diff --git a/rl_game/get_up/config/t1_env_cfg.py b/rl_game/get_up/config/t1_env_cfg.py index 538a0eb..0bd0ed8 100644 --- a/rl_game/get_up/config/t1_env_cfg.py +++ b/rl_game/get_up/config/t1_env_cfg.py @@ -14,88 +14,98 @@ from rl_game.get_up.env.t1_env import T1SceneCfg import isaaclab.envs.mdp as mdp -# --- 1. 修正后的自定义 MDP 逻辑函数 --- +# --- 1. 自定义 MDP 逻辑函数 --- + +def standing_with_feet_reward( + env: ManagerBasedRLEnv, + min_head_height: float, + min_pelvis_height: float, + sensor_cfg: SceneEntityCfg, + force_threshold: float = 30.0 +) -> torch.Tensor: + """ + 【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。 + """ + # 1. 获取脚部触地力判定 + contact_sensor = env.scene.sensors.get(sensor_cfg.name) + foot_forces_z = torch.sum(contact_sensor.data.net_forces_w[:, :, 2], dim=-1) + is_feet_on_ground = foot_forces_z > force_threshold + + # 2. 获取头部和躯干索引并提取高度 + head_idx, _ = env.scene["robot"].find_bodies("H2") + pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk") + + current_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2] + current_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2] + + # 3. 计算高度达标度 (0.0 - 1.0) + head_reward = torch.clamp(current_head_h / min_head_height, max=1.2) + pelvis_reward = torch.clamp(current_pelvis_h / min_pelvis_height, max=1.0) + + # 综合高度奖励(取平均值) + combined_height_reward = (head_reward + pelvis_reward) / 2.0 + + # 4. 逻辑门:脚不着地,奖励为 0;脚着地后,根据高度给分 + return torch.where(is_feet_on_ground, combined_height_reward, torch.zeros_like(combined_height_reward)) + + +def arm_push_up_reward( + env: ManagerBasedRLEnv, + sensor_cfg: SceneEntityCfg, + height_threshold: float = 0.6 +) -> torch.Tensor: + """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""" + contact_sensor = env.scene.sensors.get(sensor_cfg.name) + if contact_sensor is None: return torch.zeros(env.num_envs, device=env.device) + + arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2] + max_arm_force = torch.max(arm_forces_z, dim=-1)[0] + + # 当躯干还很低时,鼓励手撑地 + pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk") + current_height = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2] + + pushing_reward = torch.clamp(max_arm_force, max=200.0) / 100.0 + return torch.where(current_height < height_threshold, pushing_reward, torch.zeros_like(pushing_reward)) + def is_standing_still( env: ManagerBasedRLEnv, - minimum_height: float, + min_head_height: float, + min_pelvis_height: float, max_angle_error: float, standing_time: float, - velocity_threshold: float = 0.2 + velocity_threshold: float = 0.15 ) -> torch.Tensor: - """ - 判定判定逻辑:高度达标 + 躯干垂直 + 几乎静止 + 维持时间。 - 增加了速度判定,彻底杜绝起跳瞬间触发。 - """ - # 1. 获取 Body 索引 + """判定逻辑:双高度达标 + 躯干垂直 + 全身静止""" head_idx, _ = env.scene["robot"].find_bodies("H2") + pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk") + + current_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2] + current_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2] - # 2. 状态量获取 - current_head_height = env.scene["robot"].data.body_state_w[:, head_idx[0], 2] - # 投影重力误差(越小越垂直) gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1) - # 根部线速度和角速度(判定是否晃动) root_vel_norm = torch.norm(env.scene["robot"].data.root_lin_vel_w, dim=-1) - root_ang_vel_norm = torch.norm(env.scene["robot"].data.root_ang_vel_w, dim=-1) - # 3. 综合判定(这里不强制检查力,改用更稳健的速度限制) + # 判定条件:头够高 且 盆骨够高 且 垂直误差小 且 速度低 is_stable_now = ( - (current_head_height > minimum_height) & + (current_head_h > min_head_height) & + (current_pelvis_h > min_pelvis_height) & (gravity_error < max_angle_error) & - (root_vel_norm < velocity_threshold) & - (root_ang_vel_norm < velocity_threshold * 2.0) + (root_vel_norm < velocity_threshold) ) - # 4. 计时器 if "stable_timer" not in env.extras: env.extras["stable_timer"] = torch.zeros(env.num_envs, device=env.device) dt = env.physics_dt * env.cfg.decimation - env.extras["stable_timer"] = torch.where( - is_stable_now, - env.extras["stable_timer"] + dt, - torch.zeros_like(env.extras["stable_timer"]) - ) + env.extras["stable_timer"] = torch.where(is_stable_now, env.extras["stable_timer"] + dt, + torch.zeros_like(env.extras["stable_timer"])) return env.extras["stable_timer"] > standing_time -def get_success_reward(env: ManagerBasedRLEnv, term_keys: str) -> torch.Tensor: - return env.termination_manager.get_term(term_keys) - - -def root_vel_z_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor: - # 严厉惩罚 Z 轴正向速度(向上窜) - vel_z = env.scene[asset_cfg.name].data.root_lin_vel_w[:, 2] - return torch.square(torch.clamp(vel_z, min=0.0)) - - -def feet_airtime_penalty_local( - env: ManagerBasedRLEnv, - sensor_cfg: SceneEntityCfg, - threshold: float = 1.0 -) -> torch.Tensor: - """ - 自定义滞空惩罚逻辑: - 如果脚部的垂直合力小于阈值,说明脚离地了。 - 返回一个 Tensor,离地时为 1.0,着地时为 0.0。 - """ - # 1. 获取传感器对象 - contact_sensor = env.scene.sensors.get(sensor_cfg.name) - - if contact_sensor is None: - # 如果没搜到传感器,返回全 0,防止程序崩溃 - return torch.zeros(env.num_envs, device=env.device) - - # 2. 获取触地力 (num_envs, num_bodies_in_sensor, 3) - # 我们取所有被监测 Body (左右脚) 的 Z 轴推力 - # 如果所有脚的力都小于 threshold,判定为“完全腾空” - foot_forces_z = contact_sensor.data.net_forces_w[:, :, 2] - is_in_air = torch.all(foot_forces_z < threshold, dim=-1) - - return is_in_air.float() - -# --- 2. 配置类定义 --- +# --- 2. 配置类 --- T1_JOINT_NAMES = [ 'Left_Hip_Pitch', 'Right_Hip_Pitch', 'Left_Hip_Roll', 'Right_Hip_Roll', @@ -106,22 +116,11 @@ T1_JOINT_NAMES = [ @configclass class T1ObservationCfg: - """观察值空间配置:严格对应你的 Robot 基类数据结构""" - @configclass class PolicyCfg(ObsGroup): concatenate_terms = True - enable_corruption = False - - # --- 状态量 (对应你的 Robot 类属性) --- - - # 1. 基体线速度 (accelerometer 相关的速度项) base_lin_vel = ObsTerm(func=mdp.base_lin_vel) - - # 2. 角速度 (对应你的 gyroscope 属性: degrees/s -> IsaacLab 默认为 rad/s) base_ang_vel = ObsTerm(func=mdp.base_ang_vel) - - # 3. 重力投影 (对应 global_orientation_euler/quat 相关的姿态感知) projected_gravity = ObsTerm(func=mdp.projected_gravity) joint_pos = ObsTerm(func=mdp.joint_pos_rel, params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)}) @@ -134,7 +133,7 @@ class T1ObservationCfg: @configclass class T1EventCfg: - """重置时的随机姿态:背躺、趴着、侧躺""" + """随机初始化:支持趴、躺、侧身""" reset_robot_rotation = EventTerm( func=mdp.reset_root_state_uniform, params={ @@ -166,78 +165,74 @@ class T1ActionCfg: @configclass class T1GetUpRewardCfg: - # 1. 姿态奖 (核心引导) + # 1. 姿态基础奖 (引导身体变正) upright = RewTerm(func=mdp.flat_orientation_l2, weight=5.0) - # 2. 只有脚着地时才给的高度奖(模拟逻辑) - # 修正:直接使用 root_height 配合强力的速度惩罚 - height_tracking = RewTerm( - func=mdp.root_height_below_minimum, + # 2. 【条件高度奖】:双高度判定(头+盆骨),且必须脚踩地 + height_with_feet = RewTerm( + func=standing_with_feet_reward, + weight=25.0, # 作为核心引导,增加权重 + params={ + "min_head_height": 1.10, + "min_pelvis_height": 0.65, + "sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]), + "force_threshold": 30.0 + } + ) + + # 3. 手臂撑地奖:辅助脱离地面阶段 + arm_push_support = RewTerm( + func=arm_push_up_reward, weight=2.0, + params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link"])} + ) + + # 4. 惩罚项 + undesired_contacts = RewTerm( + func=mdp.undesired_contacts, + weight=-5.0, params={ - "minimum_height": 1.05, - "asset_cfg": SceneEntityCfg("robot", body_names="H2"), + "sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["H2", "Trunk", ".*_Left", ".*_Right"]), + # 注意:这里我们排除了脚部,惩罚大腿/小腿/躯干着地 + "threshold": 1.0 } ) - # 3. 抑制跳跃:严厉惩罚向上窜的速度 - root_vel_z_penalty = RewTerm( - func=root_vel_z_l2_local, - weight=-15.0, # 增大负权重 - params={"asset_cfg": SceneEntityCfg("robot")} - ) - - # 4. 抑制滞空 (Airtime Penalty) - # 如果脚离开地面,按时间扣分 - feet_airtime = RewTerm( - func=feet_airtime_penalty_local, - weight=-15.0, - params={ - "sensor_cfg": SceneEntityCfg("feet_contact_sensor"), - "threshold": 0.2, # 超过 0.2s 离地就开始扣分 - } - ) - - # 5. 动作平滑 (非常重要:解决视频中的高频抖动) - action_rate = RewTerm(func=mdp.action_rate_l2, weight=-1.0) - joint_vel = RewTerm(func=mdp.joint_vel_l2, weight=-0.1, params={"asset_cfg": SceneEntityCfg("robot")}) - - # 6. 时间惩罚:逼迫它快点站稳 - time_penalty = RewTerm(func=mdp.is_alive, weight=-0.5) - - # 7. 终极奖励 + # 5. 成功终极大奖 is_success = RewTerm( - func=get_success_reward, - weight=200.0, # 成功一次给大奖,但判定条件极严 - params={"term_keys": "standing_success"} + func=lambda env, keys: env.termination_manager.get_term(keys), + weight=1000.0, + params={"keys": "standing_success"} ) + @configclass class T1GetUpTerminationsCfg: time_out = DoneTerm(func=mdp.time_out) - # 严格的失败判定:躯干倾斜超过 45 度就重置,不让它在地上滚 + # 失败判定:躯干倾斜超过 45 度重置 base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 0.785}) - # 严格的成功判定 + # 成功判定:双高度 + 稳定 standing_success = DoneTerm( func=is_standing_still, params={ - "minimum_height": 1.05, # H2 高度 - "max_angle_error": 0.15, # 极小角度误差(约 8.6 度) - "standing_time": 0.8, # 必须保持 0.8 秒(起跳不可能在空中停这么久) - "velocity_threshold": 0.15 # 速度必须极低 + "min_head_height": 1.05, + "min_pelvis_height": 0.75, + "max_angle_error": 0.15, + "standing_time": 0.8, + "velocity_threshold": 0.15 } ) @configclass class T1EnvCfg(ManagerBasedRLEnvCfg): - scene = T1SceneCfg(num_envs=16384, env_spacing=2.5) # 建议先用 4096 验证逻辑 + scene = T1SceneCfg(num_envs=16384, env_spacing=2.5) # 5090 性能全开 def __post_init__(self): super().__post_init__() - self.scene.robot.init_state.pos = (0.0, 0.0, 0.4) # 初始稍微抬高一点点,防止卡地 + self.scene.robot.init_state.pos = (0.0, 0.0, 0.2) observations = T1ObservationCfg() rewards = T1GetUpRewardCfg() @@ -245,5 +240,5 @@ class T1EnvCfg(ManagerBasedRLEnvCfg): events = T1EventCfg() actions = T1ActionCfg() - episode_length_s = 5.0 # 缩短时长,增加训练效率 + episode_length_s = 6.0 decimation = 4 \ No newline at end of file diff --git a/rl_game/get_up/env/t1_env.py b/rl_game/get_up/env/t1_env.py index c53c3b1..01b7e8e 100644 --- a/rl_game/get_up/env/t1_env.py +++ b/rl_game/get_up/env/t1_env.py @@ -38,7 +38,7 @@ class T1SceneCfg(InteractiveSceneCfg): ), init_state=ArticulationCfg.InitialStateCfg( # ⬅️ 核心修改:高度降低。因为是躺着生成,0.2m 比较合适 - pos=(0.0, 0.0, 0.2), + pos=(0.0, 0.0, 0.3), # 默认旋转设为单位阵,具体的随机化由 Event 管理器处理 rot=(1.0, 0.0, 0.0, 0.0), joint_pos={".*": 0.0}, @@ -54,14 +54,17 @@ class T1SceneCfg(InteractiveSceneCfg): }, ) - feet_contact_sensor = ContactSensorCfg( - prim_path="{ENV_REGEX_NS}/Robot/.*_foot_link", # 使用正则匹配所有脚部 link - update_period=0.0, # 随物理步长更新 - history_length=3 + + contact_sensor = ContactSensorCfg( + prim_path="{ENV_REGEX_NS}/Robot/.*", + update_period=0.0, + history_length=3, ) # 3. 光照配置 light = AssetBaseCfg( prim_path="/World/light", spawn=sim_utils.DistantLightCfg(color=(0.75, 0.75, 0.75), intensity=3000.0), - ) \ No newline at end of file + ) + +# ['Trunk', 'H1', 'H2', 'AL1', 'AL2', 'AL3', 'left_hand_link', 'AR1', 'AR2', 'AR3', 'right_hand_link', 'Waist', 'Hip_Pitch_Left', 'Hip_Roll_Left', 'Hip_Yaw_Left', 'Shank_Left', 'Ankle_Cross_Left', 'left_foot_link', 'Hip_Pitch_Right', 'Hip_Roll_Right', 'Hip_Yaw_Right', 'Shank_Right', 'Ankle_Cross_Right', 'right_foot_link'] \ No newline at end of file