add kick behavior with keyframe, but still need to be improved
This commit is contained in:
174
agent/agent.py
174
agent/agent.py
@@ -49,6 +49,9 @@ class Agent:
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}
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}
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TEAMMATE_INFO_MAX_AGE: float = 0.8
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SUPPORT_DISTANCE_FROM_BALL: float = 1.2
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def __init__(self, agent):
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"""
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Creates a new DecisionMaker linked to the given agent.
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@@ -60,6 +63,10 @@ class Agent:
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self.agent: Base_Agent = agent
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self.is_getting_up: bool = False
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self.is_kicking: bool = False
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self.current_shot_target_point: np.ndarray | None = None
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self.target_point: np.ndarray = np.array([0.0, 0.0])
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self.my_pos: np.ndarray = self.agent.world.global_position[:2]
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def update_current_behavior(self) -> None:
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"""
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@@ -85,11 +92,19 @@ class Agent:
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self.is_getting_up = not self.agent.skills_manager.execute(skill_name="GetUp")
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elif self.agent.world.playmode is PlayModeEnum.PLAY_ON:
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self.carry_ball()
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active_player_number = self.get_active_player_number()
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if active_player_number == self.agent.world.number:
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# self.carry_ball()
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self.target_point = self.my_pos + np.array([4.0, 0.0])
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self.kick_ball()
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else:
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# self.execute_support_behavior()
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self.agent.skills_manager.execute("Neutral")
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elif self.agent.world.playmode in (PlayModeEnum.BEFORE_KICK_OFF, PlayModeEnum.THEIR_GOAL, PlayModeEnum.OUR_GOAL):
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self.agent.skills_manager.execute("Neutral")
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else:
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self.carry_ball()
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# self.execute_support_behavior()
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self.agent.skills_manager.execute("Neutral")
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self.agent.robot.commit_motor_targets_pd()
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@@ -97,18 +112,21 @@ class Agent:
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"""
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Basic example of a behavior: moves the robot toward the goal while handling the ball.
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"""
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their_goal_pos = self.agent.world.field.get_their_goal_position()[:2]
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target_point = self.target_point
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ball_pos = self.agent.world.ball_pos[:2]
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my_pos = self.agent.world.global_position[:2]
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ball_to_goal = their_goal_pos - ball_pos
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bg_norm = np.linalg.norm(ball_to_goal)
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if bg_norm == 0:
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if self.kick_ball(target_point=target_point):
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return
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ball_to_goal_dir = ball_to_goal / bg_norm
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ball_to_target = target_point - ball_pos
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bt_norm = np.linalg.norm(ball_to_target)
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if bt_norm == 0:
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return
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ball_to_target_dir = ball_to_target / bt_norm
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dist_from_ball_to_start_carrying = 0.30
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carry_ball_pos = ball_pos - ball_to_goal_dir * dist_from_ball_to_start_carrying
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carry_ball_pos = ball_pos - ball_to_target_dir * dist_from_ball_to_start_carrying
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my_to_ball = ball_pos - my_pos
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my_to_ball_norm = np.linalg.norm(my_to_ball)
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@@ -117,15 +135,15 @@ class Agent:
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else:
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my_to_ball_dir = my_to_ball / my_to_ball_norm
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cosang = np.dot(my_to_ball_dir, ball_to_goal_dir)
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cosang = np.dot(my_to_ball_dir, ball_to_target_dir)
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cosang = np.clip(cosang, -1.0, 1.0)
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angle_diff = np.arccos(cosang)
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ANGLE_TOL = np.deg2rad(7.5)
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aligned = (my_to_ball_norm > 1e-6) and (angle_diff <= ANGLE_TOL)
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behind_ball = np.dot(my_pos - ball_pos, ball_to_goal_dir) < 0
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desired_orientation = MathOps.vector_angle(ball_to_goal)
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behind_ball = np.dot(my_pos - ball_pos, ball_to_target_dir) < 0
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desired_orientation = MathOps.vector_angle(ball_to_target)
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if not aligned or not behind_ball:
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self.agent.skills_manager.execute(
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@@ -137,8 +155,140 @@ class Agent:
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else:
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self.agent.skills_manager.execute(
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"Walk",
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target_2d=their_goal_pos,
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target_2d=target_point,
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is_target_absolute=True,
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orientation=desired_orientation
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)
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def kick_ball(self, target_point=None):
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if target_point is None:
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target_point = self.target_point
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target_point = np.asarray(target_point, dtype=float)[:2]
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ball_pos = self.agent.world.ball_pos[:2]
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my_pos = self.agent.world.global_position[:2]
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ball_to_target = target_point - ball_pos
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ball_to_target_dist = np.linalg.norm(ball_to_target)
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if ball_to_target_dist <= 1e-6:
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return False
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if self.is_kicking:
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if self.current_shot_target_point is None:
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self.current_shot_target_point = target_point
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active_target = self.current_shot_target_point
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active_distance = np.linalg.norm(active_target - ball_pos)
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self.is_kicking = not self.agent.skills_manager.execute(
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"Kick", distance=active_distance
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)
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if not self.is_kicking:
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self.current_shot_target_point = None
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return True
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my_to_ball = ball_pos - my_pos
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my_to_ball_dist = np.linalg.norm(my_to_ball)
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ball_to_target_dir = ball_to_target / ball_to_target_dist
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behind_ball = np.dot(my_pos - ball_pos, ball_to_target_dir) < 0
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me_to_ball_dir = ball_pos - my_pos
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me_to_ball_dir_norm = np.linalg.norm(me_to_ball_dir)
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desired_orientation = MathOps.vector_angle(me_to_ball_dir)
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current_orientation = self.agent.robot.global_orientation_euler[2]
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orientation_error = abs(
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MathOps.normalize_deg(desired_orientation - current_orientation)
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)
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lateral_error_to_shot_line, _ = MathOps.distance_point_to_line(
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p=my_pos,
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a=ball_pos,
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b=target_point,
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)
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close_to_ball = my_to_ball_dist <= 0.24
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good_orientation = orientation_error <= 14.0
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good_lateral_offset = lateral_error_to_shot_line <= 0.16
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in_shooting_range = ball_to_target_dist <= 12.0
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can_shoot = (
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close_to_ball
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and behind_ball
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and good_orientation
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and good_lateral_offset
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and in_shooting_range
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)
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if not can_shoot:
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prepare_offset = 0.06
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prepare_pos = ball_pos - ball_to_target_dir * prepare_offset
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self.agent.skills_manager.execute(
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"Walk",
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target_2d=prepare_pos,
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is_target_absolute=True,
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orientation=desired_orientation,
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)
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return True
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self.current_shot_target_point = target_point
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self.is_kicking = not self.agent.skills_manager.execute(
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"Kick", distance=ball_to_target_dist
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)
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if not self.is_kicking:
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self.current_shot_target_point = None
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return True
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def get_active_player_number(self) -> int:
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world = self.agent.world
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ball_pos = world.ball_pos[:2]
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server_time = world.server_time
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my_num = world.number
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my_pos = world.global_position[:2]
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best_player_number = my_num
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best_distance = np.linalg.norm(my_pos - ball_pos)
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for teammate_number, teammate in enumerate(world.our_team_players, start=1):
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if teammate_number == my_num:
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continue
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if teammate.last_seen_time is None or server_time is None:
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continue
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info_age = server_time - teammate.last_seen_time
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if info_age > self.TEAMMATE_INFO_MAX_AGE:
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continue
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teammate_pos = teammate.position[:2]
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teammate_distance = np.linalg.norm(teammate_pos - ball_pos)
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if teammate_distance + 1e-6 < best_distance:
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best_distance = teammate_distance
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best_player_number = teammate_number
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elif abs(teammate_distance - best_distance) <= 1e-6:
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best_player_number = min(best_player_number, teammate_number)
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return best_player_number
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def execute_support_behavior(self) -> None:
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world = self.agent.world
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my_pos = world.global_position[:2]
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ball_pos = world.ball_pos[:2]
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target_point = self.target_point
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ball_to_target = target_point - ball_pos
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bt_norm = np.linalg.norm(ball_to_target)
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if bt_norm <= 1e-6:
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ball_to_target_dir = np.array([1.0, 0.0])
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else:
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ball_to_target_dir = ball_to_target / bt_norm
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support_pos = ball_pos - ball_to_target_dir * self.SUPPORT_DISTANCE_FROM_BALL
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support_orientation = MathOps.vector_angle(ball_pos - my_pos)
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self.agent.skills_manager.execute(
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"Walk",
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target_2d=support_pos,
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is_target_absolute=True,
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orientation=support_orientation,
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)
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