365 lines
13 KiB
Python
365 lines
13 KiB
Python
import random
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import torch
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from isaaclab.assets import ArticulationCfg
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from isaaclab.envs import ManagerBasedRLEnvCfg, ManagerBasedRLEnv
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from isaaclab.managers import ObservationGroupCfg as ObsGroup
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from isaaclab.managers import ObservationTermCfg as ObsTerm
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from isaaclab.managers import RewardTermCfg as RewTerm
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from isaaclab.managers import TerminationTermCfg as DoneTerm
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from isaaclab.managers import EventTermCfg as EventTerm
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from isaaclab.envs.mdp import JointPositionActionCfg
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from isaaclab.managers import SceneEntityCfg
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from isaaclab.utils import configclass
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from rl_game.get_up.env.t1_env import T1SceneCfg
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import isaaclab.envs.mdp as mdp
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# --- 1. 自定义 MDP 逻辑函数 ---
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def standing_with_feet_reward(
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env: ManagerBasedRLEnv,
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min_head_height: float,
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min_pelvis_height: float,
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sensor_cfg: SceneEntityCfg,
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force_threshold: float = 30.0,
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max_v_z: float = 0.25
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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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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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head_score = torch.clamp(current_head_h / min_head_height, max=1.0)
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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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# 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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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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# 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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vel_penalty_factor = torch.exp(-4.0 * 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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# 定义一个“过渡高度” (例如盆骨达到 0.4m)
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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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def arm_push_up_reward(
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env: ManagerBasedRLEnv,
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sensor_cfg: SceneEntityCfg,
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height_threshold: float = 0.5,
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min_force: float = 20.0
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) -> torch.Tensor:
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"""
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强化版手臂撑地奖励:
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1. 鼓励手臂产生超过阈值的垂直反作用力。
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2. 当手臂用力且躯干有向上速度时,给予额外加成。
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"""
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# 获取手臂传感器数据
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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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return torch.zeros(env.num_envs, device=env.device)
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# 1. 获取手臂 Z 轴受力 (取所有手臂 Body 的合力或最大力)
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arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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max_arm_force = torch.max(arm_forces_z, dim=-1)[0]
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# 归一化受力奖励:在 20N 到 100N 之间线性增长
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force_reward = torch.clamp((max_arm_force - min_force) / 80.0, min=0.0, max=1.0)
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# 2. 获取躯干高度和垂直速度
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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current_height = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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# 3. 协同奖励:当手臂在用力推,且躯干正在上升时,给高分
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# 只有在高度低于阈值(还在撑起阶段)时生效
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pushing_up_bonus = torch.where(
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(max_arm_force > min_force) & (root_vel_z > 0.05),
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force_reward * (1.0 + root_vel_z * 2.0), # 速度越快奖励越高
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force_reward
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)
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# 只有在躯干较低时才发放此奖励
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return torch.where(current_height < height_threshold,
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pushing_up_bonus,
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torch.zeros_like(pushing_up_bonus))
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def is_standing_still(
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env: ManagerBasedRLEnv,
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min_head_height: float,
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min_pelvis_height: float,
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max_angle_error: float,
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standing_time: float,
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velocity_threshold: float = 0.15
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) -> torch.Tensor:
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"""判定逻辑:双高度达标 + 躯干垂直 + 全身静止"""
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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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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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gravity_error = torch.norm(env.scene["robot"].data.projected_gravity_b[:, :2], dim=-1)
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root_vel_norm = torch.norm(env.scene["robot"].data.root_lin_vel_w, dim=-1)
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# 判定条件:头够高 且 盆骨够高 且 垂直误差小 且 速度低
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is_stable_now = (
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(current_head_h > min_head_height) &
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(current_pelvis_h > min_pelvis_height) &
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(gravity_error < max_angle_error) &
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(root_vel_norm < velocity_threshold)
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)
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if "stable_timer" not in env.extras:
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env.extras["stable_timer"] = torch.zeros(env.num_envs, device=env.device)
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dt = env.physics_dt * env.cfg.decimation
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env.extras["stable_timer"] = torch.where(is_stable_now, env.extras["stable_timer"] + dt,
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torch.zeros_like(env.extras["stable_timer"]))
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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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T1_JOINT_NAMES = [
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'Left_Hip_Pitch', 'Right_Hip_Pitch', 'Left_Hip_Roll', 'Right_Hip_Roll',
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'Left_Hip_Yaw', 'Right_Hip_Yaw', 'Left_Knee_Pitch', 'Right_Knee_Pitch',
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'Left_Ankle_Pitch', 'Right_Ankle_Pitch', 'Left_Ankle_Roll', 'Right_Ankle_Roll'
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]
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@configclass
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class T1ObservationCfg:
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@configclass
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class PolicyCfg(ObsGroup):
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concatenate_terms = True
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base_lin_vel = ObsTerm(func=mdp.base_lin_vel)
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base_ang_vel = ObsTerm(func=mdp.base_ang_vel)
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projected_gravity = ObsTerm(func=mdp.projected_gravity)
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joint_pos = ObsTerm(func=mdp.joint_pos_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)})
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joint_vel = ObsTerm(func=mdp.joint_vel_rel,
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params={"asset_cfg": SceneEntityCfg("robot", joint_names=T1_JOINT_NAMES)})
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actions = ObsTerm(func=mdp.last_action)
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policy = PolicyCfg()
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@configclass
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class T1EventCfg:
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reset_robot_rotation = EventTerm(
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func=mdp.reset_root_state_uniform,
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params={
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"asset_cfg": SceneEntityCfg("robot"),
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"pose_range": {
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"roll": (0, 1.57) * random.choice([1, -1]) , # 左右侧卧
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"pitch": (1.4, 1.6) * random.choice([1, -1]) , # 仰卧/俯卧
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"yaw": (-3.14, 3.14), # 全向旋转
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"x": (0.0, 0.0),
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"y": (0.0, 0.0),
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"z": (0.4, 0.5),
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},
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"velocity_range": {},
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},
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mode="reset",
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)
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@configclass
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class T1ActionCfg:
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"""关键修改:降低 scale 让动作变丝滑,增大阻尼效果"""
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joint_pos = JointPositionActionCfg(
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asset_name="robot",
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joint_names=T1_JOINT_NAMES,
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scale=0.2, # 从 0.5 降到 0.2,防止电机暴力抽搐
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use_default_offset=True
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)
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@configclass
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class T1GetUpRewardCfg:
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# 1. 姿态基础奖 (引导身体变正)
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=5.0)
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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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func=standing_with_feet_reward,
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weight=30.0, # 作为核心引导,增加权重
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params={
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"min_head_height": 1.10,
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"min_pelvis_height": 0.65,
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=[".*_foot_link"]),
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"force_threshold": 30.0
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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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arm_push_support = RewTerm(
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func=arm_push_up_reward,
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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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"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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"min_force": 15.0 # 只要有 15N 的力就触发
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}
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)
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# 4. 惩罚项
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undesired_contacts = RewTerm(
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func=mdp.undesired_contacts,
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weight=-10.0,
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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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# 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=-50.0, # 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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feet_airtime = RewTerm(
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func=strict_feet_contact_reward,
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weight=-20.0, # 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=-0.5, # 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=-0.5, # 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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func=lambda env, keys: env.termination_manager.get_term(keys),
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weight=500.0,
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params={"keys": "standing_success"}
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)
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@configclass
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class T1GetUpTerminationsCfg:
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time_out = DoneTerm(func=mdp.time_out)
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# 失败判定:躯干倾斜超过 45 度重置
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#base_crash = DoneTerm(func=mdp.bad_orientation, params={"limit_angle": 0.785})
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# 成功判定:双高度 + 稳定
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standing_success = DoneTerm(
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func=is_standing_still,
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params={
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"min_head_height": 1.05,
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"min_pelvis_height": 0.75,
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"max_angle_error": 0.15,
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"standing_time": 0.8,
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"velocity_threshold": 0.15
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}
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)
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@configclass
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class T1EnvCfg(ManagerBasedRLEnvCfg):
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scene = T1SceneCfg(num_envs=16384, env_spacing=2.5) # 5090 性能全开
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def __post_init__(self):
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super().__post_init__()
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self.scene.robot.init_state.pos = (0.0, 0.0, 0.2)
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observations = T1ObservationCfg()
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rewards = T1GetUpRewardCfg()
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terminations = T1GetUpTerminationsCfg()
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events = T1EventCfg()
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actions = T1ActionCfg()
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episode_length_s = 6.0
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decimation = 4 |