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rl_splits.py β Curriculum tracks for RL training.
10 tracks across 3 difficulty groups (all used for training):
Group A β Easy ovals : tracks 1-4
Group B β Rectangular shapes : tracks 5-8
Group C β Hairpins & chicanes: tracks 9-10
TRAIN (10) : [1,2,3,4, 5,6,7,8, 9,10] β curriculum progression easyβhard
VAL (0) : []
TEST (0) : []
Training stops when the agent passes greedy eval on all 10 tracks simultaneously.
Usage
-----
from game.rl_splits import TRAIN, make_env, CurriculumSampler
sampler = CurriculumSampler(TRAIN)
while True:
env = make_env(sampler.sample())
reward = run_episode(env, agent)
sampler.record(reward)
if sampler.should_advance():
sampler.advance()
"""
import os
import math
import random
import statistics
from collections import deque
import numpy as np
# ββ Lazy pygame initialisation (avoids import-time display requirement) ββββββ
_pygame_ready = False
def _ensure_pygame():
global _pygame_ready
if not _pygame_ready:
import pygame
if not pygame.get_init():
pygame.init()
_pygame_ready = True
# ββ Track splits βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _get_splits():
from .tracks import TRACKS # TRACKS is 0-indexed, levels are 1-indexed
by_level = {t.level: t for t in TRACKS}
train_levels = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10] # all 10, easyβhard
val_levels = []
test_levels = []
train = [by_level[l] for l in train_levels]
val = [by_level[l] for l in val_levels ]
test = [by_level[l] for l in test_levels ]
return train, val, test
TRAIN, VAL, TEST = _get_splits()
# Convenience: all tracks in curriculum order (for inspection / logging)
ALL_ORDERED = sorted(TRAIN + VAL + TEST, key=lambda t: t.level)
# ββ Difficulty metadata βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
DIFFICULTY = {
"A-easy": {"tracks": [1, 2, 3, 4], "description": "Full ovals"},
"B-medium-easy": {"tracks": [5, 6, 7, 8], "description": "Rectangular shapes"},
"C-medium-hard": {"tracks": [9, 10], "description": "Hairpins & chicanes"},
}
def difficulty_of(track):
"""Return the difficulty tier label for a track."""
for tier, info in DIFFICULTY.items():
if track.level in info["tracks"]:
return tier
return "unknown"
# ββ Environment factory βββββββββββββββββββββββββββββββββββββββββββββββββββββββ
class CarEnv:
"""
Minimal gym-style wrapper around TrackDef + Car physics.
Observation (7 floats):
[angular_velocity, speed/max_speed, rayΓ5]
All from real sensors: gyroscope, speedometer, 5 proximity rays, camera image.
No map or waypoint information in the observation.
Action (2 floats, each clamped to [-1, 1]):
[accel, steer]
accel > 0 β accelerate, < 0 β brake
steer > 0 β right, < 0 β left
Reward:
Per step
- 0.1 base step penalty (efficiency pressure)
+ (1+wp_cos)/2 * 2.0 dense heading alignment reward every step
(β +2 when aimed straight, 0 when perpendicular)
+ (1+wp_cos)/2 * 20 bonus heading reward when advancing waypoints
- 10 distance penalty when moving backward through
waypoints (moving away from target)
Terminal (episode ends immediately)
- 300 off track β done (high penalty to strongly deter leaving track)
- 300 car leaves screen bounds
+ 200 lap completed (target reached)
Complexity (track.complexity) scales the curriculum threshold only.
Done conditions:
* car leaves screen
* max_steps exceeded
* laps_target laps completed
"""
# Physics (same as curriculum_game.py)
ACCEL = 0.13
BRAKE_DECEL = 0.22
FRICTION = 0.038
STEER_DEG = 2.7
# Dense progress reward: one full lap of forward waypoint advances β +15 total.
PROGRESS_SCALE = 15.0
def __init__(self, track, max_steps=3000, laps_target=3):
_ensure_pygame()
self.track = track
self.max_steps = max_steps
self.laps_target = laps_target
track.build()
# Pre-compute waypoint arrays (numpy) for fast nearest-wp lookup.
# Waypoints are centreline points generated by TrackDef.build().
# Used only for the internal progress reward β NOT exposed in observations.
wps = track.waypoints
self._n_wps = len(wps)
self._wp_x = np.array([w[0] for w in wps], dtype=np.float32)
self._wp_y = np.array([w[1] for w in wps], dtype=np.float32)
self._progress_per_wp = self.PROGRESS_SCALE / self._n_wps
self._x = self._y = self._angle = self._speed = 0.0
self._prev_side = 0.0
self._gate_armed = False # True once car is 50px past start line
self._laps = 0
self._step = 0
self._angle_delta = 0.0
self._wp_idx = 0 # nearest centreline waypoint index
self._lap_dist = 0.0
self._lap_prev_x = 0.0
self._lap_prev_y = 0.0
self._crash_count = 0
# ββ Public API ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
@property
def obs_size(self):
# angular_velocity, speed, rayΓ5
return 7
@property
def action_size(self):
return 2
@property
def laps(self):
return self._laps
def reset(self):
self._x = float(self.track.start_pos[0])
self._y = float(self.track.start_pos[1])
self._angle = float(self.track.start_angle)
self._speed = self.track.max_speed * 0.2
self._angle_delta = 0.0
self._prev_side = self.track.gate_side(self._x, self._y)
self._gate_armed = False
self._laps = 0
self._step = 0
self._wp_idx = self._nearest_wp(self._x, self._y)
self._lap_dist = 0.0
self._lap_prev_x = self._x
self._lap_prev_y = self._y
self._crash_count = 0
return self._obs()
def step(self, action):
accel = float(max(-1.0, min(1.0, action[0])))
steer = float(max(-1.0, min(1.0, action[1])))
prev_angle = self._angle
self._update_physics(accel, steer)
self._angle_delta = self._angle - prev_angle
self._step += 1
on = self.track.on_track(self._x, self._y)
curr_side = self.track.gate_side(self._x, self._y)
# Lap distance accumulation
dx = self._x - self._lap_prev_x
dy = self._y - self._lap_prev_y
self._lap_dist += math.hypot(dx, dy)
self._lap_prev_x = self._x
self._lap_prev_y = self._y
# ββ Reward βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
#
# Principle: reward what we actually want β going forward along the track.
#
# reward = -0.005 step penalty
# crash β -15, done off-track penalty
# forward speed speed_norm * 0.10 (up to +0.1/step)
# reversing speed_norm * 0.10 (negative, up to -0.04/step)
# waypoint advance (forward) +0.25 per waypoint crossed
# waypoint regress (backward) -0.25 per waypoint lost
# lap completed +10
#
# All constants are 1/20 of the original scale to keep value targets
# in [-15, +10] range. This prevents value_loss explosion and allows
# log_std (policy exploration) to receive meaningful gradients.
#
reward = -0.005
obs_now = self._obs()
# Off-track: terminal penalty
if not on:
self._crash_count += 1
return obs_now, -15.0, True, {
"lap": self._laps,
"on_track": False,
"step": self._step,
"crashes": self._crash_count,
"lap_dist": self._lap_dist,
"out_of_bounds": False,
}
# Forward speed reward β primary learning signal.
# Positive when moving forward, negative when reversing.
# This alone is enough to stop the spinning: spinning gives speed β 0 β reward β 0.
speed_norm = self._speed / self.track.max_speed # [-0.4, 1.0]
reward += speed_norm * 0.10
# Waypoint progress: flat bonus/penalty per waypoint crossed.
# Drives the policy to steer toward the track rather than drive in a
# straight line off it β steering toward wp is the only way to advance.
new_wp = self._nearest_wp(self._x, self._y)
diff = new_wp - self._wp_idx
n = self._n_wps
if diff > n // 2:
diff -= n
elif diff < -n // 2:
diff += n
if diff > 0:
reward += 0.25 * diff # +0.25 per waypoint advanced forward
elif diff < 0:
reward -= 0.25 * abs(diff) # -0.25 per waypoint lost going backward
self._wp_idx = new_wp
# Lap completion β two-phase arm/trigger to reliably detect crossings.
# Phase 1 (arm): car must travel 50px past the gate going forward.
# Phase 2 (trigger): car crosses back through the gate (prev<0 β curr>=0).
# Anti-shortcut gate: must have traveled 80% of optimal lap distance.
if not self._gate_armed and curr_side > 50.0:
self._gate_armed = True
lap_done = (self._gate_armed
and self._prev_side < 0.0 and curr_side >= 0.0
and self._speed > 0.3
and self._lap_dist >= self.track.optimal_dist * 0.8)
if lap_done:
self._laps += 1
self._gate_armed = False # re-arm for next lap
reward += 10.0 # lap bonus
self._lap_dist = 0.0
self._lap_prev_x = self._x
self._lap_prev_y = self._y
self._prev_side = curr_side
out_of_bounds = not (0 <= self._x < 900 and 0 <= self._y < 600)
if out_of_bounds:
reward = -15.0
done = (out_of_bounds
or self._laps >= self.laps_target
or self._step >= self.max_steps)
return self._obs(), reward, done, {
"lap": self._laps,
"on_track": True,
"step": self._step,
"crashes": self._crash_count,
"lap_dist": self._lap_dist,
"out_of_bounds": out_of_bounds,
}
# ββ Internal βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
def _nearest_wp(self, x, y):
"""Return index of the nearest centreline waypoint to (x, y)."""
dx = self._wp_x - x
dy = self._wp_y - y
return int(np.argmin(dx * dx + dy * dy))
def _update_physics(self, accel, steer):
ms = self.track.max_speed
ratio = min(abs(self._speed) / ms, 1.0) if ms > 0 else 1.0
self._angle += steer * self.STEER_DEG * max(0.3, ratio)
if accel > 0:
self._speed = min(self._speed + self.ACCEL * accel, ms)
elif accel < 0:
self._speed = max(self._speed + self.BRAKE_DECEL * accel,
-ms * 0.4)
if self._speed > 0:
self._speed = max(0.0, self._speed - self.FRICTION)
elif self._speed < 0:
self._speed = min(0.0, self._speed + self.FRICTION)
if not self.track.on_track(self._x, self._y):
self._speed *= 0.80
rad = math.radians(self._angle)
self._x += self._speed * math.cos(rad)
self._y += self._speed * math.sin(rad)
# Ray angles relative to heading (degrees). Covers lateral + diagonal + forward.
_RAY_ANGLES = [-90, -45, 0, 45, 90]
_RAY_MAX = 120 # max ray length in px (normalise distances to 0..1)
_RAY_STEP = 2 # step size in px
def _raycast(self):
"""
Cast 5 rays from the car at fixed angles relative to heading.
Returns list of 5 floats in [0, 1]:
1.0 = boundary is MAX px away (clear road)
0.0 = boundary is right at the car (on the edge / off track)
Left/right rays give lateral clearance; diagonal/front give lookahead.
"""
results = []
for rel_deg in self._RAY_ANGLES:
abs_rad = math.radians(self._angle + rel_deg)
dx = math.cos(abs_rad) * self._RAY_STEP
dy = math.sin(abs_rad) * self._RAY_STEP
px, py = self._x, self._y
dist = 0.0
while dist < self._RAY_MAX:
px += dx
py += dy
dist += self._RAY_STEP
if not self.track.on_track(px, py):
break
results.append(dist / self._RAY_MAX)
return results
def _obs(self):
t = self.track
rays = self._raycast() # 5 floats: left, front-left, front, front-right, right
ang_vel = self._angle_delta / self.STEER_DEG # β [-1, 1]
# GPS: direction to the NEXT waypoint relative to the car's current heading.
# sin < 0 β waypoint is to the left (steer left)
# sin > 0 β waypoint is to the right (steer right)
# cos β 1 β waypoint is straight ahead (keep going)
next_idx = (self._wp_idx + 10) % self._n_wps
dx = self._wp_x[next_idx] - self._x
dy = self._wp_y[next_idx] - self._y
world_angle_rad = math.atan2(dy, dx)
rel_angle_rad = world_angle_rad - math.radians(self._angle)
wp_sin = math.sin(rel_angle_rad)
wp_cos = math.cos(rel_angle_rad)
return [
ang_vel,
self._speed / t.max_speed,
*rays,
wp_sin, # GPS direction sin component
wp_cos, # GPS direction cos component
]
def make_env(track, **kwargs):
"""Factory: return a fresh CarEnv for the given TrackDef."""
return CarEnv(track, **kwargs)
# ββ Curriculum sampler ββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
class CurriculumSampler:
"""
Manages which train track to sample next.
Strategy: performance-gated with anti-forgetting replay.
* 70% of episodes β current frontier track
* 30% of episodes β random track from already-mastered ones
Advance to the next track when the rolling mean reward over
`window` episodes exceeds `threshold`.
Parameters
----------
tracks : ordered list of TrackDef (easy β hard)
threshold : mean episode reward required to advance
window : rolling window size for reward averaging
replay_frac : fraction of episodes sampled from mastered tracks
"""
def __init__(self, tracks, threshold=30.0, window=50, replay_frac=0.3):
self.tracks = tracks
self.threshold = threshold
self.window = window
self.replay_frac = replay_frac
self._idx = 0 # current frontier index
self._replay_counter = 0 # round-robin index into mastered tracks
self._rewards = deque(maxlen=window)
self._crashes = deque(maxlen=window) # crashes per episode (all)
self._laps = deque(maxlen=window) # laps completed per episode (all)
self._is_frontier = deque(maxlen=window) # True when episode was on frontier track
# Dedicated frontier-only deques so replay episodes never take up slots.
self._frontier_crashes = deque(maxlen=window)
self._frontier_laps = deque(maxlen=window)
@property
def current_level(self):
return self._idx # 0-based index into self.tracks
@property
def current_track(self):
return self.tracks[self._idx]
@property
def mastered(self):
return self.tracks[:self._idx]
@property
def frontier_track(self):
return self.tracks[self._idx]
def sample(self):
"""Return the TrackDef to use for the next episode.
Replay uses round-robin so every mastered track gets equal coverage,
preventing early tracks from being starved as the curriculum grows.
"""
if self._idx > 0 and random.random() < self.replay_frac:
track = self.mastered[self._replay_counter % self._idx]
self._replay_counter += 1
return track
return self.frontier_track
def record(self, episode_reward, episode_crashes=0, episode_laps=0, is_frontier=True):
"""Call after each episode with the total reward, crash count, and lap count."""
self._rewards.append(episode_reward)
self._crashes.append(episode_crashes)
self._laps.append(episode_laps)
self._is_frontier.append(is_frontier)
if is_frontier:
self._frontier_crashes.append(episode_crashes)
self._frontier_laps.append(episode_laps)
def should_advance(self):
"""
True when every episode in the frontier window (last `window` frontier
episodes) completed a lap with zero crashes. Replay episodes have their
own slots and never displace frontier entries from the window.
"""
if self._idx >= len(self.tracks) - 1:
return False
if len(self._frontier_crashes) < self.window:
return False
return all(l >= 1 and c == 0
for l, c in zip(self._frontier_laps, self._frontier_crashes))
def advance(self):
"""Move to the next track. Clears all rolling buffers."""
if self._idx < len(self.tracks) - 1:
self._idx += 1
self._rewards.clear()
self._crashes.clear()
self._laps.clear()
self._is_frontier.clear()
self._frontier_crashes.clear()
self._frontier_laps.clear()
return True
return False
@property
def rolling_crashes(self):
"""Mean crashes per episode over the current window."""
return statistics.mean(self._crashes) if self._crashes else float("nan")
@property
def rolling_laps(self):
"""Mean laps per episode over the current window."""
return statistics.mean(self._laps) if self._laps else float("nan")
def status(self):
mean = statistics.mean(self._rewards) if self._rewards else float("nan")
crashes = statistics.mean(self._crashes) if self._crashes else float("nan")
t = self.frontier_track
effective = self.threshold * t.complexity
crash_free = all(c == 0 for c in self._crashes) if self._crashes else False
return (f"Frontier: track {t.level} '{t.name}' "
f"[{self._idx+1}/{len(self.tracks)}] "
f"rolling_mean={mean:.2f} threshold={effective:.2f} "
f"crashes/ep={crashes:.2f} crash_free={crash_free}")
# ββ Evaluator βββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
class Evaluator:
"""
Runs a fixed number of greedy episodes on a list of tracks
and returns per-track and aggregate metrics.
agent_fn : callable(obs) β action (e.g. your policy's greedy forward pass)
"""
def __init__(self, n_episodes=20, max_steps=3000, laps_target=3):
self.n_episodes = n_episodes
self.max_steps = max_steps
self.laps_target = laps_target
def run(self, agent_fn, tracks):
"""
Returns dict:
{
"per_track": [ { "level", "name", "tier", "mean_reward",
"mean_laps", "completion_rate" }, ... ],
"mean_reward": float,
"mean_laps": float,
"completion_rate": float, # fraction of episodes with β₯1 lap
}
"""
per_track = []
all_rewards, all_laps, all_complete = [], [], []
for track in tracks:
ep_rewards, ep_laps = [], []
for _ in range(self.n_episodes):
env = make_env(track, max_steps=self.max_steps,
laps_target=self.laps_target)
obs = env.reset()
done = False
total_r = 0.0
while not done:
action = agent_fn(obs)
obs, r, done, _ = env.step(action)
total_r += r
ep_rewards.append(total_r)
ep_laps.append(env.laps)
completion = sum(1 for l in ep_laps if l >= 1) / self.n_episodes
per_track.append({
"level": track.level,
"name": track.name,
"tier": difficulty_of(track),
"mean_reward": statistics.mean(ep_rewards),
"std_reward": statistics.stdev(ep_rewards) if len(ep_rewards) > 1 else 0.0,
"mean_laps": statistics.mean(ep_laps),
"completion_rate": completion,
})
all_rewards.extend(ep_rewards)
all_laps.extend(ep_laps)
all_complete.extend([l >= 1 for l in ep_laps])
return {
"per_track": per_track,
"mean_reward": statistics.mean(all_rewards),
"mean_laps": statistics.mean(all_laps),
"completion_rate": sum(all_complete) / len(all_complete),
}
@staticmethod
def print_report(metrics, title="Evaluation"):
print(f"\n{'='*60}")
print(f" {title}")
print(f"{'='*60}")
print(f" {'Lvl':<4} {'Name':<24} {'Tier':<16} "
f"{'Reward':>8} {'Laps':>6} {'Done%':>6}")
print(f" {'-'*66}")
for r in metrics["per_track"]:
print(f" {r['level']:<4} {r['name']:<24} {r['tier']:<16} "
f"{r['mean_reward']:>8.1f} {r['mean_laps']:>6.2f} "
f"{r['completion_rate']*100:>5.0f}%")
print(f" {'-'*66}")
print(f" {'AGGREGATE':<44} "
f"{metrics['mean_reward']:>8.1f} {metrics['mean_laps']:>6.2f} "
f"{metrics['completion_rate']*100:>5.0f}%")
print(f"{'='*60}\n")
# ββ Split summary (run as script) βββββββββββββββββββββββββββββββββββββββββββββ
if __name__ == "__main__":
print("\n20-Track Curriculum Splits")
print("=" * 60)
for split_name, split_tracks in [("TRAIN", TRAIN), ("VAL", VAL), ("TEST", TEST)]:
print(f"\n{split_name} ({len(split_tracks)} tracks)")
print(f" {'Lvl':<4} {'Name':<24} {'Tier':<16} {'Width':>6} {'MaxSpd':>7}")
print(f" {'-'*58}")
for t in split_tracks:
print(f" {t.level:<4} {t.name:<24} {difficulty_of(t):<16} "
f"{t.width:>6} {t.max_speed:>7.1f}")
print("\nSplit rationale:")
print(" TRAIN - 2 tracks per difficulty tier, ordered easy->hard for curriculum")
print(" VAL - 1 track per tier (within-tier generalisation check)")
print(" TEST - 1 track per tier (held out entirely; final evaluation only)")
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