change the reward remove arm disturbance
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@@ -39,13 +39,13 @@ params:
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reward_shaper:
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scale_value: 1.0
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normalize_advantage: True
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gamma: 0.96
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gamma: 0.98
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tau: 0.95
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learning_rate: 3e-4
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learning_rate: 5e-4
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lr_schedule: adaptive
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kl_threshold: 0.008
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score_to_win: 20000
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max_epochs: 200
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max_epochs: 500
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save_best_after: 50
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save_frequency: 100
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grad_norm: 0.5
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@@ -53,7 +53,7 @@ def universal_arm_support_reward(
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env: ManagerBasedRLEnv,
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sensor_cfg: SceneEntityCfg,
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height_threshold: float = 0.60,
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min_force: float = 2.0
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min_force: float = 15.0
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) -> torch.Tensor:
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"""
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通用手臂支撑奖励:同时支持仰卧起坐支撑和俯卧撑起。
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@@ -227,11 +227,11 @@ class T1GetUpRewardCfg:
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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=universal_arm_support_reward,
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weight=20.0, # 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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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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"min_force": 8.0 # 只要有 15N 的力就触发
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}
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)
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@@ -251,24 +251,10 @@ class T1GetUpRewardCfg:
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# 6. 成功终极大奖
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is_success = RewTerm(
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func=lambda env, keys: env.termination_manager.get_term(keys).float(),
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weight=500.0,
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weight=1000.0,
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params={"keys": "standing_success"}
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)
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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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params={"asset_cfg": SceneEntityCfg("robot",joint_names=["Left_Shoulder.*", "Left_Elbow.*", "Right_Shoulder.*", "Right_Elbow.*"])}
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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,
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params={"asset_cfg": SceneEntityCfg("robot",joint_names=["Left_Shoulder.*", "Left_Elbow.*", "Right_Shoulder.*", "Right_Elbow.*"])}
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)
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@configclass
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class T1GetUpTerminationsCfg:
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time_out = DoneTerm(func=mdp.time_out)
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