Add feet_airtime loss
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@@ -104,6 +104,36 @@ def is_standing_still(
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return env.extras["stable_timer"] > standing_time
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return env.extras["stable_timer"] > standing_time
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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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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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# 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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return is_in_air.float()
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def root_vel_z_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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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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# --- 2. 配置类 ---
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# --- 2. 配置类 ---
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@@ -171,7 +201,7 @@ class T1GetUpRewardCfg:
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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. 【条件高度奖】:双高度判定(头+盆骨),且必须脚踩地
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height_with_feet = RewTerm(
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height_with_feet = RewTerm(
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func=standing_with_feet_reward,
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func=standing_with_feet_reward,
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weight=25.0, # 作为核心引导,增加权重
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weight=5.0, # 作为核心引导,增加权重
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params={
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params={
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"min_head_height": 1.10,
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"min_head_height": 1.10,
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"min_pelvis_height": 0.65,
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"min_pelvis_height": 0.65,
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@@ -183,7 +213,7 @@ class T1GetUpRewardCfg:
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# 3. 手臂撑地奖:辅助脱离地面阶段
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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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arm_push_support = RewTerm(
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func=arm_push_up_reward,
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func=arm_push_up_reward,
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weight=2.0,
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weight=3.0,
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params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link"])}
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params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link"])}
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)
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)
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@@ -198,10 +228,28 @@ class T1GetUpRewardCfg:
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}
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}
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)
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)
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# 5. 成功终极大奖
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# 5. 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,
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weight=-10.0, # 增大负权重
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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# 6. 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=-10.0,
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params={
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"sensor_cfg": SceneEntityCfg("feet_contact_sensor"),
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"threshold": 0.1, # 超过 0.2s 离地就开始扣分
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}
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)
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# 7. 成功终极大奖
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is_success = RewTerm(
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is_success = RewTerm(
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func=lambda env, keys: env.termination_manager.get_term(keys),
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func=lambda env, keys: env.termination_manager.get_term(keys),
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weight=1000.0,
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weight=500.0,
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params={"keys": "standing_success"}
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params={"keys": "standing_success"}
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)
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)
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