| --- |
| 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. |
|
|