change reward function
This commit is contained in:
@@ -23,46 +23,30 @@ def standing_with_feet_reward(
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min_head_height: float,
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min_head_height: float,
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min_pelvis_height: float,
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min_pelvis_height: float,
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sensor_cfg: SceneEntityCfg,
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sensor_cfg: SceneEntityCfg,
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force_threshold: float = 30.0,
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force_threshold: float = 20.0,
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max_v_z: float = 0.25
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max_v_z: float = 0.5
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) -> torch.Tensor:
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) -> torch.Tensor:
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"""
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平滑切换的高度奖励:
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低高度 -> 纯高度引导
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高高度 -> 高度 + 足底力 + 速度约束
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"""
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# 1. 获取基本状态
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head_idx, _ = env.scene["robot"].find_bodies("H2")
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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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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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current_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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current_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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# 2. 计算基础高度得分 (0.0 - 1.0)
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curr_head_h = torch.clamp(env.scene["robot"].data.body_state_w[:, head_idx[0], 2], 0.0, 2.0)
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head_score = torch.clamp(current_head_h / min_head_height, max=1.0)
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curr_pelvis_h = torch.clamp(env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2], 0.0, 2.0)
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pelvis_score = torch.clamp(current_pelvis_h / min_pelvis_height, max=1.0)
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combined_height_score = (head_score + pelvis_score) / 2.0
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head_score = torch.tanh(curr_head_h / (min_head_height + 1e-6) * 2.0)
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pelvis_score = torch.tanh(curr_pelvis_h / (min_pelvis_height + 1e-6) * 2.0)
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height_reward = (head_score + pelvis_score) / 2.0
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# 3. 计算足底力判定
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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foot_forces_z = torch.sum(contact_sensor.data.net_forces_w[:, :, 2], dim=-1)
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foot_forces_z = torch.sum(contact_sensor.data.net_forces_w[:, :, 2], dim=-1)
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is_feet_on_ground = (foot_forces_z > force_threshold).float()
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force_weight = torch.sigmoid((foot_forces_z - force_threshold) / 5.0)
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# 4. 计算速度惩罚 (抑制乱跳)
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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vel_penalty_factor = torch.exp(-4.0 * torch.clamp(torch.abs(root_vel_z) - max_v_z, min=0.0))
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vel_penalty = torch.exp(-2.0 * torch.clamp(torch.abs(root_vel_z) - max_v_z, min=0.0))
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# --- 核心逻辑切换 ---
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influence_weight = torch.clamp((curr_pelvis_h - 0.2) / 0.4, min=0.0, max=1.0)
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# 定义一个“过渡高度” (例如盆骨达到 0.4m)
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combined_reward = height_reward * ((1.0 - influence_weight) + influence_weight * force_weight * vel_penalty)
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transition_h = 0.4
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# 如果高度很低:给纯高度奖,诱导它向上动
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low_height_reward = combined_height_score
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# 如果高度较高:给 综合奖 (高度 * 速度限制 * 必须踩地)
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high_height_reward = combined_height_score * vel_penalty_factor * is_feet_on_ground
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return torch.where(current_pelvis_h < transition_h, low_height_reward, high_height_reward)
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return combined_reward
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def arm_push_up_reward(
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def arm_push_up_reward(
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env: ManagerBasedRLEnv,
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env: ManagerBasedRLEnv,
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@@ -105,18 +89,6 @@ def arm_push_up_reward(
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pushing_up_bonus,
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pushing_up_bonus,
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torch.zeros_like(pushing_up_bonus))
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torch.zeros_like(pushing_up_bonus))
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def linear_head_height_reward(env: ManagerBasedRLEnv, target_height: float, base_height: float = 0.15) -> torch.Tensor:
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"""
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计算头部从地面到目标高度的线性增量奖励
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"""
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head_idx, _ = env.scene["robot"].find_bodies("H2")
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current_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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# 计算相对于地面的提升量,并归一化到 0-1
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reward = (current_head_h - base_height) / (target_height - base_height)
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return torch.clamp(reward, min=0.0, max=1.0)
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def is_standing_still(
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def is_standing_still(
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env: ManagerBasedRLEnv,
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env: ManagerBasedRLEnv,
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min_head_height: float,
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min_head_height: float,
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@@ -152,51 +124,6 @@ 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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def joint_pos_rel_l2_local(env: ManagerBasedRLEnv, asset_cfg: SceneEntityCfg) -> torch.Tensor:
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# 获取相对默认位置的偏差 (num_envs, num_joints)
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rel_pos = mdp.joint_pos_rel(env, asset_cfg)
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# 计算平方和 (L2)
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return torch.sum(torch.square(rel_pos), dim=-1)
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def strict_feet_contact_reward(env: ManagerBasedRLEnv, sensor_cfg: SceneEntityCfg) -> torch.Tensor:
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"""如果脚不着地,直接给一个很大的负分,强制它必须寻找支点"""
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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# 只要有一只脚没力,就判定为不稳
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foot_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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all_feet_cond = torch.min(foot_forces_z, dim=-1)[0] > 5.0 # 左右脚都要有至少5N的力
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return (~all_feet_cond).float() # 返回1表示违规
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# --- 2. 配置类 ---
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# --- 2. 配置类 ---
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T1_JOINT_NAMES = [
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T1_JOINT_NAMES = [
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@@ -263,19 +190,20 @@ 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=50.0, # 作为核心引导,增加权重
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weight=25.0, # 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": 0.7,
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"force_threshold": 10.0
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"force_threshold": 20.0,
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"max_v_z": 0.3
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}
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}
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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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# 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=20.0, # 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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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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params={
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link", "AL3", "AR3"]),
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_hand_link", "AL3", "AR3"]),
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"height_threshold": 0.6, # 躯干升到 0.6m 前都鼓励手臂用力
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"height_threshold": 0.6, # 躯干升到 0.6m 前都鼓励手臂用力
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@@ -283,66 +211,18 @@ class T1GetUpRewardCfg:
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}
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}
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)
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)
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# 4. 引导机器人“向上看”和“抬起头”
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head_lift = RewTerm(
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func=linear_head_height_reward,
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weight=15.0,
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params={"target_height": 1.1, "base_height": 0.15}
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)
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# 5. 惩罚项
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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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undesired_contacts = RewTerm(
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joint_limits = RewTerm(
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func=mdp.undesired_contacts,
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func=mdp.joint_pos_limits,
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weight=-2.0,
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weight=-1.0,
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params={
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["H2", "Trunk"]),
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# 注意:此处必须排除手臂相关 link,否则手臂用力时会同时被扣分
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"threshold": 1.0
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}
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)
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# 6. 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=-1.0, # 增大负权重
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params={"asset_cfg": SceneEntityCfg("robot")}
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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)
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# 7. 抑制滞空 (Airtime Penalty)
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# 5. 成功终极大奖
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feet_airtime = RewTerm(
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func=strict_feet_contact_reward,
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weight=-5.0, # 加大权重,跳一下扣的分比站起来得的分还多
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params={"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"])}
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)
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joint_vel_penalty = RewTerm(
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func=mdp.joint_vel_l2,
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weight=-0.01, # 惩罚过快的关节运动
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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action_rate = RewTerm(
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func=mdp.action_rate_l2,
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weight=-0.05, # 惩罚动作的突变,让动作更丝滑,减少爆发力
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)
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# 惩罚躯干的翻转和俯仰角速度
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base_ang_vel_penalty = RewTerm(
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func=lambda env, asset_cfg: torch.norm(mdp.base_ang_vel(env, asset_cfg), dim=-1),
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weight=-0.1,
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params={"asset_cfg": SceneEntityCfg("robot")}
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)
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joint_deviation = RewTerm(
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func=joint_pos_rel_l2_local,
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weight=0.1, # 权重不要太高,只是为了让它动起来
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params={"asset_cfg": SceneEntityCfg("robot")}
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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).float(),
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weight=300.0,
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weight=50.0,
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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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@@ -382,4 +262,4 @@ class T1EnvCfg(ManagerBasedRLEnvCfg):
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actions = T1ActionCfg()
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actions = T1ActionCfg()
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episode_length_s = 6.0
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episode_length_s = 6.0
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decimation = 2
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decimation = 4
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Block a user