change parameter
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@@ -203,6 +203,7 @@ class T1ObservationCfg:
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base_lin_vel = ObsTerm(func=mdp.base_lin_vel)
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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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base_ang_vel = ObsTerm(func=mdp.base_ang_vel)
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projected_gravity = ObsTerm(func=mdp.projected_gravity)
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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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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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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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joint_vel = ObsTerm(func=mdp.joint_vel_rel,
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@@ -224,7 +225,7 @@ class T1EventCfg:
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"yaw": (-3.14, 3.14), # 全向旋转
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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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"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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"z": (0.2, 0.3),
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"z": (0.1, 0.2),
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},
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},
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"velocity_range": {},
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"velocity_range": {},
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},
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},
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@@ -238,7 +239,7 @@ class T1ActionCfg:
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joint_pos = JointPositionActionCfg(
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joint_pos = JointPositionActionCfg(
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asset_name="robot",
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asset_name="robot",
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joint_names=T1_JOINT_NAMES,
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joint_names=T1_JOINT_NAMES,
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scale=0.2, # 从 0.5 降到 0.2,防止电机暴力抽搐
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scale=0.5,
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use_default_offset=True
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use_default_offset=True
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)
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)
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@@ -246,35 +247,35 @@ class T1ActionCfg:
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@configclass
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@configclass
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class T1GetUpRewardCfg:
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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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# 1. 姿态基础奖 (引导身体变正)
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=5.0)
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=10.0)
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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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# 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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height_with_feet = RewTerm(
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func=standing_with_feet_reward,
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func=standing_with_feet_reward,
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weight=30.0, # 作为核心引导,增加权重
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weight=50.0, # 作为核心引导,增加权重
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params={
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params={
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"min_head_height": 1.10,
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"min_head_height": 1.10,
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"min_pelvis_height": 0.65,
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"min_pelvis_height": 0.65,
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"force_threshold": 30.0
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"force_threshold": 10.0
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}
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}
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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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# 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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arm_push_support = RewTerm(
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func=arm_push_up_reward,
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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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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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params={
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params={
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link", "AL3", "AR3"]),
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link", "AL3", "AR3"]),
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"height_threshold": 0.6, # 躯干升到 0.6m 前都鼓励手臂用力
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"height_threshold": 0.6, # 躯干升到 0.6m 前都鼓励手臂用力
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"min_force": 15.0 # 只要有 15N 的力就触发
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"min_force": 10.0 # 只要有 15N 的力就触发
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}
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}
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)
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)
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# 4. 惩罚项
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# 4. 惩罚项
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undesired_contacts = RewTerm(
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undesired_contacts = RewTerm(
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func=mdp.undesired_contacts,
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func=mdp.undesired_contacts,
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weight=-10.0,
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weight=-2.0,
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params={
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params={
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["H2", "Trunk"]),
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["H2", "Trunk"]),
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# 注意:此处必须排除手臂相关 link,否则手臂用力时会同时被扣分
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# 注意:此处必须排除手臂相关 link,否则手臂用力时会同时被扣分
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@@ -285,26 +286,26 @@ 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=-50.0, # 增大负权重
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weight=-1.0, # 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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feet_airtime = RewTerm(
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feet_airtime = RewTerm(
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func=strict_feet_contact_reward,
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func=strict_feet_contact_reward,
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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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weight=-5.0, # 加大权重,跳一下扣的分比站起来得的分还多
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params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"])}
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params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"])}
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)
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)
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joint_vel_penalty = RewTerm(
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joint_vel_penalty = RewTerm(
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func=mdp.joint_vel_l2,
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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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weight=-0.01, # 惩罚过快的关节运动
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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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action_rate = RewTerm(
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action_rate = RewTerm(
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func=mdp.action_rate_l2,
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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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weight=-0.05, # 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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)
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# 惩罚躯干的翻转和俯仰角速度
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# 惩罚躯干的翻转和俯仰角速度
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@@ -323,7 +324,7 @@ class T1GetUpRewardCfg:
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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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is_success = RewTerm(
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is_success = RewTerm(
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func=lambda env, keys: env.termination_manager.get_term(keys),
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func=lambda env, keys: env.termination_manager.get_term(keys),
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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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params={"keys": "standing_success"}
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)
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)
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