283 lines
10 KiB
Python
283 lines
10 KiB
Python
import random
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import numpy
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import numpy as np
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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 = 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 arm_tuck_incremental_reward(
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env: ManagerBasedRLEnv,
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pitch_threshold: float = 1.4,
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shaping_weight: float = 0.2
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) -> torch.Tensor:
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"""增量式收手奖励:鼓励向弯曲方向运动,达到阈值给大奖"""
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joint_names = ["Left_Elbow_Pitch", "Right_Elbow_Pitch"]
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joint_ids, _ = env.scene["robot"].find_joints(joint_names)
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elbow_pos = env.scene["robot"].data.joint_pos[:, joint_ids]
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elbow_vel = env.scene["robot"].data.joint_vel[:, joint_ids]
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# 1. 速度引导:只要在收缩(速度为正)就给小奖,伸直则惩罚
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avg_vel = torch.mean(elbow_vel, dim=-1)
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shaping_reward = torch.tanh(avg_vel) * shaping_weight
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# 2. 阈值触发:一旦收缩到位,给稳定的静态奖
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is_tucked = torch.all(elbow_pos > pitch_threshold, dim=-1).float()
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goal_bonus = is_tucked * 1.5
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return shaping_reward + goal_bonus
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def dynamic_getup_strategy_reward(env: ManagerBasedRLEnv) -> torch.Tensor:
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"""
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状态机奖励切换逻辑:
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- 仰卧时:重点是 翻身 + 缩手。
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- 俯卧时:重点是 撑地起立。
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"""
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# 获取重力投影:Z轴分量 > 0 表示仰卧
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gravity_z = env.scene["robot"].data.projected_gravity_b[:, 2]
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# 状态掩码
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is_on_back = (gravity_z > 0.2).float()
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is_on_belly = (gravity_z < -0.2).float()
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is_transition = (1.0 - is_on_back - is_on_belly)
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# 1. 翻身势能:引导 gravity_z 向 -1.0 靠拢
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flip_shaping = torch.clamp(-gravity_z, min=-1.0, max=1.0)
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# 2. 缩手动作
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tuck_rew = arm_tuck_incremental_reward(env)
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# 3. 撑地动作 (复用原逻辑,但去掉内部的高度衰减,统一由状态机控制)
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contact_sensor = env.scene.sensors.get("contact_sensor")
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max_arm_force = torch.zeros(env.num_envs, device=env.device)
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if contact_sensor is not None:
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# 假设手臂/手部 link 的受力
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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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push_rew = torch.tanh(torch.clamp(max_arm_force - 15.0, min=0.0) / 40.0)
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# --- 权重动态合成 ---
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# 仰卧区:翻身(8.0) + 缩手(4.0)
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back_strategy = is_on_back * (8.0 * flip_shaping + 4.0 * tuck_rew)
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# 俯卧区:撑地(25.0) + 缩手维持(1.0)
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# 这里撑地权重远高于翻身,确保机器人更愿意待在俯卧区尝试站立
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belly_strategy = is_on_belly * (25.0 * push_rew + 1.0 * tuck_rew)
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# 过渡区
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trans_strategy = is_transition * (4.0 * flip_shaping + 10.0 * push_rew + 2.0 * tuck_rew)
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return back_strategy + belly_strategy + trans_strategy
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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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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(numpy.array([1.4, 1.6], dtype=np.float32) * random.choice([-1 , 1])), # 仰卧/俯卧
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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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},
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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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joint_pos = JointPositionActionCfg(
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asset_name="robot", joint_names=T1_JOINT_NAMES, scale=0.5, use_default_offset=True
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)
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@configclass
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class T1GetUpRewardCfg:
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# --- 1. 动态策略整合奖励 (包含了翻身、缩手、撑地的逻辑切换) ---
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adaptive_strategy = RewTerm(
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func=dynamic_getup_strategy_reward,
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weight=1.0 # 内部已经有细分权重
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)
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# --- 2. 核心高度目标 (维持最高优先级) ---
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height_with_feet = RewTerm(
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func=standing_with_feet_reward,
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weight=15.0,
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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": 30.0,
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"max_v_z": 0.3
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}
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)
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# --- 3. 辅助约束与惩罚 ---
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upright = RewTerm(func=mdp.flat_orientation_l2, weight=1.0)
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joint_limits = RewTerm(func=mdp.joint_pos_limits, weight=-20.0, params={"asset_cfg": SceneEntityCfg("robot")})
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action_rate = RewTerm(func=mdp.action_rate_l2, weight=-0.01)
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# --- 4. 成功奖励 ---
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is_success_bonus = RewTerm(
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func=is_standing_still,
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weight=1000.0,
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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 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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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 |