ilqgames
A new real-time solver for large-scale differential games.
weighted_convex_proximity_cost.cpp
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34  * Authors: David Fridovich-Keil ( dfk@eecs.berkeley.edu )
35  */
36 
37 ///////////////////////////////////////////////////////////////////////////////
38 //
39 // Penalizes min(I(abs(x1 - x2) < d) * (d - abs(x1 - x2))^2,
40 // I(abs(y1 - y2) < d) * (d - abs(y1 - y2))^2).
41 //
42 ///////////////////////////////////////////////////////////////////////////////
43 
44 #include <ilqgames/cost/weighted_convex_proximity_cost.h>
45 #include <ilqgames/utils/types.h>
46 
47 #include <glog/logging.h>
48 
49 namespace ilqgames {
50 
51 float WeightedConvexProximityCost::Evaluate(const VectorXf& input) const {
52  const float dx = input(xidx1_) - input(xidx2_);
53  const float dy = input(yidx1_) - input(yidx2_);
54  const float vv =
55  input(vidx1_) * input(vidx1_) + input(vidx2_) * input(vidx2_);
56 
57  if (dx * dx >= threshold_sq_ || dy * dy >= threshold_sq_) return 0.0;
58 
59  const float delta_x = (threshold_ - std::abs(dx));
60  const float delta_y = (threshold_ - std::abs(dy));
61  return 0.5 * weight_ * vv * std::min(delta_x * delta_x, delta_y * delta_y);
62 }
63 
64 void WeightedConvexProximityCost::Quadraticize(const VectorXf& input,
65  MatrixXf* hess,
66  VectorXf* grad) const {
67  CHECK_NOTNULL(hess);
68  CHECK_NOTNULL(grad);
69 
70  // Check dimensions.
71  CHECK_EQ(input.size(), hess->rows());
72  CHECK_EQ(input.size(), hess->cols());
73  CHECK_EQ(input.size(), grad->size());
74 
75  // Compute Hessian and gradient.
76  const float dx = input(xidx1_) - input(xidx2_);
77  const float dy = input(yidx1_) - input(yidx2_);
78  const float vv =
79  input(vidx1_) * input(vidx1_) + input(vidx2_) * input(vidx2_);
80 
81  if (dx * dx >= threshold_sq_ || dy * dy >= threshold_sq_) return;
82 
83  // Which dimension is active, x or y?
84  const float delta_x = threshold_ - std::abs(dx);
85  const float delta_y = threshold_ - std::abs(dy);
86 
87  const bool is_x_active = delta_x * delta_x < delta_y * delta_y;
88 
89  float dv1dv2 = 0.0;
90  if (is_x_active) {
91  const float dx1 = -weight_ * delta_x * vv;
92  const float dv1 = -weight_ * input(vidx1_) * delta_x * delta_x;
93  const float dv2 = -weight_ * input(vidx2_) * delta_x * delta_x;
94  const float ddx1 = weight_;
95  const float ddv1 = weight_ * delta_x * delta_x;
96  const float ddv2 = ddv1;
97  const float dx1dv1 = -2.0 * weight_ * input(vidx1_) * sgn(dx);
98  const float dx1dv2 = -2.0 * weight_ * input(vidx2_) * sgn(dx);
99 
100  // Hessian.
101  (*hess)(xidx1_, xidx1_) += ddx1;
102  (*hess)(xidx1_, xidx2_) -= ddx1;
103  (*hess)(xidx2_, xidx1_) -= ddx1;
104  (*hess)(xidx2_, xidx2_) += ddx1;
105  (*hess)(xidx1_, vidx1_) += dx1dv1;
106  (*hess)(xidx1_, vidx2_) += dx1dv2;
107  (*hess)(xidx2_, vidx1_) -= dx1dv1;
108  (*hess)(xidx2_, vidx2_) -= dx1dv2;
109  (*hess)(vidx1_, xidx1_) += dx1dv1;
110  (*hess)(vidx1_, xidx2_) -= dx1dv1;
111  (*hess)(vidx1_, vidx1_) += ddv1;
112  (*hess)(vidx1_, vidx2_) += dv1dv2;
113  (*hess)(vidx2_, xidx1_) += dx1dv2;
114  (*hess)(vidx2_, xidx2_) -= dx1dv2;
115  (*hess)(vidx2_, vidx1_) += dv1dv2;
116  (*hess)(vidx2_, vidx2_) += ddv2;
117 
118  // Gradient.
119  (*grad)(xidx1_) += dx1;
120  (*grad)(xidx2_) -= dx1;
121  (*grad)(vidx1_) += dv1;
122  (*grad)(vidx2_) += dv2;
123  } else {
124  const float dy1 = -weight_ * delta_y * vv;
125  const float dv1 = -weight_ * input(vidx1_) * delta_y * delta_y;
126  const float dv2 = -weight_ * input(vidx2_) * delta_y * delta_y;
127  const float ddy1 = weight_;
128  const float ddv1 = weight_ * delta_y * delta_y;
129  const float ddv2 = ddv1;
130  const float dy1dv1 = -2.0 * weight_ * input(vidx1_) * sgn(dy);
131  const float dy1dv2 = -2.0 * weight_ * input(vidx2_) * sgn(dy);
132 
133  // Hessian.
134  (*hess)(yidx1_, yidx1_) += ddy1;
135  (*hess)(yidx1_, yidx2_) -= ddy1;
136  (*hess)(yidx2_, yidx1_) -= ddy1;
137  (*hess)(yidx2_, yidx2_) += ddy1;
138  (*hess)(yidx1_, vidx1_) += dy1dv1;
139  (*hess)(yidx1_, vidx2_) += dy1dv2;
140  (*hess)(yidx2_, vidx1_) -= dy1dv1;
141  (*hess)(yidx2_, vidx2_) -= dy1dv2;
142  (*hess)(vidx1_, yidx1_) += dy1dv1;
143  (*hess)(vidx1_, yidx2_) -= dy1dv1;
144  (*hess)(vidx1_, vidx1_) += ddv1;
145  (*hess)(vidx1_, vidx2_) += dv1dv2;
146  (*hess)(vidx2_, yidx1_) += dy1dv2;
147  (*hess)(vidx2_, yidx2_) -= dy1dv2;
148  (*hess)(vidx2_, vidx1_) += dv1dv2;
149  (*hess)(vidx2_, vidx2_) += ddv2;
150 
151  // Gradient.
152  (*grad)(yidx1_) += dy1;
153  (*grad)(yidx2_) -= dy1;
154  (*grad)(vidx1_) += dv1;
155  (*grad)(vidx2_) += dv2;
156  }
157 }
158 
159 } // namespace ilqgames