From af3ba4704f12f5bd608df36551eb1ac4926d8da7 Mon Sep 17 00:00:00 2001 From: ChenXi Date: Thu, 19 Mar 2026 09:25:20 -0400 Subject: [PATCH] Add feet_airtime loss --- rl_game/get_up/config/t1_env_cfg.py | 56 ++++++++++++++++++++++++++--- 1 file changed, 52 insertions(+), 4 deletions(-) diff --git a/rl_game/get_up/config/t1_env_cfg.py b/rl_game/get_up/config/t1_env_cfg.py index 0bd0ed8..c71d7c5 100644 --- a/rl_game/get_up/config/t1_env_cfg.py +++ b/rl_game/get_up/config/t1_env_cfg.py @@ -104,6 +104,36 @@ def is_standing_still( return env.extras["stable_timer"] > standing_time +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() + +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)) + # --- 2. 配置类 --- @@ -171,7 +201,7 @@ class T1GetUpRewardCfg: # 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 + weight=5.0, # 作为核心引导,增加权重 params={ "min_head_height": 1.10, "min_pelvis_height": 0.65, @@ -183,7 +213,7 @@ 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=2.0, + weight=3.0, params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link"])} ) @@ -198,10 +228,28 @@ class T1GetUpRewardCfg: } ) - # 5. 成功终极大奖 + # 5. 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=-10.0, # 增大负权重 + params={"asset_cfg": SceneEntityCfg("robot")} + ) + + # 6. 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=-10.0, + params={ + "sensor_cfg": SceneEntityCfg("feet_contact_sensor"), + "threshold": 0.1, # 超过 0.2s 离地就开始扣分 + } + ) + + # 7. 成功终极大奖 is_success = RewTerm( func=lambda env, keys: env.termination_manager.get_term(keys), - weight=1000.0, + weight=500.0, params={"keys": "standing_success"} )