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llm_fsm_multi_env.py
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677
llm_fsm_multi_env.py
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# llm_fsm_multi_env.py
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from __future__ import annotations
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from dataclasses import dataclass
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from typing import Any, Dict, List, Literal, Optional, Tuple
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import torch
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# --------------------------
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# Types
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# --------------------------
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Vec3T = torch.Tensor # (N,3)
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QuatT = torch.Tensor # (N,4) wxyz
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MaskT = torch.Tensor # (N,) bool
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SkillName = Literal[
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"pick", "release", "place", "drop",
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"align", "insert", "remove",
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"rotate", "rotate_until_limit",
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"fasten", "loosen",
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"open", "close",
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"clamp", "unclamp",
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"press", "toggle",
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"insert_into", "remove_from",
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"regrasp", "adjust_pose",
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]
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PredicateType = Literal[
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"is_grasped",
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"object_on_surface",
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"object_in_container",
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"object_in_fixture",
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"pose_in_tolerance",
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"depth_in_range",
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"fixture_state",
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"button_pressed",
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"switch_state",
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"thread_engaged",
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]
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# --------------------------
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# Spec dataclasses
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# --------------------------
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@dataclass
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class SkillSpec:
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name: SkillName
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args: Dict[str, Any]
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@dataclass
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class PredicateSpec:
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type: PredicateType
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args: Dict[str, Any] # free-form params
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@dataclass
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class GoalSpec:
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summary: str
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success_conditions: List[PredicateSpec]
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@dataclass
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class TaskSpec:
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task_id: str
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activity: str
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task_name: str
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skills: List[SkillSpec]
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goal: GoalSpec
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@staticmethod
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def from_dict(task: Dict[str, Any]) -> "TaskSpec":
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skills_in = task.get("skills", [])
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skills: List[SkillSpec] = []
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for s in skills_in:
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if not isinstance(s, dict):
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raise TypeError(f"Skill entry must be a dict, got: {type(s)}")
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skills.append(SkillSpec(name=s["name"], args=dict(s.get("args", {}))))
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goal_in = task.get("goal", {})
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preds_in = goal_in.get("success_conditions", [])
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preds: List[PredicateSpec] = []
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for p in preds_in:
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if not isinstance(p, dict):
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raise TypeError(f"Predicate entry must be a dict, got: {type(p)}")
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p_type = p["type"]
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p_args = dict(p)
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p_args.pop("type", None)
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preds.append(PredicateSpec(type=p_type, args=p_args))
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goal = GoalSpec(summary=goal_in.get("summary", ""), success_conditions=preds)
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return TaskSpec(
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task_id=task.get("task_id", ""),
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activity=task.get("activity", ""),
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task_name=task.get("task_name", ""),
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skills=skills,
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goal=goal,
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)
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# --------------------------
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# Minimal Batched Env API (YOU implement these)
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# --------------------------
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class BatchedEnvAPI:
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"""
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You adapt this to your IsaacLab env.
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Required to be batched over num_envs (N).
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All returned tensors are on the same device as env (typically CUDA).
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"""
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device: torch.device
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num_envs: int
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# --- asset queries ---
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def get_pose_w(self, name: str) -> tuple[Vec3T, QuatT]:
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"""Return pose of an entity by name: pos (N,3), quat (N,4) wxyz."""
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raise NotImplementedError
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def contains(self, fixture_or_container: str, obj: str) -> MaskT:
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"""Return (N,) bool if obj is in fixture/container region."""
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raise NotImplementedError
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def fixture_state(self, fixture: str, state_name: str) -> Any:
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"""
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Return a batched state. Common choices:
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- bool tensor (N,) for open/closed
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- float tensor (N,) for joint position / open ratio
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- int tensor (N,) for discrete states
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"""
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raise NotImplementedError
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def button_pressed(self, fixture: str, button: str) -> MaskT:
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raise NotImplementedError
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def switch_state(self, fixture: str, switch: str) -> Any:
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raise NotImplementedError
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# --- stepping / resets ---
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def step_physics(self, action: Optional[torch.Tensor] = None) -> None:
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"""Advance sim one step. action can be dummy if you drive controllers elsewhere."""
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raise NotImplementedError
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def reset(self, env_ids: Optional[torch.Tensor] = None) -> None:
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"""Reset all envs if env_ids is None else only subset env_ids (1D int tensor)."""
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raise NotImplementedError
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# --------------------------
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# Robot Facade (Batched) - YOU wire to IK/hand control
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# --------------------------
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@dataclass
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class MoveResultBatched:
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reached: MaskT # (N,) bool
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class RobotFacadeBatched:
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"""
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Replace internals with your actual IsaacLab controllers.
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This interface is batched: everything operates on all envs, masked by active_mask.
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"""
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def __init__(self, env: BatchedEnvAPI):
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self.env = env
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self.device = env.device
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self.N = env.num_envs
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# TODO: create & store your DifferentialIKController / hand joint controllers here
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# self.ik = DifferentialIKController(...)
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# self.hand = ...
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def get_ee_pose_w(self) -> tuple[Vec3T, QuatT]:
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"""Return EE pose (N,3),(N,4)."""
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raise NotImplementedError
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def is_grasped(self, object_name: str) -> MaskT:
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"""Return (N,) grasp status. Implement using contact sensors + relative pose."""
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raise NotImplementedError
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def move_ee_pose(
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self,
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pos_w: Vec3T,
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quat_w: QuatT,
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active_mask: Optional[MaskT] = None,
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pos_tol: float = 0.01,
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rot_tol: float = 0.2,
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) -> MoveResultBatched:
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"""
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Move EE toward target pose for envs in active_mask.
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Return reached mask for ALL envs; unreachable envs should be False.
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"""
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if active_mask is None:
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active_mask = torch.ones(self.N, device=self.device, dtype=torch.bool)
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# TODO: implement your IK step here:
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# - compute joint targets for active envs
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# - write into controllers / action buffer
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# - evaluate reached: compare current ee pose vs target
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# Placeholder: pretend reached immediately for active envs
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reached = torch.zeros(self.N, device=self.device, dtype=torch.bool)
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reached[active_mask] = True
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return MoveResultBatched(reached=reached)
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def open_hand(self, active_mask: Optional[MaskT] = None) -> None:
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if active_mask is None:
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active_mask = torch.ones(self.N, device=self.device, dtype=torch.bool)
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# TODO: set finger joint targets open for active envs
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return
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def close_hand(self, active_mask: Optional[MaskT] = None) -> None:
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if active_mask is None:
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active_mask = torch.ones(self.N, device=self.device, dtype=torch.bool)
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# TODO: set finger joint targets close for active envs
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return
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def push_along_axis(
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self,
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start_pos_w: Vec3T,
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quat_w: QuatT,
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axis_w: Vec3T,
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dist: float,
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active_mask: Optional[MaskT] = None,
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pos_tol: float = 0.01,
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rot_tol: float = 0.2,
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) -> MoveResultBatched:
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"""Target = start + axis*dist."""
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target = start_pos_w + axis_w * dist
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return self.move_ee_pose(target, quat_w, active_mask=active_mask, pos_tol=pos_tol, rot_tol=rot_tol)
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# --------------------------
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# Success Evaluator (Batched)
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# --------------------------
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class SuccessEvaluatorBatched:
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def __init__(self, env: BatchedEnvAPI, robot: RobotFacadeBatched, predicates: List[PredicateSpec]):
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self.env = env
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self.robot = robot
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self.predicates = predicates
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self.device = env.device
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self.N = env.num_envs
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def check(self) -> MaskT:
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"""Return success mask (N,)."""
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if len(self.predicates) == 0:
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return torch.zeros(self.N, device=self.device, dtype=torch.bool)
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ok = torch.ones(self.N, device=self.device, dtype=torch.bool)
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for p in self.predicates:
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ok = ok & self._eval(p)
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return ok
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def _eval(self, p: PredicateSpec) -> MaskT:
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t = p.type
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a = p.args
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if t == "is_grasped":
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return self.robot.is_grasped(a["object"])
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if t == "object_in_fixture":
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return self.env.contains(a["fixture"], a["object"])
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if t == "object_in_container":
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return self.env.contains(a["container"], a["object"])
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if t == "fixture_state":
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cur = self.env.fixture_state(a["fixture"], a["state_name"])
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# common: cur is bool tensor
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if torch.is_tensor(cur):
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return cur == torch.tensor(a["value"], device=cur.device, dtype=cur.dtype)
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# if not tensor, you can adapt here
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raise TypeError("fixture_state must return a tensor for batched evaluator")
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if t == "button_pressed":
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return self.env.button_pressed(a["fixture"], a["button"])
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if t == "switch_state":
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cur = self.env.switch_state(a["fixture"], a["switch"])
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if torch.is_tensor(cur):
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# value might be str -> you need mapping; keep it tensor-based in env
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return cur == torch.tensor(a["value"], device=cur.device, dtype=cur.dtype)
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raise TypeError("switch_state must return a tensor for batched evaluator")
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if t == "pose_in_tolerance":
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pos, _ = self.env.get_pose_w(a["object"])
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tgt_pos, _ = self.env.get_pose_w(a["target_frame"])
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pos_tol = float(a.get("pos_tol", 0.02))
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d = torch.linalg.norm(pos - tgt_pos, dim=-1)
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return d <= pos_tol
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if t == "depth_in_range":
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obj_pos, _ = self.env.get_pose_w(a["object"])
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hole_pos, _ = self.env.get_pose_w(a["fixture"])
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axis = a.get("axis_w", [0.0, 0.0, 1.0])
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axis_w = torch.tensor(axis, device=self.device, dtype=obj_pos.dtype).view(1, 3).repeat(self.N, 1)
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depth = torch.sum((obj_pos - hole_pos) * axis_w, dim=-1)
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return (depth >= float(a["min_depth"])) & (depth <= float(a["max_depth"]))
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# optional ones not implemented here:
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if t in ("object_on_surface", "thread_engaged"):
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return torch.zeros(self.N, device=self.device, dtype=torch.bool)
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raise ValueError(f"Unknown predicate type: {t}")
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# --------------------------
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# Batched Skills
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# - Each skill keeps per-env internal phase/timers as tensors.
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# - step(active_mask) returns done_mask for ALL envs (True only for envs that finished this skill).
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# --------------------------
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@dataclass
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class SkillContext:
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env: BatchedEnvAPI
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robot: RobotFacadeBatched
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class BaseSkillBatched:
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def __init__(self, ctx: SkillContext):
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self.ctx = ctx
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self.device = ctx.env.device
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self.N = ctx.env.num_envs
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self.phase = torch.zeros(self.N, device=self.device, dtype=torch.long) # per-env phase
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def reset(self, enter_mask: MaskT) -> None:
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"""Called when some envs enter this skill (idx changes to this skill)."""
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self.phase[enter_mask] = 0
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def step(self, active_mask: MaskT) -> MaskT:
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raise NotImplementedError
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class PickSkillBatched(BaseSkillBatched):
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def __init__(self, ctx: SkillContext, object_name: str, pregrasp_z: float = 0.08):
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super().__init__(ctx)
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self.object_name = object_name
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self.pregrasp_z = pregrasp_z
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def step(self, active_mask: MaskT) -> MaskT:
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done = torch.zeros(self.N, device=self.device, dtype=torch.bool)
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# phase 0: move to pregrasp
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m0 = active_mask & (self.phase == 0)
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if m0.any():
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obj_pos, obj_quat = self.ctx.env.get_pose_w(self.object_name)
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target_pos = obj_pos.clone()
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target_pos[m0, 2] = obj_pos[m0, 2] + self.pregrasp_z
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r = self.ctx.robot.move_ee_pose(target_pos, obj_quat, active_mask=m0)
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reached = r.reached & m0
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self.phase[reached] = 1
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# phase 1: close hand (one-shot)
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m1 = active_mask & (self.phase == 1)
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if m1.any():
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self.ctx.robot.close_hand(active_mask=m1)
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self.phase[m1] = 2
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# phase 2: verify
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m2 = active_mask & (self.phase == 2)
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if m2.any():
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grasped = self.ctx.robot.is_grasped(self.object_name) & m2
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done[grasped] = True
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# keep phase=2 for those not yet grasped (could add timeout logic)
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return done
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class ReleaseSkillBatched(BaseSkillBatched):
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def __init__(self, ctx: SkillContext, object_name: str):
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super().__init__(ctx)
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self.object_name = object_name
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def step(self, active_mask: MaskT) -> MaskT:
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done = torch.zeros(self.N, device=self.device, dtype=torch.bool)
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m0 = active_mask & (self.phase == 0)
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if m0.any():
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self.ctx.robot.open_hand(active_mask=m0)
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self.phase[m0] = 1
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# immediate done (optionally verify not grasped)
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m1 = active_mask & (self.phase == 1)
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done[m1] = True
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return done
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class PlaceSkillBatched(BaseSkillBatched):
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def __init__(self, ctx: SkillContext, object_name: str, target_name: str, above_z: float = 0.10):
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super().__init__(ctx)
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self.object_name = object_name
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self.target_name = target_name
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self.above_z = above_z
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def step(self, active_mask: MaskT) -> MaskT:
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done = torch.zeros(self.N, device=self.device, dtype=torch.bool)
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# phase 0: move above target
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m0 = active_mask & (self.phase == 0)
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if m0.any():
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tgt_pos, tgt_quat = self.ctx.env.get_pose_w(self.target_name)
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above = tgt_pos.clone()
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above[m0, 2] = tgt_pos[m0, 2] + self.above_z
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r = self.ctx.robot.move_ee_pose(above, tgt_quat, active_mask=m0)
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reached = r.reached & m0
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self.phase[reached] = 1
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# phase 1: move down to target
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m1 = active_mask & (self.phase == 1)
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if m1.any():
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tgt_pos, tgt_quat = self.ctx.env.get_pose_w(self.target_name)
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r = self.ctx.robot.move_ee_pose(tgt_pos, tgt_quat, active_mask=m1)
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reached = r.reached & m1
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self.phase[reached] = 2
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# phase 2: open hand then done
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m2 = active_mask & (self.phase == 2)
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if m2.any():
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self.ctx.robot.open_hand(active_mask=m2)
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done[m2] = True
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return done
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class AlignSkillBatched(BaseSkillBatched):
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"""
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Placeholder alignment: go to pre-insert pose above fixture frame.
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Replace internally with your pinch-axis + face selection + micro-adjust.
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"""
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def __init__(self, ctx: SkillContext, object_name: str, target_fixture: str, standoff_z: float = 0.06):
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super().__init__(ctx)
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self.object_name = object_name
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self.target_fixture = target_fixture
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self.standoff_z = standoff_z
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def step(self, active_mask: MaskT) -> MaskT:
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done = torch.zeros(self.N, device=self.device, dtype=torch.bool)
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m0 = active_mask & (self.phase == 0)
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if m0.any():
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hole_pos, hole_quat = self.ctx.env.get_pose_w(self.target_fixture)
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pre = hole_pos.clone()
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pre[m0, 2] = hole_pos[m0, 2] + self.standoff_z
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r = self.ctx.robot.move_ee_pose(pre, hole_quat, active_mask=m0)
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reached = r.reached & m0
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done[reached] = True
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return done
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class InsertSkillBatched(BaseSkillBatched):
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"""
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Placeholder insertion: move to pre, then push along -Z.
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Replace axis with fixture insertion axis, and add contact-based micro-adjust.
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"""
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def __init__(self, ctx: SkillContext, object_name: str, target_fixture: str, pre_z: float = 0.03, depth: float = 0.02):
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super().__init__(ctx)
|
||||
self.object_name = object_name
|
||||
self.target_fixture = target_fixture
|
||||
self.pre_z = pre_z
|
||||
self.depth = depth
|
||||
|
||||
def step(self, active_mask: MaskT) -> MaskT:
|
||||
done = torch.zeros(self.N, device=self.device, dtype=torch.bool)
|
||||
|
||||
# phase 0: pre-insert
|
||||
m0 = active_mask & (self.phase == 0)
|
||||
if m0.any():
|
||||
hole_pos, hole_quat = self.ctx.env.get_pose_w(self.target_fixture)
|
||||
pre = hole_pos.clone()
|
||||
pre[m0, 2] = hole_pos[m0, 2] + self.pre_z
|
||||
r = self.ctx.robot.move_ee_pose(pre, hole_quat, active_mask=m0)
|
||||
reached = r.reached & m0
|
||||
self.phase[reached] = 1
|
||||
|
||||
# phase 1: push along axis
|
||||
m1 = active_mask & (self.phase == 1)
|
||||
if m1.any():
|
||||
hole_pos, hole_quat = self.ctx.env.get_pose_w(self.target_fixture)
|
||||
start = hole_pos.clone()
|
||||
start[m1, 2] = hole_pos[m1, 2] + self.pre_z
|
||||
axis_w = torch.zeros((self.N, 3), device=self.device, dtype=hole_pos.dtype)
|
||||
axis_w[:, 2] = -1.0
|
||||
r = self.ctx.robot.push_along_axis(start, hole_quat, axis_w, self.depth, active_mask=m1)
|
||||
reached = r.reached & m1
|
||||
done[reached] = True
|
||||
|
||||
return done
|
||||
|
||||
|
||||
# --------------------------
|
||||
# Skill Factory (Batched)
|
||||
# --------------------------
|
||||
def build_skill_batched(ctx: SkillContext, spec: SkillSpec) -> BaseSkillBatched:
|
||||
n = spec.name
|
||||
a = spec.args
|
||||
|
||||
if n == "pick":
|
||||
return PickSkillBatched(ctx, a["object"])
|
||||
if n == "release":
|
||||
return ReleaseSkillBatched(ctx, a["object"])
|
||||
if n == "place":
|
||||
return PlaceSkillBatched(ctx, a["object"], a["target"])
|
||||
if n == "align":
|
||||
return AlignSkillBatched(ctx, a["object"], a["target_fixture"])
|
||||
if n == "insert":
|
||||
depth = float(a.get("depth", 0.02))
|
||||
return InsertSkillBatched(ctx, a["object"], a["target_fixture"], depth=depth)
|
||||
|
||||
raise NotImplementedError(f"Skill not implemented (batched): {n}")
|
||||
|
||||
|
||||
# --------------------------
|
||||
# Batched Skill FSM
|
||||
# --------------------------
|
||||
class SkillFSMBatched:
|
||||
"""
|
||||
One task_spec replicated across N envs.
|
||||
Maintain env-wise idx; execute appropriate skill for env subsets.
|
||||
"""
|
||||
|
||||
def __init__(self, ctx: SkillContext, skill_specs: List[SkillSpec]):
|
||||
self.ctx = ctx
|
||||
self.device = ctx.env.device
|
||||
self.N = ctx.env.num_envs
|
||||
|
||||
self.skill_specs = skill_specs
|
||||
self.K = len(skill_specs)
|
||||
|
||||
# Prebuild all skill objects (K of them), each with per-env phase tensor
|
||||
self.skills: List[BaseSkillBatched] = [build_skill_batched(ctx, s) for s in skill_specs]
|
||||
|
||||
# env-wise pointer
|
||||
self.idx = torch.zeros(self.N, device=self.device, dtype=torch.long) # current skill index per env
|
||||
self.done = torch.zeros(self.N, device=self.device, dtype=torch.bool) # whether sequence finished
|
||||
|
||||
def reset(self, env_ids: Optional[torch.Tensor] = None) -> None:
|
||||
"""Reset FSM for all envs or subset."""
|
||||
if env_ids is None:
|
||||
mask = torch.ones(self.N, device=self.device, dtype=torch.bool)
|
||||
else:
|
||||
mask = torch.zeros(self.N, device=self.device, dtype=torch.bool)
|
||||
mask[env_ids] = True
|
||||
|
||||
self.idx[mask] = 0
|
||||
self.done[mask] = False
|
||||
|
||||
# envs enter skill 0
|
||||
self.skills[0].reset(mask)
|
||||
|
||||
def step(self, active_mask: MaskT) -> MaskT:
|
||||
"""
|
||||
Advance one tick for envs in active_mask.
|
||||
Returns seq_done_mask (N,) indicating which envs have finished all skills.
|
||||
"""
|
||||
# Don't run already finished envs
|
||||
run_mask = active_mask & (~self.done)
|
||||
|
||||
if not run_mask.any():
|
||||
return self.done.clone()
|
||||
|
||||
# For each skill k, run for envs where idx==k
|
||||
for k in range(self.K):
|
||||
mk = run_mask & (self.idx == k)
|
||||
if not mk.any():
|
||||
continue
|
||||
|
||||
skill_done = self.skills[k].step(mk) # returns (N,)
|
||||
finished_here = mk & skill_done
|
||||
|
||||
if finished_here.any():
|
||||
# advance idx
|
||||
next_idx = k + 1
|
||||
if next_idx >= self.K:
|
||||
# sequence finished
|
||||
self.done[finished_here] = True
|
||||
else:
|
||||
self.idx[finished_here] = next_idx
|
||||
# envs "enter" next skill => reset its internal phase for these envs
|
||||
self.skills[next_idx].reset(finished_here)
|
||||
|
||||
return self.done.clone()
|
||||
|
||||
|
||||
# --------------------------
|
||||
# Compiled Task Bundle (Batched)
|
||||
# --------------------------
|
||||
@dataclass
|
||||
class CompiledTaskBatched:
|
||||
env: BatchedEnvAPI
|
||||
robot: RobotFacadeBatched
|
||||
fsm: SkillFSMBatched
|
||||
evaluator: SuccessEvaluatorBatched
|
||||
|
||||
|
||||
# --------------------------
|
||||
# Compiler (Batched)
|
||||
# --------------------------
|
||||
class LLMFSMCompilerBatched:
|
||||
def compile(self, env: BatchedEnvAPI, task_spec: TaskSpec) -> CompiledTaskBatched:
|
||||
robot = RobotFacadeBatched(env)
|
||||
ctx = SkillContext(env=env, robot=robot)
|
||||
fsm = SkillFSMBatched(ctx, task_spec.skills)
|
||||
evaluator = SuccessEvaluatorBatched(env, robot, task_spec.goal.success_conditions)
|
||||
# full reset
|
||||
fsm.reset()
|
||||
return CompiledTaskBatched(env=env, robot=robot, fsm=fsm, evaluator=evaluator)
|
||||
|
||||
|
||||
# --------------------------
|
||||
# Runner loop (multi-env)
|
||||
# --------------------------
|
||||
def run_compiled_task_multi_env(
|
||||
compiled: CompiledTaskBatched,
|
||||
max_steps: int = 2000,
|
||||
auto_reset_success: bool = False,
|
||||
) -> Dict[str, Any]:
|
||||
env = compiled.env
|
||||
N = env.num_envs
|
||||
device = env.device
|
||||
|
||||
# initial reset
|
||||
env.reset()
|
||||
compiled.fsm.reset()
|
||||
|
||||
success = torch.zeros(N, device=device, dtype=torch.bool)
|
||||
|
||||
for t in range(max_steps):
|
||||
# 1) check success before step (optional)
|
||||
success_now = compiled.evaluator.check()
|
||||
success = success | success_now
|
||||
|
||||
# 2) active envs = not success and not fsm-done (you can choose policy)
|
||||
active = (~success) & (~compiled.fsm.done)
|
||||
|
||||
# 3) advance FSM for active envs
|
||||
compiled.fsm.step(active)
|
||||
|
||||
# 4) physics step
|
||||
env.step_physics(action=None)
|
||||
|
||||
# 5) optional: auto-reset envs that succeeded (common for dataset generation)
|
||||
if auto_reset_success and success_now.any():
|
||||
env_ids = torch.nonzero(success_now, as_tuple=False).squeeze(-1)
|
||||
env.reset(env_ids)
|
||||
compiled.fsm.reset(env_ids)
|
||||
success[env_ids] = False # start new episode for those envs
|
||||
|
||||
# early stop: all envs succeeded or finished
|
||||
if ((success | compiled.fsm.done).all()):
|
||||
break
|
||||
|
||||
return {
|
||||
"success_mask": success.detach().clone(),
|
||||
"fsm_done_mask": compiled.fsm.done.detach().clone(),
|
||||
"steps": t + 1,
|
||||
}
|
||||
|
||||
|
||||
# --------------------------
|
||||
# Example: constructing TaskSpec (no JSON parser here)
|
||||
# --------------------------
|
||||
def make_example_task_spec() -> TaskSpec:
|
||||
skills = [
|
||||
SkillSpec("pick", {"object": "peg_small"}),
|
||||
SkillSpec("align", {"object": "peg_small", "target_fixture": "alignment_jig_hole"}),
|
||||
SkillSpec("insert", {"object": "peg_small", "target_fixture": "alignment_jig_hole", "depth": 0.02}),
|
||||
SkillSpec("release", {"object": "peg_small"}),
|
||||
]
|
||||
preds = [
|
||||
PredicateSpec("object_in_fixture", {"object": "peg_small", "fixture": "alignment_jig_hole"}),
|
||||
PredicateSpec("depth_in_range", {"object": "peg_small", "fixture": "alignment_jig_hole", "min_depth": 0.018, "max_depth": 0.022, "axis_w": [0, 0, 1]}),
|
||||
]
|
||||
return TaskSpec(
|
||||
task_id="peg_seat_001",
|
||||
activity="Peg Alignment & Seating",
|
||||
task_name="Insert Small Peg into Alignment Jig",
|
||||
skills=skills,
|
||||
goal=GoalSpec(summary="Insert peg into jig", success_conditions=preds),
|
||||
)
|
||||
Reference in New Issue
Block a user