whab13's picture
initial: procthor engine + parallel launcher + setup + README
bb54e71 verified
Raw
History Blame Contribute Delete
19.3 kB
"""ProcTHOR/AI2-THOR rollout wrapper — generate one episode end-to-end.
Lifecycle:
eng = ProcTHOREngine(width=512, height=512, fov=90, device=3)
eng.start() # spins up CloudRendering controller
for ep_idx in range(N):
ep = eng.run_one(seed=ep_idx) # returns EpisodeRecord (schema.EpisodeRecord)
write_episode(ep, ...)
eng.stop()
`run_one` does:
1) Generate procthor house
2) Pick start position + a reachable goal object
3) GetShortestPath → list of waypoints
4) Walk the path. At each step:
a) Take an action (forward / left / right) chosen to follow the path
b) Record RGB + depth + agent pose
c) Record visible objects with projected (u, v)
d) Compute waypoint_uv (path[t + lookahead] projected to FOV)
e) Compute goal_uv (goal centroid projected)
f) Generate QA pairs
g) Sample an action chunk (next K poses → body-frame vels)
5) Segment actions → phases
6) Build PhaseFacts per phase → render subcommands
7) Return EpisodeRecord
"""
from __future__ import annotations
import math
import random
import time
from pathlib import Path
from typing import Dict, List, Optional, Tuple
import numpy as np
from .schema import StepRecord, EpisodeRecord
from .projection import CameraIntrinsics, CameraPose, project_point, project_points_batch
from .phase_segment import segment_actions, FORWARD, LEFT, RIGHT, STOP
from .subcommands import PhaseFacts, render_episode, stitch_instruction
from .descriptions import pick_canonical, _type_to_noun
from . import qa as qa_mod
# ---------------------------------------------------------------- #
# Controller-level helpers #
# ---------------------------------------------------------------- #
class ProcTHOREngine:
def __init__(self,
width: int = 512, height: int = 512,
fov_vertical_deg: float = 90,
device_id: int = 0,
quality: str = "Low",
grid_size: float = 0.25,
horizon: float = 0.0,
split: str = "train",
frames_root: Optional[str] = None,
save_depth: bool = False):
self.width = width
self.height = height
self.fov = fov_vertical_deg
self.device_id = device_id
self.quality = quality
self.grid_size = grid_size
self.horizon = horizon
self.split = split
self.frames_root = frames_root # if set, save RGB (and optionally depth) per step
self.save_depth = save_depth
self.controller = None
self.intr = CameraIntrinsics(width, height, fov_vertical_deg)
self._hg = None # procthor.generation.HouseGenerator
# ------------ lifecycle ------------ #
def start(self):
from ai2thor.controller import Controller
from procthor.generation import HouseGenerator, PROCTHOR10K_ROOM_SPEC_SAMPLER
from procthor.constants import PROCTHOR_INITIALIZATION
# PROCTHOR_INITIALIZATION = dict(branch="main", scene="Procedural")
# branch="main" makes ai2thor fetch the latest main-branch build that has the
# `SpawnAsset` / `CreateHouse` / `Procedural` actions procthor relies on.
# scene="Procedural" puts the controller into procedural-house mode.
self.controller = Controller(
platform="CloudRendering",
width=self.width, height=self.height,
fieldOfView=self.fov,
quality=self.quality,
renderDepthImage=True,
renderInstanceSegmentation=True,
gridSize=self.grid_size,
visibilityDistance=10,
**PROCTHOR_INITIALIZATION,
)
self._hg = HouseGenerator(split=self.split, seed=0, controller=self.controller,
room_spec_sampler=PROCTHOR10K_ROOM_SPEC_SAMPLER)
def stop(self):
if self.controller is not None:
try: self.controller.stop()
except Exception: pass
self.controller = None
# ------------ one episode ------------ #
def run_one(self,
episode_idx: int,
house_seed: int,
max_steps: int = 60,
lookahead: int = 5,
k_chunk: int = 10,
action_chunk_dt_s: float = 0.1,
rng_seed: Optional[int] = None
) -> Optional[EpisodeRecord]:
"""One episode end-to-end. Returns None if the rollout fails (e.g. no path)."""
c = self.controller
rng = random.Random(rng_seed if rng_seed is not None else episode_idx)
self._current_episode_id = f"procthor_{episode_idx:07d}"
# 1) Reset to a clean Procedural scene, then generate a house
c.reset(scene="Procedural")
house, _ = self._hg.sample()
if hasattr(house, "data"):
house_dict = house.data
elif hasattr(house, "to_house_dict"):
house_dict = house.to_house_dict()
else:
house_dict = house
ev = c.step(action="CreateHouse", house=house_dict)
if not ev.metadata.get("lastActionSuccess", False):
print(f" [run_one ep{episode_idx}] CreateHouse failed: "
f"{ev.metadata.get('errorMessage', '')[:120]}", flush=True)
return None
# 2) Teleport to the house's nominal agent spawn (in house.metadata.agent)
agent_meta = house_dict.get("metadata", {}).get("agent", {})
spawn_pos = agent_meta.get("position", {"x": 0, "y": 0.9, "z": 0})
c.step(action="Teleport",
position=spawn_pos,
rotation=agent_meta.get("rotation", dict(x=0, y=0, z=0)),
horizon=agent_meta.get("horizon", self.horizon))
positions = c.step(action="GetReachablePositions").metadata.get("actionReturn", [])
if not positions:
self._diag = "no_reachable"; return None
# Try up to N (start_pos, goal_obj) pairs until we find one with a quality route.
# Quality criteria: goal >=2.5m away (Euclidean), path planner returns >=3 corners
# (means there's an actual turn, not just walk-in-a-line). Filters out the trivial
# "0.2m straight-to-goal" episodes that produce 2-step rollouts.
start_pos = None
goal_obj = None
path = []
for attempt in range(12):
sp = rng.choice(positions)
c.step(action="Teleport",
position=sp,
rotation=dict(x=0, y=rng.choice([0, 90, 180, 270]), z=0),
horizon=self.horizon)
ev = c.step(action="Pass")
cand_goal = self._pick_goal_object(
ev.metadata.get("objects", []), sp, rng, min_dist=2.5)
if cand_goal is None: continue
cand_path = self._get_path(sp, cand_goal["position"], cand_goal["objectId"])
if cand_path and len(cand_path) >= 3:
start_pos = sp; goal_obj = cand_goal; path = cand_path
break
if start_pos is None:
self._diag = "no_pathable_start_goal_pair"; return None
goal_pos = goal_obj["position"]
# 4) Walk the path, recording per-step data
steps: List[StepRecord] = []
actions: List[int] = []
path_idx = 1 # index into `path` we're currently heading to
for t in range(max_steps):
ev = c.step(action="Pass") # refresh metadata at current pose
agent = ev.metadata["agent"]
pose_xyz = [agent["position"]["x"], agent["position"]["y"], agent["position"]["z"]]
yaw = agent["rotation"]["y"]
pitch = ev.metadata.get("cameraHorizon", self.horizon)
# Decide action: forward if facing the next waypoint, else turn toward it
if path_idx >= len(path):
action_id = STOP
else:
tgt = path[path_idx]
action_id = self._next_action_toward(pose_xyz, yaw, tgt)
actions.append(action_id)
# Project + record before stepping (so this frame matches the action we're about to emit)
self._record_step(t, action_id, ev, pose_xyz, yaw, pitch,
goal_obj, path, path_idx, lookahead, steps, rng)
# Step
if action_id == STOP: break
cmd = {1: "MoveAhead", 2: "RotateLeft", 3: "RotateRight"}[action_id]
c.step(action=cmd)
# Advance path_idx if we're close enough to current target
if path_idx < len(path):
tgt = path[path_idx]
d = math.hypot(tgt[0] - pose_xyz[0], tgt[2] - pose_xyz[2])
if d < self.grid_size * 1.5:
path_idx += 1
# Add a final stop record so STOP is the last action
if actions and actions[-1] != STOP:
actions.append(STOP)
# 5) Segment actions → phases
spans, kinds = segment_actions(actions)
# 6) Build per-phase facts from rollout knowledge + render subcommands
phase_facts = self._build_phase_facts(
spans, kinds, actions, steps, goal_obj, path, rng)
subs = render_episode(phase_facts, rng)
instruction = stitch_instruction(subs)
# 7) Compute action chunks per step (forward-diff agent poses → body-frame vels)
self._fill_action_chunks(steps, k_chunk, action_chunk_dt_s)
# 8) Goal description fact (for the final subcommand stitching, already used above)
return EpisodeRecord(
episode_id=f"procthor_{episode_idx:07d}",
house_seed=house_seed,
goal_object=goal_obj["objectId"],
instruction=instruction,
subcommands=subs,
phase_spans=[list(s) for s in spans],
phase_kinds=kinds,
actions=actions,
steps=steps,
camera_intrinsics=self.intr.as_dict(),
video_dir="", # caller fills this in
meta={
"goal_object_type": goal_obj.get("objectType", ""),
"goal_pos": goal_pos,
"start_pos": [start_pos["x"], start_pos["y"], start_pos["z"]],
"path_len_m": self._path_len(path),
"n_steps": len(actions),
},
)
# ---------------------------------------------------------------- #
# internals #
# ---------------------------------------------------------------- #
def _pick_goal_object(self, objects: List[Dict], start_pos, rng, min_dist: float = 1.0):
"""Pick a reasonable goal: salient object at least `min_dist` m from start."""
SKIP = {"Floor", "Wall", "Ceiling", "Window", "Door", "Doorway",
"Doorframe", "RoomDecal", ""}
cand = []
for o in objects:
if not o.get("position"): continue
d = math.hypot(o["position"]["x"] - start_pos["x"],
o["position"]["z"] - start_pos["z"])
if d < min_dist: continue
ty = o.get("objectType", "")
if ty in SKIP: continue
cand.append(o)
if not cand: return None
return rng.choice(cand)
def _get_path(self, start_pos, goal_pos, goal_object_id) -> List[Tuple[float, float, float]]:
"""Use AI2-THOR's GetShortestPath to find a discrete path. Returns list of (x,y,z)."""
try:
ev = self.controller.step(
action="GetShortestPath",
objectId=goal_object_id,
position=start_pos,
)
corners = ev.metadata.get("actionReturn", {}).get("corners", [])
except Exception:
corners = []
out = []
for c in corners:
out.append((c["x"], c["y"], c["z"]))
return out
def _path_len(self, path):
d = 0.0
for i in range(1, len(path)):
dx = path[i][0] - path[i-1][0]
dz = path[i][2] - path[i-1][2]
d += math.hypot(dx, dz)
return d
def _next_action_toward(self, pose_xyz, yaw_deg, tgt) -> int:
"""Choose between MoveAhead / RotateLeft / RotateRight to head toward `tgt`."""
dx = tgt[0] - pose_xyz[0]
dz = tgt[2] - pose_xyz[2]
# AI2-THOR yaw: 0 = +Z, 90 = +X, etc (clockwise from N looking down)
target_yaw = (math.degrees(math.atan2(dx, dz)) + 360) % 360
# delta in [-180, 180]
delta = ((target_yaw - yaw_deg + 540) % 360) - 180
if abs(delta) < 15: return FORWARD # within tolerance, go forward
return RIGHT if delta > 0 else LEFT
def _record_step(self, t, action_id, ev, pose_xyz, yaw, pitch,
goal_obj, path, path_idx, lookahead, steps, rng):
# AI2-THOR convention: rotation.y=0 means agent faces world +Z.
# Our projection's yaw=0 means camera looks along world -Z (OpenGL).
# Add 180° to convert AI2-THOR yaw → projection yaw.
cam = CameraPose(x=pose_xyz[0], y=pose_xyz[1] + 0.675, z=pose_xyz[2],
yaw_deg=yaw + 180.0, pitch_deg=pitch)
# waypoint_uv: project path[path_idx + lookahead - 1] (or last point)
wp_idx = min(path_idx + max(0, lookahead - 1), len(path) - 1)
wp = path[wp_idx]
wu, wv, wd = project_point(np.array(wp), cam, self.intr)
waypoint_uv = [wu, wv] if wu is not None else None
# goal_uv
gpos = goal_obj["position"]
gu, gv, gd = project_point(
np.array([gpos["x"], gpos["y"], gpos["z"]]), cam, self.intr)
goal_uv = [gu, gv] if gu is not None else None
# visible objects with projected centroids — filter walls/typeless from QA pool
SKIP_TYPES = {"Floor", "Wall", "Ceiling", "Window", "Door", "Doorway",
"Doorframe", "RoomDecal", ""}
vis_objs = []
for o in ev.metadata.get("objects", []):
if not o.get("visible", False): continue
ty = o.get("objectType", "")
if ty in SKIP_TYPES: continue
p = o["position"]
u, v, d = project_point(np.array([p["x"], p["y"], p["z"]]), cam, self.intr)
if u is None: continue
vis_objs.append({
"name": o.get("name", ""),
"object_type": ty,
"uv": [u, v],
"depth_m": d,
"pos_3d": [p["x"], p["y"], p["z"]],
"salientMaterials": o.get("salientMaterials", []),
"mainColor": o.get("color", o.get("mainColor", None)),
"roomType": o.get("roomType", None),
})
# Save RGB (and optionally depth) for this step if a frames_root was set.
if self.frames_root is not None:
from PIL import Image
from pathlib import Path
ep_dir = Path(self.frames_root) / self._current_episode_id / "rgb"
ep_dir.mkdir(parents=True, exist_ok=True)
frame = ev.frame
if frame is not None:
Image.fromarray(frame).save(ep_dir / f"{t:05d}.jpg", quality=85)
if self.save_depth and ev.depth_frame is not None:
d_dir = Path(self.frames_root) / self._current_episode_id / "depth"
d_dir.mkdir(parents=True, exist_ok=True)
np.save(d_dir / f"{t:05d}.npy", ev.depth_frame.astype(np.float32))
# Next-action hint for QA: same action_id we just decided
qa_pairs = qa_mod.for_step(
visible_objects=vis_objs,
goal_object=goal_obj,
goal_uv=goal_uv,
intrinsics_w=self.intr.width,
intrinsics_h=self.intr.height,
next_action=action_id,
rng=rng,
)
steps.append(StepRecord(
t=t, action=action_id, pose=[*pose_xyz, 0.0, yaw, pitch],
visible_objects=vis_objs,
waypoint_uv=waypoint_uv,
goal_uv=goal_uv,
qa_pairs=qa_pairs,
))
def _fill_action_chunks(self, steps: List[StepRecord], k: int, dt_s: float):
"""For each step t, compute body-frame [vx, vy, ωz] chunks over t..t+k.
Currently writes the chunks into a sibling list (returned via the EpisodeRecord
wrap by the caller); attached here as a `.chunk` attribute for convenience.
"""
N = len(steps)
for t in range(N):
chunk = []
for j in range(k):
tj = t + j; tj_next = t + j + 1
if tj_next >= N:
chunk.append([0.0, 0.0, 0.0])
continue
p0 = steps[tj].pose; p1 = steps[tj_next].pose
dx_w = p1[0] - p0[0]; dz_w = p1[2] - p0[2]
yaw_rad = math.radians(p0[4])
# body frame: forward = local +Z, right = local +X
vx_body = (dx_w * math.sin(yaw_rad) + dz_w * math.cos(yaw_rad)) / dt_s
vy_body = (dx_w * math.cos(yaw_rad) - dz_w * math.sin(yaw_rad)) / dt_s
dyaw = (p1[4] - p0[4] + 540) % 360 - 180
wz = math.radians(dyaw) / dt_s
chunk.append([vx_body, vy_body, wz])
steps[t].__dict__["action_chunk"] = chunk # attach (not in dataclass)
def _build_phase_facts(self, spans, kinds, actions, steps, goal_obj,
path, rng) -> List[PhaseFacts]:
facts: List[PhaseFacts] = []
for i, ((s, e), k) in enumerate(zip(spans, kinds)):
is_final = (i == len(spans) - 1)
# Salient landmarks seen during the phase (deduped by name)
seen = {}
for t in range(s, min(e, len(steps))):
for o in steps[t].visible_objects:
ty = o.get("object_type", "")
if ty in ("Floor", "Wall", "Ceiling", "Window", ""): continue
nm = o["name"]
if nm not in seen: seen[nm] = o
# Sort by depth (closest = most salient)
seen_l = sorted(seen.values(), key=lambda o: o.get("depth_m", 1e9))
landmarks_passed = [pick_canonical(o) for o in seen_l[:3]]
landmark_at_turn = None
if k in ("left", "right") and seen_l:
landmark_at_turn = pick_canonical(seen_l[0])
target_desc = None
next_room = None
if is_final:
target_desc = pick_canonical(goal_obj)
next_room = (goal_obj.get("roomType", "") or "").replace("_", " ").lower() or None
facts.append(PhaseFacts(
kind=k,
n_steps=e - s,
length_m=0.0, # could compute from poses, skipping for now
landmarks_passed=landmarks_passed,
landmark_at_turn=landmark_at_turn,
is_final_phase=is_final,
target_description=target_desc,
next_room=next_room,
actions=actions[s:e],
))
return facts