From a8199fd0568aa0a3dddb53bae303228c1f1a59c6 Mon Sep 17 00:00:00 2001 From: ChenXi Date: Sun, 22 Mar 2026 02:19:29 -0400 Subject: [PATCH] Amend arm push reward --- rl_game/get_up/config/t1_env_cfg.py | 57 +++++++++++++++++++---------- 1 file changed, 37 insertions(+), 20 deletions(-) diff --git a/rl_game/get_up/config/t1_env_cfg.py b/rl_game/get_up/config/t1_env_cfg.py index bc386a7..be7a601 100644 --- a/rl_game/get_up/config/t1_env_cfg.py +++ b/rl_game/get_up/config/t1_env_cfg.py @@ -49,39 +49,56 @@ def standing_with_feet_reward( return combined_reward -def arm_push_up_reward( +def universal_arm_support_reward( env: ManagerBasedRLEnv, sensor_cfg: SceneEntityCfg, - height_threshold: float = 0.65, - min_force: float = 3.0 + height_threshold: float = 0.60, + min_force: float = 2.0 ) -> torch.Tensor: + """ + 通用手臂支撑奖励:同时支持仰卧起坐支撑和俯卧撑起。 + 逻辑:只要手臂有向上的推力,且身体正在向上移动,就给奖。 + """ + # 1. 获取传感器数据 contact_sensor = env.scene.sensors.get(sensor_cfg.name) if contact_sensor is None: return torch.zeros(env.num_envs, device=env.device) - # 1. 获取受力数据 + # 获取所有定义的手臂/手部 link 的垂直总受力 (World Z) + # net_forces_w 形状: (num_envs, num_bodies, 3) arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2] - avg_arm_force = torch.mean(arm_forces_z, dim=-1) + # 取所有受力点的最大值或平均值,代表支撑强度 + max_arm_force = torch.max(arm_forces_z, dim=-1)[0] - # 2. 几何限制:手臂必须在躯干下方 (修复了之前的 AttributeError) - arm_body_indices, _ = env.scene["robot"].find_bodies(sensor_cfg.body_names) + # 2. 获取状态数据 pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk") pelvis_pos_z = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2] - arm_pos_z = env.scene["robot"].data.body_state_w[:, arm_body_indices, 2] - - # 手臂是否全部低于盆骨 - is_below_pelvis = torch.all(arm_pos_z < pelvis_pos_z.unsqueeze(1), dim=-1).float() - - # 3. 计算奖励 - force_reward = torch.clamp((avg_arm_force - min_force) / 45.0, min=0.0, max=1.0) root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2] - velocity_factor = torch.clamp(root_vel_z * 3.0, min=0.0, max=1.5) - total_reward = force_reward * is_below_pelvis * (1.0 + velocity_factor) + # 3. 计算奖励项 + # A. 受力奖励:鼓励手部与地面产生大于 min_force 的推力 + # 使用 tanh 归一化,防止力矩过大导致奖励爆炸 (NaN 风险) + force_reward = torch.tanh(torch.clamp(max_arm_force - min_force, min=0.0) / 50.0) - # 高度越高,手臂奖励越低 (强迫切换到腿) - height_fade = torch.clamp((height_threshold - pelvis_pos_z) / 0.1, min=0.0, max=1.0) - return total_reward * height_fade + # B. 速度引导:只有当机器人正在“向上起”时,支撑奖励才翻倍 + # 这样可以防止它趴在地上乱按手骗分 + velocity_factor = torch.clamp(root_vel_z, min=0.0, max=2.0) + + # C. 姿态惩罚回避: + # 不再检查手是否在盆骨下方,而是检查手是否“在干活” + # 只要受力足够大,就认为是在支撑 + is_supporting = (max_arm_force > min_force).float() + + # 4. 阶段性退出机制 (Curriculum) + # 当盆骨高度超过 height_threshold (0.6m) 时,奖励线性消失 + # 强迫机器人最终依靠腿部力量平衡,而不是一直扶着地 + height_fade = torch.clamp((height_threshold - pelvis_pos_z) / 0.15, min=0.0, max=1.0) + + # 最终组合 + # 逻辑:受力 * (1 + 垂直速度) * 高度衰减 + total_reward = force_reward * (1.0 + 2.0 * velocity_factor) * is_supporting * height_fade + + return total_reward def is_standing_still( env: ManagerBasedRLEnv, @@ -210,7 +227,7 @@ class T1GetUpRewardCfg: # 3. 手臂撑地奖:辅助脱离地面阶段 arm_push_support = RewTerm( func=arm_push_up_reward, - 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 + 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 params={ "sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link", "AL3", "AR3"]), "height_threshold": 0.65, # 躯干升到 0.6m 前都鼓励手臂用力