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@@ -14,41 +14,42 @@ from rl_game.get_up.env.t1_env import T1SceneCfg
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import isaaclab.envs.mdp as mdp
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# --- 1. 自定义 MDP 逻辑函数 (放在配置类之前) ---
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# --- 1. 修正后的自定义 MDP 逻辑函数 ---
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def is_standing_still(
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env: ManagerBasedRLEnv,
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minimum_height: float,
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max_angle_error: float,
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standing_time: float
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standing_time: float,
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velocity_threshold: float = 0.2
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) -> torch.Tensor:
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"""
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判定机器人是否稳定站立了一段时间。
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逻辑:高度达标且姿态垂直,持续时间超过 standing_time 则返回 True。
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判定判定逻辑:高度达标 + 躯干垂直 + 几乎静止 + 维持时间。
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增加了速度判定,彻底杜绝起跳瞬间触发。
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"""
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# 获取当前状态:高度 (Z轴) 和 投影重力 (前两个分量越小越垂直)
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# 1. 首先获取 H2 (头部) 的索引 (建议在环境初始化时获取一次,或者如下所示获取)
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# find_bodies 返回 (indices, names)
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# 1. 获取 Body 索引
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head_idx, _ = env.scene["robot"].find_bodies("H2")
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# 2. 修改后的位置获取逻辑
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# data.body_link_pos_w 的维度是 (num_envs, num_bodies, 3)
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# 我们取所有环境 (:),对应的头部索引 (head_idx[0]),以及 Z 轴坐标 (2)
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current_head_height = env.scene["robot"].data.body_link_pos_w[:, head_idx[0], 2]
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# 3. 姿态判定保持不变(通常依然以躯干 Trunk 的垂直度为准,因为头部可能会摆动)
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# 2. 状态量获取
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current_head_height = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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# 投影重力误差(越小越垂直)
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gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1)
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# 根部线速度和角速度(判定是否晃动)
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root_vel_norm = torch.norm(env.scene["robot"].data.root_lin_vel_w, dim=-1)
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root_ang_vel_norm = torch.norm(env.scene["robot"].data.root_ang_vel_w, dim=-1)
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# 4. 更新判断逻辑
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is_stable_now = (current_head_height > minimum_height) & (gravity_error < max_angle_error)
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# 3. 综合判定(这里不强制检查力,改用更稳健的速度限制)
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is_stable_now = (
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(current_head_height > minimum_height) &
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(gravity_error < max_angle_error) &
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(root_vel_norm < velocity_threshold) &
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(root_ang_vel_norm < velocity_threshold * 2.0)
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)
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# 在 env.extras 中维护一个计时器
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# 4. 计时器
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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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# 核心计时逻辑:达标累加 dt,不达标清零
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# dt = physics_dt * decimation (即控制频率的步长)
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dt = env.physics_dt * env.cfg.decimation
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env.extras["stable_timer"] = torch.where(
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is_stable_now,
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@@ -56,60 +57,53 @@ def is_standing_still(
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torch.zeros_like(env.extras["stable_timer"])
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)
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# 判定是否达到目标时长
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return env.extras["stable_timer"] > standing_time
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def get_success_reward(env: ManagerBasedRLEnv, term_keys: str) -> torch.Tensor:
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"""检查是否触发了特定的成功终止条件"""
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return env.termination_manager.get_term(term_keys)
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def root_vel_z_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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"""专门惩罚 Z 轴方向的速度"""
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# 获取根部速度 (num_envs, 3) -> [vx, vy, vz]
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vel = env.scene[asset_cfg.name].data.root_lin_vel_w
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# 只取 Z 轴:vel[:, 2]
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return torch.square(vel[:, 2])
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# 严厉惩罚 Z 轴正向速度(向上窜)
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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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def joint_torques_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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"""计算机器人所有关节施加扭矩的平方和"""
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# 从 data.applied_torques 获取数据,通常形状为 (num_envs, num_joints)
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torques = env.scene[asset_cfg.name].data.applied_torque
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return torch.sum(torch.square(torques), dim=-1)
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def joint_vel_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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"""计算机器人所有关节速度的平方和"""
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# 从 data.joint_vel 获取数据
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vel = env.scene[asset_cfg.name].data.joint_vel
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return torch.sum(torch.square(vel), dim=-1)
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def feet_airtime_penalty_local(
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env: ManagerBasedRLEnv,
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sensor_cfg: SceneEntityCfg,
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threshold: float = 1.0
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) -> torch.Tensor:
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"""
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自定义滞空惩罚逻辑:
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如果脚部的垂直合力小于阈值,说明脚离地了。
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返回一个 Tensor,离地时为 1.0,着地时为 0.0。
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"""
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# 1. 获取传感器对象
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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def joint_pos_limits_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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"""惩罚关节接近或超过限位"""
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# 获取关节位置 (num_envs, num_joints)
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joint_pos = env.scene[asset_cfg.name].data.joint_pos
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# 获取限位 (num_joints, 2) -> [lower, upper]
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limits = env.scene[asset_cfg.name].data.soft_joint_pos_limits
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lower_limits = limits[..., 0]
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upper_limits = limits[..., 1]
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if contact_sensor is None:
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# 如果没搜到传感器,返回全 0,防止程序崩溃
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return torch.zeros(env.num_envs, device=env.device)
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# 计算超出限位的部分
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out_of_lower = torch.clamp(lower_limits - joint_pos, min=0.0)
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out_of_upper = torch.clamp(joint_pos - upper_limits, min=0.0)
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# 2. 获取触地力 (num_envs, num_bodies_in_sensor, 3)
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# 我们取所有被监测 Body (左右脚) 的 Z 轴推力
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# 如果所有脚的力都小于 threshold,判定为“完全腾空”
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foot_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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is_in_air = torch.all(foot_forces_z < threshold, dim=-1)
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# 返回超出量的平方和
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return torch.sum(torch.square(out_of_lower + out_of_upper), dim=-1)
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return is_in_air.float()
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# --- 2. 配置类定义 ---
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## 1. 定义与你的类一致的关节列表 (按照 ROBOT_MOTORS 的顺序)
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T1_JOINT_NAMES = [
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'Left_Hip_Pitch', 'Right_Hip_Pitch',
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'Left_Hip_Roll', 'Right_Hip_Roll',
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'Left_Hip_Yaw', 'Right_Hip_Yaw',
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'Left_Knee_Pitch', 'Right_Knee_Pitch',
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'Left_Ankle_Pitch', 'Right_Ankle_Pitch',
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'Left_Ankle_Roll', 'Right_Ankle_Roll'
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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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]
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@configclass
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class T1ObservationCfg:
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"""观察值空间配置:严格对应你的 Robot 基类数据结构"""
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@@ -129,21 +123,10 @@ class T1ObservationCfg:
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# 3. 重力投影 (对应 global_orientation_euler/quat 相关的姿态感知)
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projected_gravity = ObsTerm(func=mdp.projected_gravity)
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# 4. 关节位置 (对应 motor_positions)
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# 使用 joint_pos_rel 获取相对于默认姿态的偏差,显式指定关节顺序
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joint_pos = ObsTerm(
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func=mdp.joint_pos_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)}
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)
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# 5. 关节速度 (对应 motor_speeds)
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joint_vel = ObsTerm(
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func=mdp.joint_vel_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)}
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)
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# 6. 上一次的动作 (对应 motor_targets)
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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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@@ -158,7 +141,7 @@ class T1EventCfg:
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"asset_cfg": SceneEntityCfg("robot"),
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"pose_range": {
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"roll": (0, 0),#(-1.57, 1.57),
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"pitch": (1.57, 1.57),#(-1.57, 1.57),
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"pitch": (-1.57, 1.57),#(-1.57, 1.57),
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"yaw": (0, 0),#(-3.14, 3.14),
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"x": (0.0, 0.0),
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"y": (0.0, 0.0),
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@@ -172,124 +155,89 @@ class T1EventCfg:
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@configclass
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class T1ActionCfg:
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"""动作空间"""
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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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scale=0.2, # 从 0.5 降到 0.2,防止电机暴力抽搐
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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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"""优化后的奖励函数:抑制跳跃,引导稳健起身"""
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# 1. 姿态奖 (核心引导)
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=5.0)
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# 1. 高度引导 (改为平滑的指数奖励)
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# 相比 root_height_below_minimum,这个函数会让机器人越接近目标高度得分越高,且曲线平稳
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# 2. 只有脚着地时才给的高度奖(模拟逻辑)
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# 修正:直接使用 root_height 配合强力的速度惩罚
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height_tracking = RewTerm(
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func=mdp.root_height_below_minimum, # 如果没有自定义函数,保留这个但调低权重
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weight=2.0, # 降低权重,防止“弹射”
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func=mdp.root_height_below_minimum,
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weight=2.0,
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params={
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"minimum_height": 1.05,
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"asset_cfg": SceneEntityCfg("robot", body_names="H2"),
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}
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)
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# 2. 姿态奖 (保持不变,这是核心)
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=5.0)
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# 3. 稳定性引导 (增加对速度的惩罚,抑制跳跃)
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# 惩罚过大的垂直速度,防止“跳起”
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# 3. 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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func=root_vel_z_l2_local, # 使用本地函数
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weight=-5,
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params={"asset_cfg": SceneEntityCfg("robot")} # 传入资产配置
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func=root_vel_z_l2_local,
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weight=-15.0, # 增大负权重
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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feet_contact = RewTerm(
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func=mdp.contact_forces,
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weight=0.5,
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# 4. 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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func=feet_airtime_penalty_local,
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weight=-15.0,
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params={
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"sensor_cfg": SceneEntityCfg("feet_contact_sensor"),
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"threshold": 1.0
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"threshold": 0.2, # 超过 0.2s 离地就开始扣分
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}
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)
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# 4. 关节与能量约束 (防止 NaN 和乱跳的关键)
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joint_vel = RewTerm(
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func=joint_vel_l2_local,
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weight=-1,
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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# 5. 动作平滑 (非常重要:解决视频中的高频抖动)
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action_rate = RewTerm(func=mdp.action_rate_l2, weight=-1.0)
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joint_vel = RewTerm(func=mdp.joint_vel_l2, weight=-0.1, params={"asset_cfg": SceneEntityCfg("robot")})
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applied_torque = RewTerm(
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func=joint_torques_l2_local,
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weight=-1.0e-2,
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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# 6. 时间惩罚:逼迫它快点站稳
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time_penalty = RewTerm(func=mdp.is_alive, weight=-0.5)
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# 5. 动作平滑 (非常重要)
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action_rate = RewTerm(
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func=mdp.action_rate_l2,
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weight=-1.0 # 增大权重,强制动作连贯
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)
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# 6. 软限位惩罚:防止关节撞击
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joint_limits = RewTerm(
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func=joint_pos_limits_l2_local,
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weight=-10.0,
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params = {"asset_cfg": SceneEntityCfg("robot")}
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)
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# 7. 时间惩罚 (强制效率)
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# 每一帧都扣除固定分数,迫使机器人尽快达成 is_success 以停止扣分
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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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# 8. 核心终点奖励
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# 7. 终极奖励
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is_success = RewTerm(
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func=get_success_reward,
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weight=500.0, # 成功奖励可以给高点,但前提是动作要平稳
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weight=200.0, # 成功一次给大奖,但判定条件极严
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params={"term_keys": "standing_success"}
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)
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@configclass
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class T1GetUpTerminationsCfg:
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"""终止条件:站稳即算任务完成,且包含强制超时重置"""
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# --- 关键:必须显式添加这一行,episode_length_s 才会生效 ---
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time_out = DoneTerm(func=mdp.time_out)
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# 失败:跌倒 (Trunk 倾斜过大)
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# limit_angle 是弧度,1.0 约等于 57度,如果想严格点可以调小
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base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 1.0})
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# 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
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base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 0.785})
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# 成功:满足“头部高度”和“姿态要求”,且维持 0.8 秒
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# 严格的成功判定
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standing_success = DoneTerm(
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func=is_standing_still, # 确保你已经把这个函数里的 current_height 改成了 H2 的 Z 轴
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func=is_standing_still,
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params={
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# T1 头部 (H2) 站直高度约 1.15-1.2m,设为 1.1m 比较稳健
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"minimum_height": 1.05,
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# 姿态误差 (投影重力分量),0.15 约等于 8.6 度,要求很直
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"max_angle_error": 1.0,
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# 维持时间
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"standing_time": 0.8
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"minimum_height": 1.05, # H2 高度
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"max_angle_error": 0.15, # 极小角度误差(约 8.6 度)
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"standing_time": 0.8, # 必须保持 0.8 秒(起跳不可能在空中停这么久)
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"velocity_threshold": 0.15 # 速度必须极低
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}
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)
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@configclass
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class T1EnvCfg(ManagerBasedRLEnvCfg):
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"""主环境配置"""
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scene = T1SceneCfg(num_envs=16384, env_spacing=2.5)
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scene = T1SceneCfg(num_envs=16384, env_spacing=2.5) # 建议先用 4096 验证逻辑
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def __post_init__(self):
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super().__post_init__()
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# 初始高度设低,配合随机旋转事件实现“从地上爬起来”
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||||
self.scene.robot.init_state.pos = (0.0, 0.0, 0.4)
|
||||
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
|
||||
|
||||
observations = T1ObservationCfg()
|
||||
rewards = T1GetUpRewardCfg()
|
||||
@@ -297,5 +245,5 @@ class T1EnvCfg(ManagerBasedRLEnvCfg):
|
||||
events = T1EventCfg()
|
||||
actions = T1ActionCfg()
|
||||
|
||||
episode_length_s = 10.0 # 3秒强制重置
|
||||
decimation = 4 # 控制频率
|
||||
episode_length_s = 5.0 # 缩短时长,增加训练效率
|
||||
decimation = 4
|
||||
Reference in New Issue
Block a user