Add weighting function, change the reward logic
This commit is contained in:
@@ -26,87 +26,98 @@ def standing_with_feet_reward(
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force_threshold: float = 20.0,
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max_v_z: float = 0.5
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) -> torch.Tensor:
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# 增加防护:从场景中安全获取 body 索引
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"""终极高度目标:头高、盆骨高、足部受力稳定"""
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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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# 1. 高度奖励:使用更稳定的归一化,限制范围在 [0, 1]
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curr_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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curr_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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# 使用 sigmoid 或简单的 min-max 映射,避免除以极小值
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# 归一化高度评分
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head_score = torch.clamp(curr_head_h / min_head_height, 0.0, 1.2)
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pelvis_score = torch.clamp(curr_pelvis_h / min_pelvis_height, 0.0, 1.2)
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height_reward = (head_score + pelvis_score) / 2.0
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# 2. 足部受力:增加对 NaN 的防御
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# 足部受力判定
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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# 某些步数传感器可能未初始化,加个判空
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if contact_sensor is None: return torch.zeros(env.num_envs, device=env.device)
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foot_forces_z = torch.sum(contact_sensor.data.net_forces_w[:, :, 2], dim=-1)
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# 对巨大的冲击力做剪裁,防止 sigmoid 输入过大
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foot_forces_z = torch.clamp(foot_forces_z, 0.0, 500.0)
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force_weight = torch.sigmoid((foot_forces_z - force_threshold) / 5.0)
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# 3. 垂直速度惩罚:使用更平滑的惩罚
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# 垂直速度惩罚(防止跳跃不稳)
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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vel_penalty = torch.exp(-torch.abs(root_vel_z) / max_v_z)
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# 逻辑组合:高度 * 稳定性
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return height_reward * (0.5 + 0.5 * force_weight * vel_penalty)
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def universal_arm_support_reward(
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def arm_tuck_incremental_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 = 15.0
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pitch_threshold: float = 1.4,
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shaping_weight: float = 0.2
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) -> torch.Tensor:
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"""增量式收手奖励:鼓励向弯曲方向运动,达到阈值给大奖"""
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joint_names = ["Left_Elbow_Pitch", "Right_Elbow_Pitch"]
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joint_ids, _ = env.scene["robot"].find_joints(joint_names)
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elbow_pos = env.scene["robot"].data.joint_pos[:, joint_ids]
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elbow_vel = env.scene["robot"].data.joint_vel[:, joint_ids]
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# 1. 速度引导:只要在收缩(速度为正)就给小奖,伸直则惩罚
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avg_vel = torch.mean(elbow_vel, dim=-1)
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shaping_reward = torch.tanh(avg_vel) * shaping_weight
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# 2. 阈值触发:一旦收缩到位,给稳定的静态奖
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is_tucked = torch.all(elbow_pos > pitch_threshold, dim=-1).float()
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goal_bonus = is_tucked * 1.5
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return shaping_reward + goal_bonus
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def dynamic_getup_strategy_reward(env: ManagerBasedRLEnv) -> 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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逻辑:只要手臂有向上的推力,且身体正在向上移动,就给奖。
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状态机奖励切换逻辑:
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- 仰卧时:重点是 翻身 + 缩手。
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- 俯卧时:重点是 撑地起立。
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"""
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# 1. 获取传感器数据
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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if contact_sensor is None:
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return torch.zeros(env.num_envs, device=env.device)
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# 获取重力投影:Z轴分量 > 0 表示仰卧
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gravity_z = env.scene["robot"].data.projected_gravity_b[:, 2]
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# 获取所有定义的手臂/手部 link 的垂直总受力 (World Z)
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# net_forces_w 形状: (num_envs, num_bodies, 3)
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arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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# 取所有受力点的最大值或平均值,代表支撑强度
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max_arm_force = torch.max(arm_forces_z, dim=-1)[0]
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# 状态掩码
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is_on_back = (gravity_z > 0.2).float()
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is_on_belly = (gravity_z < -0.2).float()
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is_transition = (1.0 - is_on_back - is_on_belly)
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# 2. 获取状态数据
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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pelvis_pos_z = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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# 1. 翻身势能:引导 gravity_z 向 -1.0 靠拢
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flip_shaping = torch.clamp(-gravity_z, min=-1.0, max=1.0)
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# 3. 计算奖励项
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# A. 受力奖励:鼓励手部与地面产生大于 min_force 的推力
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# 使用 tanh 归一化,防止力矩过大导致奖励爆炸 (NaN 风险)
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force_reward = torch.tanh(torch.clamp(max_arm_force - min_force, min=0.0) / 50.0)
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# 2. 缩手动作
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tuck_rew = arm_tuck_incremental_reward(env)
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# B. 速度引导:只有当机器人正在“向上起”时,支撑奖励才翻倍
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# 这样可以防止它趴在地上乱按手骗分
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velocity_factor = torch.clamp(root_vel_z, min=0.0, max=2.0)
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# 3. 撑地动作 (复用原逻辑,但去掉内部的高度衰减,统一由状态机控制)
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contact_sensor = env.scene.sensors.get("contact_sensor")
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max_arm_force = torch.zeros(env.num_envs, device=env.device)
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if contact_sensor is not None:
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# 假设手臂/手部 link 的受力
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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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# C. 姿态惩罚回避:
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# 不再检查手是否在盆骨下方,而是检查手是否“在干活”
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# 只要受力足够大,就认为是在支撑
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is_supporting = (max_arm_force > min_force).float()
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push_rew = torch.tanh(torch.clamp(max_arm_force - 15.0, min=0.0) / 40.0)
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# 4. 阶段性退出机制 (Curriculum)
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# 当盆骨高度超过 height_threshold (0.6m) 时,奖励线性消失
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# 强迫机器人最终依靠腿部力量平衡,而不是一直扶着地
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height_fade = torch.clamp((height_threshold - pelvis_pos_z) / 0.15, min=0.0, max=1.0)
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# --- 权重动态合成 ---
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# 仰卧区:翻身(8.0) + 缩手(4.0)
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back_strategy = is_on_back * (8.0 * flip_shaping + 4.0 * tuck_rew)
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# 最终组合
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# 逻辑:受力 * (1 + 垂直速度) * 高度衰减
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total_reward = force_reward * (1.0 + 2.0 * velocity_factor) * is_supporting * height_fade
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# 俯卧区:撑地(25.0) + 缩手维持(1.0)
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# 这里撑地权重远高于翻身,确保机器人更愿意待在俯卧区尝试站立
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belly_strategy = is_on_belly * (25.0 * push_rew + 1.0 * tuck_rew)
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# 过渡区
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trans_strategy = is_transition * (4.0 * flip_shaping + 10.0 * push_rew + 2.0 * tuck_rew)
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return back_strategy + belly_strategy + trans_strategy
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return total_reward
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def is_standing_still(
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env: ManagerBasedRLEnv,
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@@ -126,7 +137,6 @@ def is_standing_still(
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gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1)
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root_vel_norm = torch.norm(env.scene["robot"].data.root_lin_vel_w, dim=-1)
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# 判定条件:头够高 且 盆骨够高 且 垂直误差小 且 速度低
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is_stable_now = (
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(current_head_h > min_head_height) &
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(current_pelvis_h > min_pelvis_height) &
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@@ -143,21 +153,17 @@ def is_standing_still(
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return env.extras["stable_timer"] > standing_time
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# --- 2. 配置类 ---
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T1_JOINT_NAMES = [
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'AAHead_yaw', 'Head_pitch',
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'Left_Shoulder_Pitch', 'Left_Shoulder_Roll', 'Left_Elbow_Pitch', 'Left_Elbow_Yaw',
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'Right_Shoulder_Pitch', 'Right_Shoulder_Roll', 'Right_Elbow_Pitch', 'Right_Elbow_Yaw',
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'Waist',
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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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@@ -186,14 +192,13 @@ class T1EventCfg:
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params={
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"asset_cfg": SceneEntityCfg("robot"),
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"pose_range": {
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"roll": (-1.57, 1.57), # 左右侧卧
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"roll": (-1.57, 1.57),
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"pitch": tuple(numpy.array([1.4, 1.6], dtype=np.float32) * random.choice([-1 , 1])), # 仰卧/俯卧
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"yaw": (-3.14, 3.14), # 全向旋转
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"yaw": (-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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"z": (0.3, 0.4),
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},
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"velocity_range": {},
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},
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mode="reset",
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)
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@@ -201,61 +206,41 @@ class T1EventCfg:
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@configclass
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class T1ActionCfg:
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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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use_default_offset=True
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asset_name="robot", joint_names=T1_JOINT_NAMES, scale=0.5, use_default_offset=True
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)
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@configclass
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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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upright = RewTerm(func=mdp.flat_orientation_l2, weight=2.0)
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# --- 1. 动态策略整合奖励 (包含了翻身、缩手、撑地的逻辑切换) ---
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adaptive_strategy = RewTerm(
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func=dynamic_getup_strategy_reward,
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weight=1.0 # 内部已经有细分权重
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)
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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. 核心高度目标 (维持最高优先级) ---
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height_with_feet = RewTerm(
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func=standing_with_feet_reward,
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weight=20.0, # 作为核心引导,增加权重
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weight=15.0,
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params={
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"min_head_height": 1.10,
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"min_head_height": 1.1,
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"min_pelvis_height": 0.7,
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"force_threshold": 20.0,
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"force_threshold": 30.0,
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"max_v_z": 0.3
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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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arm_push_support = RewTerm(
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func=universal_arm_support_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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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": 8.0 # 只要有 15N 的力就触发
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}
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)
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# --- 3. 辅助约束与惩罚 ---
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=1.0)
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joint_limits = RewTerm(func=mdp.joint_pos_limits, weight=-20.0, params={"asset_cfg": SceneEntityCfg("robot")})
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action_rate = RewTerm(func=mdp.action_rate_l2, weight=-0.01)
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# 4. 关节限位惩罚 (新增:防止关节撞死导致数值问题)
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joint_limits = RewTerm(
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func=mdp.joint_pos_limits,
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weight=-1.0,
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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# 5. 时间惩罚 (强制效率)
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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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# 6. 成功终极大奖
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is_success = RewTerm(
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# --- 4. 成功奖励 ---
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is_success_bonus = RewTerm(
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func=is_standing_still,
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weight=800.0,
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weight=1000.0,
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params={
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"min_head_height": 1.05,
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"min_pelvis_height": 0.75,
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@@ -268,11 +253,6 @@ class T1GetUpRewardCfg:
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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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# 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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# 成功判定:双高度 + 稳定
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standing_success = DoneTerm(
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func=is_standing_still,
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params={
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@@ -287,7 +267,7 @@ class T1GetUpTerminationsCfg:
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@configclass
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class T1EnvCfg(ManagerBasedRLEnvCfg):
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scene = T1SceneCfg(num_envs=8192, env_spacing=2.5) # 5090 性能全开
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scene = T1SceneCfg(num_envs=8192, env_spacing=2.5)
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def __post_init__(self):
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super().__post_init__()
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