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Bipedal Walker - Fix initial body position #782
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Thanks for the PR, could you explain the impact that the change will have? |
To visualize the difference, I changed line categoryBits=0x0001, to set categoryBits as 0x0002, allowing the bipedal walker's lower leg to overlap with the terrain rather than being resolved by the physics engine. Below is the first frame. It is evident that the original code's initial position causes an overlap between the two rigid bodies (lower leg and terrain).
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Ok that makes sense, @LiuShuai26 could you do some testing to investigate the impact on training performance? |
Thanks for running the tests, what is the training algorithm used and I'm surprised that this required 40 million observation to train |
I am using the Sample Factory with the APPO algorithm, without tuning, and the training parameters are set to default. There will be a data efficiency problem when training in a small environment because Sample Factory is designed for high throughput. command line parameter from Sample Factory example: |
Could you rerun this with stable baselines 3 or cleanrl? |
I tried using stable-baselines3 and cleanrl initially, but both of them were not ready to go. Following the documentation to launch training resulted in multiple errors. Unfortunately, I don't have the time to address these issues. |
Description
I found a small error in the bipedal_walker environment. When resetting the environment, it passes a wrong body position. The position mismatch causes the Box2D physics engine to resolve it, thereby affecting the initial state of the environment and the following few frames. This issue might impact the training process.
Type of change
Please delete options that are not relevant.
Checklist:
pre-commit
checks withpre-commit run --all-files
(seeCONTRIBUTING.md
instructions to set it up)