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TabletopPlanningEnv β fully instrumented RL training environment.
Every knob lives in EnvConfig. Every step is logged. Curriculum auto-advances.
The observation tells the model everything it needs to plan well.
"""
import random
from typing import Optional
from .config import EnvConfig, RealismConfig
from .logger import EpisodeLogger
from .models import Action, ObjectInfo, Observation, StepResult
from .robosim import SimWrapper
from .robosim.randomizer import randomize_scenario
class TabletopPlanningEnv:
def __init__(self, config: EnvConfig = None, use_stub: bool = True):
self.cfg = config or EnvConfig.easy()
self.sim = SimWrapper(use_stub=use_stub)
self.logger = EpisodeLogger(
export_path=self.cfg.log.export_path,
max_history=self.cfg.log.max_episode_history,
)
self._episode_id = 0
self._cumulative_reward = 0.0
self._action_history: list[str] = []
self._last_action: Optional[str] = None
self._last_result: Optional[str] = None
self._mid_task_changed = False
self._reset_internal()
def _nav_enabled(self) -> bool:
return bool(getattr(self.cfg.task, "navigation_mode", False))
def _gripper_cell(self) -> tuple[int, int]:
p = self.sim.get_state().gripper_pos
return int(round(float(p[0]) / 0.1)), int(round(float(p[1]) / 0.1))
def _object_cell(self, obj_name: str) -> Optional[tuple[int, int]]:
obj = self.sim.get_state().objects.get(obj_name)
if obj is None:
return None
return int(round(float(obj.pos[0]) / 0.1)), int(round(float(obj.pos[1]) / 0.1))
def _is_adjacent_to(self, obj_name: str) -> bool:
oc = self._object_cell(obj_name)
if oc is None:
return False
gx, gy = self._gripper_cell()
ox, oy = oc
return abs(gx - ox) + abs(gy - oy) <= 2
def _is_facing_object(self, obj_name: str) -> bool:
oc = self._object_cell(obj_name)
if oc is None:
return False
gx, gy = self._gripper_cell()
ox, oy = oc
dx, dy = (ox - gx), (oy - gy)
facing = self.sim.get_facing()
forward = {
"N": (0, 1),
"S": (0, -1),
"E": (1, 0),
"W": (-1, 0),
}.get(facing, (0, 1))
return (dx, dy) == forward
def _can_pick_object(self, obj_name: str) -> bool:
obj = self.sim.get_state().objects.get(obj_name)
if obj is None or not obj.reachable or obj.is_held or obj.in_bin is not None:
return False
if self._nav_enabled():
return self._is_adjacent_to(obj_name)
gp = self.sim.get_state().gripper_pos
dx = float(gp[0]) - float(obj.pos[0])
dy = float(gp[1]) - float(obj.pos[1])
return (dx * dx + dy * dy) ** 0.5 < 0.15
def _next_goal_cell(self) -> Optional[tuple[int, int]]:
state = self.sim.get_state()
for obj_name, bin_name in self._required_placements.items():
obj = state.objects.get(obj_name)
if not obj or obj.in_bin == bin_name:
continue
if obj.reachable:
return self._object_cell(obj_name)
for blocker in state.objects.values():
if blocker.blocking == obj_name and blocker.reachable and blocker.in_bin is None:
return self._object_cell(blocker.name)
return None
def _distance_to_next_goal(self) -> Optional[int]:
cell = self._next_goal_cell()
if cell is None:
return None
gx, gy = self._gripper_cell()
tx, ty = cell
return abs(gx - tx) + abs(gy - ty)
def _valid_actions_with_reasons(self) -> dict[str, str]:
state = self.sim.get_state()
reasons = {"SCAN_SCENE": "refresh scene understanding"}
if self._nav_enabled():
reasons.update({
"MOVE_NORTH": "move gripper one cell north",
"MOVE_SOUTH": "move gripper one cell south",
"MOVE_EAST": "move gripper one cell east",
"MOVE_WEST": "move gripper one cell west",
"ROTATE_LEFT": "rotate gripper orientation left",
"ROTATE_RIGHT": "rotate gripper orientation right",
})
else:
for obj in state.objects.values():
if obj.reachable and not obj.is_held and obj.in_bin is None:
color = obj.name.replace("_block", "").upper()
reasons[f"MOVE_TO_{color}"] = f"navigate directly to {obj.name}"
if state.holding:
reasons["PLACE_BIN_A"] = "place held object in bin A"
reasons["PLACE_BIN_B"] = "place held object in bin B"
else:
for obj in state.objects.values():
if not self._can_pick_object(obj.name):
continue
reasons["PICK"] = f"pick reachable object ({obj.name})"
break
for obj in state.objects.values():
if not (obj.blocking and obj.reachable):
continue
if self._nav_enabled() and not self._is_adjacent_to(obj.name):
continue
reasons["CLEAR_BLOCKER"] = f"clear blocker ({obj.name})"
break
return reasons
def _deadline_status(self) -> dict[str, int]:
status = {}
deadlines = getattr(self._scenario_cfg, "deadlines", {}) or {}
for obj_name, deadline_step in deadlines.items():
obj = self.sim.get_state().objects.get(obj_name)
target_bin = self._required_placements.get(obj_name)
done = bool(obj and target_bin and obj.in_bin == target_bin)
if done:
continue
status[obj_name] = int(deadline_step - self._steps)
return status
def _observability_map(self) -> list[str]:
gx, gy = self._gripper_cell()
lines = []
for y in range(3, -4, -1):
row = []
for x in range(-3, 4):
if (x, y) == (gx, gy):
row.append("G")
else:
row.append(".")
lines.append("".join(row))
return lines
def _nav_step_toward(self, target: tuple[int, int]) -> str:
"""Navigate one step toward target cell (navigates all the way onto the cell)."""
gx, gy = self._gripper_cell()
tx, ty = target
dx, dy = tx - gx, ty - gy
# Already at target cell β nothing to do
if dx == 0 and dy == 0:
return "SCAN_SCENE"
# Move along the longer axis first
if abs(dx) >= abs(dy):
return "MOVE_EAST" if dx > 0 else "MOVE_WEST"
return "MOVE_NORTH" if dy > 0 else "MOVE_SOUTH"
# ββ Public interface ββββββββββββββββββββββββββββββββββββββββββββββββ
def reset(self) -> Observation:
self._reset_internal()
return self._build_obs(last_action=None, last_result=None)
def step(self, action: str, reasoning: str = "") -> StepResult:
"""
action: the high-level action string
reasoning: optional <think>...</think> chain-of-thought from the model.
Rewarded if it mentions the right objects and constraints.
"""
if self._done:
raise RuntimeError("Episode is done. Call reset() first.")
# Inject mid-task instruction changes β can fire at multiple steps
change_steps = getattr(self.cfg.task, 'mid_task_change_steps', [self.cfg.task.mid_task_change_step])
if (self.cfg.task.mid_task_change_prob > 0
and self._steps in change_steps
and self._steps not in self._changes_applied
and random.random() < self.cfg.task.mid_task_change_prob
and not self._done):
self._apply_mid_task_change()
self._changes_applied.add(self._steps)
pre_holding = self.sim.get_state().holding
# Snapshot reachability BEFORE execution so reasoning bonus can check the
# pre-action state (e.g. "blue is blocking red" is true before CLEAR_BLOCKER fires).
pre_state_snapshot = {
name: {"reachable": obj.reachable, "blocking": obj.blocking}
for name, obj in self.sim.get_state().objects.items()
}
valid_now = self._valid_actions()
invalid_reason = None
if action not in valid_now:
raw_result = "FAILED_INVALID"
reasons = self._valid_actions_with_reasons()
if reasons:
invalid_reason = "invalid_now; choose one of: " + ", ".join(sorted(reasons.keys()))
else:
raw_result = self.sim.execute(action)
result = self._apply_noise(action, raw_result)
if result == "FAILED_SLIP" and raw_result == "SUCCESS" and action == "PICK":
state = self.sim.get_state()
if state.holding:
state.objects[state.holding].is_held = False
state.holding = None
# SCAN reveals hidden traits of all currently reachable objects
if action == "SCAN_SCENE" and result == "SUCCESS":
self._scanned = True
hidden = getattr(self._scenario_cfg, 'hidden_traits', {}) or {}
state = self.sim.get_state()
for obj_name, trait in hidden.items():
obj = state.objects.get(obj_name)
if obj and (obj.reachable or obj.in_bin is not None or obj.is_held):
self._revealed_traits[obj_name] = trait
# FAILED_FRAGILE: picking an unscanned fragile object damages it
if (result == "SUCCESS" and action == "PICK"
and getattr(self.cfg.task, 'require_scan_for_traits', False)):
state = self.sim.get_state()
picked = state.holding
hidden = getattr(self._scenario_cfg, 'hidden_traits', {}) or {}
if picked and hidden.get(picked) == "fragile" and picked not in self._revealed_traits:
# Object is fragile but agent never scanned β it breaks
state.objects[picked].is_held = False
state.holding = None
result = "FAILED_FRAGILE"
self._apply_world_drift()
self._action_history.append(action)
self._last_action = action
self._last_result = result
self._steps += 1
reward = self._compute_reward(action, result, pre_holding=pre_holding,
pre_state_snapshot=pre_state_snapshot)
reward += self._reasoning_bonus(reasoning, action, result,
pre_state_snapshot=pre_state_snapshot)
self._cumulative_reward += reward
self._update_planning_state(action, result)
# Oracle hint for logging / observation
oracle = self._oracle_action()
if self.cfg.log.log_every_step:
self.logger.log_step(
step=self._steps,
action=action,
result=result,
reward=reward,
cumulative_reward=self._cumulative_reward,
valid_actions=self._valid_actions(),
oracle_action=oracle if self.cfg.obs.include_oracle_hint else None,
holding=self.sim.get_state().holding,
n_failures=len(self._known_failures),
n_subgoals=len(self._completed_subgoals),
)
done = self._check_done()
if done:
ep = self.logger.end_episode(success=self._all_goals_complete())
self.logger.metrics._current_difficulty = self.cfg.log.export_path # track level
obs = self._build_obs(last_action=action, last_result=result)
return StepResult(
observation=obs,
reward=reward,
done=done,
info={
"result": result,
"step": self._steps,
"oracle_action": oracle,
"valid_actions": self._valid_actions(),
"action_preconditions": self._valid_actions_with_reasons(),
"distance_to_next_goal": self._distance_to_next_goal(),
"deadline_status": self._deadline_status(),
"invalid_reason": invalid_reason,
"goal_progress": self._goal_progress(),
"mid_task_changed": (self._steps - 1) in self._changes_applied,
"cumulative_reward": self._cumulative_reward,
},
)
@property
def metrics(self):
return self.logger.metrics.to_dict()
# ββ Internal reset ββββββββββββββββββββββββββββββββββββββββββββββββββ
def _reset_internal(self):
tc = self.cfg.task
force_blocked = random.random() < tc.force_blocked_prob
scenario_cfg = randomize_scenario(
n_objects=random.randint(tc.n_objects_min, tc.n_objects_max),
n_targets=random.randint(tc.n_targets_min, tc.n_targets_max),
n_blockers=random.randint(tc.n_blockers_min, tc.n_blockers_max),
force_blocked=force_blocked,
scenario_pack=getattr(tc, "scenario_pack", "default"),
)
self.sim._build_state_from_config(scenario_cfg)
self._scenario_cfg = scenario_cfg
self._steps = 0
self._done = False
self._scanned = False
self._mid_task_changed = False
self._changes_applied: set[int] = set() # which change-steps have fired
self._cumulative_reward = 0.0
self._action_history = []
self._last_action = None
self._last_result = None
self._completed_subgoals: list[str] = []
self._known_failures: list[str] = []
self._active_constraints: list[str] = ([scenario_cfg.constraint]
if scenario_cfg.constraint else [])
self._instruction = scenario_cfg.instruction
self._required_placements: dict[str, str] = dict(scenario_cfg.targets)
# Per-object trait reveal: populated by SCAN_SCENE, enforced in PICK
self._revealed_traits: dict[str, str] = {}
self._episode_id += 1
self.logger.begin_episode(
episode_id=self._episode_id,
instruction=self._instruction,
difficulty="custom",
n_objects=len(scenario_cfg.objects),
n_blockers=len(scenario_cfg.blockers),
n_targets=len(scenario_cfg.targets),
)
# ββ Reward ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _reasoning_bonus(self, reasoning: str, action: str, result: str,
pre_state_snapshot: Optional[dict] = None) -> float:
"""
Bonus for reasoning that mentions relevant objects, constraints, and plans.
Uses pre-action state snapshot so CLEAR_BLOCKER reasoning ("X is blocking Y")
is rewarded correctly even though the blocker is already gone post-execution.
The cap scales with reasoning length β longer, more detailed chain-of-thought
can earn proportionally more reward (up to a hard ceiling of 1.5).
"""
if not reasoning or len(reasoning) < 10:
return 0.0
bonus = 0.0
r = reasoning.lower()
# Use pre-action state for blocked-object checks so CLEAR_BLOCKER reasoning
# ("blue is blocking red") is rewarded even though the blocker is now cleared.
blocked_before = set()
if pre_state_snapshot:
for name, snap in pre_state_snapshot.items():
if not snap["reachable"]:
blocked_before.add(name.replace("_block", "").lower())
else:
for obj in self.sim.get_state().objects.values():
if not obj.reachable:
blocked_before.add(obj.name.replace("_block", "").lower())
# Mentions blocked objects correctly
for color in blocked_before:
if color in r:
bonus += 0.1
# Mentions the target object and correct bin
for obj_name, bin_name in self._required_placements.items():
color = obj_name.replace("_block", "")
if color in r and f"bin {bin_name.lower()}" in r:
bonus += 0.2
# Mentions relevant constraint
for c in self._active_constraints:
if c.replace("_", " ") in r:
bonus += 0.1
# Mentions the chosen action or its intent
action_words = {
"CLEAR_BLOCKER": ["clear", "move", "push", "unblock"],
"PICK": ["pick", "grab", "grasp", "lift"],
"PLACE_BIN_A": ["place", "put", "bin a"],
"PLACE_BIN_B": ["place", "put", "bin b"],
"SCAN_SCENE": ["scan", "look", "inspect", "check"],
}
for word in action_words.get(action, []):
if word in r:
bonus += 0.1
break
# Bonus for explicit multi-step plan in reasoning ("plan:" or "β" sequence)
if "plan:" in r or (" β " in reasoning):
bonus += 0.15
# Token-length scaling: longer reasoning unlocks a higher reward cap.
# Every 50 chars of reasoning raises the cap by 0.1, up to max 1.5.
# This rewards richer chain-of-thought without rewarding padding.
length_scale = min(1.5, 0.5 + 0.1 * (len(reasoning) // 50))
return min(bonus, length_scale)
def _compute_reward(self, action: str, result: str, pre_holding: Optional[str] = None,
pre_state_snapshot: Optional[dict] = None) -> float:
w = self.cfg.reward
r = w.step_cost
if self._nav_enabled():
if action in ("MOVE_NORTH", "MOVE_SOUTH", "MOVE_EAST", "MOVE_WEST"):
r -= 0.03
if action in ("ROTATE_LEFT", "ROTATE_RIGHT"):
r -= 0.02
if result not in ("SUCCESS", "PARTIAL_CLEAR"):
failure_key = f"{action}:{result}"
if result == "FAILED_FRAGILE":
# Larger specific penalty β agent should have scanned first
r += w.fragile_pick_penalty
r += w.repeated_failure if failure_key in self._known_failures else w.first_failure
else:
r += w.repeated_failure if failure_key in self._known_failures else w.first_failure
return r
if action == "CLEAR_BLOCKER":
r += w.blocker_cleared
if action == "PICK":
held = self.sim.get_state().holding
# Reward only picks that move a required-yet-unfinished target.
if held and held in self._required_placements:
target_bin = self._required_placements[held]
obj = self.sim.get_state().objects.get(held)
already_done = bool(obj and obj.in_bin == target_bin)
if not already_done:
r += w.successful_pick
else:
r += w.wrong_pick
else:
r += w.wrong_pick
if action in ("PLACE_BIN_A", "PLACE_BIN_B"):
bin_name = "A" if action == "PLACE_BIN_A" else "B"
placed_obj = pre_holding
correct = bool(placed_obj and self._required_placements.get(placed_obj) == bin_name)
r += w.correct_placement if correct else w.wrong_bin
if not correct and self._active_constraints:
r += w.constraint_violation # extra hit for constraint violation
if action == "SCAN_SCENE":
if not self._scanned:
r += w.useful_scan # first scan only
# Penalize avoidable scans β but NOT if scanning is currently needed
# to reveal a required hidden trait (fragile/heavy) before picking.
scan_is_needed = False
if getattr(self.cfg.task, 'require_scan_for_traits', False):
hidden = getattr(self._scenario_cfg, 'hidden_traits', {}) or {}
state = self.sim.get_state()
for obj_name in self._required_placements:
obj = state.objects.get(obj_name)
if (obj and obj.reachable and obj.in_bin is None
and obj_name in hidden
and obj_name not in self._revealed_traits):
scan_is_needed = True
break
if not scan_is_needed:
valid_now = self._valid_actions()
if any(a != "SCAN_SCENE" for a in valid_now):
r += w.useless_action
# Penalize scan loops with increasing severity regardless.
streak = 0
for a in reversed(self._action_history):
if a == "SCAN_SCENE":
streak += 1
else:
break
if streak > 0:
r -= min(1.5, 0.25 * streak)
# First recovery after failure
if self._known_failures and result == "SUCCESS" and action != "SCAN_SCENE":
if "recovery" not in self._completed_subgoals:
r += w.recovery_after_failure
# Terminal
if self._all_goals_complete():
r += w.task_complete
steps_saved = self.cfg.task.max_steps - self._steps
r += w.efficiency_bonus_max * (steps_saved / self.cfg.task.max_steps)
self._done = True
elif self._steps >= self.cfg.task.max_steps:
# Timeout: explicit penalty so the model learns completing > timing out.
r += w.timeout_failure
# Deadline pressure: penalize each overdue unfinished target.
for obj_name, remaining in self._deadline_status().items():
if remaining < 0:
r += (w.missed_deadline * 0.2)
return r
# ββ Planning state ββββββββββββββββββββββββββββββββββββββββββββββββββ
def _update_planning_state(self, action: str, result: str):
if result not in ("SUCCESS", "PARTIAL_CLEAR"):
key = f"{action}:{result}"
if key not in self._known_failures:
self._known_failures.append(key)
else:
if action == "CLEAR_BLOCKER" and "cleared_blocker" not in self._completed_subgoals:
self._completed_subgoals.append("cleared_blocker")
if (self._known_failures and result == "SUCCESS"
and "recovery" not in self._completed_subgoals):
self._completed_subgoals.append("recovery")
state = self.sim.get_state()
for obj_name, bin_name in self._required_placements.items():
key = f"placed_{obj_name}_in_bin_{bin_name}"
if key not in self._completed_subgoals:
obj = state.objects.get(obj_name)
if obj and obj.in_bin == bin_name:
self._completed_subgoals.append(key)
if self._steps >= self.cfg.task.max_steps:
self._done = True
def _check_done(self) -> bool:
return self._done
def _all_goals_complete(self) -> bool:
state = self.sim.get_state()
for name, bin_name in self._required_placements.items():
obj = state.objects.get(name)
if not obj or obj.in_bin != bin_name:
return False
return True
# ββ Noise / dynamics ββββββββββββββββββββββββββββββββββββββββββββββββ
def _apply_noise(self, action: str, result: str) -> str:
if result != "SUCCESS":
return result
rc = self.cfg.realism
if action == "PICK" and random.random() < rc.grasp_fail_prob:
return "FAILED_SLIP"
if action == "CLEAR_BLOCKER" and random.random() < rc.clear_partial_prob:
return "PARTIAL_CLEAR"
return result
def _apply_world_drift(self):
if random.random() < self.cfg.realism.object_drift_prob:
state = self.sim.get_state()
reachable = [o for o in state.objects.values()
if o.reachable and not o.is_held and o.in_bin is None]
if reachable:
obj = random.choice(reachable)
obj.reachable = False
# ββ Mid-task instruction change βββββββββββββββββββββββββββββββββββββ
def _apply_mid_task_change(self):
"""Swap one target's bin. Agent must replan."""
from .robosim.randomizer import BINS
targets = list(self._required_placements.items())
if not targets:
return
obj_name, old_bin = random.choice(targets)
new_bin = [b for b in BINS if b != old_bin][0]
self._required_placements[obj_name] = new_bin
self._mid_task_changed = True
# Rebuild instruction to reflect change
from .robosim.randomizer import OBJECT_COLORS
color = OBJECT_COLORS.get(obj_name, obj_name.replace("_block", ""))
change_note = f" [UPDATE: place the {color} block in bin {new_bin} instead.]"
self._instruction = self._instruction + change_note
self._active_constraints.append("bin_change")
# ββ Valid actions ββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _valid_actions(self) -> list[str]:
"""Which actions make sense right now given the current state."""
state = self.sim.get_state()
valid = ["SCAN_SCENE"]
if self._nav_enabled():
valid += ["MOVE_NORTH", "MOVE_SOUTH", "MOVE_EAST", "MOVE_WEST", "ROTATE_LEFT", "ROTATE_RIGHT"]
else:
for obj in state.objects.values():
if obj.reachable and not obj.is_held and obj.in_bin is None:
color = obj.name.replace("_block", "").upper()
valid.append(f"MOVE_TO_{color}")
if state.holding:
valid += ["PLACE_BIN_A", "PLACE_BIN_B"]
else:
has_pick = False
for obj in state.objects.values():
if self._can_pick_object(obj.name):
has_pick = True
break
if has_pick:
valid.append("PICK")
if not state.holding: # can't clear a blocker while holding something
for obj in state.objects.values():
if not (obj.blocking and obj.reachable):
continue
if self._nav_enabled() and not self._is_adjacent_to(obj.name):
continue
valid.append("CLEAR_BLOCKER")
break
return valid
# ββ Goal progress ββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _goal_progress(self) -> float:
if not self._required_placements:
return 1.0
state = self.sim.get_state()
done = sum(1 for name, bin_ in self._required_placements.items()
if state.objects.get(name) and state.objects[name].in_bin == bin_)
return done / len(self._required_placements)
# ββ Oracle hint ββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _oracle_action(self) -> Optional[str]:
"""Scripted optimal action for current state (teaching signal)."""
state = self.sim.get_state()
failures = set(self._known_failures)
completed = set(self._completed_subgoals)
last_action = self._last_action
last_result = self._last_result
def can_clear_now() -> bool:
for obj in state.objects.values():
if not (obj.blocking and obj.reachable):
continue
if self._nav_enabled() and not self._is_adjacent_to(obj.name):
continue
return True
return False
def blocker_for_target(target_name: str) -> Optional[str]:
for obj in state.objects.values():
if obj.blocking == target_name and obj.reachable and obj.in_bin is None:
return obj.name
return None
# If scan is required and next pick target is fragile+unscanned β scan first
if getattr(self.cfg.task, 'require_scan_for_traits', False):
hidden = getattr(self._scenario_cfg, 'hidden_traits', {}) or {}
for obj_name in self._required_placements:
obj = state.objects.get(obj_name)
if (obj and obj.reachable and obj.in_bin is None
and hidden.get(obj_name) == "fragile"
and obj_name not in self._revealed_traits):
return "SCAN_SCENE"
# Just moved to something β pick it
if last_action and last_action.startswith("MOVE_TO") and last_result == "SUCCESS":
return "PICK"
# Holding β place correctly
if state.holding:
target_bin = self._required_placements.get(state.holding)
if target_bin:
return f"PLACE_BIN_{target_bin}"
return "PLACE_BIN_A"
# Failed to reach a target β clear or re-navigate
if any(f.startswith("MOVE_TO") and "FAILED_BLOCKED" in f for f in failures) and can_clear_now():
return "CLEAR_BLOCKER"
# PICK:FAILED_EMPTY means gripper is not adjacent to anything pickable.
# In nav mode, re-navigate to the next target instead of looping on CLEAR_BLOCKER.
if "PICK:FAILED_EMPTY" in failures:
if self._nav_enabled():
# Fall through to the placement-order loop below which will nav correctly.
pass
elif can_clear_now():
return "CLEAR_BLOCKER"
# Work through required placements in order
for obj_name, bin_name in self._required_placements.items():
key = f"placed_{obj_name}_in_bin_{bin_name}"
if key in completed:
continue
obj = state.objects.get(obj_name)
if not obj or obj.in_bin:
continue
if obj.reachable:
if self._nav_enabled():
obj_cell = self._object_cell(obj_name)
gripper_cell = self._gripper_cell()
# Navigate all the way to the object's cell so PICK grabs
# the right object (not a closer distractor).
if obj_cell is not None and gripper_cell == obj_cell:
return "PICK"
if obj_cell is not None:
return self._nav_step_toward(obj_cell)
color = obj_name.replace("_block", "").upper()
return f"MOVE_TO_{color}"
blocker = blocker_for_target(obj_name)
if blocker is not None:
if self._nav_enabled():
if self._is_adjacent_to(blocker):
return "CLEAR_BLOCKER"
blocker_cell = self._object_cell(blocker)
if blocker_cell is not None:
return self._nav_step_toward(blocker_cell)
return "CLEAR_BLOCKER"
if can_clear_now():
return "CLEAR_BLOCKER"
return "SCAN_SCENE"
return "SCAN_SCENE"
# ββ Observation ββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _build_obs(self, last_action: Optional[str], last_result: Optional[str]) -> Observation:
state = self.sim.get_state()
oc = self.cfg.obs
visible = []
for obj in state.objects.values():
# Apply observation noise
reachable = obj.reachable
if (not self._scanned and
random.random() < self.cfg.realism.hidden_object_prob):
reachable = False
elif (obj.reachable and
random.random() < self.cfg.realism.reachability_noise):
reachable = False
visible.append(ObjectInfo(
name=obj.name,
reachable=reachable,
location="unknown" if not reachable else "table",
blocking=obj.blocking,
in_bin=obj.in_bin,
is_held=obj.is_held,
))
# Recent action history
history = (self._action_history[-oc.include_action_history:]
if oc.include_action_history > 0 else [])
extra = {}
if oc.include_valid_actions:
extra["valid_actions"] = self._valid_actions()
extra["action_preconditions"] = self._valid_actions_with_reasons()
if oc.include_goal_progress:
extra["goal_progress"] = round(self._goal_progress(), 2)
if oc.include_oracle_hint:
extra["oracle_hint"] = self._oracle_action()
if oc.include_distance_to_goal:
remaining = sum(1 for n, b in self._required_placements.items()
if not (state.objects.get(n) and state.objects[n].in_bin == b))
extra["goals_remaining"] = remaining
extra["distance_to_next_goal"] = self._distance_to_next_goal()
goal_cell = self._next_goal_cell()
if goal_cell is not None:
extra["next_target_cell"] = f"{goal_cell[0]},{goal_cell[1]}"
extra["deadline_status"] = self._deadline_status()
extra["object_deadlines"] = getattr(self._scenario_cfg, "deadlines", {}) or {}
extra["observability_map"] = self._observability_map()
# Show what traits have been revealed so far (empty until agent scans)
extra["discovered_traits"] = dict(self._revealed_traits)
return Observation(
instruction=self._instruction,
steps_remaining=self.cfg.task.max_steps - self._steps,
visible_objects=visible,
holding=state.holding,
completed_subgoals=list(self._completed_subgoals),
known_failures=list(self._known_failures),
active_constraints=list(self._active_constraints),
last_action=last_action,
last_result=last_result,
action_history=history,
nav_mode=self._nav_enabled(),
gripper_cell=f"{self._gripper_cell()[0]},{self._gripper_cell()[1]}",
gripper_facing=self.sim.get_facing(),
**extra,
)
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