--- 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 **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.