314 lines
12 KiB
Python
314 lines
12 KiB
Python
import torch
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import random
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import numpy as np
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import isaaclab.envs.mdp as mdp
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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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# --- 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 = 20.0,
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max_v_z: float = 0.5
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) -> torch.Tensor:
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"""终极高度目标:头高、盆骨高、足部受力稳定"""
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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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curr_head_h = env.scene["robot"].data.body_state_w[:, head_idx[0], 2]
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curr_pelvis_h = env.scene["robot"].data.body_state_w[:, pelvis_idx[0], 2]
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# 归一化高度评分
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head_score = torch.clamp(curr_head_h / min_head_height, 0.0, 1.2)
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pelvis_score = torch.clamp(curr_pelvis_h / min_pelvis_height, 0.0, 1.2)
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height_reward = (head_score + pelvis_score) / 2.0
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# 足部受力判定
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contact_sensor = env.scene.sensors.get(sensor_cfg.name)
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if contact_sensor is None: return torch.zeros(env.num_envs, device=env.device)
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foot_forces_z = torch.sum(contact_sensor.data.net_forces_w[:, :, 2], dim=-1)
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force_weight = torch.sigmoid((foot_forces_z - force_threshold) / 5.0)
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# 垂直速度惩罚(防止跳跃不稳)
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root_vel_z = env.scene["robot"].data.root_lin_vel_w[:, 2]
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vel_penalty = torch.exp(-torch.abs(root_vel_z) / max_v_z)
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return height_reward * (0.5 + 0.5 * force_weight * vel_penalty)
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def dynamic_getup_strategy_reward(env: ManagerBasedRLEnv) -> torch.Tensor:
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"""
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全姿态对称起立策略:
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1. 核心蜷缩 (Spring Loading):无论仰卧还是俯卧,只要高度低,就必须强制收腿。
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2. 仰卧支撑 (Back-Pushing):在仰卧状态下,鼓励手臂向后发力并抬高盆骨。
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3. 协同爆发 (Explosive Jump):蜷缩状态下产生的向上动量获得最高倍率奖励。
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"""
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# --- 1. 获取物理状态 ---
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gravity_z = env.scene["robot"].data.projected_gravity_b[:, 2] # 1:仰卧, -1:俯卧
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pelvis_idx, _ = env.scene["robot"].find_bodies("Trunk")
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curr_pelvis_h = 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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# 关节索引:11,12髋, 17,18膝 (确保与T1模型一致)
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knee_joints = [17, 18]
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hip_pitch_joints = [11, 12]
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joint_pos = env.scene["robot"].data.joint_pos
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# --- 2. 核心蜷缩评分 (Crouch Score) ---
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# 无论仰俯,蜷缩是起立的绝对前提。目标是让脚尽可能靠近质心。
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# 提高膝盖弯曲目标 (1.5 rad),引导更深度的折叠
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knee_flex_err = torch.abs(joint_pos[:, knee_joints] - 1.5).sum(dim=-1)
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hip_flex_err = torch.abs(joint_pos[:, hip_pitch_joints] - 1.2).sum(dim=-1)
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crouch_score = torch.exp(-(knee_flex_err + hip_flex_err) * 0.6)
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# 基础蜷缩奖励 (Spring Base) - 权重加大
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crouch_trigger = torch.clamp(0.6 - curr_pelvis_h, min=0.0)
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base_crouch_reward = crouch_trigger * crouch_score * 40.0
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# --- 3. 支撑力奖励 (Support Force) ---
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push_reward = torch.zeros_like(curr_pelvis_h)
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contact_sensor = env.scene.sensors.get("contact_sensor")
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if contact_sensor is not None:
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# 监测非足部Link(手、臂)的受力
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# 无论正反,只要手能提供垂直向上的推力,就是好手
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arm_forces_z = contact_sensor.data.net_forces_w[:, :, 2]
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push_reward = torch.tanh(torch.max(arm_forces_z, dim=-1)[0] / 30.0)
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# --- 4. 姿态特定引导 (Orientation-Neutral) ---
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is_back = torch.clamp(gravity_z, min=0.0) # 仰卧程度
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is_belly = torch.clamp(-gravity_z, min=0.0) # 俯卧程度
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# A. 仰卧直接起立逻辑:
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# 在仰卧时,如果能把盆骨撑起来 (curr_pelvis_h 增加),给予重奖
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# 配合crouch_score,鼓励“收腿-撑地-挺髋”的动作链
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back_lift_reward = is_back * torch.clamp(curr_pelvis_h - 0.15, min=0.0) * crouch_score * 50.0
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# B. 俯卧/翻身辅助逻辑 (保留一定的翻身倾向,但不再是唯一路径)
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flip_reward = is_back * (1.0 - gravity_z) * 5.0 # 权重降低,仅作为备选
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# --- 5. 最终爆发项 (The Jump) ---
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# 核心公式:蜷缩程度 * 向上速度 * 支撑力感应
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# 这是一个通用的“起跳”奖励,无论正反面,只要满足“缩得紧、跳得快、手有撑”,奖励就爆炸
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explosion_reward = crouch_score * torch.clamp(root_vel_z, min=0.0) * (0.5 + 0.5 * push_reward) * 80.0
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# --- 6. 汇总 ---
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total_reward = (
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base_crouch_reward + # 必须缩腿
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back_lift_reward + # 仰卧挺髋
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flip_reward + # 翻身尝试
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explosion_reward # 终极爆发
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)
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return total_reward
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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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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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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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# --- 2. 配置类 ---
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T1_JOINT_NAMES = [
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'AAHead_yaw', 'Head_pitch',
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'Left_Shoulder_Pitch', 'Left_Shoulder_Roll', 'Left_Elbow_Pitch', 'Left_Elbow_Yaw',
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'Right_Shoulder_Pitch', 'Right_Shoulder_Roll', 'Right_Elbow_Pitch', 'Right_Elbow_Yaw',
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'Waist',
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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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root_pos = ObsTerm(func=mdp.root_pos_w)
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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": (-1.57, 1.57),
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"pitch": tuple(np.array([1.4, 1.6], dtype=np.float32) * random.choice([-1 , 1])),
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"yaw": (-3.14, 3.14),
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"x": (0.0, 0.0),
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"y": (0.0, 0.0),
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"z": (0.3, 0.4),
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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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# 拆分动作组以防止抽搐。由于不强制规定动作,我们可以给各个部位较为均衡的探索范围。
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arm_action = JointPositionActionCfg(
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asset_name="robot",
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joint_names=[
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'Left_Shoulder_Pitch', 'Left_Shoulder_Roll', 'Left_Elbow_Pitch', 'Left_Elbow_Yaw',
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'Right_Shoulder_Pitch', 'Right_Shoulder_Roll', 'Right_Elbow_Pitch', 'Right_Elbow_Yaw'
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],
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scale=1.2, # 给了手臂相对充裕的自由度去摸索
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use_default_offset=True
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)
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torso_action = JointPositionActionCfg(
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asset_name="robot",
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joint_names=['Waist', 'AAHead_yaw', 'Head_pitch'],
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scale=0.8,
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use_default_offset=True
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)
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leg_action = JointPositionActionCfg(
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asset_name="robot",
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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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scale=0.6,
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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. 核心阶段性引导 (翻身 -> 蜷缩 -> 支撑)
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dynamic_strategy = RewTerm(
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func=dynamic_getup_strategy_reward,
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weight=1.5
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)
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# 2. 站立质量奖励 (强化双脚受力)
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height_with_feet = RewTerm(
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func=standing_with_feet_reward,
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weight=40.0, # 大权重
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params={
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"min_head_height": 1.1,
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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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"force_threshold": 40.0, # 必须达到一定压力,防止脚尖点地作弊
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"max_v_z": 0.2
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}
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)
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# 3. 惩罚项:防止钻空子
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# 严厉惩罚:如果躯干(Trunk)或头(H2)直接接触地面,扣大分
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body_contact_penalty = RewTerm(
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func=mdp.contact_forces,
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weight=-20.0,
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params={
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"sensor_cfg": SceneEntityCfg("contact_sensor", body_names=["Trunk", "H2"]),
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"threshold": 1.0
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}
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)
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# 4. 关节功耗惩罚 (防止高频抽搐)
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action_rate = RewTerm(
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func=mdp.action_rate_l2,
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weight=-0.01
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)
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# 5. 成功维持奖励
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is_success_maintain = RewTerm(
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func=is_standing_still,
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weight=1000.0, # 巨大的成功奖励
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params={
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"min_head_height": 1.08,
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"min_pelvis_height": 0.72,
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"max_angle_error": 0.2,
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"standing_time": 0.4, # 必须站稳 0.4s
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"velocity_threshold": 0.3
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}
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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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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": 0.3,
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"standing_time": 0.2,
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"velocity_threshold": 0.5
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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=8192, env_spacing=2.5)
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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 = 10.0
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decimation = 4 |