Random pushes
77 · Domain randomization
Five boxes on the ground get two random horizontal pushes, at 1 s and 2.5 s. Steel's state is joint_q and joint_qd, so a velocity kick is written into state.joint_qd (a free joint's qd is the COM velocity and angular velocity in the world frame). A force push writes a wrench into state.body_f on the input state of every step for 0.1 s. Writing state.body_qd does nothing: Steel recomputes it from joint_qd.
What to look at
- joint_qd kick: each box slides in its own random direction.
- body_f pulse: same directions, same impulse, a little shorter slide.
- body_qd kick: nothing moves.
Key parameter
state.joint_qd / state.body_fState, not model: no notify needed. body_f is a world-frame (force, torque) wrench at the COM, applied during the step that reads it.
Try changing
- Push a quadruped's base with a velocity kick at a random time per world.
- Apply a torque instead of a force in body_f to spin the boxes.
Concept
When Steel sees a randomized value
What it is
Steel reads this input from the model or state every step, so a write takes effect on the next step. The tutorial still notifies where a flag exists, which keeps sleeping islands and carried kinematics consistent.
In this scene
body_qd kick: nothing moves.
Considerations
- Cost
- None beyond writing the state arrays.
- Graph capture
- These flags can be captured in a reset graph. Kinematic-flag changes, sleeping, and shape flags with sparse factors plus restitution run eagerly; captured calls skip some value checks.
- Use it when
- Robustness to external disturbances; write state, so no notify is needed.
The script
cd tutorials && python dr_pushes.py prints each variant's final metric; --record out.json also writes the replay. Every tutorial imports replay.py from the same folder.
# SPDX-FileCopyrightText: Copyright (c) 2026 Skild AI and the Steel contributors# SPDX-License-Identifier: Apache-2.0
"""Random pushes: kick each world's base through state.joint_qd, or push it with state.body_f."""
import newtonimport numpy as npimport warp as wpfrom newton.solvers import SolverSteel
from replay import Recorder
DT = 1.0 / 240.0SUBSTEPS = 8WORLDS = 5PUSH_TIMES = (1.0, 2.5) # sPULSE = 0.1 # s, duration of a force push
def build(): base = newton.ModelBuilder() body = base.add_body(xform=wp.transform((0.0, 0.0, 0.05), wp.quat_identity())) base.add_shape_box(body, hx=0.08, hy=0.05, hz=0.05, cfg=newton.ModelBuilder.ShapeConfig(mu=0.5)) builder = newton.ModelBuilder() builder.replicate(base, WORLDS, spacing=(0.0, 0.6, 0.0)) builder.add_ground_plane(cfg=newton.ModelBuilder.ShapeConfig(mu=0.5)) return builder.finalize()
def simulate(rec, label, kicks, method): model = build() solver = SolverSteel(model) pipeline = newton.CollisionPipeline(model) contacts = pipeline.contacts() state_0, state_1, control = model.state(), model.state(), model.control() start = state_0.body_q.numpy()[:, :2].copy() mass = model.body_mass.numpy()
run = rec.variant(label, model) push_frames = {round(t * rec.fps): k for k, t in enumerate(PUSH_TIMES)} force, push_end = np.zeros((WORLDS, 6), np.float32), -1 for frame in range(rec.frames(4.0)): k = push_frames.get(frame) if k is not None and method == "joint_qd": # Steel's state is joint_q/joint_qd; a free joint's qd is (v_com, omega) in world frame qd = state_0.joint_qd.numpy().reshape(WORLDS, 6) qd[:, :2] += kicks[k] state_0.joint_qd.assign(qd.reshape(-1)) elif k is not None and method == "body_qd": qd = state_0.body_qd.numpy() # an output for Steel, recomputed from joint_qd qd[:, :2] += kicks[k] state_0.body_qd.assign(qd) elif k is not None and method == "body_f": force[:, :2] = kicks[k] * mass[:, None] / PULSE # same impulse as the kick push_end = frame + round(PULSE * rec.fps) slide = np.linalg.norm(state_0.body_q.numpy()[:, :2] - start, axis=1) run.frame(state_0, **{f"world {w}": d for w, d in enumerate(slide)}) for _ in range(SUBSTEPS): # world-frame (force, torque) at the COM; set it on the input state of every step state_0.body_f.assign(force if frame < push_end else np.zeros_like(force)) pipeline.collide(state_0, contacts) solver.step(state_0, state_1, control, contacts, DT) state_0, state_1 = state_1, state_0 run.check(solver)
if __name__ == "__main__": rng = np.random.default_rng(11) angle = rng.uniform(0.0, 2.0 * np.pi, (len(PUSH_TIMES), WORLDS)) speed = rng.uniform(0.5, 1.5, (len(PUSH_TIMES), WORLDS)) # m/s kicks = np.stack([np.cos(angle), np.sin(angle)], axis=-1) * speed[..., None] rec = Recorder() simulate(rec, "velocity kick via state.joint_qd", kicks, "joint_qd") simulate(rec, "force pulse via state.body_f", kicks, "body_f") simulate(rec, "velocity kick via state.body_qd: ignored", kicks, "body_qd") rec.save()# SPDX-FileCopyrightText: Copyright (c) 2026 Skild AI and the Steel contributors# SPDX-License-Identifier: Apache-2.0
"""Record Steel tutorial runs as replay JSON for the tutorials page, or print a summary.
Every tutorial imports this module. ``python NN_name.py`` runs the variants and printsthe final metric of each; ``--record out.json`` also writes body poses, shapes and metricseries that the page replays in 3D."""
import argparseimport base64import jsonimport osimport subprocessimport sysimport time
import newtonimport numpy as npimport warp as wp
from source_hash import source_sha256
_RENDERED_TYPES = { newton.GeoType.PLANE, newton.GeoType.SPHERE, newton.GeoType.CAPSULE, newton.GeoType.ELLIPSOID, newton.GeoType.CYLINDER, newton.GeoType.BOX, newton.GeoType.MESH, newton.GeoType.CONE, newton.GeoType.CONVEX_MESH,}
class Recorder: """Collect the variants of one tutorial; ``fps`` is the replay frame rate."""
def __init__(self, fps: int = 30): parser = argparse.ArgumentParser() parser.add_argument( "--record", metavar="OUT.json", help="write a replay file for the tutorials page" ) parser.add_argument("--device", default=None, help="Warp device, for example cuda:0") self.args = parser.parse_args() if self.args.device: wp.set_device(self.args.device) self.fps = fps self.script = os.path.abspath(sys.argv[0]) self.variants: list[Variant] = []
def frames(self, seconds: float) -> int: """Number of replay frames in ``seconds``, including the first.""" return int(round(seconds * self.fps)) + 1
def variant( self, label: str, model: newton.Model, *, ghost: bool = False, slot: int | None = None, scene: str | None = None, ) -> "Variant": """Start one run; ``ghost`` overlays run ``slot``, ``scene`` groups runs for charts.""" variant = Variant(label, model, self.fps, ghost, slot, scene) self.variants.append(variant) return variant
def save(self) -> None: """Print a summary and, with ``--record``, write the replay file.""" for variant in self.variants: last = variant.metrics[-1] if variant.metrics else {} flag = " (rows dropped)" if variant.overflow else "" print(f"{variant.label:<48} {json.dumps(last)} {variant.wall:.2f} s{flag}") if not self.args.record: return source_sha = source_sha256(self.script) doc = { "script": os.path.basename(self.script), "script_sha256": source_sha, "newton_commit": _newton_commit(), "newton_version": newton.__version__, "warp_version": wp.config.version, "gpu": wp.get_device().name, "fps": self.fps, "variants": [v.to_json() for v in self.variants], } with open(self.args.record, "w") as f: json.dump(doc, f, separators=(",", ":")) print(f"wrote {self.args.record}")
class Variant: """One recorded run: a pose per frame for every body, plus named metric values."""
def __init__(self, label, model, fps, ghost, slot, scene): self.label, self.model, self.fps, self.ghost, self.slot = label, model, fps, ghost, slot self.scene = scene self.poses: list[np.ndarray] = [] self.metrics: list[dict] = [] self.awake: list[list[int]] = [] self.particles: list[np.ndarray] = [] self.overflow = False self.start = time.perf_counter() self.wall = 0.0
def frame(self, state: newton.State, awake=None, particles=None, **metrics) -> None: """Record ``state.body_q``, optional awake flags, particle positions and metric values.""" self.poses.append(state.body_q.numpy().astype(np.float32).copy()) if particles is not None: self.particles.append(particles.numpy().astype(np.float32).copy()) self.metrics.append({k: _round(v) for k, v in metrics.items()}) if awake is not None: self.awake.append([int(x) for x in awake.numpy()]) self.wall = time.perf_counter() - self.start
def check(self, solver) -> None: """Note whether the solver dropped rows; call once after the run.""" try: solver.check_constraint_capacity() except RuntimeError: self.overflow = True
def to_json(self) -> dict: poses = ( np.stack(self.poses) if self.poses else np.zeros((0, self.model.body_count, 7), np.float32) ) return { "label": self.label, "fps": self.fps, "ghost": self.ghost, "slot": self.slot, "scene": self.scene, "bodies": int(self.model.body_count), "frames": int(poses.shape[0]), "poses": base64.b64encode(poses.astype(np.float32).tobytes()).decode(), "shapes": _shape_table(self.model), "metric": self.metrics, "awake": self.awake or None, "particles": self._particles_json(), "wall_s": round(self.wall, 3), "overflow": self.overflow, }
def _particles_json(self): if not self.particles: return None frames = np.stack(self.particles) tris = self.model.tri_indices radius = self.model.particle_radius.numpy() return { "count": int(frames.shape[1]), "frames": base64.b64encode(frames.astype(np.float32).tobytes()).decode(), "radius": round(float(radius.mean()), 5) if radius.size else 0.0, "tris": [int(v) for v in tris.numpy().reshape(-1)] if tris is not None and tris.shape[0] else None, }
def _shape_table(model): types = model.shape_type.numpy() scales = model.shape_scale.numpy() xforms = model.shape_transform.numpy() bodies = model.shape_body.numpy() flags = model.shape_flags.numpy() shapes = [] for i, t in enumerate(types): if int(t) not in _RENDERED_TYPES or not flags[i] & int(newton.ShapeFlags.VISIBLE): continue shape = { "b": int(bodies[i]), "t": int(t), "s": [round(float(v), 5) for v in scales[i]], "x": [round(float(v), 6) for v in xforms[i]], } if int(t) in (newton.GeoType.MESH, newton.GeoType.CONVEX_MESH): mesh = model.shape_source[i] shape["v"] = [round(float(v), 5) for v in np.asarray(mesh.vertices).reshape(-1)] shape["i"] = [int(v) for v in np.asarray(mesh.indices).reshape(-1)] shapes.append(shape) return shapes
def _round(value): value = float(value) return round(value, 5) if np.isfinite(value) else None
def _newton_commit(): if os.environ.get("NEWTON_COMMIT"): return os.environ["NEWTON_COMMIT"] try: root = os.path.dirname(os.path.dirname(newton.__file__)) return subprocess.check_output(["git", "-C", root, "rev-parse", "HEAD"], text=True).strip() except (OSError, subprocess.CalledProcessError): return NoneRecorded with SolverSteel on Newton 1.9.0.dev0, Warp 1.19.0, NVIDIA RTX PRO 6000 Blackwell Server Edition. Replays read the state back every frame, so they are not a speed benchmark. Script · page text
Steel docs and tutorials are licensed under Apache-2.0. Third-party notices. "Skild", "Skild AI" and the Skild logo are trademarks of Skild AI and are not licensed under Apache-2.0.