Amend for standing
This commit is contained in:
@@ -17,7 +17,7 @@ params:
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name: default
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name: default
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sigma_init:
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sigma_init:
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name: const_initializer
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name: const_initializer
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val: 0
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val: 0.8
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fixed_sigma: True
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fixed_sigma: True
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mlp:
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mlp:
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units: [512, 256, 128]
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units: [512, 256, 128]
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@@ -39,7 +39,7 @@ params:
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reward_shaper:
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reward_shaper:
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scale_value: 1.0
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scale_value: 1.0
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normalize_advantage: True
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normalize_advantage: True
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gamma: 0.96
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gamma: 0.99
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tau: 0.95
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tau: 0.95
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learning_rate: 5e-4
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learning_rate: 5e-4
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lr_schedule: adaptive
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lr_schedule: adaptive
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@@ -49,12 +49,12 @@ params:
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save_best_after: 50
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save_best_after: 50
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save_frequency: 100
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save_frequency: 100
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grad_norm: 1.0
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grad_norm: 1.0
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entropy_coef: 0.02
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entropy_coef: 0.05
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truncate_grads: True
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truncate_grads: True
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bounds_loss_coef: 0.001
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bounds_loss_coef: 0.001
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e_clip: 0.2
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e_clip: 0.2
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horizon_length: 32
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horizon_length: 64
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minibatch_size: 16384
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minibatch_size: 8192
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mini_epochs: 4
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mini_epochs: 4
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critic_coef: 2
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critic_coef: 2
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clip_value: True
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clip_value: True
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@@ -21,53 +21,76 @@ def standing_with_feet_reward(
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min_head_height: float,
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min_head_height: float,
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min_pelvis_height: float,
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min_pelvis_height: float,
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sensor_cfg: SceneEntityCfg,
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sensor_cfg: SceneEntityCfg,
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force_threshold: float = 30.0
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force_threshold: float = 30.0,
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max_v_z: float = 0.25
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) -> torch.Tensor:
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) -> torch.Tensor:
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"""
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"""
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【双高度条件奖励】:只有脚踩地,且头和躯干同时达到高度,才给予高度奖励。
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平滑切换的高度奖励:
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低高度 -> 纯高度引导
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高高度 -> 高度 + 足底力 + 速度约束
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"""
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"""
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# 1. 获取脚部触地力判定
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# 1. 获取基本状态
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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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is_feet_on_ground = foot_forces_z > force_threshold
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# 2. 获取头部和躯干索引并提取高度
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head_idx, _ = env.scene["robot"].find_bodies("H2")
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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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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_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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current_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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# 3. 计算高度达标度 (0.0 - 1.0)
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# 2. 计算基础高度得分 (0.0 - 1.0)
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head_reward = torch.clamp(current_head_h / min_head_height, max=1.2)
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head_score = torch.clamp(current_head_h / min_head_height, max=1.0)
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pelvis_reward = torch.clamp(current_pelvis_h / min_pelvis_height, max=1.0)
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pelvis_score = torch.clamp(current_pelvis_h / min_pelvis_height, max=1.0)
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combined_height_score = (head_score + pelvis_score) / 2.0
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# 综合高度奖励(取平均值)
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# 3. 计算足底力判定
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combined_height_reward = (head_reward + pelvis_reward) / 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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is_feet_on_ground = (foot_forces_z > force_threshold).float()
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# 4. 逻辑门:脚不着地,奖励为 0;脚着地后,根据高度给分
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# 4. 计算速度惩罚 (抑制乱跳)
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return torch.where(is_feet_on_ground, combined_height_reward, torch.zeros_like(combined_height_reward))
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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vel_penalty_factor = torch.exp(-4.0 * torch.clamp(torch.abs(root_vel_z) - max_v_z, min=0.0))
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# --- 核心逻辑切换 ---
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# 定义一个“过渡高度” (例如盆骨达到 0.4m)
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transition_h = 0.4
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# 如果高度很低:给纯高度奖,诱导它向上动
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low_height_reward = combined_height_score
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# 如果高度较高:给 综合奖 (高度 * 速度限制 * 必须踩地)
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high_height_reward = combined_height_score * vel_penalty_factor * is_feet_on_ground
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return torch.where(current_pelvis_h < transition_h, low_height_reward, high_height_reward)
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def arm_push_up_reward(
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def arm_push_up_reward(
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env: ManagerBasedRLEnv,
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env: ManagerBasedRLEnv,
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sensor_cfg: SceneEntityCfg,
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sensor_cfg: SceneEntityCfg,
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height_threshold: float = 0.6
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height_threshold: float = 0.5
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) -> torch.Tensor:
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) -> torch.Tensor:
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"""手臂撑地奖励:辅助机器人从趴/躺状态利用手臂反作用力起身"""
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"""
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手臂撑地奖励 + 躯干高度线性引导。
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引导机器人从完全平躺状态通过手臂受力将躯干撑起。
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"""
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# 获取传感器受力
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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if contact_sensor is None: return torch.zeros(env.num_envs, device=env.device)
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if contact_sensor is None: return torch.zeros(env.num_envs, device=env.device)
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arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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# 获取躯干(Pelvis/Trunk)当前高度
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max_arm_force = torch.max(arm_forces_z, dim=-1)[0]
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# 当躯干还很低时,鼓励手撑地
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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current_height = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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current_height = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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pushing_reward = torch.clamp(max_arm_force, max=200.0) / 100.0
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# 1. 手臂受力奖:只有在躯干较低时,鼓励手臂产生向上的反作用力
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return torch.where(current_height < height_threshold, pushing_reward, torch.zeros_like(pushing_reward))
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arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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max_arm_force = torch.max(arm_forces_z, dim=-1)[0]
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push_reward = torch.clamp(max_arm_force / 50.0, max=1.0) # 归一化受力奖励
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# 2. 躯干高度线性引导:只要在 height_threshold 以下,越高分越高
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# 这解决了“动不动奖励都一样”的问题
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lifting_reward = torch.clamp(current_height / height_threshold, max=1.0)
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# 只有在还没站起来(低于阈值)的时候,才给这两个组合奖励
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return torch.where(current_height < height_threshold,
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push_reward + lifting_reward,
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torch.zeros_like(push_reward))
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def is_standing_still(
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def is_standing_still(
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env: ManagerBasedRLEnv,
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env: ManagerBasedRLEnv,
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@@ -134,6 +157,20 @@ def root_vel_z_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> to
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vel_z = env.scene[asset_cfg.name].data.root_lin_vel_w[:, 2]
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vel_z = env.scene[asset_cfg.name].data.root_lin_vel_w[:, 2]
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return torch.square(torch.clamp(vel_z, min=0.0))
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return torch.square(torch.clamp(vel_z, min=0.0))
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def joint_pos_rel_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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# 获取相对默认位置的偏差 (num_envs, num_joints)
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rel_pos = mdp.joint_pos_rel(env, asset_cfg)
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# 计算平方和 (L2)
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return torch.sum(torch.square(rel_pos), dim=-1)
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def strict_feet_contact_reward(env: ManagerBasedRLEnv, sensor_cfg: SceneEntityCfg) -> torch.Tensor:
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"""如果脚不着地,直接给一个很大的负分,强制它必须寻找支点"""
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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# 只要有一只脚没力,就判定为不稳
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foot_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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all_feet_cond = torch.min(foot_forces_z, dim=-1)[0] > 5.0 # 左右脚都要有至少5N的力
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return (~all_feet_cond).float() # 返回1表示违规
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# --- 2. 配置类 ---
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# --- 2. 配置类 ---
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@@ -169,8 +206,8 @@ class T1EventCfg:
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params={
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params={
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"asset_cfg": SceneEntityCfg("robot"),
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"asset_cfg": SceneEntityCfg("robot"),
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"pose_range": {
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"pose_range": {
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"roll": (0, 0),#(-1.57, 1.57),
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"roll": (-0.2, 0.2),#(-1.57, 1.57),
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"pitch": (-1.57, 1.57),#(-1.57, 1.57),
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"pitch": (-1.6, -1.4),#(-1.57, 1.57),
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"yaw": (0, 0),#(-3.14, 3.14),
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"yaw": (0, 0),#(-3.14, 3.14),
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"x": (0.0, 0.0),
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"x": (0.0, 0.0),
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"y": (0.0, 0.0),
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"y": (0.0, 0.0),
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@@ -231,19 +268,39 @@ class T1GetUpRewardCfg:
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# 5. 抑制跳跃:严厉惩罚向上窜的速度
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# 5. 抑制跳跃:严厉惩罚向上窜的速度
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root_vel_z_penalty = RewTerm(
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root_vel_z_penalty = RewTerm(
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func=root_vel_z_l2_local,
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func=root_vel_z_l2_local,
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weight=-10.0, # 增大负权重
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weight=-50.0, # 增大负权重
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params={"asset_cfg": SceneEntityCfg("robot")}
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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)
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# 6. 抑制滞空 (Airtime Penalty)
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# 6. 抑制滞空 (Airtime Penalty)
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# 如果脚离开地面,按时间扣分
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feet_airtime = RewTerm(
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feet_airtime = RewTerm(
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func=feet_airtime_penalty_local,
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func=strict_feet_contact_reward,
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weight=-10.0,
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weight=-20.0, # 加大权重,跳一下扣的分比站起来得的分还多
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params={
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params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"])}
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"sensor_cfg": SceneEntityCfg("feet_contact_sensor"),
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)
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"threshold": 0.1, # 超过 0.2s 离地就开始扣分
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}
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joint_vel_penalty = RewTerm(
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func=mdp.joint_vel_l2,
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weight=-0.5, # 惩罚过快的关节运动
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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action_rate = RewTerm(
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func=mdp.action_rate_l2,
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weight=-0.5, # 惩罚动作的突变,让动作更丝滑,减少爆发力
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)
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# 惩罚躯干的翻转和俯仰角速度
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base_ang_vel_penalty = RewTerm(
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func=lambda env, asset_cfg: torch.norm(mdp.base_ang_vel(env, asset_cfg), dim=-1),
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weight=-0.1,
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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joint_deviation = RewTerm(
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func=joint_pos_rel_l2_local,
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weight=0.1, # 权重不要太高,只是为了让它动起来
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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)
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# 7. 成功终极大奖
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# 7. 成功终极大奖
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@@ -259,7 +316,7 @@ class T1GetUpTerminationsCfg:
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time_out = DoneTerm(func=mdp.time_out)
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time_out = DoneTerm(func=mdp.time_out)
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# 失败判定:躯干倾斜超过 45 度重置
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# 失败判定:躯干倾斜超过 45 度重置
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base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 0.785})
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#base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 0.785})
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# 成功判定:双高度 + 稳定
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# 成功判定:双高度 + 稳定
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standing_success = DoneTerm(
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standing_success = DoneTerm(
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7
rl_game/get_up/env/t1_env.py
vendored
7
rl_game/get_up/env/t1_env.py
vendored
@@ -54,13 +54,6 @@ class T1SceneCfg(InteractiveSceneCfg):
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},
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},
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)
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)
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feet_contact_sensor = ContactSensorCfg(
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prim_path="{ENV_REGEX_NS}/Robot/.*_foot_link", # 使用正则匹配所有脚部 link
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update_period=0.0, # 随物理步长更新
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history_length=3
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)
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contact_sensor = ContactSensorCfg(
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contact_sensor = ContactSensorCfg(
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prim_path="{ENV_REGEX_NS}/Robot/.*",
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prim_path="{ENV_REGEX_NS}/Robot/.*",
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update_period=0.0,
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update_period=0.0,
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