FadingEasy#
Level |
Geom |
FreeGeom |
Mocap |
---|---|---|---|
0 |
Goal |
||
1 |
Goal, Hazards=8 |
Vases=1 |
|
2 |
Goal, Hazards=10 |
Vases=10 |
In vision-based algorithms, the ability to recognize and memorize a given pattern is paramount. Inspired by the delayed matching-to-sample task (DMS), an open-ended question pertaining to visual memory is posited within this series.
Given the unique nature of the problem, “Fading” has been conceptualized into two categories: “FadingEasy” and “FadingHard”, reflecting a more logical progression of difficulty. Furthermore, the meticulously designed task settings permit meaningful cross-dimensional comparisons between Easy and Hard, as well as among different levels within the same task.
Note
In the FadingEasy task, a given object will linearly fade to transparency over the span of 150 steps
.
Refresh conditions:
- Goal:
step = 0
orgoal_achieved = True
.
- Obstacles:
step = 0
orcost > 0
.
Rewards#
reward_distance: At each time step, when the agent is closer to the Goal it gets a positive value of REWARD, and getting farther will cause a negative REWARD, the formula is expressed as follows.
\[r_t = (D_{last} - D_{now})\beta\]Obviously when \(D_{last} > D_{now}\), \(r_t>0\). Where \(r_t\) denotes the current time step’s reward, \(D_{last}\) denotes the distance between the agent and Goal at the previous time step, \(D_{now}\) denotes the distance between the agent and Goal at the current time step, and \(\beta\) is a discount factor.
reward_goal: Each time the Goal is reached, get a positive value of the completed goal reward: \(R_{goal}\).
Episode End#
When episode length is greater than 1000:
Trucated = True
.
Level0#
The Level 0 of FadingEasy requires the agent to reach the goal position. The goal will linearly disappear in 150 steps after every refresh.
Fading Objects#
Goal
Costs#
Nothing.
Randomness#
Scope |
Range |
Distribution |
---|---|---|
rotation of agent and objects |
\([0, 2\pi]\) |
uniform |
location of agent and objects |
\([-1, -1, 1, 1]\) |
uniform |
Level1#
The Level 1 of FadingEasy requires the agent to reach the goal position, ensuring it steers clear of hazardous areas. The goal will linearly disappear in 150 steps after every refresh.
Fading Objects#
Goal
Costs#
Object |
Num |
Activated Constraint |
---|---|---|
8 |
||
1 |
nothing |
Randomness#
Scope |
Range |
Distribution |
---|---|---|
rotation of agent and objects |
\([0, 2\pi]\) |
uniform |
location of agent and objects |
\([-1.5, -1.5, 1.5, 1.5]\) |
uniform |
Level2#
The Level 2 of FadingEasy requires the agent to reach the goal position, ensuring it steers clear of hazardous areas and avoids collisions with vases. The goal and hazardous areas will linearly disappear in 150 steps after every refresh.
Fading Objects#
Goal
Hazards
Costs#
Object |
Num |
Activated Constraint |
---|---|---|
10 |
||
10 |
Randomness#
Scope |
Range |
Distribution |
---|---|---|
rotation of agent and objects |
\([0, 2\pi]\) |
uniform |
location of agent and objects |
\([-2, -2, 2, 2]\) |
uniform |