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import random
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import numpy
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import numpy as np
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import torch
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from isaaclab.assets import ArticulationCfg
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from isaaclab.envs import ManagerBasedRLEnvCfg, ManagerBasedRLEnv
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from isaaclab.managers import ObservationGroupCfg as ObsGroup
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from isaaclab.managers import ObservationTermCfg as ObsTerm
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from isaaclab.managers import RewardTermCfg as RewTerm
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from isaaclab.managers import TerminationTermCfg as DoneTerm
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from isaaclab.managers import EventTermCfg as EventTerm
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from isaaclab.envs.mdp import JointPositionActionCfg
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from isaaclab.managers import SceneEntityCfg
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from isaaclab.utils import configclass
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from rl_game.get_up.env.t1_env import T1SceneCfg
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import isaaclab.envs.mdp as mdp
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2026-03-19 09:08:57 -04:00
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# --- 1. 自定义 MDP 逻辑函数 ---
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def standing_with_feet_reward(
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env: ManagerBasedRLEnv,
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min_head_height: float,
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min_pelvis_height: float,
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sensor_cfg: SceneEntityCfg,
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force_threshold: float = 20.0,
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max_v_z: float = 0.5
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) -> torch.Tensor:
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head_idx, _ = env.scene["robot"].find_bodies("H2")
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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curr_head_h = torch.clamp(env.scene["robot"].data.body_state_w[:, head_idx[0], 2], 0.0, 2.0)
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curr_pelvis_h = torch.clamp(env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2], 0.0, 2.0)
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head_score = torch.tanh(curr_head_h / (min_head_height + 1e-6) * 2.0)
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pelvis_score = torch.tanh(curr_pelvis_h / (min_pelvis_height + 1e-6) * 2.0)
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height_reward = (head_score + pelvis_score) / 2.0
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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foot_forces_z = torch.sum(contact_sensor.data.net_forces_w[:, :, 2], dim=-1)
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force_weight = torch.sigmoid((foot_forces_z - force_threshold) / 5.0)
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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vel_penalty = torch.exp(-2.0 * torch.clamp(torch.abs(root_vel_z) - max_v_z, min=0.0))
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influence_weight = torch.clamp((curr_pelvis_h - 0.2) / 0.4, min=0.0, max=1.0)
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combined_reward = height_reward * ((1.0 - influence_weight) + influence_weight * force_weight * vel_penalty)
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return combined_reward
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def arm_push_up_reward(
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env: ManagerBasedRLEnv,
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sensor_cfg: SceneEntityCfg,
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height_threshold: float = 0.65,
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min_force: float = 3.0
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) -> torch.Tensor:
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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if contact_sensor is None:
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return torch.zeros(env.num_envs, device=env.device)
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# 1. 获取受力数据
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arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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avg_arm_force = torch.mean(arm_forces_z, dim=-1)
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# 2. 几何限制:手臂必须在躯干下方 (修复了之前的 AttributeError)
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arm_body_indices, _ = env.scene["robot"].find_bodies(sensor_cfg.body_names)
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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pelvis_pos_z = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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arm_pos_z = env.scene["robot"].data.body_state_w[:, arm_body_indices, 2]
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# 手臂是否全部低于盆骨
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is_below_pelvis = torch.all(arm_pos_z < pelvis_pos_z.unsqueeze(1), dim=-1).float()
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# 3. 计算奖励
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force_reward = torch.clamp((avg_arm_force - min_force) / 45.0, min=0.0, max=1.0)
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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velocity_factor = torch.clamp(root_vel_z * 3.0, min=0.0, max=1.5)
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total_reward = force_reward * is_below_pelvis * (1.0 + velocity_factor)
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# 高度越高,手臂奖励越低 (强迫切换到腿)
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height_fade = torch.clamp((height_threshold - pelvis_pos_z) / 0.1, min=0.0, max=1.0)
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return total_reward * height_fade
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def is_standing_still(
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env: ManagerBasedRLEnv,
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min_head_height: float,
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min_pelvis_height: float,
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max_angle_error: float,
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standing_time: float,
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velocity_threshold: float = 0.15
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) -> torch.Tensor:
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"""判定逻辑:双高度达标 + 躯干垂直 + 全身静止"""
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head_idx, _ = env.scene["robot"].find_bodies("H2")
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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current_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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current_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1)
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root_vel_norm = torch.norm(env.scene["robot"].data.root_lin_vel_w, dim=-1)
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# 判定条件:头够高 且 盆骨够高 且 垂直误差小 且 速度低
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is_stable_now = (
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(current_head_h > min_head_height) &
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(current_pelvis_h > min_pelvis_height) &
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(gravity_error < max_angle_error) &
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(root_vel_norm < velocity_threshold)
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)
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if "stable_timer" not in env.extras:
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env.extras["stable_timer"] = torch.zeros(env.num_envs, device=env.device)
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dt = env.physics_dt * env.cfg.decimation
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env.extras["stable_timer"] = torch.where(is_stable_now, env.extras["stable_timer"] + dt,
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torch.zeros_like(env.extras["stable_timer"]))
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return env.extras["stable_timer"] > standing_time
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def joint_deviation_l2(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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"""计算关节相对于默认姿态(default_joint_pos)的偏差平方和"""
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# 获取当前关节位置相对于默认位置的差值
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# mdp.joint_pos_rel 返回的是 (current_pos - default_pos)
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diff = mdp.joint_pos_rel(env, asset_cfg)
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return torch.sum(torch.square(diff), dim=-1)
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# --- 2. 配置类 ---
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T1_JOINT_NAMES = [
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# 腿部
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'Left_Hip_Pitch', 'Right_Hip_Pitch', 'Left_Hip_Roll', 'Right_Hip_Roll',
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'Left_Hip_Yaw', 'Right_Hip_Yaw', 'Left_Knee_Pitch', 'Right_Knee_Pitch',
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'Left_Ankle_Pitch', 'Right_Ankle_Pitch', 'Left_Ankle_Roll', 'Right_Ankle_Roll',
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# 手臂
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'Left_Shoulder_Pitch', 'Left_Shoulder_Roll', 'Left_Elbow_Pitch', 'Left_Elbow_Yaw',
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'Right_Shoulder_Pitch', 'Right_Shoulder_Roll', 'Right_Elbow_Pitch', 'Right_Elbow_Yaw',
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# 腰部
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'Waist'
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]
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@configclass
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class T1ObservationCfg:
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@configclass
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class PolicyCfg(ObsGroup):
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concatenate_terms = True
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base_lin_vel = ObsTerm(func=mdp.base_lin_vel)
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base_ang_vel = ObsTerm(func=mdp.base_ang_vel)
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projected_gravity = ObsTerm(func=mdp.projected_gravity)
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root_pos = ObsTerm(func=mdp.root_pos_w)
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joint_pos = ObsTerm(func=mdp.joint_pos_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)})
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joint_vel = ObsTerm(func=mdp.joint_vel_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)})
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actions = ObsTerm(func=mdp.last_action)
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policy = PolicyCfg()
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@configclass
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class T1EventCfg:
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reset_robot_rotation = EventTerm(
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func=mdp.reset_root_state_uniform,
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params={
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"asset_cfg": SceneEntityCfg("robot"),
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"pose_range": {
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"roll": (-1.57, 1.57), # 左右侧卧
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"pitch": tuple(numpy.array([1.4, 1.6], dtype=np.float32) * random.choice([-1 , 1])), # 仰卧/俯卧
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"yaw": (-3.14, 3.14), # 全向旋转
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"x": (0.0, 0.0),
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"y": (0.0, 0.0),
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"z": (0.1, 0.2),
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},
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"velocity_range": {},
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},
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mode="reset",
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)
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@configclass
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class T1ActionCfg:
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"""关键修改:降低 scale 让动作变丝滑,增大阻尼效果"""
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joint_pos = JointPositionActionCfg(
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asset_name="robot",
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joint_names=T1_JOINT_NAMES,
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scale=0.5,
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use_default_offset=True
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)
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@configclass
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class T1GetUpRewardCfg:
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# 1. 姿态基础奖 (引导身体变正)
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=2.0)
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# 2. 【条件高度奖】:双高度判定(头+盆骨),且必须脚踩地
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height_with_feet = RewTerm(
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func=standing_with_feet_reward,
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weight=20.0, # 作为核心引导,增加权重
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params={
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"min_head_height": 1.10,
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"min_pelvis_height": 0.7,
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"force_threshold": 20.0,
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"max_v_z": 0.3
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}
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)
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# 3. 手臂撑地奖:辅助脱离地面阶段
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arm_push_support = RewTerm(
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func=arm_push_up_reward,
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weight=15.0, # 显著增加权重(从 3.0 提到 15.0),让它成为起步的关键
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params={
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link", "AL3", "AR3"]),
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"height_threshold": 0.65, # 躯干升到 0.6m 前都鼓励手臂用力
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"min_force": 3.0 # 只要有 15N 的力就触发
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2026-03-20 05:20:17 -04:00
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}
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2026-03-17 05:54:20 -04:00
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)
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2026-03-21 07:00:49 -04:00
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# 4. 关节限位惩罚 (新增:防止关节撞死导致数值问题)
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joint_limits = RewTerm(
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func=mdp.joint_pos_limits,
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weight=-1.0,
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2026-03-20 03:37:56 -04:00
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params={"asset_cfg": SceneEntityCfg("robot")}
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2026-03-19 09:25:20 -04:00
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)
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2026-03-21 10:16:01 -04:00
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# 5. 时间惩罚 (强制效率)
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time_penalty = RewTerm(
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func=mdp.is_alive,
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weight=-1.2
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)
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# 6. 成功终极大奖
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2026-03-17 05:54:20 -04:00
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is_success = RewTerm(
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2026-03-21 07:00:49 -04:00
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func=lambda env, keys: env.termination_manager.get_term(keys).float(),
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2026-03-21 10:16:01 -04:00
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weight=500.0,
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2026-03-19 09:08:57 -04:00
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params={"keys": "standing_success"}
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2026-03-17 05:54:20 -04:00
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)
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2026-03-16 05:00:20 -04:00
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2026-03-21 23:46:59 -04:00
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# 7. 手臂关节活跃度奖 (诱导摆动)
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arm_movement_exploration = RewTerm(
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func=mdp.joint_vel_l2,
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weight=2, # 权重不要太高,防止变成“风扇”
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2026-03-22 00:01:21 -04:00
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params={"asset_cfg": SceneEntityCfg("robot",joint_names=["Left_Shoulder.*", "Left_Elbow.*", "Right_Shoulder.*", "Right_Elbow.*"])}
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2026-03-21 23:46:59 -04:00
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)
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# 8. 手臂位置多样性奖 (离开默认折叠姿态)
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arm_deviation_bonus = RewTerm(
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func=joint_deviation_l2,
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weight=1,
|
2026-03-22 00:01:21 -04:00
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params={"asset_cfg": SceneEntityCfg("robot",joint_names=["Left_Shoulder.*", "Left_Elbow.*", "Right_Shoulder.*", "Right_Elbow.*"])}
|
2026-03-21 23:46:59 -04:00
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)
|
2026-03-19 09:08:57 -04:00
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|
2026-03-16 05:00:20 -04:00
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|
@configclass
|
2026-03-16 09:23:22 -04:00
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class T1GetUpTerminationsCfg:
|
2026-03-18 06:05:30 -04:00
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time_out = DoneTerm(func=mdp.time_out)
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|
2026-03-19 09:08:57 -04:00
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|
# 失败判定:躯干倾斜超过 45 度重置
|
2026-03-20 03:37:56 -04:00
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|
#base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 0.785})
|
2026-03-16 09:23:22 -04:00
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|
2026-03-19 09:08:57 -04:00
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|
# 成功判定:双高度 + 稳定
|
2026-03-16 09:23:22 -04:00
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|
standing_success = DoneTerm(
|
2026-03-19 06:29:30 -04:00
|
|
|
func=is_standing_still,
|
2026-03-16 09:23:22 -04:00
|
|
|
params={
|
2026-03-19 09:08:57 -04:00
|
|
|
"min_head_height": 1.05,
|
|
|
|
|
"min_pelvis_height": 0.75,
|
2026-03-21 08:38:17 -04:00
|
|
|
"max_angle_error": 0.3,
|
|
|
|
|
"standing_time": 0.2,
|
|
|
|
|
"velocity_threshold": 0.5
|
2026-03-16 09:23:22 -04:00
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|
|
}
|
2026-03-16 05:00:20 -04:00
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@configclass
|
|
|
|
|
class T1EnvCfg(ManagerBasedRLEnvCfg):
|
2026-03-22 00:01:21 -04:00
|
|
|
scene = T1SceneCfg(num_envs=8192, env_spacing=2.5) # 5090 性能全开
|
2026-03-16 05:00:20 -04:00
|
|
|
|
|
|
|
|
def __post_init__(self):
|
|
|
|
|
super().__post_init__()
|
2026-03-19 09:08:57 -04:00
|
|
|
self.scene.robot.init_state.pos = (0.0, 0.0, 0.2)
|
2026-03-16 05:00:20 -04:00
|
|
|
|
|
|
|
|
observations = T1ObservationCfg()
|
|
|
|
|
rewards = T1GetUpRewardCfg()
|
2026-03-16 09:23:22 -04:00
|
|
|
terminations = T1GetUpTerminationsCfg()
|
|
|
|
|
events = T1EventCfg()
|
2026-03-16 05:46:49 -04:00
|
|
|
actions = T1ActionCfg()
|
2026-03-16 05:00:20 -04:00
|
|
|
|
2026-03-19 09:08:57 -04:00
|
|
|
episode_length_s = 6.0
|
2026-03-21 07:00:49 -04:00
|
|
|
decimation = 4
|