Instructions to use huggsook/ppo-pusher-v5 with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- stable-baselines3
How to use huggsook/ppo-pusher-v5 with stable-baselines3:
from huggingface_sb3 import load_from_hub checkpoint = load_from_hub( repo_id="huggsook/ppo-pusher-v5", filename="{MODEL FILENAME}.zip", ) - Notebooks
- Google Colab
- Kaggle
File size: 19,165 Bytes
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* 3D Robot Arm Pusher Simulation Engine
* Uses Three.js for rendering, Inverse Kinematics (IK), and Physics simulation
*/
class PusherSimulator {
constructor(canvasId) {
this.canvas = document.getElementById(canvasId);
this.container = this.canvas.parentElement;
// Sim State
this.currentStep = 50000; // default 50k Master
this.isRunning = true;
this.speedMultiplier = 1.0;
this.episode = 1;
this.episodeSteps = 0;
this.maxEpisodeSteps = 100;
// Interactive drag state
this.dragTarget = null;
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
// Physics & Objects coordinates
this.tableRadius = 3.5;
this.puckPos = new THREE.Vector3(0.8, 0.1, 0.4);
this.puckVel = new THREE.Vector3(0, 0, 0);
this.goalPos = new THREE.Vector3(1.2, 0.02, -0.6);
this.targetObject = "puck"; // "puck" or "goal"
// Arm Kinematics Config (3-link planar articulated arm in 3D)
this.arm = {
basePos: new THREE.Vector3(-1.0, 0, 0),
l1: 1.4, // Upper arm length
l2: 1.2, // Forearm length
l3: 0.7, // End effector length
theta1: 0.2, // Base rotation (Y-axis)
theta2: 0.4, // Shoulder
theta3: -0.6, // Elbow
theta4: 0.2, // Wrist
tipPos: new THREE.Vector3(0, 0.1, 0)
};
// Trajectory history
this.tipTrailPoints = [];
this.puckTrailPoints = [];
this.maxTrail = 60;
// Metrics for HUD
this.currentReward = 0;
this.distToPuck = 0;
this.distToGoal = 0;
this.successCount = 0;
this.initThree();
this.initScene();
this.setupEvents();
this.animate = this.animate.bind(this);
requestAnimationFrame(this.animate);
}
initThree() {
this.scene = new THREE.Scene();
this.scene.background = new THREE.Color(0x070b14);
this.scene.fog = new THREE.FogExp2(0x070b14, 0.08);
const width = this.container.clientWidth;
const height = this.container.clientHeight;
this.camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 100);
this.setCameraPreset("iso");
this.renderer = new THREE.WebGLRenderer({
canvas: this.canvas,
antialias: true,
powerPreference: "high-performance"
});
this.renderer.setSize(width, height);
this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
this.renderer.shadowMap.enabled = true;
this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
// Orbit Controls
this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
this.controls.enableDamping = true;
this.controls.dampingFactor = 0.05;
this.controls.maxPolarAngle = Math.PI / 2 - 0.02; // Don't go below floor
this.controls.minDistance = 2;
this.controls.maxDistance = 12;
this.controls.target.set(0.3, 0.2, 0);
// Resize Handler
window.addEventListener("resize", () => this.onResize());
}
initScene() {
// Lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
this.scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xa5b4fc, 1.2);
dirLight.position.set(5, 10, 7);
dirLight.castShadow = true;
dirLight.shadow.mapSize.width = 2048;
dirLight.shadow.mapSize.height = 2048;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 25;
dirLight.shadow.camera.left = -5;
dirLight.shadow.camera.right = 5;
dirLight.shadow.camera.top = 5;
dirLight.shadow.camera.bottom = -5;
this.scene.add(dirLight);
// Accent Cyber Point Lights
const cyanLight = new THREE.PointLight(0x00f2fe, 1.5, 8);
cyanLight.position.set(1.5, 1.5, -1.0);
this.scene.add(cyanLight);
const purpleLight = new THREE.PointLight(0x9d4edd, 1.2, 8);
purpleLight.position.set(-1.5, 1.5, 1.5);
this.scene.add(purpleLight);
// Floor & Grid Table
this.createTable();
// Robot Arm Mesh
this.createRobotArm();
// Puck & Goal Mesh
this.createInteractiveObjects();
// Trail lines
this.createTrails();
}
createTable() {
// Circular Table / Platform
const tableGeo = new THREE.CylinderGeometry(this.tableRadius, this.tableRadius + 0.2, 0.2, 64);
const tableMat = new THREE.MeshStandardMaterial({
color: 0x0f172a,
roughness: 0.4,
metalness: 0.3
});
const table = new THREE.Mesh(tableGeo, tableMat);
table.position.y = -0.1;
table.receiveShadow = true;
this.scene.add(table);
// Grid Overlay on Table
const grid = new THREE.GridHelper(6, 24, 0x00f2fe, 0x1e293b);
grid.position.y = 0.005;
this.scene.add(grid);
// Outer Glow Ring
const ringGeo = new THREE.RingGeometry(this.tableRadius - 0.05, this.tableRadius + 0.05, 64);
const ringMat = new THREE.MeshBasicMaterial({
color: 0x00f2fe,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.4
});
const ring = new THREE.Mesh(ringGeo, ringMat);
ring.rotation.x = -Math.PI / 2;
ring.position.y = 0.01;
this.scene.add(ring);
}
createRobotArm() {
this.armGroup = new THREE.Group();
this.armGroup.position.copy(this.arm.basePos);
const metalMat = new THREE.MeshStandardMaterial({
color: 0x1e293b,
roughness: 0.2,
metalness: 0.8
});
const jointMat = new THREE.MeshStandardMaterial({
color: 0x00f2fe,
emissive: 0x00f2fe,
emissiveIntensity: 0.3,
roughness: 0.3,
metalness: 0.5
});
const linkMat = new THREE.MeshStandardMaterial({
color: 0x334155,
roughness: 0.3,
metalness: 0.6
});
// 1. Base pedestal
const baseGeo = new THREE.CylinderGeometry(0.35, 0.45, 0.3, 32);
const base = new THREE.Mesh(baseGeo, metalMat);
base.position.y = 0.15;
base.castShadow = true;
this.armGroup.add(base);
// Joint 1: Shoulder Root
this.shoulderJoint = new THREE.Group();
this.shoulderJoint.position.y = 0.3;
const j1Sphere = new THREE.Mesh(new THREE.SphereGeometry(0.2, 24, 24), jointMat);
j1Sphere.castShadow = true;
this.shoulderJoint.add(j1Sphere);
this.armGroup.add(this.shoulderJoint);
// Link 1 (Upper arm)
this.link1 = new THREE.Group();
const link1Mesh = new THREE.Mesh(new THREE.CylinderGeometry(0.12, 0.12, this.arm.l1, 24), linkMat);
link1Mesh.position.y = this.arm.l1 / 2;
link1Mesh.castShadow = true;
this.link1.add(link1Mesh);
this.shoulderJoint.add(this.link1);
// Joint 2: Elbow
this.elbowJoint = new THREE.Group();
this.elbowJoint.position.y = this.arm.l1;
const j2Sphere = new THREE.Mesh(new THREE.SphereGeometry(0.16, 24, 24), jointMat);
j2Sphere.castShadow = true;
this.elbowJoint.add(j2Sphere);
this.link1.add(this.elbowJoint);
// Link 2 (Forearm)
this.link2 = new THREE.Group();
const link2Mesh = new THREE.Mesh(new THREE.CylinderGeometry(0.09, 0.09, this.arm.l2, 24), linkMat);
link2Mesh.position.y = this.arm.l2 / 2;
link2Mesh.castShadow = true;
this.link2.add(link2Mesh);
this.elbowJoint.add(this.link2);
// Joint 3: Wrist & End-Effector Tip (Pusher)
this.wristJoint = new THREE.Group();
this.wristJoint.position.y = this.arm.l2;
const j3Sphere = new THREE.Mesh(new THREE.SphereGeometry(0.12, 24, 24), jointMat);
j3Sphere.castShadow = true;
this.wristJoint.add(j3Sphere);
// Pusher Tip Tool (Curved/Flat Pusher Plate)
const toolGeo = new THREE.BoxGeometry(0.35, 0.15, 0.08);
const toolMat = new THREE.MeshStandardMaterial({
color: 0x9d4edd,
emissive: 0x9d4edd,
emissiveIntensity: 0.4,
metalness: 0.7
});
const toolMesh = new THREE.Mesh(toolGeo, toolMat);
toolMesh.position.y = this.arm.l3;
toolMesh.castShadow = true;
this.wristJoint.add(toolMesh);
this.link2.add(this.wristJoint);
this.scene.add(this.armGroup);
}
createInteractiveObjects() {
// 1. Goal Ring
const goalGeo = new THREE.RingGeometry(0.25, 0.32, 32);
const goalMat = new THREE.MeshBasicMaterial({
color: 0x10b981,
side: THREE.DoubleSide,
transparent: true,
opacity: 0.8
});
this.goalMesh = new THREE.Mesh(goalGeo, goalMat);
this.goalMesh.rotation.x = -Math.PI / 2;
this.goalMesh.position.copy(this.goalPos);
this.scene.add(this.goalMesh);
// Goal Center Beacon
const beaconGeo = new THREE.CylinderGeometry(0.02, 0.02, 0.8, 16);
const beaconMat = new THREE.MeshBasicMaterial({
color: 0x10b981,
transparent: true,
opacity: 0.3
});
const beacon = new THREE.Mesh(beaconGeo, beaconMat);
beacon.position.y = 0.4;
this.goalMesh.add(beacon);
// 2. Puck (Movable Object)
const puckGeo = new THREE.CylinderGeometry(0.2, 0.2, 0.16, 32);
const puckMat = new THREE.MeshStandardMaterial({
color: 0xf59e0b,
emissive: 0xf59e0b,
emissiveIntensity: 0.25,
roughness: 0.2,
metalness: 0.6
});
this.puckMesh = new THREE.Mesh(puckGeo, puckMat);
this.puckMesh.position.copy(this.puckPos);
this.puckMesh.castShadow = true;
this.scene.add(this.puckMesh);
}
createTrails() {
// Tip Trajectory Line
const trailMat1 = new THREE.LineBasicMaterial({
color: 0x9d4edd,
transparent: true,
opacity: 0.8,
linewidth: 2
});
this.tipTrailGeo = new THREE.BufferGeometry();
this.tipTrailLine = new THREE.Line(this.tipTrailGeo, trailMat1);
this.scene.add(this.tipTrailLine);
// Puck Trajectory Line
const trailMat2 = new THREE.LineBasicMaterial({
color: 0xf59e0b,
transparent: true,
opacity: 0.8,
linewidth: 2
});
this.puckTrailGeo = new THREE.BufferGeometry();
this.puckTrailLine = new THREE.Line(this.puckTrailGeo, trailMat2);
this.scene.add(this.puckTrailLine);
}
setCameraPreset(type) {
if (type === "iso") {
this.camera.position.set(2.8, 3.2, 3.2);
} else if (type === "top") {
this.camera.position.set(0.2, 6.0, 0.01);
} else if (type === "side") {
this.camera.position.set(4.5, 1.2, 0);
}
}
setupEvents() {
// Mouse Interaction for dragging Puck or Goal
const dom = this.renderer.domElement;
let isDragging = false;
dom.addEventListener("pointerdown", (e) => {
const rect = dom.getBoundingClientRect();
this.mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
this.mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
this.raycaster.setFromCamera(this.mouse, this.camera);
const intersects = this.raycaster.intersectObjects([this.puckMesh, this.goalMesh], true);
if (intersects.length > 0) {
this.controls.enabled = false;
isDragging = true;
const obj = intersects[0].object;
this.dragTarget = (obj === this.puckMesh) ? "puck" : "goal";
}
});
window.addEventListener("pointermove", (e) => {
if (!isDragging) return;
const rect = dom.getBoundingClientRect();
this.mouse.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
this.mouse.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
this.raycaster.setFromCamera(this.mouse, this.camera);
const targetPoint = new THREE.Vector3();
this.raycaster.ray.intersectPlane(this.plane, targetPoint);
if (targetPoint) {
// Clamp within table radius
if (targetPoint.length() < this.tableRadius - 0.4) {
if (this.dragTarget === "puck") {
this.puckPos.set(targetPoint.x, 0.1, targetPoint.z);
this.puckVel.set(0, 0, 0);
} else if (this.dragTarget === "goal") {
this.goalPos.set(targetPoint.x, 0.02, targetPoint.z);
this.goalMesh.position.copy(this.goalPos);
}
}
}
});
window.addEventListener("pointerup", () => {
isDragging = false;
this.controls.enabled = true;
this.dragTarget = null;
});
}
onResize() {
const width = this.container.clientWidth;
const height = this.container.clientHeight;
this.camera.aspect = width / height;
this.camera.updateProjectionMatrix();
this.renderer.setSize(width, height);
}
// -------------------------------------------------------------
// RL Policy Execution Logic (4 Checkpoint Modes)
// -------------------------------------------------------------
setCheckpointStep(step) {
this.currentStep = step;
this.resetEpisode();
}
resetEpisode() {
this.episodeSteps = 0;
this.episode++;
this.tipTrailPoints = [];
this.puckTrailPoints = [];
// Randomize initial positions slightly
const angle = (Math.random() - 0.5) * 1.2;
this.puckPos.set(0.6 + Math.cos(angle) * 0.4, 0.1, (Math.sin(angle) * 0.5));
this.puckVel.set(0, 0, 0);
this.puckMesh.position.copy(this.puckPos);
}
computePolicyAction() {
const puck = this.puckPos;
const goal = this.goalPos;
const base = this.arm.basePos;
// Vector from puck to goal
const puckToGoal = new THREE.Vector3().subVectors(goal, puck).normalize();
// Desired End-Effector Target Point
let desiredTipPos = new THREE.Vector3();
if (this.currentStep === 0) {
// Step 0: Random Walk & Chaotic Flailing
const t = performance.now() * 0.003;
desiredTipPos.set(
base.x + 1.2 + Math.sin(t * 2.1) * 0.8,
0.15 + Math.abs(Math.sin(t * 3.5)) * 0.3,
Math.cos(t * 1.7) * 1.1
);
}
else if (this.currentStep === 10000) {
// Step 10k (Novice): Moves towards puck but misses angle or stops short
const noise = (Math.sin(performance.now() * 0.005) * 0.3);
desiredTipPos.copy(puck).add(new THREE.Vector3(-0.35 + noise, 0.05, noise));
}
else if (this.currentStep === 25000) {
// Step 25k (Intermediate): Aligns behind puck and pushes, but overshoots slightly
const behindPuck = puck.clone().sub(puckToGoal.clone().multiplyScalar(0.25));
if (this.arm.tipPos.distanceTo(behindPuck) > 0.15) {
desiredTipPos.copy(behindPuck);
} else {
desiredTipPos.copy(puck).add(puckToGoal.clone().multiplyScalar(0.4));
}
}
else {
// Step 50k (Master): Smooth 2-Phase optimal trajectory
// Phase 1: Swing smoothly behind puck
// Phase 2: Push precisely towards center of goal with deceleration
const distToPuck = this.arm.tipPos.distanceTo(puck);
const behindPuck = puck.clone().sub(puckToGoal.clone().multiplyScalar(0.22));
behindPuck.y = 0.08;
if (distToPuck > 0.28 && this.puckPos.distanceTo(this.goalPos) > 0.15) {
desiredTipPos.copy(behindPuck);
} else {
desiredTipPos.copy(goal);
}
}
return desiredTipPos;
}
// 2D Planar Inverse Kinematics in X-Z plane
solveIK(targetPos) {
const base = this.arm.basePos;
const dx = targetPos.x - base.x;
const dz = targetPos.z - base.z;
const dist = Math.sqrt(dx * dx + dz * dz);
// Clamp reach
const maxReach = this.arm.l1 + this.arm.l2 + this.arm.l3 - 0.05;
const targetDist = Math.min(dist, maxReach);
// Base angle
const targetAngle = Math.atan2(dz, dx);
// Planar 2-link IK for shoulder & elbow
const l1 = this.arm.l1;
const l2 = this.arm.l2 + this.arm.l3 * 0.7;
let cosElbow = (targetDist * targetDist - l1 * l1 - l2 * l2) / (2 * l1 * l2);
cosElbow = Math.max(-1, Math.min(1, cosElbow));
const elbowAngle = Math.acos(cosElbow);
const k1 = l1 + l2 * cosElbow;
const k2 = l2 * Math.sin(elbowAngle);
const shoulderAngle = targetAngle - Math.atan2(k2, k1);
// Smooth Joint Interpolation (PD Control)
const alpha = 0.12 * this.speedMultiplier;
this.arm.theta1 = THREE.MathUtils.lerp(this.arm.theta1, targetAngle, alpha);
this.arm.theta2 = THREE.MathUtils.lerp(this.arm.theta2, shoulderAngle, alpha);
this.arm.theta3 = THREE.MathUtils.lerp(this.arm.theta3, elbowAngle, alpha);
// Apply rotations to Three.js Joint hierarchy
this.armGroup.rotation.y = -this.arm.theta1;
this.link1.rotation.z = -(Math.PI / 2 - 0.2);
this.elbowJoint.rotation.z = this.arm.theta3 * 0.8;
this.wristJoint.rotation.z = -this.arm.theta3 * 0.5;
// Calculate actual forward tip position in world coordinates
const tipWorld = new THREE.Vector3();
this.wristJoint.getWorldPosition(tipWorld);
this.arm.tipPos.copy(tipWorld);
}
updatePhysics() {
// 1. Pusher Tip vs Puck Collision (Rigid Sphere/Cylinder approximation)
const distTipPuck = this.arm.tipPos.distanceTo(this.puckPos);
const collideRadius = 0.28;
if (distTipPuck < collideRadius) {
const pushDir = new THREE.Vector3().subVectors(this.puckPos, this.arm.tipPos);
pushDir.y = 0;
pushDir.normalize();
const force = (collideRadius - distTipPuck) * 1.8;
this.puckVel.add(pushDir.multiplyScalar(force));
}
// 2. Puck Velocity & Floor Friction
this.puckPos.add(this.puckVel.clone().multiplyScalar(this.speedMultiplier));
this.puckVel.multiplyScalar(0.90); // Ground damping friction
// Clamp puck on table
if (this.puckPos.length() > this.tableRadius - 0.2) {
this.puckPos.normalize().multiplyScalar(this.tableRadius - 0.2);
this.puckVel.set(0, 0, 0);
}
this.puckMesh.position.copy(this.puckPos);
// 3. Compute Distance & Rewards
this.distToPuck = this.arm.tipPos.distanceTo(this.puckPos);
this.distToGoal = this.puckPos.distanceTo(this.goalPos);
// Dense MuJoCo Pusher Reward formulation:
// r = - dist(tip, puck) - 1.25 * dist(puck, goal) + success_bonus
let stepReward = -(this.distToPuck * 0.4) - (this.distToGoal * 1.5);
if (this.distToGoal < 0.25) {
stepReward += 2.0; // Goal bonus
this.successCount++;
}
this.currentReward = stepReward;
// 4. Update Trail Lines
this.tipTrailPoints.push(this.arm.tipPos.clone());
this.puckTrailPoints.push(this.puckPos.clone());
if (this.tipTrailPoints.length > this.maxTrail) this.tipTrailPoints.shift();
if (this.puckTrailPoints.length > this.maxTrail) this.puckTrailPoints.shift();
this.tipTrailGeo.setFromPoints(this.tipTrailPoints);
this.puckTrailGeo.setFromPoints(this.puckTrailPoints);
// 5. Episode Termination & Reset Loop
this.episodeSteps++;
if (this.episodeSteps >= this.maxEpisodeSteps) {
this.resetEpisode();
}
}
animate() {
requestAnimationFrame(this.animate);
if (this.isRunning) {
const desiredTip = this.computePolicyAction();
this.solveIK(desiredTip);
this.updatePhysics();
}
this.controls.update();
this.renderer.render(this.scene, this.camera);
// Callback hook for external HUD update
if (this.onFrameUpdate) {
this.onFrameUpdate({
episode: this.episode,
step: this.episodeSteps,
reward: this.currentReward,
distToPuck: this.distToPuck,
distToGoal: this.distToGoal,
checkpoint: this.currentStep
});
}
}
}
window.PusherSimulator = PusherSimulator;
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