Or use it as a library:
```python
from game import BilliardsEnv
env = BilliardsEnv(render_mode="rgb_array")
obs, info = env.reset(seed=0)
for _ in range(300):
action = env.action_space.sample()
obs, reward, terminated, truncated, info = env.step(action)
frame = env.render() # numpy array (512, 512, 3) uint8
if terminated or truncated:
break
env.close()
```
---
### 4. `agent.py` — Scripted agent (import or quick test)
```bash
python agent.py # prints 5 sample actions
```
---
## HDF5 dataset format
| Dataset | Shape | dtype | Description |
|--------------|---------------------------------|---------|------------------------------------|
| `pixels` | `(total_frames, 512, 512, 3)` | uint8 | RGB frames (one per timestep) |
| `action` | `(total_frames, 2)` | float32 | `(dx, dy)` impulse applied to cue |
| `state` | `(total_frames, 10)` | float32 | Full state vector (see below) |
| `ep_len` | `(num_episodes,)` | int32 | Number of frames in each episode |
| `ep_offset` | `(num_episodes,)` | int64 | Start frame index of each episode |
**State vector layout** (indices 0–9):
| Index | Value |
|-------|---------------------|
| 0–1 | cue ball position |
| 2–3 | cue ball velocity |
| 4–5 | target ball position|
| 6–7 | target ball velocity|
| 8–9 | nearest pocket (x,y)|
### Reading the dataset
```python
import h5py, numpy as np
with h5py.File("billiards_expert_train.h5", "r") as f:
pixels = f["pixels"] # lazy; index as needed
actions = f["action"][:]
states = f["state"][:]
ep_len = f["ep_len"][:]
ep_offset = f["ep_offset"][:]
# Reconstruct episode 42
i = ep_offset[42]
n = ep_len[42]
frames = pixels[i : i + n] # shape (n, 512, 512, 3)
```
---
## Environment details
| Parameter | Value |
|------------------|------------------------|
| Window size | 512 × 512 px |
| Ball radius | 15 px |
| Pocket radius | 20 px |
| Friction | 0.985 per step |
| Max steps/ep | 300 |
| Success condition| Target ball enters pocket |
---
## Agent strategy
The scripted agent uses the **ghost-ball** technique from billiards:
1. Identify the pocket nearest to the target ball.
2. Compute the *ghost-ball* position G — where the cue ball's centre
must be at impact for the target to travel toward that pocket:
$$G = T - \hat{u}_{PT} \cdot 2R$$
where $T$ is the target position, $\hat{u}_{PT}$ is the unit vector
from pocket to target, and $R$ is the ball radius.
3. Apply an impulse in the direction $G - C_\text{cue}$, scaled by
`impulse_strength`, with small Gaussian noise for episode variety.
4. The impulse is only applied when the cue ball is nearly stationary
(speed < 0.5 px/step) to avoid stacking impulses mid-roll.