Amend some codes to init training for get up better

This commit is contained in:
2026-03-18 06:05:30 -04:00
parent 4933567ef8
commit 9f3ec9d67a
4 changed files with 95 additions and 31 deletions

View File

@@ -35,7 +35,7 @@ params:
normalize_input: True
normalize_value: True
value_bootstrap: True
num_actors: 16384 # 同时训练的机器人数量
num_actors: 32768 # 同时训练的机器人数量
reward_shaper:
scale_value: 1.0
normalize_advantage: True
@@ -45,7 +45,7 @@ params:
lr_schedule: adaptive
kl_threshold: 0.013
score_to_win: 20000
max_epochs: 5000
max_epochs: 500000
save_best_after: 50
save_frequency: 100
grad_norm: 1.0

View File

@@ -27,11 +27,21 @@ def is_standing_still(
逻辑:高度达标且姿态垂直,持续时间超过 standing_time 则返回 True。
"""
# 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)
current_height = env.scene["robot"].data.root_pos_w[:, 2]
# 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)
# find_bodies 返回 (indices, names)
head_idx, _ = env.scene["robot"].find_bodies("H2")
# 2. 修改后的位置获取逻辑
# data.body_link_pos_w 的维度是 (num_envs, num_bodies, 3)
# 我们取所有环境 (:),对应的头部索引 (head_idx[0]),以及 Z 轴坐标 (2)
current_head_height = env.scene["robot"].data.body_link_pos_w[:, head_idx[0], 2]
# 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)
gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1)
# 判断当前时刻是否“达标”
is_stable_now = (current_height > minimum_height) & (gravity_error < max_angle_error)
# 4. 更新判断逻辑
is_stable_now = (current_head_height > minimum_height) & (gravity_error < max_angle_error)
# 在 env.extras 中维护一个计时器
if "stable_timer" not in env.extras:
@@ -72,6 +82,22 @@ def joint_vel_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> tor
vel = env.scene[asset_cfg.name].data.joint_vel
return torch.sum(torch.square(vel), dim=-1)
def joint_pos_limits_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
"""惩罚关节接近或超过限位"""
# 获取关节位置 (num_envs, num_joints)
joint_pos = env.scene[asset_cfg.name].data.joint_pos
# 获取限位 (num_joints, 2) -> [lower, upper]
limits = env.scene[asset_cfg.name].data.soft_joint_pos_limits
lower_limits = limits[..., 0]
upper_limits = limits[..., 1]
# 计算超出限位的部分
out_of_lower = torch.clamp(lower_limits - joint_pos, min=0.0)
out_of_upper = torch.clamp(joint_pos - upper_limits, min=0.0)
# 返回超出量的平方和
return torch.sum(torch.square(out_of_lower + out_of_upper), dim=-1)
# --- 2. 配置类定义 ---
## 1. 定义与你的类一致的关节列表 (按照 ROBOT_MOTORS 的顺序)
@@ -131,12 +157,12 @@ class T1EventCfg:
params={
"asset_cfg": SceneEntityCfg("robot"),
"pose_range": {
"roll": (-1.57, 1.57),
"pitch": (-1.57, 1.57),
"yaw": (-3.14, 3.14),
"roll": (0, 0),#(-1.57, 1.57),
"pitch": (1.57, 1.57),#(-1.57, 1.57),
"yaw": (0, 0),#(-3.14, 3.14),
"x": (0.0, 0.0),
"y": (0.0, 0.0),
"z": (0.0, 0.0),
"z": (0.15, 0.15),
},
"velocity_range": {},
},
@@ -163,63 +189,94 @@ class T1GetUpRewardCfg:
# 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
height_tracking = RewTerm(
func=mdp.root_height_below_minimum, # 如果没有自定义函数,保留这个但调低权重
weight=5.0, # 降低权重,防止“弹射”
params={"minimum_height": 0.65}
weight=2.0, # 降低权重,防止“弹射”
params={
"minimum_height": 1.05,
"asset_cfg": SceneEntityCfg("robot", body_names="H2"),
}
)
# 2. 姿态奖 (保持不变,这是核心)
upright = RewTerm(func=mdp.flat_orientation_l2, weight=2.0)
upright = RewTerm(func=mdp.flat_orientation_l2, weight=5.0)
# 3. 稳定性引导 (增加对速度的惩罚,抑制跳跃)
# 惩罚过大的垂直速度,防止“跳起”
root_vel_z_penalty = RewTerm(
func=root_vel_z_l2_local, # 使用本地函数
weight=-2.0,
weight=-5,
params={"asset_cfg": SceneEntityCfg("robot")} # 传入资产配置
)
feet_contact = RewTerm(
func=mdp.contact_forces,
weight=0.5,
params={
"sensor_cfg": SceneEntityCfg("feet_contact_sensor"),
"threshold": 1.0
}
)
# 4. 关节与能量约束 (防止 NaN 和乱跳的关键)
joint_vel = RewTerm(
func=joint_vel_l2_local,
weight=-0.005,
weight=-1,
params={"asset_cfg": SceneEntityCfg("robot")}
)
applied_torque = RewTerm(
func=joint_torques_l2_local,
weight=-1.0e-5,
weight=-1.0e-2,
params={"asset_cfg": SceneEntityCfg("robot")}
)
# 5. 动作平滑 (非常重要)
action_rate = RewTerm(
func=mdp.action_rate_l2,
weight=-0.05 # 增大权重,强制动作连贯
weight=-1.0 # 增大权重,强制动作连贯
)
# 6. 核心终点奖励
# 6. 软限位惩罚:防止关节撞击
joint_limits = RewTerm(
func=joint_pos_limits_l2_local,
weight=-10.0,
params = {"asset_cfg": SceneEntityCfg("robot")}
)
# 7. 时间惩罚 (强制效率)
# 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
time_penalty = RewTerm(
func=mdp.is_alive,
weight=-1.2
)
# 8. 核心终点奖励
is_success = RewTerm(
func=get_success_reward,
weight=1000.0, # 成功奖励可以给高点,但前提是动作要平稳
weight=500.0, # 成功奖励可以给高点,但前提是动作要平稳
params={"term_keys": "standing_success"}
)
# 7. 生存奖励 (保持微小正值即可)
is_alive = RewTerm(func=mdp.is_alive, weight=0.1)
@configclass
class T1GetUpTerminationsCfg:
"""终止条件:站稳即算任务完成"""
# 失败:跌倒
"""终止条件:站稳即算任务完成,且包含强制超时重置"""
# --- 关键必须显式添加这一行episode_length_s 才会生效 ---
time_out = DoneTerm(func=mdp.time_out)
# 失败:跌倒 (Trunk 倾斜过大)
# limit_angle 是弧度1.0 约等于 57度如果想严格点可以调小
base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 1.0})
# 成功:满足高度和角度要求,且维持 1.0
# 成功:满足“头部高度”和“姿态要求,且维持 0.8
standing_success = DoneTerm(
func=is_standing_still,
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
params={
"minimum_height": 0.63,
"max_angle_error": 0.15,
"standing_time": 1.0
# T1 头部 (H2) 站直高度约 1.15-1.2m,设为 1.1m 比较稳健
"minimum_height": 1.05,
# 姿态误差 (投影重力分量)0.15 约等于 8.6 度,要求很直
"max_angle_error": 1.0,
# 维持时间
"standing_time": 0.8
}
)
@@ -232,7 +289,7 @@ class T1EnvCfg(ManagerBasedRLEnvCfg):
def __post_init__(self):
super().__post_init__()
# 初始高度设低,配合随机旋转事件实现“从地上爬起来”
self.scene.robot.init_state.pos = (0.0, 0.0, 0.2)
self.scene.robot.init_state.pos = (0.0, 0.0, 0.4)
observations = T1ObservationCfg()
rewards = T1GetUpRewardCfg()
@@ -240,5 +297,5 @@ class T1EnvCfg(ManagerBasedRLEnvCfg):
events = T1EventCfg()
actions = T1ActionCfg()
episode_length_s = 5.0 # 5秒强制重置
episode_length_s = 10.0 # 3秒强制重置
decimation = 4 # 控制频率