# System Architecture — DonkeyCar RL Autoresearch ## Overview Five distinct layers talk to each other. From bottom to top: ``` ┌─────────────────────────────────────────────────────────────────┐ │ Layer 5: OUR CODE (autoresearch_controller, wave4_controller) │ │ GP+UCB proposes hyperparameters, launches training │ ├─────────────────────────────────────────────────────────────────┤ │ Layer 4: OUR CODE (multitrack_runner, reward_wrapper) │ │ PPO training loop, reward shaping, track switching │ ├─────────────────────────────────────────────────────────────────┤ │ Layer 3: gym_donkeycar (Python package, installed) │ │ Gymnasium environment wrapper around the sim │ ├─────────────────────────────────────────────────────────────────┤ │ Layer 2: TCP socket (localhost:9091) │ │ JSON messages in both directions │ ├─────────────────────────────────────────────────────────────────┤ │ Layer 1: sdsandbox (Unity app, running on Windows/WSL) │ │ 3D physics simulation, rendering, track logic │ └─────────────────────────────────────────────────────────────────┘ ``` --- ## Layer 1: sdsandbox (Unity Simulator) **Location:** `/mnt/c/Users/Paul/Documents/projects/sdsandbox/sdsim/` **Language:** C# (Unity) **What it does:** Runs the 3D physics simulation — car physics, track geometry, collision detection, camera rendering, lap timing. ### Key C# scripts | File | Role | |------|------| | `Scripts/tcp/TcpCarHandler.cs` | **Main bridge** — handles the TCP connection, reads steering/throttle commands, sends telemetry JSON every frame | | `Scripts/CarPath.cs` | Defines the track centreline as a series of nodes; computes CTE via `GetCrossTrackErr()` | | `Scripts/PathManager.cs` | Manages the active path, knows which node the car is near (`iActiveSpan`) | | `Scripts/startingLine.cs` | Detects lap completions, measures lap times | | `Scripts/Car.cs` | Car physics — applies steering/throttle, tracks velocity, collision | | `Scripts/SceneLoader.cs` | Loads/unloads track scenes in response to `load_scene` / `exit_scene` messages | | `Scripts/GlobalState.cs` | Flags like `extendedTelemetry` that gate which fields are sent | ### What the sim sends every frame (telemetry JSON) ```json { "msg_type": "telemetry", "steering_angle": 0.0, "throttle": 0.4, "image": "", "hit": "none", "time": 12.34, "speed": 2.5, "accel_x/y/z": ..., "gyro_x/y/z": ..., "pitch/yaw/roll": ..., "activeNode": 42, ← current path node index (ALWAYS sent) "totalNodes": 186, ← total path nodes (ALWAYS sent) "cte": 0.3, ← cross-track error (extendedTelemetry=true) "pos_x/y/z": ..., ← world position (extendedTelemetry=true) "vel_x/y/z": ... ← world velocity (extendedTelemetry=true) } ``` ### What the sim receives (commands) ```json { "msg_type": "control", "steering": 0.2, "throttle": 0.5, "brake": 0.0 } { "msg_type": "load_scene", "scene_name": "generated_track" } { "msg_type": "exit_scene" } { "msg_type": "car_config", ... } ``` --- ## Layer 2: TCP Socket (localhost:9091) A plain TCP connection carrying newline-delimited JSON messages. The sim is the **server** (listens on 9091). Python is the **client** (connects to 9091). **Critical rule:** Each `gym.make()` call opens ONE TCP connection, which spawns ONE car in the sim. Opening a second connection spawns a phantom second car. Always `env.close()` before opening a new connection. Track switching must go through the EXISTING connection via `exit_scene`, not by opening a new connection. --- ## Layer 3: gym_donkeycar (Python Package) **Location:** `/home/paulh/.local/lib/python3.10/site-packages/gym_donkeycar/` **Installed via:** pip **What it does:** Wraps the TCP connection as a standard Gymnasium environment so Stable-Baselines3 and other RL libraries can use it. ### File structure ``` gym_donkeycar/ ├── __init__.py Registers all environments with gymnasium ├── core/ │ ├── sim_client.py SDClient — raw TCP socket send/receive │ ├── client.py Low-level socket, threading, message queue │ └── message.py IMesgHandler interface └── envs/ ├── donkey_env.py DonkeyEnv — THE gymnasium.Env subclass ├── donkey_sim.py DonkeyUnitySimContoller — parses telemetry, │ builds info dict, manages episode state └── donkey_proc.py Optional: launches sim as subprocess ``` ### How they connect ``` DonkeyEnv (donkey_env.py) └── creates DonkeyUnitySimContoller (donkey_sim.py) └── creates SimClient (core/sim_client.py) └── creates SDClient (core/client.py) └── TCP socket → Unity sim ``` ### donkey_env.py — the Gymnasium interface This is what your code calls with `gym.make('donkey-generated-track-v0')`. - `reset()` → sends `car_config`, waits for `sim started!`, returns first obs - `step(action)` → sends `control` message (steering + throttle), waits for next telemetry frame, returns `(obs, reward, terminated, truncated, info)` - Observation = camera image (120×160×3 uint8) - Action space = Box([-1,0], [1,1]) — [steering, throttle] ### donkey_sim.py — the telemetry parser Receives JSON frames from the sim and maintains state: | Attribute | Source | Meaning | |-----------|--------|---------| | `self.image_array` | `image` field | Current camera frame | | `self.cte` | `cte` field | Cross-track error (metres from centreline) | | `self.speed` | `speed` field | Car speed (m/s) | | `self.hit` | `hit` field | What was last hit (`"none"` or object name) | | `self.x/y/z` | `pos_x/y/z` | World position | | `self.lap_count` | crossing start line | Completed laps | | `self.last_lap_time` | crossing start line | Most recent lap time (seconds) | | `self.active_node` | `activeNode` | Current path node index ← **newly added** | | `self.total_nodes` | `totalNodes` | Total path nodes ← **newly added** | The info dict returned from `step()` contains all of the above plus: - `track_progress = active_node / total_nodes` ← **newly added, 0.0→1.0** Episode termination (`done=True`) fires when: - `abs(cte) > max_cte` (default 8m) — car too far off centreline - `hit != "none"` — car hit something (when detected by physics) ### Registered environments ```python # All defined in gym_donkeycar/__init__.py 'donkey-generated-roads-v0' → GeneratedRoadsEnv (generated_road) 'donkey-generated-track-v0' → GeneratedTrackEnv (generated_track) 'donkey-mountain-track-v0' → MountainTrackEnv (mountain_track) 'donkey-minimonaco-track-v0' → MiniMonacoEnv (mini_monaco) 'donkey-warehouse-v0' → WarehouseEnv 'donkey-roboracingleague-track-v0' → RoboRacingLeagueTrackEnv # ... etc ``` --- ## Layer 4: Our Training Code **Location:** `agent/` ### reward_wrapper.py — SpeedRewardWrapper Wraps a DonkeyEnv and **completely replaces** the sim's own reward signal. **v5 reward (current):** ```python reward = (speed / 10.0) × (1 - |cte| / max_cte) ``` - Fast + centred = high reward - Slow (e.g. on a hill) = low reward → gradient pushes toward more throttle - Off-track = near-zero reward - Crash (done=True) = -1.0 - Short-lap exploit (<5s): large penalty ### multitrack_runner.py — Training Loop Manages round-robin training across multiple tracks: 1. Creates env on track A, trains for `steps_per_switch` steps 2. Calls `close_and_switch()` → sends `exit_scene` via existing viewer, closes env, waits, opens env on track B 3. Repeats until `total_timesteps` reached 4. Evaluates on test tracks (mini_monaco, etc.) **Wrapper stack applied to every env:** ``` gym.make(track_id) ← raw DonkeyEnv → ThrottleClampWrapper ← ensures minimum throttle (0.2 or 0.5) → StuckTerminationWrapper ← ends episode if <0.5m in 80 steps → SpeedRewardWrapper ← replaces reward with v5 formula → DummyVecEnv ← SB3 requires vectorised envs → VecTransposeImage ← SB3 CNN needs (C,H,W) not (H,W,C) ``` ### Key design decisions - **PPO with CnnPolicy** — raw image input, SB3 handles CNN feature extraction - **Continuous actions** — steering [-1,1] and throttle [0,1]; no discretisation - **No warm-start** — each trial trains from random weights to avoid bias - **Per-segment checkpointing** — model saved after every training segment so timeouts don't lose all progress --- ## Layer 5: Autoresearch (GP+UCB) **wave4_controller.py** — outer loop: 1. Proposes hyperparameters (learning_rate, steps_per_switch, total_timesteps) using Gaussian Process + Upper Confidence Bound (GP+UCB) 2. Launches `multitrack_runner.py` as a subprocess 3. Parses test track scores from stdout 4. Updates GP with (hyperparams → score) to improve next proposal 5. Saves champion model when score improves **TinyGP** — pure numpy Gaussian Process (no sklearn dependency): - Fits a smooth surface over (hyperparams → performance) space - UCB = mean + κ×std — balances exploiting known-good regions vs exploring uncertain ones --- ## Data Flow: One Training Step ``` 1. model.predict(obs) → action [steering, throttle] 2. ThrottleClampWrapper.step(action) → clamp throttle ≥ 0.2 3. StuckTerminationWrapper.step(action) → check if car moved <0.5m in 80 steps 4. SpeedRewardWrapper.step(action) → compute v5 reward, check short-lap exploit 5. DonkeyEnv.step(action) → send TCP "control" message to Unity sim 6. Unity sim → physics tick → send telemetry JSON back 7. donkey_sim.py → parse JSON → update cte, speed, active_node, track_progress 8. DonkeyEnv.step() returns (obs=camera_image, reward=sim_reward, done, info) 9. SpeedRewardWrapper replaces sim_reward with v5 reward 10. SB3 PPO stores (obs, action, v5_reward, done) in rollout buffer 11. After n_steps=2048: PPO gradient update → policy weights update ``` --- ## What track_progress Tells Us (New) `info['track_progress']` = `activeNode / totalNodes` - **0.0** = car is at the start line - **0.5** = car is halfway around the track - **1.0** = car has completed the track This is the **first time we have forward progress information** in the reward. Previously, CTE only told us "how far sideways from the centreline" — not "how far along the track." With track_progress we can reward the model for getting further around the track even if it's slow or slightly off-centre. This is especially important for mountain_track where the hill blocked learning. --- ## File Quick Reference | File | What to edit when... | |------|---------------------| | `agent/reward_wrapper.py` | Changing reward function | | `agent/multitrack_runner.py` | Changing training loop, wrappers, track switching | | `agent/wave4_controller.py` | Changing GP search, hyperparameter ranges | | `gym_donkeycar/envs/donkey_sim.py` | Adding new fields from sim telemetry | | `gym_donkeycar/envs/donkey_env.py` | Changing env reset/step behaviour | | `sdsandbox/.../TcpCarHandler.cs` | Adding new telemetry fields from Unity | | `sdsandbox/.../CarPath.cs` | Changing how CTE / track progress is computed |