Source code for scenic.core.scenarios

"""Scenario and scene objects."""

import dataclasses
import io
import itertools
import random
import sys
import time

import numpy
import trimesh

import scenic
from scenic.core.distributions import (
    ConstantSamplable,
    RejectionException,
    Samplable,
    distributionFunction,
    needsSampling,
)
from scenic.core.dynamics.behaviors import Behavior, Monitor
from scenic.core.errors import InvalidScenarioError, optionallyDebugRejection
from scenic.core.external_params import ExternalSampler
from scenic.core.lazy_eval import needsLazyEvaluation
from scenic.core.regions import (
    AllRegion,
    EmptyRegion,
    PointInRegionDistribution,
    convertToFootprint,
)
from scenic.core.requirements import (
    BlanketCollisionRequirement,
    BoundRequirement,
    ContainmentRequirement,
    IntersectionRequirement,
    NonVisibilityRequirement,
    VisibilityRequirement,
)
from scenic.core.sample_checking import BasicChecker, WeightedAcceptanceChecker
from scenic.core.serialization import Serializer, dumpAsScenicCode
from scenic.core.vectors import Vector

# Global params

INITIAL_COLLISION_CHECK = True

# Pickling support


class _ScenarioPickleMixin:
    def __getstate__(self):
        # Start the pickle with an object storing our compile options and activating
        # the veneer with them; this will ensure they are consistent during import of
        # any needed Scenic modules (which might have been purged earlier, and in any
        # case won't already exist during unpickling). Similarly, tack a dummy object
        # on the end of the pickle which will deactivate the veneer and clean up.
        oldModules = []
        options = dataclasses.replace(
            self.compileOptions,
            paramOverrides=self.params,  # save all params, not just those from --param
        )
        elements = (
            _Activator(options, oldModules),
            self.__dict__,
            _Deactivator(oldModules),
        )
        return elements

    def __setstate__(self, state):
        self.__dict__.update(state[1])


class _Activator:
    def __init__(self, compileOptions, oldModules):
        self.compileOptions = compileOptions
        # Save all modules already imported prior to pickling
        oldModules.extend(sys.modules.keys())

    def activate(self):
        import scenic.syntax.veneer as veneer

        assert not veneer.isActive()
        veneer.activate(self.compileOptions)

    def __getstate__(self):
        # Step 1 (during pickling)
        self.activate()
        return self.__dict__

    def __setstate__(self, state):
        # Step 3 (during unpickling)
        self.__dict__.update(state)
        self.activate()


class _Deactivator:
    def __init__(self, oldModules):
        self.oldModules = oldModules

    def deactivate(self):
        from scenic.syntax.translator import purgeModulesUnsafeToCache
        import scenic.syntax.veneer as veneer

        veneer.deactivate()
        assert not veneer.isActive(), "nested pickle of Scene/Scenario"
        # Purge Scenic modules imported during pickling
        purgeModulesUnsafeToCache(self.oldModules)

    def __getstate__(self):
        # Step 2 (during pickling)
        self.deactivate()
        return self.__dict__

    def __setstate__(self, state):
        # Step 4 (during unpickling)
        self.__dict__.update(state)
        self.deactivate()


# Scenes and scenarios


[docs]class Scene(_ScenarioPickleMixin): """Scene() A scene generated from a Scenic scenario. To run a dynamic simulation from a scene, create an instance of `Simulator` for the simulator you want to use, and pass the scene to its `simulate` method. Attributes: objects (tuple of :obj:`~scenic.core.object_types.Object`): All objects in the scene. The ``ego`` object is first, if there is one. egoObject (:obj:`~scenic.core.object_types.Object` or `None`): The ``ego`` object, if any. params (dict): Dictionary mapping the name of each global parameter to its value. workspace (:obj:`~scenic.core.workspaces.Workspace`): The :term:`workspace` for the scenario. .. versionchanged:: 3.0 The ``egoObject`` attribute can now be `None`. """ def __init__( self, workspace, objects, egoObject, params, temporalReqs=(), terminationConds=(), termSimulationConds=(), recordedExprs=(), recordedInitialExprs=(), recordedFinalExprs=(), monitors=(), behaviorNamespaces={}, dynamicScenario=None, sample={}, compileOptions={}, ): self.workspace = workspace self.objects = tuple(objects) self.egoObject = egoObject self.params = params self.temporalRequirements = tuple(temporalReqs) self.terminationConditions = tuple(terminationConds) self.terminateSimulationConditions = tuple(termSimulationConds) self.recordedExprs = tuple(recordedExprs) self.recordedInitialExprs = tuple(recordedInitialExprs) self.recordedFinalExprs = tuple(recordedFinalExprs) self.monitors = tuple(monitors) self.behaviorNamespaces = behaviorNamespaces self.dynamicScenario = dynamicScenario self.sample = sample self.compileOptions = compileOptions
[docs] def dumpAsScenicCode(self, stream=sys.stdout): """Dump Scenic code reproducing this scene to the given stream. For non-human-readable but complete serialization of scenes see `Scenario.sceneToBytes` and `Scenario.sceneFromBytes`. .. note:: This function does not currently reproduce parts of the original Scenic program defining behaviors, functions, etc. used in the scene. Also, if the scene involves any user-defined types, they must provide a suitable :obj:`~object.__repr__` for this function to print them properly. Args: stream (:term:`text file`): Where to print the code (default `sys.stdout`). """ for name, value in self.params.items(): if str.isidentifier(name): stream.write(f"param {name} = ") else: stream.write(f'param "{name}" = ') dumpAsScenicCode(value, stream) stream.write("\n") stream.write("ego = ") for obj in self.objects: dumpAsScenicCode(obj, stream) stream.write("\n")
def show(self, axes=True): return self.show3D(axes=axes)
[docs] def show3D(self, axes): """Render a 3D schematic of the scene for debugging.""" import trimesh # Create a new trimesh scene to contain meshes render_scene = trimesh.scene.Scene() # display map self.workspace.show3D(render_scene) # draw objects for obj in self.objects: obj.show3D(render_scene, highlight=(obj is self.egoObject)) # If nothing else is in the viewer, add some constructs # to avoid a crash if render_scene.is_empty: render_scene.add_geometry( trimesh.points.PointCloud( [(0.1, 0, 0), (0, 0.1, 0), (0, 0, 0.1)], colors=[255, 255, 255, 0] ) ) flags = dict() if axes: flags["axis"] = "world" return render_scene.show(flags=flags)
[docs] def show2D(self, zoom=None, block=True): """Render a 2D schematic of the scene for debugging.""" import matplotlib.pyplot as plt plt.gca().set_aspect("equal") # display map self.workspace.show2D(plt) # draw objects for obj in self.objects: obj.show2D(self.workspace, plt, highlight=(obj is self.egoObject)) # zoom in if requested if zoom: self.workspace.zoomAround(plt, self.objects, expansion=zoom) plt.show(block=block)
[docs]class Scenario(_ScenarioPickleMixin): """Scenario() A compiled Scenic scenario, from which scenes can be sampled. """ def __init__( self, workspace, simulator, instances, objects, egoObject, params, externalParams, requirements, requirementDeps, monitors, behaviorNamespaces, dynamicScenario, astHash, compileOptions, ): self.workspace = workspace self.simulator = simulator # simulator for dynamic scenarios # make ego the first object, while otherwise preserving order ordered = [] for obj in objects: if obj is not egoObject: ordered.append(obj) assert set(objects).issubset(set(instances)) self._instances = tuple(instances) self.objects = (egoObject,) + tuple(ordered) if egoObject else tuple(ordered) self.egoObject = egoObject self.params = dict(params) self.externalParams = tuple(externalParams) self.externalSampler = ExternalSampler.forParameters( self.externalParams, self.params ) self.monitors = tuple(monitors) self.behaviorNamespaces = behaviorNamespaces self.dynamicScenario = dynamicScenario self.astHash = astHash self.compileOptions = compileOptions staticReqs, alwaysReqs, terminationConds = [], [], [] self.requirements = tuple(dynamicScenario._requirements) # TODO clean up self.terminationConditions = tuple(dynamicScenario._terminationConditions) self.terminateSimulationConditions = tuple( dynamicScenario._terminateSimulationConditions ) self.userRequirements = self.requirements assert all(req.constrainsSampling for req in self.userRequirements) self.recordedExprs = tuple(dynamicScenario._recordedExprs) self.recordedInitialExprs = tuple(dynamicScenario._recordedInitialExprs) self.recordedFinalExprs = tuple(dynamicScenario._recordedFinalExprs) # dependencies must use fixed order for reproducibility paramDeps = tuple(p for p in self.params.values() if isinstance(p, Samplable)) behaviorDeps = [] for namespace in self.behaviorNamespaces.values(): for value in namespace.values(): if isinstance(value, Samplable): behaviorDeps.append(value) self.dependencies = ( self._instances + paramDeps + tuple(requirementDeps) + tuple(behaviorDeps) ) # Setup the default checker self.defaultRequirements = self.generateDefaultRequirements() self.setSampleChecker(WeightedAcceptanceChecker(bufferSize=100)) def setSampleChecker(self, checker): self.checker = checker self.checker.setRequirements(self.defaultRequirements + self.userRequirements) def containerOfObject(self, obj): if hasattr(obj, "regionContainedIn") and obj.regionContainedIn is not None: return obj.regionContainedIn else: return convertToFootprint(self.workspace.region) def validate(self): """Make some simple static checks for inconsistent built-in requirements. :meta private: """ objects = self.objects ego = self.egoObject staticVisibility = ego and not needsSampling(ego.visibleRegion) staticBounds = [obj._hasStaticBounds for obj in objects] for i in range(len(objects)): oi = objects[i] container = self.containerOfObject(oi) # Trivial case where container is empty if isinstance(container, EmptyRegion): raise InvalidScenarioError(f"Container region of {oi} is empty") # Ensure we are not sampling position from AllRegion if isinstance( oi.position._conditioned, PointInRegionDistribution ) and isinstance(oi.position._conditioned.region, AllRegion): if oi.position.tag == "visible": raise InvalidScenarioError( f"Object {oi} uses the visible specifier to specify position, but it lacks enough information to do so." f" The simplest solution to this is to define a workspace or specify position in some other fashion." ) else: raise InvalidScenarioError( f"Object {oi} has position sampled from everywhere." ) # skip objects with unknown positions or bounding boxes if not staticBounds[i]: continue # Require object to be contained in the workspace/valid region if not needsSampling(container) and not container.containsObject(oi): raise InvalidScenarioError( f"Object at {oi.position} does not fit in container" ) # Require object to be visible from the ego object if staticVisibility and oi.requireVisible is True and oi is not ego: if not ego.canSee(oi): raise InvalidScenarioError( f"Object at {oi.position} is not visible from ego" ) if not needsSampling(oi.allowCollisions) and not oi.allowCollisions: # Require object to not intersect another object for j in range(i): oj = objects[j] if oj.allowCollisions or not staticBounds[j]: continue if oi.intersects(oj): raise InvalidScenarioError( f"{oi} at {oi.position} intersects" f" {oj} at {oj.position}" )
[docs] def generate(self, maxIterations=2000, verbosity=0, feedback=None): """Sample a `Scene` from this scenario. For a description of how scene generation is done, see `scene generation`. Args: maxIterations (int): Maximum number of rejection sampling iterations. verbosity (int): Verbosity level. feedback (float): Feedback to pass to external samplers doing active sampling. See :mod:`scenic.core.external_params`. Returns: A pair with the sampled `Scene` and the number of iterations used. Raises: `RejectionException`: if no valid sample is found in **maxIterations** iterations. """ scenes, iterations = self.generateBatch(1, maxIterations, verbosity, feedback) return scenes[0], iterations
[docs] def generateBatch( self, numScenes, maxIterations=float("inf"), verbosity=0, feedback=None ): """Sample several `Scene` objects from this scenario. For a description of how scene generation is done, see `scene generation`. Args: numScenes (int): Number of scenes to generate. maxIterations (int): Maximum number of rejection sampling iterations (over all scenes). verbosity (int): Verbosity level. feedback (float): Feedback to pass to external samplers doing active sampling. See :mod:`scenic.core.external_params`. Returns: A pair with a list of the sampled `Scene` objects and the total number of iterations used. Raises: `RejectionException`: if not enough valid samples are found in **maxIterations** iterations. """ totalIterations = 0 scenes = [] for _ in range(numScenes): try: remainingIts = maxIterations - totalIterations scene, iterations = self._generateInner(remainingIts, verbosity, feedback) scenes.append(scene) totalIterations += iterations except RejectionException: raise RejectionException( f"failed to generate scenario in {maxIterations} iterations" ) return scenes, totalIterations
def _generateInner(self, maxIterations, verbosity, feedback): # choose which custom requirements will be enforced for this sample for req in self.userRequirements: if random.random() <= req.prob: req.active = True else: req.active = False # do rejection sampling until requirements are satisfied rejection = True iterations = 0 while rejection is not None: if iterations > 0: # rejected the last sample if verbosity >= 2: print(f" Rejected sample {iterations} because of {rejection}") if self.externalSampler is not None: feedback = self.externalSampler.rejectionFeedback if iterations >= maxIterations: raise RejectionException( f"failed to generate scenario in {iterations} iterations" ) iterations += 1 try: if self.externalSampler is not None: self.externalSampler.sample(feedback) sample = Samplable.sampleAll(self.dependencies) except RejectionException as e: optionallyDebugRejection(e) rejection = e continue rejection = None # Ensure nothing else is lazy for obj in self.objects: sampledObj = sample[obj] assert not needsSampling(sampledObj) # Check validity of sample, storing state so that # checker heuristics don't affect determinism rand_state, np_state = random.getstate(), numpy.random.get_state() rejection = self.checker.checkRequirements(sample) random.setstate(rand_state) numpy.random.set_state(np_state) if rejection is not None: optionallyDebugRejection() # obtained a valid sample; assemble a scene from it scene = self._makeSceneFromSample(sample) return scene, iterations def generateDefaultRequirements(self): requirements = [] ## Optional Requirements ## # Any collision indicates an intersection requirements.append(BlanketCollisionRequirement(self.objects)) ## Mandatory Requirements ## # Pairwise object intersection colliding_objects = ( obj for obj in self.objects if needsSampling(obj.allowCollisions) or not obj.allowCollisions ) for objA, objB in itertools.combinations(colliding_objects, 2): requirements.append(IntersectionRequirement(objA, objB)) # Object containment for obj in self.objects: container = self.containerOfObject(obj) if not isinstance(container, AllRegion): requirements.append(ContainmentRequirement(obj, container)) # Observing entity visibility possible_occluders = filter( lambda x: (needsSampling(x.occluding) or x.occluding), self.objects ) for obj in filter(lambda x: x._observingEntity is not None, self._instances): requirements.append( VisibilityRequirement(obj._observingEntity, obj, possible_occluders) ) # Observing entity non visibility for obj in filter(lambda x: x._nonObservingEntity is not None, self._instances): requirements.append( NonVisibilityRequirement(obj._nonObservingEntity, obj, possible_occluders) ) # Visibility from the ego for obj in filter( lambda x: x.requireVisible and x is not self.egoObject, self.objects ): if not self.egoObject: raise InvalidScenarioError( "requireVisible set to true but no ego is defined" ) requirements.append(VisibilityRequirement(self.egoObject, obj, self.objects)) return tuple(requirements) def _makeSceneFromSample(self, sample): sampledObjects = tuple(sample[obj] for obj in self.objects) ego = sample[self.egoObject] sampledParams = {} for param, value in self.params.items(): sampledValue = sample[value] assert not needsLazyEvaluation(sampledValue) sampledParams[param] = sampledValue sampledNamespaces = {} for modName, namespace in self.behaviorNamespaces.items(): sampledNamespace = {name: sample[value] for name, value in namespace.items()} sampledNamespaces[modName] = (namespace, sampledNamespace, namespace.copy()) temporalReqs = ( BoundRequirement(req, sample, req.proposition) for req in self.requirements ) monitors = [] for req in self.monitors: breq = BoundRequirement(req, sample, None) monitor = breq.evaluate() if not isinstance(monitor, Monitor): raise TypeError( f'"require monitor X" with X not a monitor on line {breq.line}' ) monitors.append(monitor) terminationConds = ( BoundRequirement(req, sample, req.proposition) for req in self.terminationConditions ) termSimulationConds = ( BoundRequirement(req, sample, req.proposition) for req in self.terminateSimulationConditions ) recordedExprs = ( BoundRequirement(req, sample, req.proposition) for req in self.recordedExprs ) recordedInitialExprs = ( BoundRequirement(req, sample, req.proposition) for req in self.recordedInitialExprs ) recordedFinalExprs = ( BoundRequirement(req, sample, req.proposition) for req in self.recordedFinalExprs ) scene = Scene( self.workspace, sampledObjects, ego, sampledParams, temporalReqs, terminationConds, termSimulationConds, recordedExprs, recordedInitialExprs, recordedFinalExprs, monitors, sampledNamespaces, self.dynamicScenario, sample, self.compileOptions, ) return scene
[docs] def resetExternalSampler(self): """Reset the scenario's external sampler, if any. If the Python random seed is reset before calling this function, this should cause the sequence of generated scenes to be deterministic. """ self.externalSampler = ExternalSampler.forParameters( self.externalParams, self.params )
[docs] def conditionOn(self, scene=None, objects=(), params={}): """Condition the scenario on particular values for some objects or parameters. This method changes the distribution of the scenario and should be used with care: it does not attempt to check that the new distribution is equivalent to the old one or that it has nonzero probability of satisfying the scenario's requirements. For example, to sample object #5 in the scenario once and then leave it fixed in all subsequent samples:: sceneA, _ = scenario.generate() scenario.conditionOn(scene=sceneA, objects=(5,)) sceneB, _ = scenario.generate() # will have the same object 5 as sceneA Args: scene (Scene): Scene from which to take values for the given **objects**, if any. objects: Sequence of indices specifying which objects in this scenario should be conditioned on the corresponding objects in **scene** (i.e. those with the same index in the list of objects). params (dict): Dictionary of global parameters to condition and their new values (which may be constants or distributions). """ assert objects or params assert bool(scene) == bool(objects) if scene: assert len(self.objects) == len(scene.objects) for i in objects: assert i < len(self.objects) self.objects[i].conditionTo(scene.objects[i]) for param, newVal in params.items(): curVal = self.params[param] if isinstance(curVal, Samplable): if not isinstance(newVal, Samplable): newVal = ConstantSamplable(newVal) curVal.conditionTo(newVal) else: self.params[param] = newVal
def getSimulator(self): if self.simulator is None: raise RuntimeError("scenario does not specify a simulator") import scenic.syntax.veneer as veneer return veneer.instantiateSimulator(self.simulator, self.params)
[docs] def sceneToBytes(self, scene, allowPickle=False): """Encode a `Scene` sampled from this scenario to a `bytes` object. The serialized scene may be reconstituted with `sceneFromBytes`. The format used is suitable for long-term storage of scenes, although it is not guaranteed to be compatible across major versions of Scenic. For further discussion and usage examples, see :ref:`serialization`. Raises: SerializationError: if the scene could not be properly encoded. This should not happen unless your scenario includes a user-defined `Distribution` subclass with an unusual value type. If you get this exception, see the documentation for the internal class `Serializer` for solutions. """ ser = Serializer(allowPickle=allowPickle) ser.writeScene(self, scene) return ser.getBytes()
[docs] def sceneFromBytes(self, data, verify=True, allowPickle=False): """Decode a `Scene` serialized with `sceneToBytes`. Args: data (bytes): Encoding of a `Scene` sampled from this scenario. verify (bool): If true (the default), raise an exception if the scene appears to have been generated from a different scenario (meaning it will almost certainly not decode correctly). allowPickle (bool): Enable using `pickle` to deserialize custom object types. False by default because it allows malicious data to trigger arbitrary code execution (see the `pickle` documentation). Use this option only if you trust the source of the data and it is not practical to implement serialization for the datatypes you need. Raises: SerializationError: if the scene could not be properly decoded. """ ser = Serializer(data, allowPickle=allowPickle) return ser.readScene(self, verify=verify)
[docs] def simulationToBytes(self, simulation, allowPickle=False): """Encode a `Simulation` sampled from this scenario to a `bytes` object. The serialized simulation may be replayed with `simulationFromBytes`. As with `sceneToBytes`, the format used is suitable for long-term storage but is not guaranteed to be compatible across major versions of Scenic. Raises: SerializationError: if the simulation could not be properly encoded. This should not happen unless your scenario includes a user-defined `Distribution` subclass with an unusual value type. If you get this exception, see the documentation for the internal class `Serializer` for solutions. .. note:: The returned data encodes both the scene comprising the initial condition for the simulation and the simulation itself. If you will be running many simulations starting from the same scene, you can save space by separately encoding the scene and the various simulations: use `sceneToBytes` and `Simulation.getReplay` for encoding, and the **replay** argument of `Simulator.simulate` for decoding. """ sceneData = self.sceneToBytes(simulation.scene) replay = simulation.getReplay() return sceneData + replay
[docs] def simulationFromBytes( self, data, simulator, *, verify=True, allowPickle=False, **kwargs ): """Replay a `Simulation` serialized with `simulationToBytes`. Args: data (bytes): Encoding of a `Simulation` sampled from this scenario. simulator (Simulator): Simulator in which to run the simulation. Using a different simulator configuration than that used for the original simulation may cause errors or unexpected behavior. If you need to do this, see the **enableDivergenceCheck** option of `Simulator.simulate`. verify (bool): As in `sceneFromBytes`. allowPickle (bool): As in `sceneFromBytes`. kwargs: All additional keyword arguments are passed through to the simulator; see `Simulator.simulate` for the available configuration options. Returns: A `Simulation` object representing the completed simulation. Raises: SerializationError: if the simulation could not be properly decoded. DivergenceError: if the replayed simulation has diverged from the original (requires the original to have been run with divergence-checking support; see `Simulator.simulate`). """ if not isinstance(data, io.BufferedIOBase): data = io.BytesIO(data) scene = self.sceneFromBytes(data, verify=verify, allowPickle=allowPickle) return simulator.simulate(scene, replay=data, **kwargs)